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


TheCongoSpider
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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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4 hours ago, wolverine848 said:

What nerf was that?

hoppers nerf is when capping flags or balls, the od doesn't quickly doesn't charge anymore it has a little longer time to charge. And another hoppers nerf is its strafing speed, it got slower. (when moving left and right sideways) 

Edited by MysticBlood
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I returned to the game after 3 months of absence. The game has changed a bit. Now the game is prettier. I played 2 part against magnum with crisis. Of course, he  me up. I would come back in a few months :)

Edited by At_Shin
Please refrain from using profanity.
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2 hours ago, asem.harbi said:

Then LCR is the same as Shaft as Magnum as Gauss, they're all specialized in one-shot kill.

They are under the OHKO umbrella yes, but not without Double Power and certain Auggies. 

Magnum and Gauss are more of high damage and crowd control but cannot guarantee OHKO.

LCR: High damage (with a chance of OHKO) without hindering mobility, able to score multiple kills in one hit.

Shaft is more of high, concentrated damage (more than Gauss, Magnum and Railgun) on one target. Guaranteed OHKO with HC.

IDK it's just me or what but I'd rather get one shotted by Shafts than Maggies (diminutive way to say Magnum for me) and Gausses.

2 hours ago, asem.harbi said:

Look at my 3 protections, all are about sniper turrets and if there was a Shaft I will equip protection against it.

*Sees Falcon module on your combination while you use LCR*

Edited by FrozenRailgun
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2 minutes ago, FrozenRailgun said:

LCR: High damage (with a chance of OHKO) without hindering mobility, able to score multiple kills in one hit.

Here are the table of information

Magnum can do damage between 1160-2330

LCR can do damage between 1120-2240

Gauss can do damage between 1320-2170

As you can see they're all close to each other and Magnum has the highest possible damage.. So you're wrong when you highlighted Railgun as the one who can OHKO.

Oh and the average damages are... Magnum 1745 LCR 1680 Gauss 1745. So as you can see they're close to each other in average damage.  And for me Magnum is the winner in the damages because it has the highest damage of 2330 that gives it sometimes a possibility of OHKO with a decent damage.

9 minutes ago, FrozenRailgun said:

*Sees Falcon module on your combination while you criticize me using Eagle*

Ooh contradiction ?              Really? Guys see the picture and you're the judge

AlwtKyv.png

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1 hour ago, MysticBlood said:

hoppers nerf is when capping flags or balls, the od doesn't quickly doesn't charge anymore it has a little longer time to charge. And another hoppers nerf is its strafling speed, it got slower. (when moving left and right sideways)

The mechanics of the OD - what it does - were not touched and any changes do not seem to have hampered its ability to cap.

And Hoppers charge rate of 1.7 (combined) is still the best of all the hulls.  Still gets the OD quite often.

"Huge nerf" indeed.

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1 minute ago, wolverine848 said:

The mechanics of the OD - what it does - were not touched and any changes do not seem to have hampered its ability to cap.

And Hoppers charge rate of 1.7 (combined) is still the best of all the hulls.  Still gets the OD quite often.

"Huge nerf" indeed.

its a crises drone abuse with it is op. hopper without drones is pretty balanced

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3 minutes ago, MysticBlood said:

its a crises drone abuse with it is op. hopper without drones is pretty balanced

No it is not.   Still wins every time vs Hunter unless you bring in Hull immunities.  Even then, at worst it loses it's supplies for 5 seconds as it still escapes from the Hunter with the flag, or caps the ball AS IT LANDS ON TOP OF THE TANK SITTING ON THE FLAG.

And what tanks you ever see these days playing without drones.  That's like saying IB is fine so long as you don't equip HI hull augment.  Well... don't see many tanks using IB without HI...

Edited by wolverine848
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42 minutes ago, asem.harbi said:

Ooh contradiction ?              Really? Guys see the picture and you're the judge

Ok then, you called me a hypocrite. Fair enough. Except I don't take it off when I use Shaft, since pre-revamped module system (you know what it was named back then). 

Double call me a hypocrite and I wouldn't be surprised:

54 minutes ago, FrozenRailgun said:

I'd rather get one shotted by Shafts

But at the same time I want to gamble (not by real money of course) my luck to survive a sniper shot.

