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What Is Your Opinion About the Current State of Tanki Online?


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Thoughts on the current state of Tanki Online  

619 members have voted

  1. 1. What is your opinion about the current state of Tanki Online?

    • Love It
      54
    • Satisfied
      131
    • On Edge
      263
    • Hate It
      169
  2. 2. Which turret(s) is/are the best in this current meta? (Performance and Effectiveness based off of Standard MM Battles) Please do not put your favorite turret.

    • Firebird
      73
    • Freeze
      65
    • Isida
      26
    • Hammer
      83
    • Twins
      31
    • Ricochet
      59
    • Smoky
      59
    • Striker
      66
    • Vulcan
      137
    • Thunder
      53
    • Railgun
      81
    • Magnum
      96
    • Gauss
      162
    • Shaft
      77
    • Tesla
      94
    • Scorpion
      49
  3. 3. Which Hull(s) is/are the best in this current meta? (Performance and Effectiveness based off of Standard MM Battles) Please do not put your favorite Hull.

    • Wasp
      37
    • Hornet
      75
    • Viking
      148
    • Hunter
      46
    • Dictator
      38
    • Ares
      64
    • Titan
      47
    • Mammoth
      22
    • Hopper
      131
    • Crusader
      55
    • Paladin
      106


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8 minutes ago, At_Shin said:

Btw, can other people see my hidden posts? Are those hidden for all except helpers such as yourself or are my hidden posts only hidden for me?

Posts are hidden from everyone (that is, yourself and others) except for us, the Forum crew.

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On 5/24/2020 at 8:23 PM, von_Cronberg said:

I have played the 2014 version, too. It is true that back then, many players were doing nothing but farming crystal boxes, once a swarm started descending (and until that happened, they were mostly concerned with waiting for it). Many people, but not all people. Some people, for example, used the opportunity to snipe them from the bushes with their Shaft. I used to be one of the latter. It was fun.

There you go the very  word that seems to missing from the game judging by all the complaints from various players FUN.

 

On 5/30/2020 at 5:04 AM, JASRAJK said:

Well. Higher ranks wont get as "distracted" as lower ranks because higher ranks know the game better. Whereas new players dont know what to do and they will say "Oh what is that? I will go and try to get it," instead of learning how the game works and how to succeed in the game. Higher ranks can simply refrain from doing this a lot more often, as they have more experience. We were all new players once, we all know how it was like.

Well said HIGHER RANKS should no better but the vast majority still go after gold and why not it's FUN. guys you gotta lighten up bring back cry boxes its a laff. 

 

On 5/30/2020 at 5:09 AM, JASRAJK said:

Yeah, only crystal boxes should be dropped until about warrant officer rank, then there should be an integration of crystal boxes and supplies after warrant officer ranks, (about third lieutenant) and it should be like that until Marshal, where all three will drop. Crystal boxes, coinboxes and supply boxes as a sort of motivation I guess to keep tankers playing the game. Or, they can just do only crystal boxes for low ranks, only supply boxes for middle ranks, and only coinboxes for high ranks. I don't know really. This is all just my vision and my opinion, so believe whatever you want to believe I guess.

well said again MOTIVATION,its what the players need to actually enjoy going into battle instead of being all serious and war like. still say cry boxes should be for all ranks.

Edited by ControlledChaos
3 posts merged. Kindly use the Edit function instead of creating multiple posts.

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On 5/30/2020 at 4:09 AM, JASRAJK said:

[...] Or, they can just do only crystal boxes for low ranks, only supply boxes for middle ranks, and only coinboxes for high ranks. [...]

Great idea, let's turn this game into catching boxes filled with free goodies, no need to fight anymore.

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Vulcan and Gauss needs some sorts of nerfs. You can slap these on any hull and they dominate in battles. A lot of players in denial say it is Hornet's Fault. Vulcan should get a damage nerf and Gauss needs a lock on nerf. It should take as long as a Shaft full scope to deliver the super shot and its normal attack shouldn't even have splash damage. Or if your super shot gets knocked off aim, why the hell does it stay for 2 seconds? It should instantly go away!

Now turrets that need a buff. Isida and Striker. These turrets are very hull and map dependent. I also do not want to hear, "Ohhh these turrets are skill based." NO! You have to know when a turret actually sucks. Striker's lock on is not even worth it, takes way too long, the power save barely lasts a second, reload and damage is just, trash. Isida, just give it more range and slightly bigger cone, that'll fix it. 

