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We have so much more ways to customize our tank now, I could only dream of such a thing back when I started. I mean come on, paints bound on the protection made everyone look the same. I had Prodigi on all the time but it looks like seagull poop to me. All you had was the turrets and hulls, no MU's and no overdrives. The absence of overdrives is probably the only thing I miss from that era.

When Marshal's only used to wear Prodigi/rustle/python/emerald/spark/zeus/clay paints because they were the most expensive paints in game with the best protection. As far as I remember - Zeus had protection against ricochet - Python against freeze - Progidi against thunder etc. Simple system with simple gameplay, right now it's a big mush. 

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I’m wondering if the new Fire and Freeze alts will allow them to fire through walls, making them even more effective anti-Magnum turrets

you want fire o freeze that can fire over walls? use magnum with the fire/freeze alt ;)

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Smoky that has Quick-fire option at the expense of reload..... Mini-Vulcan?

Well no, more like a series of quick shots followed by a long reload. So for example you could hold space, and Smoky would fire 5 times in 2 seconds (like Twins, but with damage of Smoky), but it would then go for a really long reload. Also it wouldn't be possible to stop the quick shots once you start firing. I think that would be a very interesting alteration.

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Well no, more like a series of quick shots followed by a long reload. So for example you could hold space, and Smoky would fire 5 times in 2 seconds (like Twins, but with damage of Smoky), but it would then go for a really long reload. Also it wouldn't be possible to stop the quick shots once you start firing. I think that would be a very interesting alteration.

If Smoky kept its damage per shot, at least one of those shots would be a CRIT. I would LOVE to try that if it is an actual alteration.

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To be honest, after the recent balance update Vulcan received a crazy buff. It has a slightly longer learning curve, but it's crazy effective once you get used to the long spin-up time.

Learning curve has nothing to do with it.

The 3 second spin-up makes the turret almost useless on many MM maps - small maps or any that provide lots of cover.

The longer spin-up is basically a death-sentence for Vulcan.

 

Lost count of the number of times I've spawned with enemy 50m away or less = ZERO damage done to enemy by time Vulcan is dead.

A Striker can use Salvo in time it takes Vulcan to start firing.

 

 

Well, it is alot better after the update, but its still on the weak side. It does really well in certain situations, but if your base is being overrun you are toast.

Have not "met" one Vulcan user who finds the turret better after the update. (until now as you seem to be in that camp)

 

No one was screaming for more damage. All Vulcan users wanted was the overheat bug fixed.

 

And Devs did not do that.  Instead they changed the turret completely. 

The increase in damage is more than offset by the inability to damage a target on many instances.

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I'm really interested in those last 2 alts of magnum.
my guess would probably be the most obv ones.
If you fire with magnum and have the 4th alt it'll cause an afterburn.
if you fire with magnum and have the 5th alt it'll cause the freeze effect.

I can only imagine the number of crystals your gonna have to pay for them  :lol:

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The last alteration for railgun looks shell destabilisation because it looks similar to rico's first alteration. This will probably widen the damage range and result in either very low damage shots or very high damage shots. I wonder how isida's attack nanobots alteration will work. Maybe then isida will be the turret able to kill firebird at close range.

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I've been thinking about an alteration called "Attack Nanobots" since the introduction of Support Nanobots. For obvious reasons, I know I'm not the only one who thought of this. But even though I want to see it in the game really badly, I have to agree with Adriel.RB. It would seriously break the balance of close combat.

Even if the energy tank goes down at a rate of fire where you only get to shoot an enemy for 3 seconds, being caught off guard by an isida with this would be horrendous. My counter-argument to this is bringing it into the game because come on, that logo for the alteration is too good to pass up seeing it in the game. 

 

My balanced idea for the alteration would be:

 

Attack Nanobots

 

+ Damage increased by 50%

 

+ Turret rotation speed increased by 25%

 

- Healing gauge reduced to 5 seconds

 

- Reload time increased to 15 seconds

 

- Range reduced by 15%

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I've been thinking about an alteration called "Attack Nanobots" since the introduction of Support Nanobots. For obvious reasons, I know I'm not the only one who thought of this. But even though I want to see it in the game really badly, I have to agree with Adriel.RB. It would seriously break the balance of close combat.

Even if the energy tank goes down at a rate of fire where you only get to shoot an enemy for 3 seconds, being caught off guard by an isida with this would be horrendous. My counter-argument to this is bringing it into the game because come on, that logo for the alteration is too good to pass up seeing it in the game. 