Edited by FrozenRailgun
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1 minute ago, FrozenRailgun said:

Ok then, you called me a hypocrite. Fair enough. Except I don't take it off when I use Shaft, since pre-revamped module system (you know what it was named).

Double call me a hypocrite and I wouldn't be surprised:

To be honest I haven't understood. Also I haven't called you hypocrite and I wont say it.. But you in your picture was criticizing the enemy team as they use Shaft protections while you're the only Shaft.. I said, you too you use Shaft protection while there aren't a Shafts in enemy team !! I called you "weirdo" also like them ! I don't see where I wronged for. Also it was for kidding not a serious (if someone will understand wrong)

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22 minutes ago, asem.harbi said:

But you in your picture was criticizing the enemy team as they use Shaft protections while you're the only Shaft.. I said, you too you use Shaft protection while there aren't a Shafts in enemy team !! I called you "weirdo" also like them !

Practically me and those 5 dudes were being in the same position of "weirdo"?

Either way, we should stop bickering about this.

Edited by FrozenRailgun
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4 hours ago, wolverine848 said:

What nerf was that?

Acceleration speed leaves much to be desired. I tested it with others, and it is slower than Crusader. Its almost like Ares which is cringe, considering Ares is a heavy hull.

 

Hopper's speed is only OP when it has a Crisis Drone. Otherwise, its a floating Hornet.

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3 hours ago, wolverine848 said:

No it is not.   Still wins every time vs Hunter unless you bring in Hull immunities.  Even then, at worst it loses it's supplies for 5 seconds as it still escapes from the Hunter with the flag, or caps the ball AS IT LANDS ON TOP OF THE TANK SITTING ON THE FLAG.

And what tanks you ever see these days playing without drones.  That's like saying IB is fine so long as you don't equip HI hull augment.  Well... don't see many tanks using IB without HI...

Its Overdrive charge time does not activate for 10 seconds after the last OD was used. Using Hopper's OD just to return a flag/ball is balanced. As it can now no longer take a flag and hop away. They will have to wait.

 

Also it is the user's own fault for being an I word to use Hunter Overdrive against a Hopper with their Overdrives ready. Tanki purposely added the "star" next to an enemy's supplies for you to know, yet 50% of Tanki players, EVEN LEGENDS, make such a stupid mistake. Turret Augments are also what makes Hopper LOOK OP. Fast OD charge is a controversial excuse for calling Hopper OD.

Using this excuse, you can call any Hull OP. Just make kills. Charges the Overdrive from 5-10%. 

 

Hi I'm booster

Hi I'm double damage

Hi I'm gauss

Hi I'm crisis

Hi im defender

What do these have in common? Plain OP. One shotting, killing tanks left and right.
What does this have to do with Hopper? 

Hi I'm a noob who cant hit a strafing hopper! broken!!! ?????

I do admit that Hoppers ruin Gold Box events. 

 

What is really OP, is VIKING. 

With OP Drones, turret Augments, the "slow OD charge" is not even an excuse. Look how much % a max Driver Drone gives back.

It is SO annoying seeing Viking everywhere just spraying down entire teams, while Hoppers are more self motivation.

There is no damage immunity and the only thing that will protect you, are Titan Domes, and hopefully your modules. Otherwise, you and your team is DEAD. I see FAR more Vikings than Hoppers in battles.

 

I forgot to add the Status Effects Augments that can be applied by a Viking OD. Which is another reason for me to say this Hull is more OP than Hopper. C-R-I-N-G-E! 

 

How are you going to defend Viking over Hopper after these facts?

 

RIP TJR mode. 

Edited by Emil
Do not write in FULL CAPS.
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1 hour ago, yellowghetto said:

Its Overdrive charge time does not activate for 10 seconds after the last OD was used. Using Hopper's OD just to return a flag/ball is balanced. As it can now no longer take a flag and hop away. They will have to wait.

 

Also it is the user's own fault for being an I word to use Hunter Overdrive against a Hopper with their Overdrives ready. Tanki purposely added the "star" next to an enemy's supplies for you to know, yet 50% of Tanki players, EVEN LEGENDS, make such a stupid mistake. Turret Augments are also what makes Hopper LOOK OP. Fast OD charge is a controversial excuse for calling Hopper OD.