What do you think? Any comments about Hornet is denial or you are a user of this turret+hull, or its about skill are just BS. 

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12 hours ago, yellowghetto said:

Vulcan and Gauss needs some sorts of nerfs. You can slap these on any hull and they dominate in battles. A lot of players in denial say it is Hornet's Fault. Vulcan should get a damage nerf and Gauss needs a lock on nerf. It should take as long as a Shaft full scope to deliver the super shot and its normal attack shouldn't even have splash damage. Or if your super shot gets knocked off aim, why the hell does it stay for 2 seconds? It should instantly go away!

Now turrets that need a buff. Isida and Striker. These turrets are very hull and map dependent. I also do not want to hear, "Ohhh these turrets are skill based." NO! You have to know when a turret actually sucks. Striker's lock on is not even worth it, takes way too long, the power save barely lasts a second, reload and damage is just, trash. Isida, just give it more range and slightly bigger cone, that'll fix it. 

What do you think? Any comments about Hornet is denial or you are a user of this turret+hull, or its about skill are just BS. 

Gauss should just become a short ranged turret with splash damage removed from both modes. 

 

While strikers aiming recovery time should either be increased to 3 seconds, or have its lock on process continue even on a different target. Or just completely change its lock on appearance to just brackets, and make the salvo of rockets travel much faster than the single rockets. Also increase the vertical auto aim to make it suitable for different elevations.

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17 minutes ago, DieselPlatinum said:

Gauss should just become a short ranged turret with splash damage removed from both modes. 

 

While strikers aiming recovery time should either be increased to 3 seconds, or have its lock on process continue even on a different target. Or just completely change its lock on appearance to just brackets, and make the salvo of rockets travel much faster than the single rockets. Also increase the vertical auto aim to make it suitable for different elevations.

here comes the gauss lovers to hunt u 

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10 minutes ago, DieselPlatinum said:

What is your idea?

Status effect boxes that drop in special event modes and grant positive or negative status effects, like increased weight or getting partially frozen, for a short while.

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1 hour ago, Gauss-Hornet said:

Status effect boxes that drop in special event modes and grant positive or negative status effects, like increased weight or getting partially frozen, for a short while.

Hmm, sounds interesting. Can't wait to see the full details when your topic gets published.

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16 hours ago, TheCongoSpider said:

For now, I say Twins as well. 

OH YES! I forgot that turret even existed. That's how you know something is trash tier. I'm actually a pretty good Striker turret and when I was spending my day yesterday player with every turret, Striker and Twins did the absolute worst. Trash DPS, trash range, aiming. I do not mind split barrels, as I said I'm pretty good with them, but ranting about Striker again, it takes twice as long to lock on than Gauss and it has less splash? Like what?

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4 hours ago, DieselPlatinum said:

Gauss should just become a short ranged turret with splash damage removed from both modes. 

 

While strikers aiming recovery time should either be increased to 3 seconds, or have its lock on process continue even on a different target. Or just completely change its lock on appearance to just brackets, and make the salvo of rockets travel much faster than the single rockets. Also increase the vertical auto aim to make it suitable for different elevations.

hella agree, Gauss shouldn't even have splash. An electromagnetic accelerating cannon does not need to carry splash, and you know what I thought about? Gauss is basically a buff of Smoky. Smoky is pretty bottom tier in my opinion, the Incendiary Rounds, Super Cumulative Rounds, High-Precision Targeting System Augments are what makes this turret viable. 

On a side note, I don't understand why people still use Autocannon Augment for Smoky. I bought it because it was meta and I thought it was good, but in reality, it doesn't even increase critical damage rates, this almost has equal dps to normal Smoky and its real use is to prevent value on Repair Kits. 

Lastly, I thought about my rant about Vulcan nerfs on chat. I was playing with my friends in a private match, I was using Vulcan Hornet just spray and run. F for Fire Freeze Isida. Using Viking, just keep a distance. F for Hammer and Twins. Using Titan, literally just camp and reload. F for Striker and Shaft. There is something wrong with this turret, but 50% damage nerf is too critical. It only needs at least a 33% damage nerf, so a third of its current stats. Or remove its gyroscope, it doesn't need it in this meta.

