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What is your favorite drone?  

33 members have voted

  1. 1. What is your favorite drone?

    • Brutus
      13
    • Driver
      1
    • Trooper
      1
    • Engineer
      4
    • Sprinter
      1
    • Miner
      2
    • Supplier
      1
    • Assault
      1
    • Lifeguard
      3
    • Mechanic
      3
    • Blaster
      4
    • Saboteur
      5
    • camper
      4
    • Booster
      4
    • Defender
      6
    • Trickster
      8
    • Hyperion
      3
    • Crisis
      10
  2. 2. Which drone is the most annoying?

    • Brutus
      1
    • Driver
      0
    • Trooper
      0
    • Engineer
      0
    • Sprinter
      0
    • Miner
      3
    • Supplier
      0
    • Assault
      0
    • Lifeguard
      1
    • Mechanic
      1
    • Blaster
      10
    • Saboteur
      7
    • Camper
      0
    • Booster
      4
    • Defender
      4
    • Trickster
      3
    • Hyperion
      2
    • Crisis
      15
  3. 3. Would you like to have skins for drones in the game?

    • Yes
      12
    • No
      13
    • Maybe
      11


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Hello,

After being offline for several months i've decided to log into the server and i found out that most of my things were gone, for example crysis or striker was reset to level 1 when it was at level 7. I've also noticed, augments for hammer was missing basically all the good stuff was removed but how is that possible? Am i the only one?

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On 10/3/2024 at 5:25 PM, viliukss said:

Hello,

After being offline for several months i've decided to log into the server and i found out that most of my things were gone, for example crysis or striker was reset to level 1 when it was at level 7. I've also noticed, augments for hammer was missing basically all the good stuff was removed but how is that possible? Am i the only one?

Are you talking about regular game or Test Server?

If things are missing on your regular Tanki Account you can contact tech support via Application for return of lost things

Edited by krokorok
  • Agree 1

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On 10/3/2024 at 11:25 AM, viliukss said:

Hello,

After being offline for several months i've decided to log into the server and i found out that most of my things were gone,

If you received the welcome back gift (judging by the premium on your ratings page), you were away for at least 10 months. Do you remember an approximate date of the last time you logged into the account before today? 

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On 10/17/2024 at 9:02 AM, Marcus said:

Patch Update #778 - Released 18th October 2024

 

List of changes:

  • Added a new Hammer augment to Epic Containers - «Revolver»

    • (Note) The augment has six shots in the clip. Every third shot deals critical damage. The time for reloading the clip is increased, but the time between shots is reduced.

UPDATED: 18/10/24

 

With 25 units of additional damage enhancement:

 

 

Tesla:

  • Will start 3-shotting unprotected heavy hulls with the normal damage 
  • Electroturret will kill an unprotected medium with DA with ball lightning + 2 chain lightnings 

 

 

Hammer:

  • Will start 2-shotting unprotected heavy hulls with normal + critical hit 
  • Will start 3-shotting medium hulls with DA with normal + normal + critical hit
  • Blunderbuss will start one-shotting unprotected medium hulls with the normal damage
  • Large Calibre Pellets will 2-shot medium hulls with DA with normal + critical hit

 

 

Ricochet:

  • Ricochet will take at least one fewer shot to kill medium hulls on average
  • Helios' will kill a medium hull with DA with single + full burst

 

 

Thunder:

  • Will start one-shotting unprotected light hulls with the normal damage
  • Small Calibre Charging Machine will start 3-shotting unprotected heavy hulls with the normal damage
  • Anvil Shells will kill an unprotected heavy hull with weak normal hit + critical hit
  • The range at which Hyperspeed Shells starts one-shotting unprotected light hulls is decreased to 81m (from 91m)
  • Hyperspeed Shells will start one-shotting unprotected medium hulls after 118m
  • The range at which Vacuum Shell one-shots an unprotected light hull is decreased to 4.3m (from 4.9m)
  • The range at which Vacuum Shell one-shots an unprotected medium hull is decreased to 6.9m (from 7.9m)

 

 

Smoky:

  • Will start 2-shotting unprotected medium hulls with the normal damage 
  • Will start one-shotting unprotected light hulls with the critical damage
  • High-Precision Aiming System will start one-shotting unprotected light hulls with the normal damage 

 

 

Striker: 

  • Will start one-shotting unprotected light hulls with the normal damage
  • Will kill heavy hulls that have DA with a salvo
  • Uranium will start one-shotting unprotected medium hulls
  • Tandem's salvo will instantly kill an unprotected heavy hull with the normal damage
  • The range at which Vacuum Warheads one-shots unprotected light hulls is decreased to 3.8m (from 4.2m)
  • The range at which Vacuum Warheads one-shots unprotected medium hulls is decreased to 5.2m (from 5.8m)

 

 

Railgun:

  • Will start one-shotting unprotected medium hulls with the normal damage
  • Scout will start one-shotting unprotected medium hulls with the critical damage
  • LCR will start one-shotting unprotected heavy hulls with the normal damage

 

 

Gauss: 

  • Will start 2-shotting unprotected medium hulls with the arcade shot
  • Will start one-shotting unprotected light hulls with the arcade critical hit
  • Large Calibre will start one-shotting unprotected light hulls with the normal damage 
  • AP Gauss will be able to kill a light hull with DA with critical + normal hit
  • Super Solenoids will kill a heavy hull with DA with 2 arcades + salvo 
  • The range at which Hyperspeed Shells one-shots unprotected light hulls is decreased to 79m (from 86m)
  • Hyperspeed Shells will be able to kill a medium hull with DA with max damage arcade + salvo

 

 

Magnum: 

  • Will start one-shotting unprotected medium hulls with the normal damage
  • The range at which Vacuum Core starts one-shotting unprotected light hulls is decreased to 5.15m (from 6.4m)
  • The range at which Vacuum Core starts one-shotting unprotected medium hulls is decreased to 10.2m (from 12.1m)

 

 

Shaft:

  • Will start 2-shotting unprotected medium hulls with the normal arcade damage
  • Will start one-shotting unprotected light hulls with the critical damage
  • Short-Band Emitters will start one-shotting unprotected light hulls with the normal damage
  • Short-Band Emitters will start one-shotting unprotected medium hulls with the minimum sniping damage
  • Healing Emitters will start 3-shotting unprotected heavy hulls
  • Healing Emitters will kill a medium hull with DA with a fully charged sniping shot
  • AP Shaft will kill medium hulls with DA with a lowly charged sniping shot + arcade shot

 

Scorpion:

  • Will start one-shotting unprotected medium hulls hulls with the critical damage
  • Missile Launcher Spear will kill a medium hull with DA with salvo + arcade
  • Missile Launcher Wolfpack will kill a heavy hull with DA with salvo + arcade
  • Phoenix will start one-shotting unprotected light hulls with the normal damage

 

 

Adrenaline:

  • Railgun will start one-shotting unprotected heavy hulls with the critical damage at 82% HP
  • Magnum will start one-shotting unprotected heav1y hulls with the critical damage at 82% HP
  • Agree 1

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On 10/17/2024 at 9:02 AM, Marcus said:

Patch Update #778 - Released 18th October 2024

 

List of changes:

  • Added a new Hammer augment to Epic Containers - «Revolver»

    • (Note) The augment has six shots in the clip. Every third shot deals critical damage. The time for reloading the clip is increased, but the time between shots is reduced.