Using this excuse, you can call any Hull OP. Just make kills. Charges the Overdrive from 5-10%. 

 

Hi I'm booster

Hi I'm double damage

Hi I'm gauss

Hi I'm crisis

Hi im defender

What do these have in common? Plain OP. One shotting, killing tanks left and right.
What does this have to do with Hopper? 

Hi I'm a noob who cant hit a strafing hopper! broken!!! ?????

I do admit that Hoppers ruin Gold Box events. 

 

What is really OP, is VIKING. 

With OP Drones, turret Augments, the "slow OD charge" is not even an excuse. Look how much % a max Driver Drone gives back.

It is SO annoying seeing Viking everywhere just spraying down entire teams, while Hoppers are more self motivation.

There is no damage immunity and the only thing that will protect you, are Titan Domes, and hopefully your modules. Otherwise, you and your team is DEAD. I see FAR more Vikings than Hoppers in battles.

 

I forgot to add the Status Effects Augments that can be applied by a Viking OD. Which is another reason for me to say this Hull is more OP than Hopper. C-R-I-N-G-E! 

 

How are you going to defend Viking over Hopper after these facts?

 

RIP TJR mode. 

What are you talking about?  Hopper is not about killing tanks (though strafing ability gives it a tactical advantage)

There's no question Hopper has the fastest charge up - look at the WIKI.  It has OD more often than any other tank in the battle.

Hopper will either grab the flag and hop away unscathed ... OR ... it will use OD to LAND ON THE CAP POINT - and there's nothing you can do to stop that.   So how do you figure it "can't take the ball and just hop away"?  That's SOP for hopper in CTF.

And Hunter is supposed to sit there watch it cap or steal?  HELLO?  That's exactly what the issue is.  In CTF/RGBY/Assault Hopper is basically unstoppable.  No hull comes even close to capping as often as hopper does.

Yes, Viking is OP when the OD gets activated.  And if we were just talking TDM you might have a case.  But we are not just discussing TDM - one of the least popular modes out there.  Viking can get a decent score, but it does not win battles solo like a Hopper with Defender or Crisis does.  The reason we might see more vikings is because it's been around a LOT longer than Hopper and players already have Mk7+ versions of it in their garage.  I have had a viking for years, but have yet to buy a hopper.

 

You have 95hrs use in Hopper and > 887k experience.  And you honestly think it's not OP?  Seriously?  Just compare it to any of your other hulls.  Even accounting for the EXP boost over last while, it does not explain your scoring with Hopper.

Edited by wolverine848
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1 hour ago, wolverine848 said:

What are you talking about?  Hopper is not about killing tanks (though strafing ability gives it a tactical advantage)

There's no question Hopper has the fastest charge up - look at the WIKI.  It has OD more often than any other tank in the battle.

Hopper will either grab the flag and hop away unscathed ... OR ... it will use OD to LAND ON THE CAP POINT - and there's nothing you can do to stop that.   So how do you figure it "can't take the ball and just hop away"?  That's SOP for hopper in CTF.

And Hunter is supposed to sit there watch it cap or steal?  HELLO?  That's exactly what the issue is.  In CTF/RGBY/Assault Hopper is basically unstoppable.  No hull comes even close to capping as often as hopper does.

Yes, Viking is OP when the OD gets activated.  And if we were just talking TDM you might have a case.  But we are not just discussing TDM - one of the least popular modes out there.  Viking can get a decent score, but it does not win battles solo like a Hopper with Defender or Crisis does.  The reason we might see more vikings is because it's been around a LOT longer than Hopper and players already have Mk7+ versions of it in their garage.  I have had a viking for years, but have yet to buy a hopper.

 

You have 95hrs use in Hopper and > 887k experience.  And you honestly think it's not OP?  Seriously?  Just compare it to any of your other hulls.  Even accounting for the EXP boost over last while, it does not explain your scoring with Hopper.

I have the experience from the exp boost update. If I had all other hulls fresh, and played them equally, I would probably be at Legend 30 with the play time I have on them. I have had premium for the full duration of Hopper. Why wouldn’t I have a lot more experience. 