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32 minutes ago, yellowghetto said:

1) hella agree, Gauss shouldn't even have splash. An electromagnetic accelerating cannon does not need to carry splash, and you know what I thought about? Gauss is basically a buff of Smoky, thunder, striker, shaft, railgun, magnum, hammer. Smoky is pretty bottom tier in my opinion, the Incendiary Rounds, Super Cumulative Rounds, High-Precision Targeting System Augments are what makes this turret viable. 

2) On a side note, I don't understand why people still use Autocannon Augment for Smoky. I bought it because it was meta and I thought it was good, but in reality, it doesn't even increase critical damage rates, this almost has equal dps to normal Smoky and its real use is to prevent value on Repair Kits. 

3) Lastly, I thought about my rant about Vulcan nerfs on chat. I was playing with my friends in a private match, I was using Vulcan Hornet just spray and run. F for Fire Freeze Isida. Using Viking, just keep a distance. F for Hammer and Twins. Using Titan, literally just camp and reload. F for Striker and Shaft. There is something wrong with this turret, but 50% damage nerf is too critical. It only needs at least a 33% damage nerf, so a third of its current stats. Or remove its gyroscope, it doesn't need it in this meta.

1) first of all I fixed it for you, and second, I used stock mk6 smoky on my colonel account last night, and I still did pretty good.

2) firing rate is increased by a lot, so technically the rate of critical hits are increased because you're firing so many rounds at an astounding rate that some of them are bound to be criticals.

3) not that much of a damage nerf, maybe like 5 or 10%. Remember it's only an issue if it's hornet OD, fire immunity, or the alt duo of fire immunity and incendiary band.

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44 minutes ago, yellowghetto said:

hella agree, Gauss shouldn't even have splash. An electromagnetic accelerating cannon does not need to carry splash, and you know what I thought about? Gauss is basically a buff of Smoky. Smoky is pretty bottom tier in my opinion, the Incendiary Rounds, Super Cumulative Rounds, High-Precision Targeting System Augments are what makes this turret viable. 

On a side note, I don't understand why people still use Autocannon Augment for Smoky. I bought it because it was meta and I thought it was good, but in reality, it doesn't even increase critical damage rates, this almost has equal dps to normal Smoky and its real use is to prevent value on Repair Kits.

Lastly, I thought about my rant about Vulcan nerfs on chat. I was playing with my friends in a private match, I was using Vulcan Hornet just spray and run. F for Fire Freeze Isida. Using Viking, just keep a distance. F for Hammer and Twins. Using Titan, literally just camp and reload. F for Striker and Shaft. There is something wrong with this turret, but 50% damage nerf is too critical. It only needs at least a 33% damage nerf, so a third of its current stats. Or remove its gyroscope, it doesn't need it in this meta.

As per the battle we were both in the other night - those vulcan's were almost all hornets - and seemed to have OD way more often than they should.

And I still can't believe the other team was practically capping first flag as I finished spawning 1st time.  TO absolutely needs to do something about that.  I should have left that battle as soon as I realized what was happening.

3 minutes ago, DieselPlatinum said:

1) first of all I fixed it for you, and second, I used stock mk6 smoky on my colonel account last night, and I still did pretty good.

2) firing rate is increased by a lot, so technically the rate of critical hits are increased because you're firing so many rounds at an astounding rate that some of them are bound to be criticals.

3) not that much of a damage nerf, maybe like 5 or 10%. Remember it's only an issue if it's hornet OD, fire immunity, or the alt duo of fire immunity and incendiary band.

Autocannon needs more impact.  It practically tickles the targets.  Damage nerf prob ok - but the impact... needs to be higher.

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14 minutes ago, wolverine848 said:

Autocannon needs more impact.  It practically tickles the targets.  Damage nerf prob ok - but the impact... needs to be higher.

Maybe bring the nerf down to like 50%. 

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1 hour ago, yellowghetto said:

Lastly, I thought about my rant about Vulcan nerfs on chat. I was playing with my friends in a private match, I was using Vulcan Hornet just spray and run. F for Fire Freeze Isida. Using Viking, just keep a distance. F for Hammer and Twins. Using Titan, literally just camp and reload. F for Striker and Shaft. There is something wrong with this turret, but 50% damage nerf is too critical. It only needs at least a 33% damage nerf, so a third of its current stats. Or remove its gyroscope, it doesn't need it in this meta.

