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Annoying Turrets - 2017 Poll


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177 members have voted

  1. 1. Which turret do you find the most annoying? They are in alphabetical order...pick only one.

    • Firebird
      2
    • Freeze
      8
    • Hammer
      1
    • Isida
      8
    • Magnum
      86
    • Railgun
      4
    • Ricochet
      18
    • Shaft
      8
    • Smoky
      8
    • Striker
      3
    • Thunder
      4
    • Twins
      25
    • Vulcan
      2


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One could also read the turrets with 0 or 1 votes as needing a buff/improvement. However I maintain that these numbers are skewed.

 

Hammer has 0 as of this posting.

 

Firebird, Freeze, Striker, and Vulcan all have 1 vote as of this post.

 

Do all of these need a buff? Maybe. Hammer and Vulcan both saw deep, soul-crushing nerds last year, and IMO Alterniva went too far. I’d be happy to see both of these turrets improved, although Hammer is tricky since it’s effectiveness is a combination of damage, reload, and pellet spread. All three have been nerfed, and I think that was too much, however Hammer in the right hands is still deadly due to rare module usage. Vulcan needs a modest damage buff - Alterniva can’t just give it back the 30% they cut out last year, but they’ve got to give something back - the gyro nerf plus that deep damage cut has this turret collecting dust in most garages including mine.

 

Striker - this turret was buffed a few times after it’s launch, so I’m doubtful we’ll see another meaningful buff anytime soon. IMO Striker could use a damage and/or reload buff. Or maybe an auto-aim cone widening. I fire way too many rockets into the wild.

 

Fire and Freeze don’t need buffs. They are fine as they are.

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One could also read the turrets with 0 or 1 votes as needing a buff/improvement. However I maintain that these numbers are skewed.

 

Hammer has 0 as of this posting.

 

Firebird, Freeze, Striker, and Vulcan all have 1 vote as of this post.

 

Do all of these need a buff? Maybe. Hammer and Vulcan both saw deep, soul-crushing nerds last year, and IMO Alterniva went too far. I’d be happy to see both of these turrets improved, although Hammer is tricky since it’s effectiveness is a combination of damage, reload, and pellet spread. All three have been nerfed, and I think that was too much, however Hammer in the right hands is still deadly due to rare module usage. Vulcan needs a modest damage buff - Alterniva can’t just give it back the 30% they cut out last year, but they’ve got to give something back - the gyro nerf plus that deep damage cut has this turret collecting dust in most garages including mine.

 

 

 

Striker - this turret was buffed a few times after it’s launch, so I’m doubtful we’ll see another meaningful buff anytime soon. IMO Striker could use a damage and/or reload buff. Or maybe an auto-aim cone widening. I fire way too many rockets into the wild.

 

Fire and Freeze don’t need buffs. They are fine as they are.

I think Striker damage is high enough - it just doesn't hit often enough.

 

For "auto-aiming" are you referring to single - unguided missiles?  I don't think it has any auto-aim at all. If on uneven ground I find those missiles either go up into the aim (complete miss) or hit the ground waaaay short.

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I think Striker damage is high enough - it just doesn't hit often enough.

 

For "auto-aiming" are you referring to single - unguided missiles? I don't think it has any auto-aim at all. If on uneven ground I find those missiles either go up into the aim (complete miss) or hit the ground waaaay short.

Yes, individual rockets should track targets better.

 

I also think the lock-on countdown should be shortened a bit. On busy maps it’s too easy for tanks to find cover.

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Yes, individual rockets should track targets better.

 

I also think the lock-on countdown should be shortened a bit. On busy maps it’s too easy for tanks to find cover.

I agree. A slight tweak in lock-on would make world of difference.

 

Not only can they find cover (buildings, walls, hills etc) another tank - even your own team - will cause the lock-on to fail and you likely have to start again. Can't count the number of times I was sooo close to lock-on only to have target disappear from view or another enemy nailed me with enough impact to throw off aim.  It needs a Gyroscope.

 

The irony is I bought Striker to use as a long-range turret. But I'm told now the salvo is not really the primary usage.

If individual missiles are primary source then it becomes a short-mid-range turret - and I already have two of those.

 

So I kind of wasted a bunch of crystals. Thank goodness it was 50% sale and I had a personal discount.

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This poll doesn't surprise me one bit.

 

uw0z1w2.jpg

 

Even though I use magnum as my main gun I still find it incredibly annoying, both to play as and play against. I find myself constantly dying against magnum, while I also slay like hell with it.

 

I understand its role in team gameplay, and while I wouldn't say it's TOTALLY OP, since there are situations where Magnum is utter crap (like giant maps where enemies are spaced out, or tiny maps with nowhere to hide where you always self-destruct), in general it's changed the dynamic of Tanki Online since it was released. Like other people in this thread said, there are certain maps that you just can't play anymore, since magnum has utterly dominated in those.