UPDATED: 18/10/24

 

With 25 units of additional damage enhancement:

 

 

Tesla:

  • Will start 3-shotting unprotected heavy hulls with the normal damage 
  • Electroturret will kill an unprotected medium with DA with ball lightning + 2 chain lightnings 

 

 

Hammer:

  • Will start 2-shotting unprotected heavy hulls with normal + critical hit 
  • Will start 3-shotting medium hulls with DA with normal + normal + critical hit
  • Blunderbuss will start one-shotting unprotected medium hulls with the normal damage
  • Large Calibre Pellets will 2-shot medium hulls with DA with normal + critical hit

 

 

Ricochet:

  • Ricochet will take at least one fewer shot to kill medium hulls on average
  • Helios' will kill a medium hull with DA with single + full burst

 

 

Thunder:

  • Will start one-shotting unprotected light hulls with the normal damage
  • Small Calibre Charging Machine will start 3-shotting unprotected heavy hulls with the normal damage
  • Anvil Shells will kill an unprotected heavy hull with weak normal hit + critical hit
  • The range at which Hyperspeed Shells starts one-shotting unprotected light hulls is decreased to 81m (from 91m)
  • Hyperspeed Shells will start one-shotting unprotected medium hulls after 118m
  • The range at which Vacuum Shell one-shots an unprotected light hull is decreased to 4.3m (from 4.9m)
  • The range at which Vacuum Shell one-shots an unprotected medium hull is decreased to 6.9m (from 7.9m)

 

 

Smoky:

  • Will start 2-shotting unprotected medium hulls with the normal damage 
  • Will start one-shotting unprotected light hulls with the critical damage
  • High-Precision Aiming System will start one-shotting unprotected light hulls with the normal damage 

 

 

Striker: 

  • Will start one-shotting unprotected light hulls with the normal damage
  • Will kill heavy hulls that have DA with a salvo
  • Uranium will start one-shotting unprotected medium hulls
  • Tandem's salvo will instantly kill an unprotected heavy hull with the normal damage
  • The range at which Vacuum Warheads one-shots unprotected light hulls is decreased to 3.8m (from 4.2m)
  • The range at which Vacuum Warheads one-shots unprotected medium hulls is decreased to 5.2m (from 5.8m)

 

 

Railgun:

  • Will start one-shotting unprotected medium hulls with the normal damage
  • Scout will start one-shotting unprotected medium hulls with the critical damage
  • LCR will start one-shotting unprotected heavy hulls with the normal damage

 

 

Gauss: 

  • Will start 2-shotting unprotected medium hulls with the arcade shot
  • Will start one-shotting unprotected light hulls with the arcade critical hit
  • Large Calibre will start one-shotting unprotected light hulls with the normal damage 
  • AP Gauss will be able to kill a light hull with DA with critical + normal hit
  • Super Solenoids will kill a heavy hull with DA with 2 arcades + salvo 
  • The range at which Hyperspeed Shells one-shots unprotected light hulls is decreased to 79m (from 86m)
  • Hyperspeed Shells will be able to kill a medium hull with DA with max damage arcade + salvo

 

 

Magnum: 

  • Will start one-shotting unprotected medium hulls with the normal damage
  • The range at which Vacuum Core starts one-shotting unprotected light hulls is decreased to 5.15m (from 6.4m)
  • The range at which Vacuum Core starts one-shotting unprotected medium hulls is decreased to 10.2m (from 12.1m)

 

 

Shaft:

  • Will start 2-shotting unprotected medium hulls with the normal arcade damage
  • Will start one-shotting unprotected light hulls with the critical damage
  • Short-Band Emitters will start one-shotting unprotected light hulls with the normal damage
  • Short-Band Emitters will start one-shotting unprotected medium hulls with the minimum sniping damage
  • Healing Emitters will start 3-shotting unprotected heavy hulls
  • Healing Emitters will kill a medium hull with DA with a fully charged sniping shot
  • AP Shaft will kill medium hulls with DA with a lowly charged sniping shot + arcade shot

 

Scorpion:

  • Will start one-shotting unprotected medium hulls hulls with the critical damage
  • Missile Launcher Spear will kill a medium hull with DA with salvo + arcade
  • Missile Launcher Wolfpack will kill a heavy hull with DA with salvo + arcade
  • Phoenix will start one-shotting unprotected light hulls with the normal damage

 

 

Adrenaline:

  • Railgun will start one-shotting unprotected heavy hulls with the critical damage at 82% HP
  • Magnum will start one-shotting unprotected heavy hulls with the critical damage at 82% HP
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On 7/1/2024 at 5:25 PM, Xyntos said:

Hello,

i have the Booster Drone at Lv. 5 and the Saboteur Drone at Lv.5 im unsure which is better at higher ranks. I play usually with heavy hulls and magnum. I would prefer Saboteur but im not sure if mines are effektive against high ranks.

Should i instead level up Booster? Double Damage is always good.

On 10/3/2024 at 5:25 PM, viliukss said:

Hello,

After being offline for several months i've decided to log into the server and i found out that most of my things were gone, for example crysis or striker was reset to level 1 when it was at level 7. I've also noticed, augments for hammer was missing basically all the good stuff was removed but how is that possible? Am i the only one?

 

On 2/20/2024 at 12:16 PM, demon09 said:

I know that Tanki is a cartoony game but the drones are a weird choice imo to show the boosted abilities. It looks kinda dumb how they float above the tanks. and they have carefully made designs but are too small for it to be noticed in the gameplay. They also give away your position when you take cover.

It would be much better if the drones' abilities were just called upgrades to the tanks, and if you make your tank faster its shown by it getting a bigger engine on the tank model, which makes a more fun change to the tank's appearance and is more easy to see in the gameplay. If you boost the armor it changes the tank's appearance in another way, and so on.

 

On 12/14/2023 at 2:59 PM, AzaborBR said:

How can we play with Tanki now, using Crisis drone? It's impossible to play because we don't have enough drugs.