 

My balanced idea for the alteration would be:

 

Attack Nanobots

 

+ Damage increased by 50%

 

+ Turret rotation speed increased by 25%

 

- Healing gauge reduced to 5 seconds

 

- Reload time increased to 15 seconds

 

- Range reduced by 15%

 

My idea for attack nanobots was this:

 

2 or 3 seconds more attacking energy at the expense of 50% less heals per second.

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My idea for attack nanobots was this:

 

2 or 3 seconds more attacking energy at the expense of 50% less heals per second.

Yeeeeaaaahhh, that was my initial thought until I thought it over on how it would affect balancing but dude, come on, you know that'll be OP unless all enemies have protection modules. Isida's DPS is one of the best at close range. Giving it more seconds of attack would just be going too far in my opinion.

 

With your suggestion, the reload time stays at 10 seconds, meaning you replenish all 7-8 seconds of attack every 10 seconds. That seems a bit too OP to me but let's see what Tanki has in store for us, shall we?  :)

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Railgun:

  • Faster horizontal tracking
  • Shell stabilization
  • High calibre ammo
  • Shots ricochet off walls
  • Higher piercing damage to consecutive tanks (i.e. first tank gets base damage, then higher and higher and higher for next tanks in line)
  • No idea, maybe faster warm-up time before shot?
  • Possibly shots that deal some damage to nearby tanks as they fly past, even if they did't actually hit

I'm honestly kind of scared. These potential alts sound ridiculously OP. Particularly the ricochet one. 

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Hammer: 

  • No idea, probably something that fires two shots at once and deals double damage, but changes reload mechanics) 

Smoky: 

  • Quick-fire shots (It quickly auto-fires 5 times, then goes for a long reload. Kinda like the new revolver added in Fortnite) 

These two also sound very OP. Two Hammer shots can kill a light hull, and 5 Smoky shots a medium hull. 

 

And the knockback... 

also the recoil  :P

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Very nervous about these new alterations... if they are what we speculate, this could destroy Tanki's fragile turret balance. (not that there was much balance to begin with :P) 

 

I might even reconsider leaving the game for a while if these new alts make the game unplayable, but for now we'll see how things play out on the main server in a couple of days.

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To be honest, after the recent balance update Vulcan received a crazy buff. It has a slightly longer learning curve, but it's crazy effective once you get used to the long spin-up time.

 

 

 

2l3gm3.jpg

 

2l3gnl.jpg

 

 

A crazy buff ? When was the last time you played with vulcan ? It was a buff in form of longer range damage but at huge expense . I had to take a alt to make it a actual buff , making use of the increased range but still be usefull at the shorter range  ( faster turret rotation ) . How many vulcans you see in battle , and how many use a module to protect ? Now look at the rico , twins , smoky , thunder  .... and you got your answer .

I gave a vulcan alt option in vulcan topic some while ago . Superhigh shot output but at the expense of fast overheating ( like real vulcans/ miniguns / GAU .. ) , like a A10 thunderbolt airplane . This makes the weapon change its use , making it usefull for fast attackers , and so making it a real alt . This would never ever be OP since it changes the nature of the gun  , because large hulls would not benefit from it , since you cannot fire continious , but small hulls which now nearly never use the weapon could use it as a hit and run , straight in enemy base killing a few before run away ( flag ) or get killed themselves by overheating or incoming shot .

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A crazy buff ? When was the last time you played with vulcan ? It was a buff in form of longer range damage but at huge expense . I had to take a alt to make it a actual buff , making use of the increased range but still be usefull at the shorter range  ( faster turret rotation ) . How many vulcans you see in battle , and how many use a module to protect ? Now look at the rico , twins , smoky , thunder  .... and you got your answer .

Admittedly, Vulcan is one of my least favourite turrets (not because it's weak, but because I don't really like its mechanics), so obviously I don't play much with it. Used it in a few battles after the balance update and was extremely impressed with the results, which is why I claim that it got a "crazy buff".

 

Your post got me interested though, so I decided to try it out in again. Here's the results from 7 battles, in all of which I played with Vulcan from start to finish:

 

 

yIKYOPl.jpg

 

 

In this one I was beaten by a Viking Rico, who scored a lot of goals and was generally more versatile. Third place was also a Vulcan.

 

QX2uNhn.jpg

 

4RWPXYQ.jpg

 

ASL, this time attacking.

 

eMeF9Ku.jpg

 

CP

 

46mLY0I.jpg

 

 

2 DM battles.

I thought Vulcan would be terrible here, but still ended up at the top of the leaderboard. I think I got quite lucky with the maps, as both are good for Vulcan, but I doubt that the map would make much of a difference.

 

El4zLG0.jpg

 

sFWbN7x.jpg

 

Quite peculiar how the results were almost identical, and in both battles I was first throughout the whole game and lost 1st place in the last 10 seconds.