 

Speaking as a Magnum user, it definitely needs a rebalance. Hopefully devs are reading this thread and take note.

Edited by i.BOMB

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I voted for Magnum because it is annoying to have such an obviously bad design remain in the game so long and so OP.

 

But as for fingernails on the blackboard annoying, it has t be Twins.  You know the Twins player that never, ever, ever takes a finger off the spacebar. (ie most of them)  All you hear is the incessant pompompompom of the Twins as it drives around, turret fixed firmly dead-ahead.  Now that's annoying. :)

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This poll doesn't surprise me one bit.

 

 

 

uw0z1w2.jpg

 

 

 

Even though I use magnum as my main gun I still find it incredibly annoying, both to play as and play against. I find myself constantly dying against magnum, while I also slay like hell with it.

 

I understand its role in team gameplay, and while I wouldn't say it's TOTALLY OP, since there are situations where Magnum is utter crap (like giant maps where enemies are spaced out, or tiny maps with nowhere to hide where you always self-destruct), in general it's changed the dynamic of Tanki Online since it was released. Like other people in this thread said, there are certain maps that you just can't play anymore, since magnum has utterly dominated in those.

 

Speaking as a Magnum user, it definitely needs a rebalance. Hopefully devs are reading this thread and take note.

Tip for that team on Noise; 85degrees with a small to medium charge can cover the middle ground and hit the enemy Magnums if you can find a blind spot to fire from. If you use it with Wasp, try and hide somewhere small and enclosed so that they can't just hit you back with splash damage.

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9vbqQp.png

 

 

 

"Magnum is a fair, balanced gun!"

 

"Magnum was an excellent addition to the game!"

 

"Magnum isn't totally broken!"

Edited by kaisdf
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I think Striker damage is high enough - it just doesn't hit often enough.

 

For "auto-aiming" are you referring to single - unguided missiles?  I don't think it has any auto-aim at all. If on uneven ground I find those missiles either go up into the aim (complete miss) or hit the ground waaaay short.

Actually, its auto-aim angles are 9 and 12 degrees, the same as thunder and more than railgun ( 7 and 10 ), however in practice, the fact that the missiles don't travel instantly is what makes you think that it has no auto aim. Still, I agree it is hard to aim in a real scenario.

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Actually, its auto-aim angles are 9 and 12 degrees, the same as thunder and more than railgun ( 7 and 10 ), however in practice, the fact that the missiles don't travel instantly is what makes you think that it has no auto aim. Still, I agree it is hard to aim in a real scenario.

Which leads to a tip from someone who played Striker when it came out then abandoned it for Magnum; Tilt. You have to tilt to lessen the distance between you and your target. If possible, dive down from a ledge to take a downwards-angled shot that has less distance to travel and might surprise them.

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Which leads to a tip from someone who played Striker when it came out then abandoned it for Magnum; Tilt. You have to tilt to lessen the distance between you and your target. If possible, dive down from a ledge to take a downwards-angled shot that has less distance to travel and might surprise them.

Actually in most cases rocking your hull will allow considerable vertical reach either up or down. With a Titan you get quite a good reach. With a hornet you can really fling 'em high. (Wasn't that a Clint Eastwood movie?)

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Actually in most cases rocking your hull will allow considerable vertical reach either up or down. With a Titan you get quite a good reach. With a hornet you can really fling 'em high. (Wasn't that a Clint Eastwood movie?)

220px-Hang_Em_High.jpg

 

:P  :P  :P

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i voted freeze , not because magnum isn't annoying but i can handle 1 magnum without problem . I voted freeze , because they stop me instantly when taking flag or something and not able to fight back , since i am a icecube . At least with the magnum , a bit of protection you can have a shot at you and not die .

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I voted for Magnum because it is annoying to have such an obviously bad design remain in the game so long and so OP.

 

But as for fingernails on the blackboard annoying, it has t be Twins.  You know the Twins player that never, ever, ever takes a finger off the spacebar. (ie most of them)  All you hear is the incessant pompompompom of the Twins as it drives around, turret fixed firmly dead-ahead.  Now that's annoying. :)

HEY! That's me!  

 

Sorry, but I'm one of the Twins jerks on my alt account and will buy Taiga as soon as I rank high enough.  

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HEY! That's me!  

 

Sorry, but I'm one of the Twins jerks on my alt account and will buy Taiga as soon as I rank high enough.  

All I ask if you take your thumb off the space bar when there's no target in sight.   :P

Edited by LittleWillie
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Twins is for noobs.

Depends on how the player is using it and on which map it is being used on.

Polygon CP = twins no skills

Desert DM = twins got kills

Rock Module = R.I.P twins

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