Even purchasing the battle pass and doing all the daily missions, the drugs are not enough, even playing as a camper, trieing to save drugs. Well now again, how to play? No repair kit, no armor, no damage and no crystals to buy more drugs.

Even paying daily tankoins, it wasn't enough. The game is not sustainable, are you harming the players who play the most? Anyone who enters for 15 minutes and leaves is fine, but for those who do all the daily missions and complete the pass a long time ago... What can we do, we no longer have the means to play... Just get int a battle, die, die, die? Boring.

And don't tell me that this drone is not supposed to be sustainable, in my case, I had a level 20 drone, you removed it and didn't pay me even half of what I spent on it, what was left was Crisis with some updates, if not... I would be forced to get a drone from level 0 again?...

Simply the way it is now, it is unsustainable. Even spending 5000 tankoins, I didn't get enought drugs all days.

Topic merged

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On 10/14/2023 at 3:17 PM, JustBlackWolf said:

For the love of god, if you are playing the objective and someone is healing you, USE YOUR DOUBLE ARMOR!

I have seen countless players with crisis refuse to activate armor even while getting frozen thinking their DD will help oneshot the enemy, but that won't work, at all!

Don't think that speed boost can save you either because it just takes a magnum to sneeze to instakill you, doesn't matter if you have protections, using mammoth or wasp, use your supplies with your brain!

Topic merged

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On 1/23/2025 at 9:32 AM, Marcus said:

Patch Update #788 - Released 24th January 2025

 

List of changes:

  • All augments for all turrets that can apply one status effect now get a 10% increase to critical damage chance, as all status augments for Smoky have

  • Tesla

    • Reload decreased from 1.2 to 1.0 s.

    • «Electroturret» augment

      • Lightning ball damage increase changed from +40% to +25%; 

      • Lightning ball warmup time increase changed from +100% to +200%

    • «Phoenix» augment 

      • Lightning ball damage increase changed from +40% to +25%;

      • Lightning ball warmup time increase changed from +100% to +200%

  • Hammer

    • Damage per shot increased from 380 - 760 to 450 - 900 HP

    • Shot reload time decreased from 1.35 - 0.8 to 1.275 - 0.7 s

    • Range of max damage decreased from 30 - 40 to 15 - 25 m.

    • Range of min. damage decreased from 40 - 50 to 20 - 30 m.

    • Maximum shot range decreased from 50 - 60 to 40 - 50 m.

    • Displaying sight mark distance decreased from 50 - 60 to 40 - 50 m.

    • Chance of critical damage increased from 13% to 17%

    • «Slugger» augment

      • Range of maximum damage increase changed from +100% to +50%; 

      • Range of minimum damage increase changed from +25% to 50%;

    • «Blunderbuss» augment

      • Removed range of min and max damage decrease

    • «Assault Magazine»  augment

      • Removed critical damage decrease

    • «Phoenix» augment

      • Added range of min and max damage increase by 50%

      • Added maximum shot range increase by +25%

      • Shot reload time decrease changed from -60% to -65%

  • Twins

    • Range of max damage increased from 30 - 50 to 40 - 60 m.

    • Range of min damage increased from 50 - 70 to 60 - 80 m.

    • Maximum shot range increased from 60 - 90 to 80 - 100 m.

    • Turning speed decreased from 80 - 150 to 70 - 120 deg./sec

    • Turning acceleration decreased from 80 - 150 to 70 - 120 (deg./sec²)

    • «Plasma Accelerators» augment

      • Added projectile acceleration increase by +20%

  • Ricochet

    • Range of max damage increased from 30 - 50 to 40 - 60 m.

    • Range of min damage increased from 50 - 70 to 60 - 80 m.

    • Maximum shot range increased from 60 - 90 to 80 - 100 m.

    • Final projectile speed increased from 10 to 30

    • Turning speed decreased from 80 - 150 to 70 - 120 deg/seс

    • Turning acceleration decreased from 80 - 150 to 70 - 120 deg/sec²

    • «Plasma Resonator» augment

      • Damage decreased by -20%

      • Range of min. damage changed from 70 to 80

  • Vulcan

    • Projectile speed after ricochet decreased from 200 - 250 to 100 - 100

    • «Incendiary Band» augment

      • Removed reload time increase 

      • Removed projectile speed decrease

    • «Rubberized Rounds»

      • Removed projectile speed decrease

      • Minimum ricochet angle decreased from 10° to 1°

    • «Explosive Band» augment

      • Added damage increase by +13%

    • «Shredder» augment 

      • Changed damage increase from +10% to +13%

    • «Phoenix» augment

      • Minimum ricochet angle decreased from 10° to 1°

      • Added time to overheat increase by +55%

  • Smoky

    • Projectile speed after ricochet decreased from 400 - 700 to 300 - 500

    • «High-precision Aiming System» augment

      • Reload time increase changed from +82% to +64%

    • «Autocannon» augment

      • Removed Critical chance decrease

    • «Pulsar»

      • Critical hit chance decrease changed from -30% to -35%

  • Scorpion

    • Missile launcher «Swarm» augment

      • Salvo reload time decrease by -25% is replaced with Salvo reload time increase by +25%

    • Missile launcher «Spear»

      • Salvo reload time decrease changed from -50% to -25%

  • Shaft

    • «Short-band Emitter» augment

      • Damage increase changed from +35% to +30%; 

      • Critical damage increase changed from +33% to +29%; 

      • Minimum sniper damage increase changed from +35% to +30%;

    • «Phoenix» augment

      • Damage increase changed from +35% to +30%

      • Critical damage increase changed from +33% to +29%;