I started using the leaving stupid teammates battle strategy when Hopper was released, hence the false hours played with Hopper. I don’t give my team a chance the moment I spawn in, see enemies about to cap, insta leave. 

Spawn in with a score of 0-3 insta leave.

Even when I’m in first, have to carry the team, insta leave. 

I can’t play with dumb players anymore. And if MM repeatedly gives me the trash teams, I close Tanki, and don’t play at all.

Edited by yellowghetto

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7 hours ago, wolverine848 said:
On 3/15/2021 at 10:03 AM, yellowghetto said:

Hopper got it’s huge nerf. 

What nerf was that?

I second that, the legal cheat got no nerf at all, it can still end battles all by itself.

That flying tank along with emp gauss need serious nerfing.  

 

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7 hours ago, MysticBlood said:

hoppers nerf is when capping flags or balls, the od doesn't quickly doesn't charge anymore it has a little longer time to charge. And another hoppers nerf is its strafing speed, it got slower. (when moving left and right sideways) 

So exactly what nerf did it get. It still caps flags, returns flags with it's 3 overdrives and dominates in CTF, RUGBY. 

So in a nutshell it did not get a nerf at all.  

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2 hours ago, yellowghetto said:

Its Overdrive charge time does not activate for 10 seconds after the last OD was used. Using Hopper's OD just to return a flag/ball is balanced. As it can now no longer take a flag and hop away. They will have to wait.

An important nerf, that's happens with Viking and most of the Overdrives.... Interesting that you wasn't see it's OP before the nerf.  Returning the flag is unbalanced, because Hunter have delay time before stunning (so a chance to fight back), and with Hopper you jump + stun so you 100% of the time can return the flag (except if the common skills are absent from you.

3 hours ago, yellowghetto said:

Also it is the user's own fault for being an I word to use Hunter Overdrive against a Hopper with their Overdrives ready.

I don't blame you, I blame who gave you a like.  Why Hunter couldn't use its OD against Hopper, while Hopper can do that?

3 hours ago, yellowghetto said:

What is really OP, is VIKING. 

With OP Drones, turret Augments, the "slow OD charge" is not even an excuse. Look how much % a max Driver Drone gives back.

With OP Drones like Defender or Crisis Hopper can finish a battle in 3 minutes fyi.. While Viking can kill many people with Driver... You see the difference?

3 hours ago, yellowghetto said:

There is no damage immunity and the only thing that will protect you, are Titan Domes, and hopefully your modules.

I see this is against you, because if modules could stop Viking's OD that means Viking's OD is a weak..!??‍♂️

3 hours ago, yellowghetto said:

I forgot to add the Status Effects Augments that can be applied by a Viking OD. Which is another reason for me to say this Hull is more OP than Hopper. C-R-I-N-G-E! 

To be honest Viking OD doesn't work with many turrets/augments, it's only effective with a certain turrets. And if you have 50% protection module - Defender Drone, Viking OD wont kill you except if you stayed more than 4-5 seconds in its way. While Hopper neither Drones nor protection modules nor Hull's Augments can stop it from an inevitable capturing.

3 hours ago, yellowghetto said:

How are you going to defend Viking over Hopper after these facts?

It's the same when you still see Hopper is balanced while even the developers showed in the Weekly Vlog that Hopper can finish a battle 5-0 in a few minutes.

3 hours ago, yellowghetto said:

RIP TJR mode. 

Who cares about Juggernaut? Neither me nor you nor Wolverine have played a decent time in this mode.. It's such a farce mode. But if you really care about this mode, yes Viking is OP there.

......... Ok, and again.. Ability to cross over other tanks is a definitely OP and it allows you to ignore the Mammoth who stand in the flag base, while with Hornet   you lost your attempt. And it's inability to flip.. + moving Side ways is definitely OP that allows it to move away while it's looking forward so less hitbox and harder to snipe.

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1 minute ago, von_Cronberg said:

Hopper without extra defence by Defender (or Crisis) drone is a weakling. This is a fact.

And Wasp and Hornet are a mobile fortress instead, am I right?

