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Turret Balance, Holiday Paint Update


r_Nives5
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the problem is that how can a noob like me survive in battle ,how much supplies are used even the gold drop in battle are too low after updates

 

waiting for rail,hammer ,update is only left

 

good work team ,now its a perfect time to say good bye after holloween  and mobile verson slightly increase the no of dead player as my openion cause I see my friend who are on mobile playing like a recruits I cant understand anything.

 

I am praying to god that something not happened like last year only one day 10x gold box drop and with full of error and server shut down

if this time same thing happened god promise I stopped!!!!!

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Can someone tell me why do i have a turret that says max damage is 1969, but direct hits only deals 1200 damage??? waht the.....

 

or a shot right next to the an enemy tank deals only 800 damage.... why never max damage?

 

why spending tons of crystals in microupgrades to pass from 1500, 1600, 1700, 1800, 1900,2000 damage, if its always going to deal a max damage of 1200-1400???

 

its a magnum......

 

reload time is ok, perefect , but that damage is just uselessssss

It depends on protection modules, Supplies or / and distance.

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The update about Shaft is the dumpest thing I've ever seen in this game. Why would you nerf Shaft for a third time? First the damage, following with the idiotic red laserbeam, and now the complete drain of energy when shooting in sniping-mode.

 

Shaft isn't op at all, and it barely is used now a days because of all the nerfs. Shaft is only great, when managed correctly. Draining the whole bar of energy from just a zip in sniping-mode, will ruin Shaft. It will also ruin the point of a accelerating Shaft, that doesn't just sit still in a corner of the map. Double Damage will also be useless for Shaft now, since you only will be able to get 2 good shots off. 

 

Not did you only completely ruin Magnum, Isida and Shaft. You also buffed Striker and Ricochet way too much. But I guess they will get a nerf soon as well, and then Thunder or Smoky will be complete ruined, afterwards. Soon Isida won't be able to heal, and Freeze will be a medium-range turret. 

 

You know what? If you stopped nerfing and buffing every turret all the time, people would maybe not be as mad, as they are. You really have nothing special to add to the game, and all you do, is make and more people leave the game after each update kills off the playerbase. Even the buyers don't want to play because of these horrible updates. 

 

And think about the people, who work hard to get one of their favourite turrets, and then the turret just gets completely ruined. Think of all the hours they played, to get ruined by your devastating "balances". 

You don't "balance" the turrets at all, you just ruin them or buff them to an over realistic perspective. 

 

Turrets, that should be nerfed: Firebird, Striker, Ricochet, Freeze

Turrets, that should be buffed: Shaft, Magnum, Isida. 

Edited by Carbon
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It depends on protection modules, Supplies or / and distance.

No supplies battle, no double armor, and no one had magnum protection. is just stupid to set a maximum damage and not being able to reach it :/ 

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Shaft is the most OP turret of them all, and still is. I'm tired of being one-shoted even with max protection and MU's.

 

Magnum has largely been nerfed because of that damned MMS.

 

Slowing twins speed while making it longer range is stupid. Too easy to get away from their shots.

 

Game was far more fun a few years ago. 

Edited by Spurger
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Sure it was, I know the gameplay having used Shaft myself. But you have to agree, majority of the Shaft users don't really pair it with anything except Mammoth, and you know it that Mammoth is far off from being 'fast'.

 

The reload still is pretty quick, or you can just use some arcade shots to finish them off. For real though, Shaft users shouldn't really be targeting a light hull unless its taking the flag/ball, as most of the time a light hull can get behind cover easily while a Shaft tries to get a clear shot on them.

Well, i dunno. Tanki was high in my eyes because the variability it offered. If you deliberately cut out 20 percent of players /fast shaft users/, what will you get? Who says shaft users shoud not target light hulls? Even if is so, why to force them not to? Its their game, isn´t it?

Compared to playing style say two years ago, all the versatility is gone.  How long is it you could play guerilla tactics with light hull?  Two years ago, you could use light hull for minutes. Now you usually do not survive first magnum salvo (and that does not need to hit you), Game is littered with heavy hulls either with Twins or Magnums, Dumb weapons without any virtue for proper duelling.