  • Wasp

    • «Blaster» augment

      • Damage from the explosion changed from 1000 - 2000 to 750 - 1500 HP

  • Hopper

    • Top speed decreased from 10 - 12 to 9 - 11 m/s

    • Power increased from 550 - 600 to 600 - 800

    • «Blaster» augment

      • Damage from the explosion changed from 1000 - 2000 to 750 - 1500 HP

  • Hornet

    • «Blaster» augment

      • Damage from the explosion changed from 1000 - 2000 to 750 - 1500 HP

  • Viking

    • «Blaster» augment

      • Damage from the explosion changed from 1500 - 3000 to 1125 - 2250 HP

  • Crusader

    • Top speed decreased from 7.5 - 9 to 7 - 8 m/s

    • Power changed from 600 - 700 to 700 - 900

    • «Blaster» augment

      • Damage from the explosion changed from 1500 - 3000 to 1125 - 2250 HP

  • Hunter

    • «Blaster» augment

      • Damage from the explosion changed from 1500 - 3000 to 1125 - 2250 HP

  • Paladin

    • Top speed decreased from 7.5 - 9 to 7 - 8 m/s

    • Power changed from 600 - 700 to 700 - 900

    • «Blaster» augment

      • Damage from the explosion changed from 1500 - 3000 to 1125 - 2250 HP

  • Dictator

    • «Blaster» augment

      • Damage from the explosion changed from 1500 - 3000 to 1125 - 2250 HP

  • Titan

    • «Blaster» augment

      • Damage from the explosion changed from 2000 - 4000 to 1500 - 3000 HP

  • Ares

    • Top speed decreased from 5 - 6 to 4.5 - 5.5 m/s

    • Power increased from 650 - 800 to 800 - 1000

    • «Blaster» augment

      • Damage from the explosion changed from 2000 - 4000 to 1500 - 3000 HP

  • Mammoth

    • «Blaster» augment

      • Damage from the explosion changed from 2000 - 4000 to 1500 - 3000 HP

  • Number of points to finish a battle

    • The number of points for the TDM mode decreased from 160 to 120

    • The number of flags for the CTF mode decreased from  6 to 5

    • The number of points for the ASL mode decreased from 150 to 120

    • The number of captures in the RGB mode decreased from 9 to 7

    • The number of points in the TJR mode decreased from 12 to 9

    • The number of points in the CP mode decreased from 90 to 70

    • The number of points in the SGE mode decreased from 7 to 5

  • The following skins were added to the Legendary container:

    • Thunder XT HD

    • Hornet XT HD

    • Titan GT

    • Ricochet GT

  • Updated GS score calculations:

    • The number of points you get from turrets changed from 50 - 3000 to 33 - 4000

    • The number of points you get from hulls changed from 50 - 3000 to 33 - 3000

    • The number of points you get from grenades changed from 0 - 1000 to 33 - 500

    • The number of points you get from drones changed from 33 - 1199 to 33 - 999

    • The number of points you get from modules changed from  0 - 300 to 25 - 250

    • The number of points you get from legendary hull augments changed from 300 to 200

 UPDATED: 24/01/25

 

With 25 units of additional damage enhancement:

 

 

Tesla:

  • Will start one-shotting unprotected light hulls
  • Electroturret will kill an unprotected medium with the ball lightning 
  • Electroturret will kill an unprotected heavy hull with ball + halved chain lightning 

 

 

Hammer:

  • Will start one-shotting unprotected light hulls with the normal damage 

 

 

Ricochet:

  • Ricochet will take at least one fewer shot to kill medium hulls on average
  • Helios' will kill a medium hull with DA with single + full burst

 

 

Thunder:

  • Will start one-shotting unprotected light hulls with the normal damage
  • Small Calibre Charging Machine will start 3-shotting unprotected heavy hulls with the normal damage
  • Anvil Shells will kill an unprotected heavy hull with weak normal hit + critical hit
  • The range at which Hyperspeed Shells starts one-shotting unprotected light hulls is decreased to 81m (from 91m)
  • Hyperspeed Shells will start one-shotting unprotected medium hulls after 118m
  • The range at which Vacuum Shell one-shots an unprotected light hull is decreased to 4.27m (from 4.92m)
  • The range at which Vacuum Shell one-shots an unprotected medium hull is decreased to 6.9m (from 7.9m)

 

 

Smoky:

  • Will start 2-shotting unprotected medium hulls with the normal damage 
  • Will start one-shotting unprotected light hulls with the critical damage
  • High-Precision Aiming System will start one-shotting unprotected light hulls with the normal damage 
  • Supercumulative Rounds will start 2-shotting unprotected heavy hulls with normal + crit

 

 

Striker: 

  • Will start one-shotting unprotected light hulls with the normal damage
  • Will kill heavy hulls that have DA with a salvo
  • Uranium will start one-shotting unprotected medium hulls
  • Tandem's salvo will instantly kill an unprotected heavy hull with the normal damage
  • The range at which Vacuum Warheads one-shots unprotected light hulls is decreased to 3.95m (from 4.35m)
  • Vacuum Warheads will start one-shotting unprotected medium hulls at 5.57m

 

 

Railgun:

  • Will start one-shotting unprotected medium hulls with the normal damage
  • Scout will start one-shotting unprotected medium hulls with the critical damage
  • LCR will start one-shotting unprotected heavy hulls with the normal damage
  • Round Destabilisation will kill a medium hull with DA with normal + critical hit

 

 

Gauss: 

  • Will start 2-shotting unprotected medium hulls with the arcade shot
  • Will start one-shotting unprotected light hulls with the arcade critical hit
  • Large Calibre will start one-shotting unprotected light hulls with the normal damage 
  • AP Gauss will be able to kill a light hull with DA with critical + normal hit
  • Super Solenoids will kill a heavy hull with DA with 2 arcades + salvo 
  • The range at which Hyperspeed Shells one-shots unprotected light hulls is decreased to 79m (from 86m)
  • Hyperspeed Shells will start one-shotting unprotected light hulls at 85m

 

 

Magnum: 

  • Will start one-shotting unprotected medium hulls with the normal damage
  • The range at which Vacuum Core starts one-shotting unprotected light hulls is decreased to 5.15m (from 6.4m)
  • The range at which Vacuum Core starts one-shotting unprotected medium hulls is decreased to 10.2m (from 12.1m)

 

 

Shaft:

  • Will start 2-shotting unprotected medium hulls with the normal arcade damage
  • Will start one-shotting unprotected light hulls with the critical damage
  • Short-Band Emitters will start one-shotting unprotected light hulls with the normal damage
  • Short-Band Emitters will start one-shotting unprotected medium hulls with the minimum sniping damage
  • Healing Emitters will start 3-shotting unprotected heavy hulls
  • Healing Emitters will kill a medium hull with DA with a fully charged sniping shot
  • AP Shaft will kill medium hulls with DA with a lowly charged sniping shot + arcade shot
  • Quasar will start one-shotting unprotected medium hulls with the critical damage 

 

Scorpion:

  • Will start one-shotting unprotected medium hulls hulls with the critical damage
  • Missile Launcher Spear will kill a medium hull with DA with salvo + arcade
  • Missile Launcher Wolfpack will kill a heavy hull with DA with salvo + arcade
  • Phoenix will start one-shotting unprotected light hulls with the normal damage

 

 

Adrenaline:

  • Railgun will start one-shotting unprotected heavy hulls with the critical damage at 82% HP
  • Magnum will start one-shotting unprotected heavy hulls with the critical damage at 82% 
Edited by TheCongoSpider
Updated List
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On 1/26/2025 at 1:38 AM, TheCongoSpider said:

 UPDATED: 24/01/25

 

With 25 units of additional damage enhancement:

 