 

 

 

I think this makes a pretty good point. I didn't play TDM, CTF or JGR, but it's highly unlikely that there will be a significant difference.

 

Yes, it's definitely challenging when you have to face enemies up close, but using hull rotation as well as turret rotation allows for some pretty effective turning speeds. As for the long wind-up time, I almost always started spinning up the barrels even if I didn't have direct line of sight of the enemy. So the key is to always spin-up before you fight, even if you don't know when exactly you'll need to shoot.

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I can only imagine the number of crystals your gonna have to pay for them  :lol:

Place your bets. I heard some people say 150k. Maybe it will be 200k, or 500k. Maybe a million?  :ph34r:

 

delet this

 

:lol:  Nice one

 

I'm honestly kind of scared. These potential alts sound ridiculously OP. Particularly the ricochet one. 

Don't forget that for each benefit there will be at least one disadvantage, so in theory the alterations should be balanced and won't make any turret more powerful.

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Admittedly, Vulcan is one of my least favourite turrets (not because it's weak, but because I don't really like its mechanics), so obviously I don't play much with it. Used it in a few battles after the balance update and was extremely impressed with the results, which is why I claim that it got a "crazy buff".

 

Your post got me interested though, so I decided to try it out in again. Here's the results from 7 battles, in all of which I played with Vulcan from start to finish:

 

 

yIKYOPl.jpg

 

 

In this one I was beaten by a Viking Rico, who scored a lot of goals and was generally more versatile. Third place was also a Vulcan.

 

QX2uNhn.jpg

 

4RWPXYQ.jpg

 

ASL, this time attacking.

 

eMeF9Ku.jpg

 

CP

 

46mLY0I.jpg

 

 

2 DM battles.

I thought Vulcan would be terrible here, but still ended up at the top of the leaderboard. I think I got quite lucky with the maps, as both are good for Vulcan, but I doubt that the map would make much of a difference.

 

El4zLG0.jpg

 

sFWbN7x.jpg

 

Quite peculiar how the results were almost identical, and in both battles I was first throughout the whole game and lost 1st place in the last 10 seconds.

 

 

 

I think this makes a pretty good point. I didn't play TDM, CTF or JGR, but it's highly unlikely that there will be a significant difference.

 

Yes, it's definitely challenging when you have to face enemies up close, but using hull rotation as well as turret rotation allows for some pretty effective turning speeds. As for the long wind-up time, I almost always started spinning up the barrels even if I didn't have direct line of sight of the enemy. So the key is to always spin-up before you fight, even if you don't know when exactly you'll need to shoot.

I do have the same results , before and after the buff , a bit better after , but saying that its a crazy buff it just isnt the case . Vulcan is my primary weapon , and i do know what you are talking about . The reason is that there are not a lot of them around , me being nearly always 1 of them , and people not have or do not fit the module for it . With all others you see in battle rico / thunder / twins / fire you equip the most weapons used in battle . So you can finish 1st because people do know the force , but its not worth it to use the module , a lot more others around . It is still 1of the weakest or the weakest around but it does have good surpressing power . It is not at all OP and yes the maps do play a role , you will get worse result on maps like Iran . If it was a crazy buff or OP you would see them in battles everywhere followed by the modules and that just isnt the case . As a example look at how many more smokys and freezes around these days and even the striker got more users after their parameters changed . These turrets where also rare before their changes , only in specific cases .

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Place your bets. I heard some people say 150k. Maybe it will be 200k, or 500k. Maybe a million?  :ph34r:

Why would there be a price difference? Alterations add and remove certain aspects to suit the individual player; I think they should all cost the same. If they don't, than one alteration is more powerful than the other and there really is only reason to buy the most expensive alt to get the most out of your turret.

 

Stock turrets should be equally as powerful as those who have an alteration equipped but if they do different prices for them it means that one alteration is more powerful than the other. I mean it's an alteration, not an upgrade.

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Why would there be a price difference? Alterations add and remove certain aspects to suit the individual player; I think they should all cost the same. If they don't, than one alteration is more powerful than the other and there really is only reason to buy the most expensive alt to get the most out of your turret.

 

Stock turrets should be equally as powerful as those who have an alteration equipped but if they do different prices for them it means that one alteration is more powerful than the other. I mean it's an alteration, not an upgrade.

I agree, but knowing devs they will probably still make a price difference  -_-

Although my actual bet is that prices for all alterations will become 100k.

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4th alteration of rail looks pretty promising to me. My suggestion would be
Similar to Ricochets bouncing off wall ability, or you fire at one tank and it bounces off to another nearby but lowers the damage.

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