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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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48 minutes ago, DieselPlatinum said:

You know what, if you two want to believe that Viking is "a counter to titan", then fine, whatever makes you happy. Like I said, no point in arguing about it.

This seemed to boil down to you having a stricter definition of a counter than Wolverine and I. 

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4 hours ago, TheCongoSpider said:

Where exactly were they shooting at the DIctator? And was the Dictator in a Titan dome? 

There was no titan dome present. Also it seemed like every time I use Viking OD with RGC from 30-50 metres from the target, the problem is that on flat maps like desert, the projectile seems to fly over even dictator. No it's nothing to do with how I'm using it. I'm using it just fine.

Could be a bug or glitch, Idk.

Spoiler
4 hours ago, TheCongoSpider said:

Suppose your turret deals 1,000 damage. You put it on VIking and you're going to shoot a Titan. You and the Titan activate your Overdrives. Your turret's damage will now be 2,000 and the Titan dome will only allow 10% of that damage. So you'd be doing 200 damage per shot. 

 

Now we introduce the supplies. Let's say the TItan uses DA. Then the damage the Viking does will be 100. 

 

Now we repeat it again, but this time, the Viking activates double damage. The Viking's turret will be dealing 3,000 damage. That's 300 with the dome alone. The dome + DA will make that 150 damage. 150>100 

 

When supplies DA and DD is introduced, the Viking deals more damage to the players in the dome than their DA reduces it. 

 

Still not making any sense. Maybe this is yet another bug or glitch, because it shouldn't work like that.

4 hours ago, TheCongoSpider said:

Who will decide what is low-skill? WIll we use what HTML5 shows us?

Oh, that old thing. Bruh, I never use it because it's so biased. I have more accurate ways of determining what requires more or less skill than that.

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On 6/26/2020 at 3:43 PM, wolverine848 said:

It's not situational.  

A magnum RGC can be used on small maps to great effect - still one-shotting hunters out of Hunter OD range.  That's what RGC is designed for - up close and personal. 

Hunter would lose that batle every time.

Same with Shaft-RFM.  My example above already described this - encounter up close and RFM is faster than Hunter OD.

I can count on 1 hand all the encounters i have had against HORNET /MAGNUM and come away with a kill,REGARDLESS of map size.I totally concur with you, it is not situational, all who think this way are clueless.  

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4 hours ago, cosmic666 said:

I can count on 1 hand all the encounters i have had against HORNET /MAGNUM and come away with a kill,REGARDLESS of map size.I totally concur with you, it is not situational, all who think this way are clueless.  

They try to minimize it's effectiveness so it won't get a nerf.  SO transparent...

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44 minutes ago, wolverine848 said:

They try to minimize it's effectiveness so it won't get a nerf.  SO transparent...

So empty headed, devoid of all logic and reason when it comes to discussing that OP hull and why it should be considerably nerfed, or better still scrapped along with the rest of the overdrives. ANYWAYS  just demolished 2 of them rail / magnum on my dinky brigadier acc in a TDM. The poor wee bairns were perplexed why they couldn't kill me so easily, took their freeze with overdrive twice to do it. Its rare that i prevail over 1 of them never mind 2 so this screen is for all of us level headed, sensible non OTT hornet users, who get their way in battle far to often. I do believe i was among 1 of the lowest ranked players in battle, that made the win even sweeter against those HORNET freaks of tanki nature. I do hope they enjoy the rest of their day ? i will as it's chill time, missions done back on the shelf until tomorrow. unknown.png

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DieselPlatinum

  17 hours ago, wolverine848 said:

1) What are you talking about?  RGC can hit targets at point blank - they do it all the time.  Even easier on targets that have limited movement - like staying inside the dome.

2) Reload is 2 seconds - harly slower than Rail.

3) I call it a counter, even if you don't.  

1) well, I notice that the RGC shots with Viking OD activated would shot over an enemy dictator even at around 30-40 metres on same elevation and the Viking being still.

2) guess magnum gets a massive firing rate increase somewhere after mk4. Because mk4 magnum could only get in like 6 shots before Viking OD wears off.

3) alright then. No point in arguing about this.

  15 hours ago, TheCongoSpider said:

The boost that Viking's Overdrive gets with DD is more than what the Titan gets with DA inside the dome. A Viking OD with DD will do more damage to a Titan dome with DA than it would if no supplies were active. 