 

Tesla:

  • Will start one-shotting unprotected light hulls
  • Electroturret will kill an unprotected medium with the ball lightning 
  • Electroturret will kill an unprotected heavy hull with ball + chain lightning 

 

 

Hammer:

  • Will start one-shotting unprotected light hulls with the normal damage 

 

 

Ricochet:

  • Ricochet will take at least one fewer shot to kill medium hulls on average
  • Helios' will kill a medium hull with DA with single + full burst

 

 

Thunder:

  • Will start one-shotting unprotected light hulls with the normal damage
  • Small Calibre Charging Machine will start 3-shotting unprotected heavy hulls with the normal damage
  • Anvil Shells will kill an unprotected heavy hull with weak normal hit + critical hit
  • The range at which Hyperspeed Shells starts one-shotting unprotected light hulls is decreased to 81m (from 91m)
  • Hyperspeed Shells will start one-shotting unprotected medium hulls after 118m
  • The range at which Vacuum Shell one-shots an unprotected light hull is decreased to 4.3m (from 4.9m)
  • The range at which Vacuum Shell one-shots an unprotected medium hull is decreased to 6.9m (from 7.9m)

 

 

Smoky:

  • Will start 2-shotting unprotected medium hulls with the normal damage 
  • Will start one-shotting unprotected light hulls with the critical damage
  • High-Precision Aiming System will start one-shotting unprotected light hulls with the normal damage 
  • Supercumulative Rounds will start 2-shotting unprotected heavy hulls with normal + crit

 

 

Striker: 

  • Will start one-shotting unprotected light hulls with the normal damage
  • Will kill heavy hulls that have DA with a salvo
  • Uranium will start one-shotting unprotected medium hulls
  • Tandem's salvo will instantly kill an unprotected heavy hull with the normal damage
  • The range at which Vacuum Warheads one-shots unprotected light hulls is decreased to 3.8m (from 4.2m)
  • The range at which Vacuum Warheads one-shots unprotected medium hulls is decreased to 5.2m (from 5.8m)

 

 

Railgun:

  • Will start one-shotting unprotected medium hulls with the normal damage
  • Scout will start one-shotting unprotected medium hulls with the critical damage
  • LCR will start one-shotting unprotected heavy hulls with the normal damage

 

 

Gauss: 

  • Will start 2-shotting unprotected medium hulls with the arcade shot
  • Will start one-shotting unprotected light hulls with the arcade critical hit
  • Large Calibre will start one-shotting unprotected light hulls with the normal damage 
  • AP Gauss will be able to kill a light hull with DA with critical + normal hit
  • Super Solenoids will kill a heavy hull with DA with 2 arcades + salvo 
  • The range at which Hyperspeed Shells one-shots unprotected light hulls is decreased to 79m (from 86m)
  • Hyperspeed Shells will be able to kill a medium hull with DA with max damage arcade + salvo

 

 

Magnum: 

  • Will start one-shotting unprotected medium hulls with the normal damage
  • The range at which Vacuum Core starts one-shotting unprotected light hulls is decreased to 5.15m (from 6.4m)
  • The range at which Vacuum Core starts one-shotting unprotected medium hulls is decreased to 10.2m (from 12.1m)

 

 

Shaft:

  • Will start 2-shotting unprotected medium hulls with the normal arcade damage
  • Will start one-shotting unprotected light hulls with the critical damage
  • Short-Band Emitters will start one-shotting unprotected light hulls with the normal damage
  • Short-Band Emitters will start one-shotting unprotected medium hulls with the minimum sniping damage
  • Healing Emitters will start 3-shotting unprotected heavy hulls
  • Healing Emitters will kill a medium hull with DA with a fully charged sniping shot
  • AP Shaft will kill medium hulls with DA with a lowly charged sniping shot + arcade shot

 

Scorpion:

  • Will start one-shotting unprotected medium hulls hulls with the critical damage
  • Missile Launcher Spear will kill a medium hull with DA with salvo + arcade
  • Missile Launcher Wolfpack will kill a heavy hull with DA with salvo + arcade
  • Phoenix will start one-shotting unprotected light hulls with the normal damage

 

 

Adrenaline:

  • Railgun will start one-shotting unprotected heavy hulls with the critical damage at 82% HP
  • Magnum will start one-shotting unprotected heavy hulls with the critical damage at 82% 

Out of curiosity, how long does it take you to calculate this stuff?

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On 1/23/2025 at 9:32 AM, Marcus said:

Patch Update #788 - Released 24th January 2025

 

List of changes:

  • All augments for all turrets that can apply one status effect now get a 10% increase to critical damage chance, as all status augments for Smoky have

  • Tesla

    • Reload decreased from 1.2 to 1.0 s.

    • «Electroturret» augment

      • Lightning ball damage increase changed from +40% to +25%; 

      • Lightning ball warmup time increase changed from +100% to +200%

    • «Phoenix» augment 

      • Lightning ball damage increase changed from +40% to +25%;

      • Lightning ball warmup time increase changed from +100% to +200%

  • Hammer

    • Damage per shot increased from 380 - 760 to 450 - 900 HP

    • Shot reload time decreased from 1.35 - 0.8 to 1.275 - 0.7 s

    • Range of max damage decreased from 30 - 40 to 15 - 25 m.

    • Range of min. damage decreased from 40 - 50 to 20 - 30 m.

    • Maximum shot range decreased from 50 - 60 to 40 - 50 m.

    • Displaying sight mark distance decreased from 50 - 60 to 40 - 50 m.

    • Chance of critical damage increased from 13% to 17%

    • «Slugger» augment

      • Range of maximum damage increase changed from +100% to +50%; 

      • Range of minimum damage increase changed from +25% to 50%;

    • «Blunderbuss» augment

      • Removed range of min and max damage decrease

    • «Assault Magazine»  augment

      • Removed critical damage decrease

    • «Phoenix» augment

      • Added range of min and max damage increase by 50%

      • Added maximum shot range increase by +25%

      • Shot reload time decrease changed from -60% to -65%

  • Twins

    • Range of max damage increased from 30 - 50 to 40 - 60 m.

    • Range of min damage increased from 50 - 70 to 60 - 80 m.

    • Maximum shot range increased from 60 - 90 to 80 - 100 m.

    • Turning speed decreased from 80 - 150 to 70 - 120 deg./sec

    • Turning acceleration decreased from 80 - 150 to 70 - 120 (deg./sec²)

    • «Plasma Accelerators» augment

      • Added projectile acceleration increase by +20%

  • Ricochet

    • Range of max damage increased from 30 - 50 to 40 - 60 m.

    • Range of min damage increased from 50 - 70 to 60 - 80 m.