If you reduce Vulcan's DPS by 33%, it will be a downgrade from what it was before the rework. 

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1 hour ago, wolverine848 said:

From 66% down to 50%?  Yeah that might do it.

Honestly, I don't know why the devs chose a specific percentage like 66. Seems kinda silly IMO.

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21 hours ago, yellowghetto said:

Vulcan and Gauss needs some sorts of nerfs. You can slap these on any hull and they dominate in battles. A lot of players in denial say it is Hornet's Fault. Vulcan should get a damage nerf and Gauss needs a lock on nerf. It should take as long as a Shaft full scope to deliver the super shot and its normal attack shouldn't even have splash damage. Or if your super shot gets knocked off aim, why the hell does it stay for 2 seconds? It should instantly go away!

Now turrets that need a buff. Isida and Striker. These turrets are very hull and map dependent. I also do not want to hear, "Ohhh these turrets are skill based." NO! You have to know when a turret actually sucks. Striker's lock on is not even worth it, takes way too long, the power save barely lasts a second, reload and damage is just, trash. Isida, just give it more range and slightly bigger cone, that'll fix it. 

What do you think? Any comments about Hornet is denial or you are a user of this turret+hull, or its about skill are just BS. 

Gauss user here, and the lockon shot should have no splash. It's to snipe people, not to clear pileups. 

Vulcan... I frankly have no idea.

Hornet OD is a shortsighted mechanic that is causing issues like getting one-shotted in a heavy hull. I don't expect this to be fixed, because the devs do not care if something completely breaks the flow and balance of the game as evidenced with Magnum. 

Edited by Guest

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32 minutes ago, SamGamgee55 said:

Gauss user here, and the lockon shot should have no splash. It's to snipe people, not to clear pileups. 

All non-Shaft long range turrets are able to damage more than one enemy with one shot. Shaft damages only one enemy at a time but is given heavy damage to make up for that. Current Gauss without splash damage would be underpowered. If you're taking away the splash, you're going to have to increase the damage a lot, but then, it would be a redundant Shaft. 

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2 minutes ago, At_Shin said:

Hey, in another post you said that Vulcan becomes OP from mk7 to mk8.

How does this happen when at mk7 my vulcun would do 44 damage per bullet and a mk8 vulcun does 50 damage per bullet?

Does the difference of 6 damage per bullet really make it OP?

The difference is not only in the damage of each projectile but also the firing rate of the modification. Both come together to give the total DPS. Vulcan before the rework had only one visible parameter that affected the DPS, and that was simply, the DPS parameter. That had a x2 increase from Mk1 to Mk8. 

 

At Mk1, the new Vulcan has slightly lower DPS than before the buff. At around Mk2 is where the DPS starts becoming higher than before the buff. And from there, the gap between before the buff and after the buff increases, until you get 45% more damage at Mk8 compared to before the buff. This is why it is more of a problem in the later modifications. Mk8 Vulcan used to deal 690 damage per second. The new Vulcan deals 1,000 damage per second if you hit all of your projectiles. 

 

What does that mean? It means unprotected light hulls dying 1 second. Heavy hulls dying in 2 seconds. Hornet allows this for 20 seconds with its Overdrive. 

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5 hours ago, DieselPlatinum said:

1) first of all I fixed it for you, and second, I used stock mk6 smoky on my colonel account last night, and I still did pretty good.

2) firing rate is increased by a lot, so technically the rate of critical hits are increased because you're firing so many rounds at an astounding rate that some of them are bound to be criticals.

3) not that much of a damage nerf, maybe like 5 or 10%. Remember it's only an issue if it's hornet OD, fire immunity, or the alt duo of fire immunity and incendiary band.

I have no problem with burning from incendiary, the turret itself is ruining the games. It is not Hornet's fault. It is the most infuriating seeing battles with all vulcan users because it is almost impossible to dodge its shots. It is not even a sharpshooter anymore. It is just an Isida with range.

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1 hour ago, At_Shin said:

Hey, in another post you said that Vulcan becomes OP from mk7 to mk8.

How does this happen when at mk7 my vulcun would do 44 damage per bullet and a mk8 vulcun does 50 damage per bullet?

Does the difference of 6 damage per bullet really make it OP?

Im pretty sure 44 damage per bullet is not even Mk1.

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