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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  

620 members have voted

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

    • Love It
      54
    • Satisfied
      132
    • 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
      60
    • Smoky
      59
    • Striker
      66
    • Vulcan
      137
    • Thunder
      54
    • 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
      47
    • Dictator
      38
    • Ares
      64
    • Titan
      47
    • Mammoth
      22
    • Hopper
      131
    • Crusader
      55
    • Paladin
      106


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1 hour 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? 

Mk8 Twins will fire a projectile every 0.257 seconds instead of the current 0.270 seconds. 

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Just now, TheCongoSpider said:

Mk8 Twins will fire a projectile every 0.257 seconds instead of the current 0.270 seconds. 

so those parameters are RELOAD.  Increase means slower, so RFM was nerfed?

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1 hour 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. 

 

1 hour ago, 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.

Wording is weird. We'll have to see if it's a buff or a nerf after the server restart. Anyone with RFM and Mk0 or Mk8 Twins can time it at the moment to see whether or not it is currently 0.27 seconds or 0.375 seconds and deduce if it's a buff or a nerf. 

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3 hours ago, wolverine848 said:

so those parameters are RELOAD.  Increase means slower, so RFM was nerfed?

From doing RFM vs Mk1 Twins on Mobile, it looks like they have the same firing rate, so that is likely a buff for RFM. 

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4 hours ago, wolverine848 said:

so those parameters are RELOAD.  Increase means slower, so RFM was nerfed?

Think it means it's faster by 0.013 sec,which is 13/100 of a second, not much but a very slight increase.....that's how i read it anyways. 

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17 minutes ago, TheCongoSpider said:

From doing RFM vs Mk1 Twins on Mobile, it looks like they have the same firing rate, so that is likely a buff for RFM. 

A) that would be just dumb - as if RFM needed ANY kind of buff

B) those numbers dont make sense... firing rate in ms?  what the heck is that?

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Just now, wolverine848 said:

A) that would be just dumb - as if RFM needed ANY kind of buff

To be fair, the arcade shot range is getting halved. RFM will be in a tight spot come the server restart. To get effective damage with the arcade shot, you need to get in range like you would with Hunter's Overdrive. And if you can't do well with that and choose to snipe, you'll have a 50% penalty to your recovery rate so every other Shaft will be much more efficient than you in sniping. 

3 minutes ago, wolverine848 said:

B) those numbers dont make sense... firing rate in ms?  what the heck is that?

It's in milliseconds.

270 milliseconds = 0.27 seconds. 

55 milliseconds = 0.055 seconds. 

 

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3 minutes ago, TheCongoSpider said:

To be fair, the arcade shot range is getting halved. RFM will be in a tight spot come the server restart. To get effective damage with the arcade shot, you need to get in range like you would with Hunter's Overdrive. And if you can't do well with that and choose to snipe, you'll have a 50% penalty to your recovery rate so every other Shaft will be much more efficient than you in sniping. 

It's in milliseconds.

270 milliseconds = 0.27 seconds. 

55 milliseconds = 0.055 seconds. 

 

So Hunter will still lose to RFM every single time ... LOL

numbers still dont make sense - 270 ms it does what?  remember it is going from 270 to 375...

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Just now, wolverine848 said:

So Hunter will still lose to RFM every single time ... LOL

An RFM Shaft seeing a Hunter coming towards it will likely want to wait until it gets closer to start shooting the Hunter. That Hunter, assuming it has anything other than a melee turret, is free to damage the RFM Shaft. It can even stay away from the RFM and the RFM will have to come towards it if it wants to kill the Hunter. Hunter has more control of the situation in theory. 

But, let's see after the server restart how the engagements will flow. 

11 minutes ago, wolverine848 said:

numbers still dont make sense - 270 ms it does what?  remember it is going from 270 to 375...

That's the delay between 2 consecutive arcade shots. When it was first implemented, it had a delay of 0.5 seconds (500 milliseconds). At the moment, it seems to have a 375-millisecond delay (0.375 seconds). 