    • Maximum shot range increased from 60 - 90 to 80 - 100 m.

    • Final projectile speed increased from 10 to 30

    • Turning speed decreased from 80 - 150 to 70 - 120 deg/seс

    • Turning acceleration decreased from 80 - 150 to 70 - 120 deg/sec²

    • «Plasma Resonator» augment

      • Damage decreased by -20%

      • Range of min. damage changed from 70 to 80

  • Vulcan

    • Projectile speed after ricochet decreased from 200 - 250 to 100 - 100

    • «Incendiary Band» augment

      • Removed reload time increase 

      • Removed projectile speed decrease

    • «Rubberized Rounds»

      • Removed projectile speed decrease

      • Minimum ricochet angle decreased from 10° to 1°

    • «Explosive Band» augment

      • Added damage increase by +13%

    • «Shredder» augment 

      • Changed damage increase from +10% to +13%

    • «Phoenix» augment

      • Minimum ricochet angle decreased from 10° to 1°

      • Added time to overheat increase by +55%

  • Smoky

    • Projectile speed after ricochet decreased from 400 - 700 to 300 - 500

    • «High-precision Aiming System» augment

      • Reload time increase changed from +82% to +64%

    • «Autocannon» augment

      • Removed Critical chance decrease

    • «Pulsar»

      • Critical hit chance decrease changed from -30% to -35%

  • Scorpion

    • Missile launcher «Swarm» augment

      • Salvo reload time decrease by -25% is replaced with Salvo reload time increase by +25%

    • Missile launcher «Spear»

      • Salvo reload time decrease changed from -50% to -25%

  • Shaft

    • «Short-band Emitter» augment

      • Damage increase changed from +35% to +30%; 

      • Critical damage increase changed from +33% to +29%; 

      • Minimum sniper damage increase changed from +35% to +30%;

    • «Phoenix» augment

      • Damage increase changed from +35% to +30%

      • Critical damage increase changed from +33% to +29%;

  • Wasp

    • «Blaster» augment

      • Damage from the explosion changed from 1000 - 2000 to 750 - 1500 HP

  • Hopper

    • Top speed decreased from 10 - 12 to 9 - 11 m/s

    • Power increased from 550 - 600 to 600 - 800

    • «Blaster» augment

      • Damage from the explosion changed from 1000 - 2000 to 750 - 1500 HP

  • Hornet

    • «Blaster» augment

      • Damage from the explosion changed from 1000 - 2000 to 750 - 1500 HP

  • Viking

    • «Blaster» augment

      • Damage from the explosion changed from 1500 - 3000 to 1125 - 2250 HP

  • Crusader

    • Top speed decreased from 7.5 - 9 to 7 - 8 m/s

    • Power changed from 600 - 700 to 700 - 900

    • «Blaster» augment

      • Damage from the explosion changed from 1500 - 3000 to 1125 - 2250 HP

  • Hunter

    • «Blaster» augment

      • Damage from the explosion changed from 1500 - 3000 to 1125 - 2250 HP

  • Paladin

    • Top speed decreased from 7.5 - 9 to 7 - 8 m/s

    • Power changed from 600 - 700 to 700 - 900

    • «Blaster» augment

      • Damage from the explosion changed from 1500 - 3000 to 1125 - 2250 HP

  • Dictator

    • «Blaster» augment

      • Damage from the explosion changed from 1500 - 3000 to 1125 - 2250 HP

  • Titan

    • «Blaster» augment

      • Damage from the explosion changed from 2000 - 4000 to 1500 - 3000 HP

  • Ares

    • Top speed decreased from 5 - 6 to 4.5 - 5.5 m/s

    • Power increased from 650 - 800 to 800 - 1000

    • «Blaster» augment

      • Damage from the explosion changed from 2000 - 4000 to 1500 - 3000 HP

  • Mammoth

    • «Blaster» augment

      • Damage from the explosion changed from 2000 - 4000 to 1500 - 3000 HP

  • Number of points to finish a battle

    • The number of points for the TDM mode decreased from 160 to 120

    • The number of flags for the CTF mode decreased from  6 to 5

    • The number of points for the ASL mode decreased from 150 to 120

    • The number of captures in the RGB mode decreased from 9 to 7

    • The number of points in the TJR mode decreased from 12 to 9

    • The number of points in the CP mode decreased from 90 to 70

    • The number of points in the SGE mode decreased from 7 to 5

  • The following skins were added to the Legendary container:

    • Thunder XT HD

    • Hornet XT HD

    • Titan GT

    • Ricochet GT

  • Updated GS score calculations:

    • The number of points you get from turrets changed from 50 - 3000 to 33 - 4000

    • The number of points you get from hulls changed from 50 - 3000 to 33 - 3000

    • The number of points you get from grenades changed from 0 - 1000 to 33 - 500

    • The number of points you get from drones changed from 33 - 1199 to 33 - 999

    • The number of points you get from modules changed from  0 - 300 to 25 - 250

    • The number of points you get from legendary hull augments changed from 300 to 200

UPDATED: 24/01/25

 

With 25 units of additional damage enhancement:

 

 

Tesla:

  • Will start one-shotting unprotected light hulls
  • Electroturret will kill an unprotected medium with the ball lightning 
  • Electroturret will kill an unprotected heavy hull with ball + halved chain lightning 

 

 

Hammer:

  • Will start one-shotting unprotected light hulls with the normal damage 

 

 

Ricochet:

  • Ricochet will take at least one fewer shot to kill medium hulls on average
  • Helios' will kill a medium hull with DA with single + full burst

 

 

Thunder:

  • Will start one-shotting unprotected light hulls with the normal damage
  • Small Calibre Charging Machine will start 3-shotting unprotected heavy hulls with the normal damage
  • Anvil Shells will kill an unprotected heavy hull with weak normal hit + critical hit
  • The range at which Hyperspeed Shells starts one-shotting unprotected light hulls is decreased to 81m (from 91m)
  • Hyperspeed Shells will start one-shotting unprotected medium hulls after 118m
  • The range at which Vacuum Shell one-shots an unprotected light hull is decreased to 4.27m (from 4.92m)
  • The range at which Vacuum Shell one-shots an unprotected medium hull is decreased to 6.9m (from 7.9m)

 

 

Smoky:

  • Will start 2-shotting unprotected medium hulls with the normal damage 
  • Will start one-shotting unprotected light hulls with the critical damage
  • High-Precision Aiming System will start one-shotting unprotected light hulls with the normal damage 
  • Supercumulative Rounds will start 2-shotting unprotected heavy hulls with normal + crit

 

 

Striker: 