Lol, wut? This has to be some sick joke, right? How can having supplies activated be worse for your situation than without supplies?

That'd be like saying I went on a hiking trip but didn't bring anything with me thinking it would be better to leave it at home.

  15 hours ago, TheCongoSpider said:

Then I guess nerf Striker's firing rate with Viking's Overdrive too since it deals the same damage as Thunder but shoots more projectiles than Thunder. And nerf Magnum's firing rate as well, right? 

 

This is what happens when you put every mechanic into the same function. Some will come out better than others because of the differing mechanics and parameters. 

Read more  

Dude, why you being so defensive all of a sudden? I just said to nerf railgun firing rate with Viking OD because it fires just as fast as thunder but deals more damage, add LCR on rail and now it deals at least twice as much damage as thunder.

Striker and magnum both are two of the most skill based turrets in the game currently while railgun requires less skill to use than thunder. Last thing striker needs right now is a nerf of any kind while magnum needs to be reworked.

You know what, if you two want to believe that Viking is "a counter to titan", then fine, whatever makes you happy. Like I said, no point in arguing about it.

Edited 12 hours ago by DieselPlatinum

Well i respect all 3 of you as experienced players who know what you are talking about,so with that said let's call it a draw. Did enjoy reading it though although my cuppa did go cold whilst doing so. 

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4 minutes ago, cosmic666 said:

Lol, wut? This has to be some sick joke, right? How can having supplies activated be worse for your situation than without supplies?

That'd be like saying I went on a hiking trip but didn't bring anything with me thinking it would be better to leave it at home.

What @TheCongoSpider meant was that the situation of both Viking and Titan not having supplies activated is better for the Titan, than with both having them active; since "the Viking benefits more from DD than the Titan does from DA".

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52 minutes ago, Gauss-Hornet said:

What @TheCongoSpider meant was that the situation of both Viking and Titan not having supplies activated is better for the Titan, than with both having them active; since "the Viking benefits more from DD than the Titan does from DA".

Read it again.

Or maybe you have a typo?

Edited by wolverine848
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1 hour ago, wolverine848 said:

Read it again.

Or maybe you have a typo?

No I think what I wrote is correct.

Viking with DD vs Titan with DA is more favourable to the Viking than a no-supplies situation.

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2 hours ago, Gauss-Hornet said:

What @TheCongoSpider meant was that the situation of both Viking and Titan not having supplies activated is better for the Titan, than with both having them active; since "the Viking benefits more from DD than the Titan does from DA".

Actually, @cosmic666 was trying to quote my post or something. Not sure what happened there, but, it was my post.

Also I finally understood what @TheCongoSpider was trying to say. Titans dome already protects the user from 90% of the damage, so it's kinda pointless to use DA since it'll only protect you from a couple hundred more points of damage. Vikings OD has a damage boost itself, add DD and there's another big boost.

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12 minutes ago, DieselPlatinum said:

Titans dome already protects the user from 90% of the damage, so it's kinda pointless to use DA since it'll only protect you from a couple hundred more points of damage. Vikings OD has a damage boost itself, add DD and there's another big boost.

It's definitely not useless to do so. If you did not have DA activated but the Viking had DD activated, then their turret would be dealing 300 damage to you. DA would cut that to 150. 

You claimed that the boost from DA in the dome was more than the boost from DD with Viking's Overdrive. I was just showing you that it was the other way around. 

 

When multiple enemies are shooting you inside of the dome, it is best to use DA. If only a few or one enemy is shooting you and you have a comfortable amount of HP, then you can keep your DA for when the dome ends (if it is not on a smart cooldown).

 

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8 minutes ago, At_Shin said:

Hey spider what's the deal with the firing rate parameter mentioned in the latest update? Twins reload has been decreased slightly right? Aslo, what about RFM shaft? Has it been nerfed or further buffed? 

RFM got both a nerf and a buff along with an indirect nerf (that will affect every version of shaft ,thanks dummies ) 

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3 minutes ago, sharifsahaf said:

that will affect every version of shaft ,thanks dummies

It said 50% cut in dmg? Is this like in raw damage? Like shaft m8 deals 3300 dmg, so will it deal half dmg??? That’s not fair

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4 minutes ago, sharifsahaf said:

RFM got both a nerf and a buff along with an indirect nerf (that will affect every version of shaft ,thanks dummies ) 

Shaft’s «Rapid-fire mode» augment:
Increased maximum rate of fire from 270 ms to 375 ms.
Energy reload speed decrease is now 50% instead of 40%

 

Which part is the buff?  how is "rate of fire" measured in ms?   Sounds like reload- which would make it a nerf. Confusing wording (on purpose?)