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4 hours ago, TheCongoSpider said:

An RFM Shaft seeing a Hunter coming towards it will likely want to wait until it gets closer to start shooting the Hunter. That Hunter, assuming it has anything other than a melee turret, is free to damage the RFM Shaft. It can even stay away from the RFM and the RFM will have to come towards it if it wants to kill the Hunter. Hunter has more control of the situation in theory. 

But, let's see after the server restart how the engagements will flow. 

That's the delay between 2 consecutive arcade shots. When it was first implemented, it had a delay of 0.5 seconds (500 milliseconds). At the moment, it seems to have a 375-millisecond delay (0.375 seconds). 

I disagree.  Mk5 and above the RFM has max damage range > Hunter emp range.

And since the RFM will fire all 3 shots faster than the Hunter OD delay, I don't see how Hunter has control.

RFM doesn't even need to be in Max damage range if it is on a hornet.  The MIN arcade damage is an astounding 660. That's better than smoky MAX damage.

EDIT:  So the numbers represent reload? that means HUnter OD delay now faster than 3 shots from RFM?

Edited by wolverine848
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18 minutes ago, wolverine848 said:

The MIN arcade damage is an astounding 660

Min damage is the minimum damage of an arcade shot within range of min damage( which was nerfed from 70 to 42).

To get the damage after that range, you have to multiply the weak damage(25% for shaft). So at long ranges, it does 165 damage.

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16 minutes ago, wolverine848 said:

RFM doesn't even need to be in Max damage range if it is on a hornet.  The MIN arcade damage is an astounding 660. That's better than smoky MAX damage.

Yes, it does, because Shaft has a weak damage of 25%. That 660 with DD in the weak damage zone turns into 330 damage. And that is on unequal footing. On equal footing, that is dealing 165 damage. So yes, they do need to get up in your face to deal good damage. 

 

For an Mk8 Shaft, that black dot in the centre of the pathway is how far away the you can deal 100% damage. 

 

From-there-to-that-dark-spot.png 

 

If a Hunter is on the other side of the map and sees that RFM, and is heading towards it, if the RFM wants to deal full damage, it needs to have the Hunter within that range. And that is very risky. The RFM can shoot it 3 times but it will only deal ~500 damage and it will have no more energy. The Hunter is now free to come in and zap the RFM because it knows it has no energy to properly fight back because the range of the arcade shot was gutted. 

 

The arcade shot nerf has hurt my gameplay with Light Capacitors so far and now I'm afraid to even pick up RFM. 

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2 minutes ago, coconuttree said:

Min damage is the minimum damage of an arcade shot within range of min damage( which was nerfed from 70 to 42).

To get the damage after that range, you have to multiply the weak damage(25% for shaft). So at long ranges, it does 165 damage.

I understand this.

Up to 30 feet RFM does 660-750 damage.   Up to 40 feet it can do ... 660.  Beyond 40 feet it does weak damage.

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8 minutes ago, TheCongoSpider said:

If a Hunter is on the other side of the map and sees that RFM, and is heading towards it, if the RFM wants to deal full damage

Other side of map??? ????   SNIPE.

Shaft has advantage at long range.  Also had advantage at short range due to activation delay of Hunter OD.  IF the numbers represent a nerf that advantage declines of course - depending on if hunter can time it right - wait too long = dead.  Too soon and shaft was out of range = wasted OD.

 

That black dot is out of range of Hunter OD.

Edited by wolverine848
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16 minutes ago, wolverine848 said:

Other side of map??? ????   SNIPE.

Of that specific map - Garder. I'm mentioning it as the distance in the scenario. 

 

17 minutes ago, wolverine848 said:

Shaft has advantage at long range.  Also had advantage at short range due to activation delay of Hunter OD.  IF the numbers represent a nerf that advantage declines of course - depending on if hunter can time it right - wait too long = dead.  Too soon and shaft was out of range = wasted OD.

 

That black dot is out of range of Hunter OD.

Alright then. I played a few battles with RFM and I'm already done. It's too uncomfortable. 

 

24 minutes ago, wolverine848 said:

I understand this.