  • Will start one-shotting unprotected light hulls with the normal damage
  • Will kill heavy hulls that have DA with a salvo
  • Uranium will start one-shotting unprotected medium hulls
  • Tandem's salvo will instantly kill an unprotected heavy hull with the normal damage
  • The range at which Vacuum Warheads one-shots unprotected light hulls is decreased to 3.95m (from 4.35m)
  • Vacuum Warheads will start one-shotting unprotected medium hulls at 5.57m

 

 

Railgun:

  • Will start one-shotting unprotected medium hulls with the normal damage
  • Scout will start one-shotting unprotected medium hulls with the critical damage
  • LCR will start one-shotting unprotected heavy hulls with the normal damage
  • Round Destabilisation will kill a medium hull with DA with unboosted normal hit + boosted critical hit

 

 

Gauss: 

  • Will start 2-shotting unprotected medium hulls with the arcade shot
  • Will start one-shotting unprotected light hulls with the arcade critical hit
  • Large Calibre will start one-shotting unprotected light hulls with the normal damage 
  • AP Gauss will be able to kill a light hull with DA with critical + normal hit
  • Solenoid Cooling will start one-shotting unprotected medium hulls with the salvo
  • Super Solenoids will kill a heavy hull with DA with 2 arcades + salvo 
  • Super Solenoids will kill a medium hull with DA with unboosted normal + boosted salvo
  • Hyperspeed Shells will start one-shotting unprotected light hulls at 85m

 

 

Magnum: 

  • Will start one-shotting unprotected medium hulls with the normal damage
  • The range at which Vacuum Core starts one-shotting unprotected light hulls is decreased to 5.15m (from 6.4m)
  • The range at which Vacuum Core starts one-shotting unprotected medium hulls is decreased to 10.2m (from 12.1m)

 

 

Shaft:

  • Will start 2-shotting unprotected medium hulls with the normal arcade damage
  • Will start one-shotting unprotected light hulls with the critical damage
  • Short-Band Emitters will start one-shotting unprotected light hulls with the normal damage
  • Short-Band Emitters will start one-shotting unprotected medium hulls with the minimum sniping damage
  • Healing Emitters will start 3-shotting unprotected heavy hulls
  • Healing Emitters will kill a medium hull with DA with a fully charged sniping shot
  • AP Shaft will kill medium hulls with DA with a lowly charged sniping shot + arcade shot
  • Quasar will start one-shotting unprotected medium hulls with the critical damage 

 

Scorpion:

  • Will start one-shotting unprotected medium hulls hulls with the critical damage
  • Missile Launcher Spear will kill a medium hull with DA with salvo + arcade
  • Missile Launcher Wolfpack will kill a heavy hull with DA with salvo + arcade
  • Phoenix will start one-shotting unprotected light hulls with the normal damage

 

 

Adrenaline:

  • Railgun will start one-shotting unprotected heavy hulls with the critical damage at 82% HP
  • Magnum will start one-shotting unprotected heavy hulls with the critical damage at 82% HP

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On 1/27/2025 at 9:33 PM, LambSauce said:

@TheCongoSpider lol yeah, ignore my question buddy, you must be too embarrassed to answer it ?

I was waiting until I updated the Crisis list and some of the current Booster list before I responded. I just happened to be busy at that same time and got around to doing it now. I just wanted to get out that unfinished Booster post out of the way at the start because over time this became inconvenient to do on a phone. 

 

It doesn't take long. It took quite longer back when Crisis was 60 but now that they're both 25 I can copy what I have for Booster for Crisis. Crisis may have additional stuff like RDS allowing for a surprise with an unboosted normal + boosted critical. Usually there won't be huge rebalances to multiple equipment so only few things change at a time. 

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Would this topic not be better suited in the 'let's discuss' (turrets and hulls )area of the forum?

Seems a little redundant.

Edited by Jeers4U

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as title says, this drone is one of the dumbest ideas that has been made in this game ever,  From perspective of new player this is absolutely no brainer, finally I have had opportunity to create new acc and play on it for refferals event and I have to say - its killing gameplay. 

First of all whole reason to put it in game is absolutely ridiculous... do they really think that players are SO DUMB that they cant grasp simple  3 supplies  at a time mechanics? This game has been here for almost two decades and this is first time they did such nonsense... if players in 2011 did not have problems to understand it I believe players do not have problem to understand it in 2025 too. 

 

 

Why is it killing game?  If design is not telling it alone  then let me explain it, 

 

This drone is only promoting camping,  why? Because most of the time as a camper you only need 1 supplie and thats double dmg, you dont really need to get close to the enemy (thus no need for speed boost) and if your enemy does not have range he cant kill you (thus no need for double armor) Everyone else? welcome in camping tanks online. If this drone mechanics is trailer how upcoming supplies change is going to be then I am afraid this is it for me... 

 

Every other combo is inferior because everyone can use only one type of supplie,  its sad to have XY turrets and XY hulls and yet cant use them because it will only end to be frustrating. As a agressive player you need at least damn speed boost to reach player that has long range turret, but if you use speed boost then you are about to get respawned by whoever shot you first. Without DA there is little chance to survive more than few seconds.  

Another extremely stupid thing about this drone, if you collect any supplie from ground - you have your 12s cooldown actiavted, you are welcome ? just press delete and try again, why would game discourage to collect them? If you collect them by accident you are screwed, if you want to use them for strategic purpose or for HP (engineer augment) you are also screwed because you will have 12s cooldown and end up dying,   if I have speed boost and I collect speed boost then  again, it reset my cooldown to 12s 

 In conclusion -  if you wanna have at least decent chance you will end up with long range weapons waiting for your opponent to make biggest mistake in TO - not camp and engage in battle  - sad truth about current gameplay. Maybe its devs way to prepare any new players who somehow endure this hard trial for higher ranks where you get punished by blasters and one shoting augments  that can kill you across whole map.  

If this is how this game is presented to new players then I already know why this game lack new players. There were ideas from many other players how to make early game for new players way better and comfortable, yet you TO devs decided to make it worst way possible. If your goal was to repel and discourage as many new players as possible (or old veterans that came back)   then you did great job.  

 

My advice is to delete this drone, if you wanna keep it, at least please REMOVE the damn cooldown after collecting supplies from ground. But I am afraid this is beyond help.  I am just waiting for new supplies change... to decide whether this TO journey has any meaning for me or not. Lastly I am just disapointed..  one small example - repair kit issue, its been half year since they introduced autosupplies and with them repair kit "bug"  have it been fixed? Of course not... simple and trivial issue with game ignored for months..   

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On 2/12/2025 at 4:47 AM, Tekken8 said:

do they really think that players are SO DUMB that they cant grasp simple  3 supplies  at a time mechanics?

