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New alterations coming October 31st


r_Nives5
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Why rent something when you could just buy it for 100-200k then realize it was completely opposite of what you had expected it to be... like come on guys use some logic here! :P

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Horrible update, my only question is when you will make it normal again, because you ruined a couple of turrets with this, congrats for making another horrible update in a row that will lose you some more players

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Welcome new alterations, I was expecting your arrival and already prepared my rooms with the finest couches and seats...!

But...wait! I wasn't expecting the 'Rent Alterations' feature will leave me! 

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I've always tested new alteration out by renting to see how it works, how am I going to do that now..

1. Wait until raw stats of new alterations show up in EN wiki

2. Look closely at the stats

3. Think xD

Let Google translate the page.

How to do that on Windows Phone?

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Cool but why remove renting option? Especially if there's gonna be alterations that are gonna be as high as 200k or something, I'd rather have a test of it before deciding to buy. 

Devs have no issue with buyers remorse. They actually encourage / thrive on it...

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Why remove the renting option?

 

 

Once again you devs make a big change without reason. <_<

Everything they do is for money, that's normal, hence they worked out people spend more money if they can't rent.

 

Alterations already updated on RU Wiki:

 

https://ru.tankiwiki.com/%D0%A3%D1%81%D1%82%D1%80%D0%BE%D0%B9%D1%81%D1%82%D0%B2%D0%B0

 

Nice example; hammer has a burning effect XAAXAXAXAXXAAXAXXXA

 

TANKI HAS FINALLY LOST IT'S MIND.  These actually look cool LOL

Edited by Lankbouv
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what did i get trolled? where's the burning and freezing alterations for magnum????? :angry:

Your got a short temper. Maybe these two were not ready yet, maybe it is a tease. If those 2 exist for other turret they can be applied for magnum.

Wait and see.

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Here's the brief overview of the new alterations:

(In order of appearance, from left to right; only new alterations described)

 

Firebird:

  1. 50% higher base damage, afterburn removed
  2. Ability to self-unfreeze, turret rotation reduced

Freeze:

  1. Double the freezing rate, reduced energy expenditure rate, twice less damage
  2. Ability to self-extinguish, turret rotation reduced

Isida:

  1. When destroying an enemy the energy tank instantly refills. 50% faster energy expenditure.

Hammer:

  1. Shots light target on fire. Greater pellet spread (disadvantage)
  2. Double barrel - allows to make 2 shots very quickly. Only 2 shots in clip.
  3. Destroying an enemy adds 2 shots to the clip. Normal clip reload is 20% longer.

Twins:

  1. +35% to min and max damage. -50% projectile speed

Ricochet:

  1. Hard to explain, but it basically turns Rico into Twins  :lol:
  2. Killing an enemy restores 25% of energy. Doubles amount of energy used per shot

Smoky:

  1. 50% more damage from crits, 50% less chance of crit (basically the old crit)
  2. Shots burn target, no crit
  3. Shots freeze target, no crit
  4. Low reload (0.5s), low damage, almost no recoil

Striker:

  1. Locking on takes only 0.5s, but fires just one rocket. The rocket turns faster.
  2. Barrage of 8 (!!!) rockets. Lock-on time increased. (This one is the jugger killer.)
  3. 50% higher rocket damage, much slower rocket speed.
  4. Ability to detonate rockets remotely by tapping space again while rocket is mid-air.

Vulcan:

  1. Shots light target on fire, but only when the Vulcan itself is overheating.

Thunder:

  1. 20% lower reload, but 90% range reduction. (This one is really odd)

Railgun:

  1. +50% max damage and +20% impact force, but min damage can get as low as 5hp.
  2. Faster shots and faster warm-up, less damage
  3. Shooting through tanks doubles the damage for every consecutive tank hit with the same shot. Slightly lower initial damage and impact force
  4. killing an enemy instantly reloads the turret. +10% normal reload time.

