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Turret Balance, Holiday Paint Update


r_Nives5
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One thing that I have noticed is that Vulcan is now too weak due to its last update which nerfed its reload time. Also Vulcan needs to have more damage input because when using Vulcan now with double damage enemies can still escape Vulcan's string of bullets and hide. In my point of view, Vulcan is now the worst turret. Please buff up Vulcan.

 

Also, the freezing effect of Freeze must be buffed up too. There is no need to tweak the damage of other parameters of Freeze because they are OK. All what Freeze needs is a buff to its Freezing effect to make it more powerful so that tanks can hardly move or rotate their turrets backwards to attack Freeze.

This guy is smart as hell he hit two of the biggest turret balances we've been wanting forever, increase vulcans impact and damage and make freeze freeze better. freeze right now is like firebird (all damage), its effect needs to be increased throughout the WHOLE RANGE. ISIDA needs a damage nerf (NOW PLEASE) and make striker's AI targeting system more accurate so it always doesnt shoot at walls. i know the devs said theyd release more alterations but i doubt theyre smart enough to release the right ones to fix these balance issues. (probably gonna be 50$ alterations for color change, or 100$ to make isida shoot through 2 buildings now instead of 1)

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Alright, Shaft is monstrously OP now if used correctly. Just use it like a Smoky with the range of Twins and a secondary fire mode for specific situations. It's crazy!

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You guys need to quit messing with the turrets. A few years ago, rico was my favorite turret, then you nerfed the heck out of it and then tried to buff it back. Now you are taking a short range turret and making it  an op long range turret. Freeze has gotten ridiculous and you are going to make its effect last longer meantime poor old railgun which had its power nerfed and never restored, is now the "used to be fear gun". Stop, just stop. :angry:

Edited by Sniper1954_the_dark
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I cannot seem to grab what you are saying, as first you start off with how Shaft's 'nerf' ruined the gameplay, then you end it on the "tanki is p2w!!" note.

 

If possible, please explain what you are trying to say in a clearer language, so that at least I can understand. :p

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I can still dose my scope shots with the charge bar, lol is that supposed to happen? Weren't they going to drain the bar with any single scope shot?

 

If they aren't then I take back what I've said earlier. The arcade shots are similar to Smoky now, but with an extra snipe mode.

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You can remove it already using the 'Unstable Plasma' alteration. :D

 

Please elaborate on the 'arbitrary' changes, as I see nothing here except for devs just experimenting around with stuff.

By arbitrary I mean that these balance changes seem to be random with no real thought put into them...pick a turret, change it...buff it, nerf it, just keep players off balance by changing turret parameters constantly.  Like you say, "just experimenting around with stuff".

 

My guess is that the only reason for this is to keep players buying the latest "darling" turret/protection/MUs...it's what Tanki sells.  Buff the crap out of Freeze and everyone bought a Freeze, Freeze protection, and respective MUs...many of those players did  it with real money.  Then nerf Freeze and many of those that jumped on the Freeze-wagon jumped off and went with another turret...more buying.  Players that learn the ins and out of a turret have the rug pulled out from under them. 

 

I was a Vulcan devotee but the turret was gutted so I started using Isida when it got a buff, then it was nerfed and I started using Twins, now they are fooling around with Twins again.  Is the Twins change a buff or nerf?  I don't really know yet, but my initial reaction is that it is a nerf...I don't seem to kill as quickly and can't defend myself as well as yesterday.  I will have to learn to lead my shots more since they are so much slower, but that is probably just a learning curve.  I see no difference in distance effectiveness at all...possibly because my shots never hit a target that is far away since they are moving so slowly.

Edited by ByeByeBye
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Since the Holiday paint was changed to Star Week one, nobody got to see its original preview yet, however...  :ph34r:

 

New Holiday - Preview and Texture: 1yXyQES.png

 

JxObgjv.png

 

 

 

X8obGhF.png

 

 

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Just here to announce that I'm quitting this game because of this update. I was a shaft main, and I got pretty damn good with the charge control. I knew exactly how much to charge for every hull. Used quick scopes to maximize damage and minimize charge loss.Now the hundred hours I've put into developing that skill that got me to a warrant officer is worthless. The nerf was so evident in my battles that I had to stop and investigate what was wrong -- I thought I was glitching. Then I came to know of this patch. 

