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Hmm, while I was washing my car, my rhythm of wiping the car clean made me realise something. 

 

I was wiping it at what I remember being the speed that an Autocannon Smoky shoots at. I kept doing it until I realised that I didn't initiate the second phase of the wipe in 0.5 seconds rather, it was less. 

I then tried to think of all the alterations that reduce the reload to 0.5 seconds and I remember Shaft's Rapid-fire mode alteration does that. From my experience in the test server, I've come to realise that Shaft, when equipped with this alteration, shoots slower than an Autocannon Smoky despite them "having the same reload time". 

 

As of now, this is just speculation. I do not have the alterations to compare them and the test server has been giving the players low ranks for some reason. My only evidence for this claim is contained in my mind and we all know that's not good enough. 

 

Can someone who has these alterations please test it out and see if they have the same reload time. 

 

Going by my memory (and assuming that Shaft's reload time is actually 0.5 second because it's more believable), it seems that Autocannon reloads in 0.35 seconds and Shaft reloads in 0.5 seconds.

 

Imma check Russian wiki to see.

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Have you ever had a smoky hit the side of your tank at almost point blank range? Now compare that to a Smoky hitting you from the red base in Highways while you're in the blue base. You'd notice a difference in the impact force. It doesn't show where the impact force drop off occurs anywhere but it is definitely there.

 

Keep your enemies in the minimum damage range and you shouldn't have to worry about it.

 

No, I just searched and there isn't anything posted on Impact Force. Plus, a lot of the in-game mechanics have changed yet they haven't updated it. It is just observable in the game. I observe it every day when a Thunder tries to shoot me from across the map in Highways ASL and Magistral or just across the map in general.

I do not care about my impact force most of the time. I am one of the few Smoky players who can snipe effectively even in maps like Highways, Brest and Serpuhov which are full of Rails and Shafts. Moving and camping targets are no problem for me.

 

I think that the weak damage also applies for impact force so when you hit an enemy across the map, you have 50% damage and 50% impact force. Shaft, Striker and Rail have infinite range so they have always full impact force. Striker has low impact force but when salvo hits you, it simply counts together.

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I do not care about my impact force most of the time. I am one of the few Smoky players who can snipe effectively even in maps like Highways, Brest and Serpuhov which are full of Rails and Shafts. Moving and camping targets are no problem for me.

I think that the weak damage also applies for impact force so when you hit an enemy across the map, you have 50% damage and 50% impact force. Shaft, Striker and Rail have infinite range so they have always full impact force. Striker has low impact force but when salvo hits you, it simply counts together.

And soon you'll eventually be saying that you can snipe with firebird :rolleyes:

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Ok, I encountered a few Autosmokies over the past two days and it seems like the firing rate was a bit slower than I remember it being. Although it didn't seem a slow as the Rapid-fire mode alteration for Shaft, I'll dismiss it as me having bad memory for now until the test server gives us high ranks to play with to test it out. 

 

 

Heh, and Thunder needs a nerf in impact force. I remember back when they said there were gonna buff it. Thunder's impact force was already powerful and they made it even stronger. I'll never forget that time an M0 Thunder's shot made my stationary M2 Dictator rotate 100 degrees. That doesn't happen anymore but I'll never forget when that happened. 

 

Also, Sledgehammer rounds needs to be nerfed. It needs to have another downside besides Maximum damage range -90%. This is basically an upgrade and not an alteration. 

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Ok, I encountered a few Autosmokies over the past two days and it seems like the firing rate was a bit slower than I remember it being. Although it didn't seem a slow as the Rapid-fire mode alteration for Shaft, I'll dismiss it as me having bad memory for now until the test server gives us high ranks to play with to test it out. 

 

 

Heh, and Thunder needs a nerf in impact force. I remember back when they said there were gonna buff it. Thunder's impact force was already powerful and they made it even stronger. I'll never forget that time an M0 Thunder's shot made my stationary M2 Dictator rotate 100 degrees. That doesn't happen anymore but I'll never forget when that happened. 

 

Also, Sledgehammer rounds needs to be nerfed. It needs to have another downside besides Maximum damage range -90%. This is basically an upgrade and not an alteration. 

So... players are just equipping Sledgehammer and using it long-distance and relying on the 50% "weak" damage?

 

Devs could not have possibly thought players would worry about the range of max-damage... could they?

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I do not care about my impact force most of the time. I am one of the few Smoky players who can snipe effectively even in maps like Highways, Brest and Serpuhov which are full of Rails and Shafts. Moving and camping targets are no problem for me.

 

I think that the weak damage also applies for impact force so when you hit an enemy across the map, you have 50% damage and 50% impact force. Shaft, Striker and Rail have infinite range so they have always full impact force. Striker has low impact force but when salvo hits you, it simply counts together.

Not in my rank

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Fat chance. They won't make an intended short range , long-ranger.

It was a joke xD

 

By the way, Smoky and Thunder are the most versatile turrets in Tanki. Also the most OP after Duplet Hammer. They are effective at any range.

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So... players are just equipping Sledgehammer and using it long-distance and relying on the 50% "weak" damage?

 

Devs could not have possibly thought players would worry about the range of max-damage... could they?

It worried me. I purchased it anyway. It definitely changes gameplay, but in no way has it been OP at my ranks. Of all the alts that I think are OP, this one is not really in that category IMHO.

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IMO, Shell Destabilization should get buffed.

 

Strong shot should deal 100% more damage.... while weak deal no damage.

It is good enough the way it is. The weak damage should never be able to do 0 damage. If the shot can penetrate a tank, how can it do 0 damage?

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IMO, Shell Destabilization should get buffed.

 

Strong shot should deal 100% more damage.... while weak deal no damage.

It's very close to that already. Strong hit gives +90% . weak gives 1, which is as good as nothing

It was a joke xD

 

By the way, Smoky and Thunder are the most versatile turrets in Tanki. Also the most OP after Duplet Hammer. They are effective at any range.

I agree, but still, I'm happy on my rail. :)

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hi all here

need a little help with "Sledgehammer" alteration.

is it good choice to buy it or it's just wasting crys ?

my Thunder is M3 fully MUed to M4, so.....

thx for any opinions

Well since you have it M4, it would be great to buy it. Tell us what you think of it after using it for a bit. 

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Well since you have it M4, it would be great to buy it. Tell us what you think of it after using it for a bit. 

sure,I will but not yet

first I'm waiting for sales , not necessary to pay in full prize and second I would like to hear some experiences from the others

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hi all here

need a little help with "Sledgehammer" alteration.

is it good choice to buy it or it's just wasting crys ?

my Thunder is M3 fully MUed to M4, so.....

thx for any opinions

In my opinion, if you enjoy Thunder, then the sledgehammer alt is definitely for you. It is the ultimate midrange turret when equipped. It rivals smoky on firing rate, but adds it's splash damage. I held off buying it until the last (and only) sale and do not regret it at all. I tend to land 2-3 shots before the enemy knows what hit them...that will wipe out light hull and severely deplete a medium hull. Add some DD and it is definitely a strong turret. Be aware that if the enemy team has 5+ protections against thunder, I will almost always swap turrets. The higher protections just make it hard to land kills IMO.

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