Up to 30 feet RFM does 660-750 damage.   Up to 40 feet it can do ... 660.  Beyond 40 feet it does weak damage.

At 40 metres it will be doing close to 25% damage, which is 165-187 damage. 

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10 hours ago, TheCongoSpider said:

Of that specific map - Garder. I'm mentioning it as the distance in the scenario. 

 

Alright then. I played a few battles with RFM and I'm already done. It's too uncomfortable. 

 

At 40 metres it will be doing close to 25% damage, which is 165-187 damage. 

Well garder is not a great example - it's not even in MM.

Beyond 40m it does 25% damage.  40m or less it does 660+

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55 minutes ago, wolverine848 said:

Well garder is not a great example - it's not even in MM.

Beyond 40m it does 25% damage.  40m or less it does 660+

After 30 metres, the damage will start dropping down to 25%. So from 30 metres, it will be doing less than 660. At 36 metres, it will be doing 50% damage. At 42 metres, it will be doing 25% damage. 

 

Garder was just to show the distance I was talking about that can happen in any MM battle. 

 

You use Ricochet a good bit so I'll compare it to that. Imagine your Ricochet's projectiles can fly forever, but after 30 metres, you start dealing decreased damage and anyone beyond 40 metres will be getting 70-100 damage per projectile. You'd need your entire Mk8 ammo clip just to kill a medium hull that is more than 42 metres away from you provided you did not miss any shots. 

 

If you happen to encounter any RFM players, do report back how the battles went. I've used it since the restart and have went against a few as well. The situation with the arcade shot is not good. It seems like they want us to prioritise sniping. This is bad for RFM because it relies on the arcade shots. That's the entire point of picking the alteration. If you choose to snipe with RFM, you are much, much worse off than the other Shafts. Let's see what people think of the change in the coming days. ?

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48 minutes ago, TheCongoSpider said:

If you happen to encounter any RFM players, do report back how the battles went. I've used it since the restart and have went against a few as well. The situation with the arcade shot is not good. It seems like they want us to prioritise sniping. This is bad for RFM because it relies on the arcade shots. That's the entire point of picking the alteration. If you choose to snipe with RFM, you are much, much worse off than the other Shafts. Let's see what people think of the change in the coming days. ?

Much, much easier to kill. Noticeably lower damage at medium range with the arcade shot, and they don't even try sniping because 90% of them are skilless bandwagoners who wanted to abuse the broken alteration. The reduced fire rate also means youre not melted immediately at close range and can throw them off with my smoky.

Edited by D.A.R.K.N.E.S.S
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the recent nerf is affecting my game play somewhat  but not as much as  RFM users or SBE users .i think stock shaft is suffering a lot too .it's mostly cause with light capacitors if the target is more than 30 metres away i can unload a fully charged shot into him .and after that normal arcade damage . SBE and RFM however depend on range and are affected quite a bit . Heavy capacitors remain  unaffected as you can rarely survive a fully charged shot from it  . stock shaft however suffers quite a bit ,no extra damage or charging the shot decrease  but RFM noobs are totally screwed to be fair .try to sniping ,while i collect your heads noobs

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12 minutes ago, coconuttree said:

Is RFM really so bad after the nerf?

I say yes but that's just me. I feel too constricted when I use it. The reason for picking the alteration in the first place is because of the arcade shots. So if you nerf the arcade shots to hell then you nerf the augment to hell. 

"But you can just snipe". Yes, and take 2x longer to full reload the energy bar than Stock Shaft. The other Shafts heavily outclass it in sniping and the one advantage it has now very uncomfortable to use. 

 

This nerf has also decreased my performance with Light Capacitors. At the very least I can quickscope with LC and have a fast reload. RFM, I'd need to chase the damn enemies just to get in range to deal full damage.

If anything, this arcade shot nerf will encourage camping by making you heavily rely on your sniping shot. 

 

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1 hour ago, coconuttree said:

Is RFM really so bad after the nerf?

considering their arcade shots are now scewed and they have increased time needed to charge the shot(to max) yep it's bad .and besides most of them have no idea of how to snipe

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