Most pro shaft mains, except noobs who full charge everything, will quit or change turrets. I haven't put in the time or upgrades for other turrets, so I'm not even gonna bother. I played Tanki mainly for shaft.
 

Whelp it was a good run. I'll check back once awhile to see if it gets fixed but I doubt it'll be soon.

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Twins is gutted.  The slow projectile makes it difficult to hit anyone even at close range.  It seems like when a projectile does hit it makes less impact.  Less impact and less hits equals way less effective.  I'm pretty good with Twins.  Previously I was almost always in the top half of the players in a full length battle.  Now I'm consistently in the bottom half...true only one day and maybe I can get used to the slow projectile, but I think Twins is done.

 

They say Twins range was increased...horse pucky.  If anything it was decreased.  I can shoot a wall and see the shot marks.  I pretty much know how far I was able to mark a wall previously.  It sure as hell seems to me that I could shoot father before this balance change...if anything they reduced the range by ten or fifteen percent.  There is no way it increased. 

 

I have spent so much time with Vulcan just to be nerfed to crap.  Now so much time with Twins and it is ruined.  It seems like Tanki wants everyone to use Firebird...the turret requiring the very least skill.

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Absolutely useless update...
The worst thing you could do to Shaft. Why would you nerf it even more?? Please stop ruining this game.
Worst update in the whole game history for me.
#RIPShaft
:(

 

 

Shaft is only for noobs so doesn't need a buff. Helped twins yaaaaaa!

 

Nothing about Magnum. Still have 2 star super noobs one-shot me with full m4 titan.


Please stop saying Shaft is for noobs just because you cant handle it. You are a noob to post such a silly comment...

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By arbitrary I mean that these balance changes seem to be random with no real thought put into them...pick a turret, change it...buff it, nerf it, just keep players off balance by changing turret parameters constantly.  Like you say, "just experimenting around with stuff".

I've only been playing for six months (I think), but the constantly shifting sands are really annoying. I can't complain about the Smoky buff (I don't use anything else on any of my accounts) because I can snipe more and have a more equal exchange of fire with Thunders, but I'm not convinced it was necessary either.

 

Freeze plague was short-lived, but now there's a Firebird one. And now (from what I'm reading) Shaft has rapid fire arcade shots? That's much more of a problem for me than its scope mode.

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Just here to announce that I'm quitting this game because of this update. I was a shaft main, and I got pretty damn good with the charge control. I knew exactly how much to charge for every hull. Used quick scopes to maximize damage and minimize charge loss.Now the hundred hours I've put into developing that skill that got me to a warrant officer is worthless. The nerf was so evident in my battles that I had to stop and investigate what was wrong -- I thought I was glitching. Then I came to know of this patch. 

 

Most pro shaft mains, except noobs who full charge everything, will quit or change turrets. I haven't put in the time or upgrades for other turrets, so I'm not even gonna bother. I played Tanki mainly for shaft.

 

Whelp it was a good run. I'll check back once awhile to see if it gets fixed but I doubt it'll be soon.

I recommend you change your play style with Shaft to be oriented more towards no-scope (arcade) shots, while only using the scope mode for specific situations, like where you see a heavy hull with no cover far away, so you can quickly scope in and shoot them. Sgaft has become a lot more powerful in close, dynamic combat, so just try using it like a Smoky with a secondary fire option.

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It's like they want Tanki to die.

well i guess they are too nice to just turn it off, they first add stupid updates for it to slowly die

just admit it, tanki is near zero profit and soon will reach minus

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In my alt accounts, I just played a few more battles using Twins/VikingMU10 an a few using Firebird/VikingMU10.  I have used Twins since I started playing Tanki and I'm really pertty good with Twins...very good really.  Now I am getting about a 1.00 K/D with Twins and 2.00 or better with Firebird.  It is almost effortless to kill tanks with Firebird and Firebird is certainly not burdened with much strategy.  It takes three times as long to kill a tank with Twins as Firebird.  Twins has only a slightly longer range than Firebird now (there is no way they increased Twins range, it's a lie, they decreased it).   Even if it had been an increase in range (which it wasn't) the slow projectile makes longer range almost impossible...the target would move after the first hit.  The projectile speed is so slow that even at close range tanks can just drive away from the shot and escape or kill the Twins.  Twins went from being a great turret to one of the least effective turrets in one pitiful balance change.

