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Patch Update 456 - Video by Hazel-Rah


theFiringHand
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i don't think the devs have any idea what they're doing.

The stock Fire change is good, they missed the opportunity to nerf the alteration.

 

The Isida change is good for Isida owners, hopefully it is not too much that they have to nerf it in their style, like making it useless again.

 

The Smoky change, I don't understand, it is counter intuitive and it was okay as it was, other turrets needed a nerf instead, like Ricochet.

 

The Striker changes I think are good.

 

Thunder was okay, now it could be over powered. If it becomes OP they should just remove this change and not nerf it like crazy.

 

Magnum I'm not sure, it's overpowered in good hands and a mult in others.

Edited by D.a.n.t.e
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A bit disappointed about Hammer's changes, but the nerf was well deserved. And I'm glad that it's not a "boring damage nerf", but instead more of a change in mechanics that also gives an advantage in some situations.

 

Magnum's change is very good - can't wait to try. That one I've been looking forward to.

 

Not sure why Striker got those changes. I was thinking that it needs something like shorter lock-on time, longer lock-on reset time or maybe a way to fire volleys of 2 or 3 rockets with less lock-on time.

 

 

Good update, except for Thunder. It needs a nerf, not a buff. It's okay to buff the max. damage range but it's still OP in mid-close combat, especially in crowded maps.


There's so many Thunder modules on high ranks that it has become one of the most useless turrets. It needed a massive buff.
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maybe a way to fire volleys of 2 or 3 rockets with less lock-on time.

I've been wanting to suggest that since ages but forget everytime I get on the forum to do so. :p

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I've been wanting to suggest that since ages but forget everytime I get on the forum to do so. :P

I think someone else already posted that idea.

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There's so many Thunder modules on high ranks that it has become one of the most useless turrets. It needed a massive buff.

Wait - the buff was due (at least in part) because of protection modules tankers might have equipped?

 

So if one does not have it equipped in a small-med map then you could actually say this update makes it OP?

Long range need to choose between Vulcan/Thunder/Shaft/Rail... give us 4-slot modules please.

Edited by wolverine848

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Wait - the buff was due (at least in part) because of protection modules tankers might have equipped?

 

So if one does not have it equipped in a small-med map then you could actually say this update makes it OP?

I'm not sure how they work out what needs buffing and what doesn't, but to me the abundance of Thunder modules is what seemed to make the turret extremely underpowered. I love Thunder but in every single battle I feel weak because at least half of the players have 25%+ protection from me.

 

To put that into perspective, barely anyone has Magnum protection and only a few use Hammer and Twins protection, which is why I use mainly these three turrets.

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There's so many Thunder modules on high ranks that it has become one of the most useless turrets. It needed a massive buff.

By that logic, so does railgun.
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There's so many Thunder modules on high ranks that it has become one of the most useless turrets. It needed a massive buff.

Sorry but this is a ridiculous argument. People use Thunder protection because it's OP. If you nerf the turret, they will get another module against other turrets.

 

And this problem is only for high-ranks. At my rank Thunders are everywhere.

Edited by misafeco
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Honestly, the captions are great. You do a great job and the whole community appreciate your efforts

?? Really?? It's better to go off topic section and find "anti Cedric campaign".

 

;)

Edited by MentallyDeranged

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The stock Fire change is good, they missed the opportunity to nerf the alteration.

I think the same. Firebird M2 alt. should have been nerfed.

 

Magnum's change is very good - can't wait to try. That one I've been looking forward to.

Eventually they will make an alt. for that. By the way do you maybe know if the devs already checked the alterations idea topic?

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To put that into perspective, barely anyone has Magnum protection and only a few use Hammer and Twins protection, which is why I use mainly these three turrets.

People buy Module Protection vs the Turrets they feel most threatened by. If many are already using Thunder protection, doesn't that indicate the Turret is potent, and probably doesn't need any buffs?

And buffing a turret because a lot of people have protection is then devaluing the Protection Module they invested in - many, many crystals.

 

Well, magnum is new (striker also) so that is case where people

1) haven't saved for module yet

2) waiting to see how it does (is it potent enough to warrant protection)

3) waiting to see if enough people use it (is it numerous enough to ...)

or any combination of the three above.

 

A really separate argument can be made on what the max protection should be... is 50% too much?  maybe...

Edited by wolverine848
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What really needs a nerf is Twins.

 

It has too much impact force, damage and firing rate, and the alteration completely cancels out the self damage.

What's the skill required there? Brick on spacebar and pew pew!

101% true. Twins must be nerfed or it is too OP.

Edited by gio_the_killer

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Although Hazel rah was very brief, clear and explained it really well, that why these changes are being implemented but you know still I will make an issue out of this xD

Maybe cuz... everyone has an opinion and maybe does not agree?

 

Feel free to express yours - or not.

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Smoky is nerfed yet again. Because why? Because other turrets are overpowered that's why.  Great. Wonderful. Smoky is already fast on its way to "Aww look at the cute widdle Smoky he thinks he's a weapon" staus in the game. Tanki has fallen head over heels in love with splash damage and big-damage one-hittters.

 

The gamed used to reward using cover and require some ability to actually aim. It was possible to hide behind obstacles or dodge fire.  Every day the game becomes more and more just shoot at unmoving terrain and watch everyone die from spash damage. Emerge from cover a shaft one-hots you. Stay in cover a magnum spalshes you.  So have fun with your little Smoky that takes several aimed hits to kill a tank it has to see.

 

But none of this balance crap really means shinola. What does matter is once again finding a non-blowout battle at your rank is tedious. We are back in the days when you might have to visit every single server to find the one Basic game what gives you a chance to complete a mission. 

 

This is a tragic change. This reverses all the good of the Battle Button. Before the Battle button it ewas tedious to find a game. When the Battle button was added is was suddenly easy to find many games worth joining. But Then Tanki reversed themeselves one more time and the tedium ois back.

 

I've learned nothing good in Tanki lasts very long. But the lag and the connection drop-outs, those are eternal. I wish I could support this company financially but with this history I cannot.

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 How is this a nerf?

The maximum crit hit chance is now 20% for a m4 Smoky and down to ~11% for a m0 version. It used to be 20% for all levels of Smoky. So unless you have a full m4 Smoky it is a nerf. It was the last turret that needed another nerf.

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