 

I thing there are two major reasons:  First, devs seriously destroyed balance introducing Magnum (in rock-paper-scissors means - Magnum does not have any valid opponent except another Magnum) and since that they are trying all what they can to somehow balance it. Massive map changes, constant fiddling with gun parameters etc. And they are loosing players.

Second, to increase cash-flow they apply "milking" techniques as it seems it works. They boost some gun, so nearly everyone buys it. Than everyone buys a module against it. So they boost another gun....  They introduce a new consumables (batteries) to burn cash, so in game, you either drug, or use your own drone, as without either is almost impossible to get a score.  It probably works in short term, but I would much more gladly pay keep Tanki as it was when I started.

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I like the new turret balance or Freeze, Twins and Shaft. Will the Freeze turret deal a bit more damage than before?

 

The problem is that I don't like the new Holiday paint. I prefer the holiday paint to look like a black and white checkers texture instead of the white and gray checkers texture. The old Holiday paint texture is better, so please change it back to what it used to look like.

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The update about Shaft is the dumpest thing I've ever seen in this game. Why would you nerf Shaft for a third time? First the damage, following with the idiotic red laserbeam, and now the complete drain of energy when shooting in sniping-mode.

 

Shaft isn't op at all, and it barely is used now a days because of all the nerfs. Shaft is only great, when managed correctly. Draining the whole bar of energy from just a zip in sniping-mode, will ruin Shaft. 

 

Not did you only completely ruin Magnum, Isida and Shaft. You also buffed Striker and Ricochet way too much. But I guess they will get a nerf soon as well, and then Thunder or Smoky will be complete ruined, afterwards.

 

You know what? If you stopped nerfing and buffing every turret all the time, people would maybe not be as mad, as they are. You really have nothing special to add to the game, and all you do, is make and more people leave the game after each update kills off all the players. Even the buyers don't want to play because of these horrible updates. 

Totally agree, all "balances" are donde because of the complains of new noobie unexperienced players, and the ones who dont buy modules.

 

This should be renamed nerfi online. 

 

i remember when they made freeze "balanced", and had to nerf it later xd xd same with firebird, isida, etc. The funny thing is all these changes come quickly, seems like are all just done in the way, not planned or thought. 

 

Personally, I think all these changes done in 2 months lapse are so bad. I play this since May 2017, and hadn't see such high amount of "balances" in such short period as in these 2 months. 

 

Is everything wrong? Not, not everything, but mostly.

 

I hope they fix magnum at least... with the useless maximum damage, no sense to upgrade. 

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I like the new turret balance or Freeze, Twins and Shaft. Will the Freeze turret deal a bit more damage than before?

 

The problem is that I don't like the new Holiday paint. I prefer the holiday paint to look like a black and white checkers texture instead of the white and gray checkers texture. The old Holiday paint texture is better, so please change it back to what it used to look like.

Freeze? More Damage??? No No No my friend. It is already OP enough

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Shaft is the most OP turret of them all, and still is. I'm tired of being one-shoted even with max protection and MU's.

 

Magnum has largely been nerfed because of that damned MMS.

 

Slowing twins speed while making it longer range is stupid. Too easy to get away from their shots.

What? Do you want your little wasp to not being one shoted by a big a sniper?? that is the sense!!! run and hide, buy a heavier hull to survive, or attack from behind. 

 

magnum is useless now, no kills. k/d is almost alwys below 1. is ok to die in short range, but now never kill anyone in long range. 

 

i just laugh to people saying magnum is easy, being so hard to find the correct angle and power to land a shot near. it takes time, in that time, you can die from behind because remember, you cannot turn your turret, and every shot makes is reload slowww

 

i dont use twins, but i have suffered them without crying. don´t know how will affect twins users. 

Edited by davidvpcol

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No supplies battle, no double armor, and no one had magnum protection. is just stupid to set a maximum damage and not being able to reach it :/ 

Well, With Magnum I'd say that direct shot is very hard :v, you don't even need to shoot that close to tanks and it deals damage.

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i just think microupgrading magnum is a waste of crystals, next step is 33k for an increase in 20 damage points. from 1969 to 1989 max damage, but is just not worth it considering that a direct hit to an enemy tank still deals from 800 to 1400 damage. so is useless to waste thousands of crystals and not even reaching the max damage. 

 

 

new reload time is ok, makes it even more vulnerable, but new nerf damage make it more absurd and useless. 