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7 minutes ago, sharifsahaf said:

RFM got both a nerf and a buff along with an indirect nerf (that will affect every version of shaft ,thanks dummies ) 

where's the buff? Maximum rate of fire got increased (takes longer to fire the 3 shots), and energy reload (after firing) also got increased (takes longer to reload), those are both negatives

1 minute ago, wolverine848 said:

Shaft’s «Rapid-fire mode» augment:
Increased maximum rate of fire from 270 ms to 375 ms.
Energy reload speed decrease is now 50% instead of 40%

 

Which part is the buff?  how is "rate of fire" measured in ms?   Sounds like reload- which would make it a nerf. Confusing wording (on purpose?)

see above

 

Edited by D.A.R.K.N.E.S.S
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2 minutes ago, D.A.R.K.N.E.S.S said:

Maximum rate of fire got increased

it's an oxy-moron then.

Rate of fire means how fast a gun fires.  When you increase the rate of fire it should fire faster.

But they've added paramters for a relaod.  Every so-many ms you can fire again.  Raising that means it decreases the rate of fire.

Their choice of words is terrible.

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1 minute ago, DieselPlatinum said:

Once against, the devs did not make an announcement to discuss the recent balance changes. This most likely means, that they do not find balance changes to be important at all.

the very quick nerf to shaft suggests that they do look at game balance - probably saw a massive spike in shaft/RFM usage - but I think they probably want to keep it more lowkey and away from the casual playerbase, hence they silently put patch notes in the forum without announcement. 

Don't get me started on hornet, we all know how much of a pain in the ass that thing is but doesn't look like anything's gonna be done about it. I've started using hornet more myself since if the devs arent gonna fix it, might as well abuse it.

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3 minutes ago, At_Shin said:

Rate of fire means the number of shots fired in 1 second. An increased rate of fire suggests more shots will be fired in a second. 

 

Just now, wolverine848 said:

it's an oxy-moron then.

Rate of fire means how fast a gun fires.  When you increase the rate of fire it should fire faster.

But they've added paramters for a relaod.  Every so-many ms you can fire again.  Raising that means it decreases the rate of fire.

Their choice of words is terrible.

As wolverine said, the choice of words is terrible. Probably translated over from russian or something. The simplest way I can explain it is that it now takes longer to fire off the 3 shots consecutively i.e. as fast as possible, and also takes longer for the energy bar to recharge after doing so. You used to be able to fire off all 3 shots in 270ms, now it's 375ms. At least, that's the way I'm reading it, it would make no sense to give it a buff. 

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2 minutes ago, D.A.R.K.N.E.S.S said:

 

As wolverine said, the choice of words is terrible. Probably translated over from russian or something. The simplest way I can explain it is that it now takes longer to fire off the 3 shots consecutively i.e. as fast as possible, and also takes longer for the energy bar to recharge after doing so. You used to be able to fire off all 3 shots in 270ms, now it's 375ms. At least, that's the way I'm reading it, it would make no sense to give it a buff. 

That's good news for Hunter.  Whenever m Hunter encountered a hornet-shaft (RFM) it could kill my tank faster than OD activates, even if we pressed button at same time.  Now the time for 3 shots is > than hunter activation.

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27 minutes ago, wolverine848 said:

Shaft’s «Rapid-fire mode» augment:
Increased maximum rate of fire from 270 ms to 375 ms.
Energy reload speed decrease is now 50% instead of 40%

 

Which part is the buff?  how is "rate of fire" measured in ms?   Sounds like reload- which would make it a nerf. Confusing wording (on purpose?)

so wait ?what ?they can't even describe it in properly in english .lol 

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The devs are sly (PATCH NOTES TUCKED AWAY IN SOME FROZEN PART OF A RUSSIAN WILDERNESS) and if by chance you come across them it's always the same,it takes the combined efforts of lots of players to work out what it actually means, and how it will affect players in actual battle. In the meantime good ol HORNET is waiting in the wings ready to dish out unfair godmode death to any that cross it's path. The words FAIR / BALANCED / UNBIASED ARE OBVS NOT IN THE RUSSIAN DICTIONARY. The only word you will find comes under the letter H.  

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