Magnum:

  1. 35% faster charge-up. Makes choosing the right power level more difficult.
  2. Ability to turn turret. Angle stuck at 5 degrees, but shots have reduced drop-off (-50% gravity).
  3. If shot hits tank it explodes. Otherwise it places a mine without making an explosion. (No idea how this will work with Magnums spamming mines all over their base)

Shaft:

  1. Faster charge-up and aiming speed in scope mode, but lower scope damage.
  2. Fires their shots in quick succession, but those three shots use up all energy.

 

 

So, I was actually correct on some of my predictions, but I must say that most of these alterations are much more interesting than I expected.
 

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Please change the railgun heavy caliber alteration:

instead of a longer charge-up delay -> please make a longer reload.

 

To have a perfect timing at using the charge-up delay is very important for railgun players, and to have this parameter constant (no matter with which rail you play) is.. simply important.

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Firebird:

  • Ability to self-unfreeze, turret rotation reduced
Freeze:
  • Ability to self-extinguish, turret rotation reduced
Twins:
  • +35% to min and max damage. -50% projectile speed
Ricochet:
  • Hard to explain, but it basically turns Rico into Twins :lol:
Smoky:
  • Shots burn target, no crit
  • Shots freeze target, no crit
  • Low reload (0.5s), low damage, almost no recoil
Striker:
  • Locking on takes only 0.5s, but fires just one rocket. The rocket is turns faster.
  • 50% higher rocket damage, much slower rocket speed.
  • Ability to detonate rockets remotely by tapping space again while rocket is mid-air.

These alterations seem to be really OP. Why?

 

Fire, Freeze - Slower turret rotation? LOL. These turrets have HUGE rotation so when they lose some, no problem.

 

Twins - INSANE DPS. Can beat every turret at close range.

 

Rico - Infinite shooting for Rico? That will be a beast.

 

Smoky - Adding freezing or afterburn to turret which is already OP? Really?

 

Smoky - Turning this OP gun into braindead pseudo-Vulcan with NO disadvantages like shot delay or self-damage?

 

Striker - 0,5s lock on? That is crazy. OK, only 1 missile but still... It will be like Thunder with ability to shoot around obstacles.

 

Striker - INSANE DPS. It will be played like Twins or Rico.

 

Striker - Remote explosions? It will be hard to use at first but when the player gets used to it...

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Please change the railgun heavy caliber alteration:

instead of a longer charge-up delay -> please make a longer reload.

 

To have a perfect timing at using the charge-up delay is very important for railgun players, and to have this parameter constant (no matter with which rail you play) is.. simply important.

That is the reason why I prefer Thunder and Smoky over Rail. I will simply never get used to shot delay.

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Fire, Freeze - Slower turret rotation? LOL. These turrets have HUGE rotation so when they lose some, no problem.

Yeah, but being able to unfreeze/extinguish yourself isn't that big of an advantage.

 

Twins - INSANE DPS. Can beat every turret at close range.

Extremely slow projectile speed. You'll have to be right up in their face to be able to land shots (and there's the higher self-damage to worry about)

 

I don't know about the others, but hopefully devs did enough testing to make them balanced. We'll see.

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Striker - 0,5s lock on? That is crazy. OK, only 1 missile but still... It will be like Thunder with ability to shoot around obstacles.

 

Striker - INSANE DPS. It will be played like Twins or Rico.

 

Thunder has instant hit, and Striker locks-on are NOT a guarantee hit if there obstacles nearby - the turns are not at 90-degrees

 

Twins and Ricco re-load much faster than Striker does. Striker is all-or-nothing.

 

I am interested in that smoky quick-fire. Guess it depends on how much the dmg reduction is.  But getting off criticals more often...

 

 

And of course Vulcan gets the shaft in a major way.

Only one Alteration, and in order to use it, the Vulcan must be killing itself.  :wacko:

Why do Devs hate Vulcan so much??? 

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