Edited by davidvpcol

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So it seems that Rico and Twins get more simmilar [damage/minute]@[certain ranges] now. This was what set Rico appart from Twins in the last weeks.. but now not anymore. The two main differences and trad-offs left are

  • Twins' slow, but infinite fire -vs- Rico's faster bullet speed and large magazine capacity
  • Twins' splash -vs- Rico's rebounce effect.

 

Sad thing is that those changes completely change the way those turrets are played, completely overthrow their characteristic. A lot of Rico players used the long range very well, and a lot of Twins mastered the dynamic gameplay of coming close and keeping distance (ok, some were just sitting ducks, even in dynamic situations :P )

The players have to adapt again, into some new gameplay, instead that Tanki would (only) balance in-battle power.

 

But to be fair, the balance will be much easier to trim in the future if the turrets are more like each other. Also regarding today's (and maybe futures) alterations.

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Well, With Magnum I'd say that direct shot is very hard :v, you don't even need to shoot that close to tanks and it deals damage.

i am really really good making direct shots from a distance. and i usually play on the offense, with viking. direct shots are easy when you get months of practice. 

 

one tactic is to wait enemy tanks to gather together, but people cry about that, so why dont they play better? 

 

 

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Totally agree, all "balances" are donde because of the complains of new noobie unexperienced players, and the ones who dont buy modules.

 

This should be renamed nerfi online. 

 

i remember when they made freeze "balanced", and had to nerf it later xd xd same with firebird, isida, etc. The funny thing is all these changes come quickly, seems like are all just done in the way, not planned or thought. 

 

Personally, I think all these changes done in 2 months lapse are so bad. I play this since May 2017, and hadn't see such high amount of "balances" in such short period as in these 2 months. 

 

Is everything wrong? Not, not everything, but mostly.

 

I hope they fix magnum at least... with the useless maximum damage, no sense to upgrade. 

I dominate in Juggernaut with Shaft M4, but that doesn't make the turret overpowered. It's just ridiculous that Tanki nerfs the turrets, that the "better" players start dominating with. Instead of nerfing the actual, overpowered turrets, they nerf and give disadvantages to the turrets, that people move on to, due to the other "balances". This pattern will just repeat, since they keep "balancing" the turrets. 

Edited by Carbon

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What? Do you want your little wasp to not being one shoted by a big a sniper?? that is the sense!!! run and hide, buy a heavier hull to survive, or attack from behind. 

 

magnum is useless now, no kills. k/d is almost alwys below 1. is ok to die in short range, but now never kill anyone in long range. 

 

i just laugh to people saying magnum is easy, being so hard to find the correct angle and power to land a shot near. it takes time, in that time, you can die from behind because remember, you cannot turn your turret, and every shot makes is reload slowww

 

i dont use twins, but i have suffered them without crying. don´t know how will affect twins users. 

I hate the new Magnum and Shaft nerfs. Both were some of my favourite and most used turrets, and now I barely use any of them. Magnum is useless now. They turned Magnum into a short range-turret, but an useless short-range turret. It's litterally impossible to get a good shot on an enemy tank when shooting in medium or long-range. Even in close-range, it only does like half the damage when hitting just right beside the enemy tank. And even when you hit the enemy tank on top, it still does like 75% of the damage. Magnum was supposed to do a lot of splash damage, and because of this nerf, Magnum will be useless in pretty much any range because of the useless damage, when aiming for moving tanks. 

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I hate the new Magnum and Shaft nerfs. Both were some of my favourite and most used turrets, and now I barely use any of them. Magnum is useless now. They turned Magnum into a short range-turret, but an useless short-range turret. It's litterally impossible to get a good shot on an enemy tank when shooting in medium or long-range. Even in close-range, it only does like half the damage when hitting just right beside the enemy tank. And even when you hit the enemy tank on top, it still does like 75% of the damage. Magnum was supposed to do a lot of splash damage, and because of this nerf, Magnum will be useless in pretty much any range because of the useless damage, when aiming for moving tanks.

 

Magnum didn't get nerfed, it basically got buffed in the short range capabilities which made it OP in the first place.

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Why was Freeze's biggest weakness nerfed? Now, Freeze doesn't stand a chance against modules... 

 

Also, why was the holiday paint change even needed? It's a terrible idea, it gets rid of the nostalgia while having zero benefits at all. 

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