On the contrary, the current supplies mechanic itself is dumb. Everyone just spawns and does 2-3-4 in some order, every time. There's no strategy here, and one might think - what is even the point of having armour and damage boost if everyone uses both and they just cancel each other out.

I think the primary motivation for adding Oracle drone is to make the supplies mechanic more tactical, while simplifying the game for newbies is a nice side effect.

On 2/12/2025 at 4:47 AM, Tekken8 said:

This drone is only promoting camping, 

Yeah, that's a good point. Sounds concerning.

On 2/12/2025 at 4:47 AM, Tekken8 said:

Another extremely stupid thing about this drone, if you collect any supplie from ground - you have your 12s cooldown actiavted

I think this might be a temporary thing that will change in the near future. This drone is supposed to encourage picking up supply boxes by making them more valuable, so it will probably be changed so that you get a second supply activated when you pick up a box. Not only that, but box supplies might even have increased power, similar to the current bonus from using drones.

 

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On 2/12/2025 at 7:51 AM, Maf said:

while simplifying the game for newbies

To explode "newbie" brains just send them to the wiki to brush up on their knowledge of what does what in battle.

This game is not easy to grasp, yes at the fundamental level it is, but not when you delve into all the "NOT SO SIMPLE" mechanics of the game.

I could care less about the oracle drone, I used it a couple of times, found it tedious and never went back to that account. 

@Tekken8 is right about the cool down, It's mind numbingly boring. It's a paupers Crisis Drone and that's all it ever will be.

A maxed out Brutus will nearly always kill a oracle drone user first.  

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On 2/12/2025 at 2:56 PM, POWER-OF-ONE said:

This game is not easy to grasp, yes at the fundamental level it is, but not when you delve into all the "NOT SO SIMPLE" mechanics of the game.

Idk man, I play quite a few different games and as far as mechanics go, Tanki is definitely on the simpler side. In terms of technical skill and tactics - sure, maybe there's quite a bit of depth there. But in terms of the game mechanics themselves it's pretty damn straightforward.

If you want an example of complex game mechanics, look at Minecraft. I'm serious.

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On 2/12/2025 at 1:24 PM, Maf said:

Idk man, I play quite a few different games and as far as mechanics go, Tanki is definitely on the simpler side. In terms of technical skill and tactics - sure, maybe there's quite a bit of depth there. But in terms of the game mechanics themselves it's pretty damn straightforward.

I'd say that as time passes, technical skill, tactics, and game mechanics matter less.

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On 2/12/2025 at 8:51 AM, Maf said:

On the contrary, the current supplies mechanic itself is dumb. Everyone just spawns and does 2-3-4 in some order, every time. There's no strategy here, and one might think - what is even the point of having armour and damage boost if everyone uses both and they just cancel each other out.

 

 

I do agree with this, current mechanics is not much better, but if you restrict new players to use only 1 it will favour camping  because thats only combo which is suited for such game style. Other meele and short range combos are very uneffective with this design. You might perform decently with medium range turrets but again, if there are 2 players equally good, one with medium and other with long range turretthen all ods are against medium range user. 

I saw video from detective999 like year back where he suggested introduction to supplies mechanics for new players and imo it was way better and user friendly than this one. 

Imo this mechanics will only discourage players to play actively in battle. For some of them it might be deciding factor whether to stay in game or leave.  I am definitely not a fan of  long range  turrets and I think tey are boring, but I know that they are in fact best in game.  The more range you have the more options for most of the maps.  You can enter almost any map and find a way to perform well, if I get stadium with firebird I have two options either stay and be a  training target for whoever can shot me first or leave. 

This is disscusion for another topic but my honest opinion on long range turrets is that they should either have reduced dmg for short ranges (as a balance mechanism) or have new game mechanics introduced into them,  magnum for example have a good disadvantage for shor range - and thats prolonged reaload due to amplification time.  If its long range then it should have advantage only for that specific range not for all previous ones that tends to be at closer distance. Scorpion is most ridiculous one, it has 2 alternative modes that does not interfere with each other. You have arcade mode that work outside of Salvo mode.  Why does not it have same mechanics as gauss? It has two modes but they are interlocked by singular energy bar.  

On 2/12/2025 at 8:51 AM, Maf said:

I think this might be a temporary thing that will change in the near future. This drone is supposed to encourage picking up supply boxes by making them more valuable, so it will probably be changed so that you get a second supply activated when you pick up a box. Not only that, but box supplies might even have increased power, similar to the current bonus from using drones.

 

I hope so, but untill then, every potential new player will suffer under this unfinished piece  of work, I do agree it supposed to encourage picking supply boxes thats why I do find idea of 12s cooldown after collecting enything from ground as a complete crap...  not to mention old players still have option to use brutus at low ranks which is also not optimal.. should not all of them be treated equally? How about removing it from their garage with a some compensation for it.  

 

On 2/12/2025 at 12:24 PM, Maf said:

Idk man, I play quite a few different games and as far as mechanics go, Tanki is definitely on the simpler side. In terms of technical skill and tactics - sure, maybe there's quite a bit of depth there. But in terms of the game mechanics themselves it's pretty damn straightforward.

If you want an example of complex game mechanics, look at Minecraft. I'm serious.

Thats why I found a idea of "simplifying" supplies funny, its not rocket science, I play this game since 2011, back then I was teenager but I did not have any problem to understand mechanics of " drugs"  Thats the most basic thing in tanki, I think Tanki its well known for "drugs" design. 

Edited by Tekken8
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On 2/12/2025 at 11:45 AM, Spy said:

I'd say that as time passes, technical skill, tactics, and game mechanics matter less

Technical skill and tactics yes.

As for the mechanics of the game, these have gotten way out of control and matter a great deal in battle. One horrible word-AUGMENTS. They have ruined the game, along with trashcans. 

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On 2/12/2025 at 2:51 AM, Maf said:

On the contrary, the current supplies mechanic itself is dumb. Everyone just spawns and does 2-3-4 in some order, every time. There's no strategy here, and one might think - what is even the point of having armour and damage boost if everyone uses both and they just cancel each other out.

I think the primary motivation for adding Oracle drone is to make the supplies mechanic more tactical, while simplifying the game for newbies is a nice side effect.

 

As  a big noob who too often goes speed, damage and then gets one shot because I chose not to do armor, I do think the supplies offer tactics. If I go armor early, I won't die right away, but I will be without it if I survive my first engagement when it runs out. Go damage and armor first, often I spend too long just driving to the fight ? 

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Casual battle at low ranks now

 

This is example how battles looks like at low ranks, only one guy from their team used firebird and thanks most likely because its somehow effective against bots, also my team was not doing good so he was not punished as much as I would with same combo. 

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