 

So all you folks that hated Twins, it's your lucky day/month...you won't be seeing many of them very very soon as Twins users start to switch to something else.  

 

Playing Tanki is so discouraging.

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Just here to announce that I'm quitting this game because of this update. I was a shaft main, and I got pretty damn good with the charge control. I knew exactly how much to charge for every hull. Used quick scopes to maximize damage and minimize charge loss.Now the hundred hours I've put into developing that skill that got me to a warrant officer is worthless. The nerf was so evident in my battles that I had to stop and investigate what was wrong -- I thought I was glitching. Then I came to know of this patch. 

 

Most pro shaft mains, except noobs who full charge everything, will quit or change turrets. I haven't put in the time or upgrades for other turrets, so I'm not even gonna bother. I played Tanki mainly for shaft.

 

Whelp it was a good run. I'll check back once awhile to see if it gets fixed but I doubt it'll be soon.

Yeah, the update is so idiotic. Shaft was one of my main turrets as well, and it's completely useless now for experienced snipers, or snipers, that try to quick scope. 

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shaft has definately been buffed at close range... right now arcade shots deal 20% more dps than smoky. at far range it is also buffed because of the increased charging time and increase minimal damage... the only disadvantage happens when you shoot wasp/hornets your overall dps is slightly lower... so against 2 out of 7 hulls it is disavantaged but the other 5 out of 7 it is even better. .. and 75% of all the hulls are vikings anyway?

Edited by GuidoFawkes
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Well i dont like the shaft update. Like its a sniper turret and its logical it has to be powerful, but now that you can't even quick aim is just bad. Plus work on fixing shaft bugs! Not the reload.. Like legit sometimes my shafts bugs out so that if it's fully loaded it does minimum damage. Firebird is op so work on that turret now. Just made the shaft kinda bad :/

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shaft has definately been buffed at close range... right now arcade shots deal 20% more dps than smoky. at far range it is also buffed because of the increased charging time and increase minimal damage... the only disadvantage happens when you shoot wasp/hornets your overall dps is slightly lower... so against 2 out of 7 hulls it is disavantaged but the other 5 out of 7 it is even better. .. and 75% of all the hulls are vikings anyway?

Don't forget that Smoky has longer range (without needing to scope), has very high impact force and faster turret rotation. It's still a much more versatile turret in 1v1 combat.

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I'm going to upgrade my firebird from 10/20 up to M4. It's easily the most powerful turret. I don't think it has ever been nerfed.

I wouldn't bother unless it is just easy for you with spare crystals laying around.  Firebird will take a big hit pretty soon as more and more players convert to Firebird.  Tanki lets players invest lots of time and even cash into a turret because it is powerful, and then they nerf it into unmitigated junk.

 

I was using Twins and doing well...and that is M2-MU10 with a 50,000 alteration, so expensive (lots of time spent).  Previously I used an  Isida MU10 but changed because they nerfed it and cut out it's self healing.  Then a Vulcan MU10 and they changed the parameters to where it is almost useless on most maps...we can't pick our maps in MM and changing turret in an 8 minute game is almost pointless.

 

So now they thrash Twins into another dust collector.  I may go with Firebird myself because it is so OP right now, but I'm not going to bother upgrading it past 5 or 6 unless I get one of those 1,000,000 crystal containers :)

 

I'd be so angry right now if I had paid cash for something like a Taiga kit with a couple of alterations and Tanki did this nerf.  At least now I'm just disappointed again by Tanki.  If I had spend real money I'd be furious.  I just can't imagine why anyone would send these fools real money.

Edited by ByeByeBye

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