___

I was going to write something but at this point I feel like I wrote enough about this Hull. All I will say is that what is needed is a nerf/rework of its OD, and not a useless nerf of its stats

 

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3 hours ago, yellowghetto said:

Its Overdrive charge time does not activate for 10 seconds after the last OD was used. Using Hopper's OD just to return a flag/ball is balanced. As it can now no longer take a flag and hop away. They will have to wait.

 

Also it is the user's own fault for being an I word to use Hunter Overdrive against a Hopper with their Overdrives ready. Tanki purposely added the "star" next to an enemy's supplies for you to know, yet 50% of Tanki players, EVEN LEGENDS, make such a stupid mistake. Turret Augments are also what makes Hopper LOOK OP. Fast OD charge is a controversial excuse for calling Hopper OD.

Using this excuse, you can call any Hull OP. Just make kills. Charges the Overdrive from 5-10%. 

 

Hi I'm booster

Hi I'm double damage

Hi I'm gauss

Hi I'm crisis

Hi im defender

What do these have in common? Plain OP. One shotting, killing tanks left and right.
What does this have to do with Hopper? 

Hi I'm a noob who cant hit a strafing hopper! broken!!! ?????

I do admit that Hoppers ruin Gold Box events. 

 

What is really OP, is VIKING. 

With OP Drones, turret Augments, the "slow OD charge" is not even an excuse. Look how much % a max Driver Drone gives back.

It is SO annoying seeing Viking everywhere just spraying down entire teams, while Hoppers are more self motivation.

There is no damage immunity and the only thing that will protect you, are Titan Domes, and hopefully your modules. Otherwise, you and your team is DEAD. I see FAR more Vikings than Hoppers in battles.

 

I forgot to add the Status Effects Augments that can be applied by a Viking OD. Which is another reason for me to say this Hull is more OP than Hopper. C-R-I-N-G-E! 

 

How are you going to defend Viking over Hopper after these facts?

 

RIP TJR mode. 

You have no idea do you.

Flying cheat dominates most CTF you see them in.

Get rid of their stun and burn capabilities and then we can say the flying cheat has been nerfed. Even then it's ability to jump and land on a enemy tank, and return the flag is OP in itself.

It's a pathetic excuse for a tank and should never have entered TO.

Cash rules every decision the devs make as usual, which in turn creates OP game changers that the noobs and P2W chavs lap up.

 

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50 minutes ago, yellowghetto said:

I close Tanki, and don’t play at all.

Well you being a flying hack supporter i hope you have a very, very, long time off. One less legal cheat can only be good for the rest of us, ta ta. 

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1 hour ago, cosmic666 said:

So exactly what nerf did it get.

A penalty to gaining Overdrive charge from score for 10 seconds after activation. Hopper has been considerably toned down from what it was pre-January but it's still overbearing because of some other factors. Imo, they nerfed it in the wrong direction. 

 

4 hours ago, yellowghetto said:

Fast OD charge is a controversial excuse for calling Hopper OD.

 

Using this excuse, you can call any Hull OP. Just make kills. Charges the Overdrive from 5-10%. 

Fast Overdrive recharging is a very valid excuse. Since release, Hopper's Overdrive charging parameters (along with the effects it gives) has been pissing me off every time I think about it. In terms of parameters that govern Overdrive charge, Hopper had, and still has, the best of EVERYTHING. 

  • Fastest manual recharge
  • Fastest passive recharge
  • Longest retention period

 

Having the fastest manual and passive recharge on its own is a big thing. It will be the hull to most likely have its Overdrive get to 100% first, and when the retention period comes into play, it allows it to bounce back from its blunder much quicker than other hulls. That last one, the retention period. THAT is the thing about Hopper that most makes me want to smash my head against the wall. 

 

It has the longest retention period in the game. ON TOP of having two strong instantaneous status effects, it gets to retain a large % of its Overdrive charge if it was killed quickly after activation. Hoppers would just go up to you and if they were gonna die, they'd just use their OD on you. What happens? You get stunned and set to maximum temperature, while they die, retain 80-90% of their Overdrive charge, to come and do the same thing 20-30 seconds later. Rinse and repeat * the number for Hoppers in the battle. 

Want to know another issue with the retention period? The ability to internally store manual Overdrive charge for use on the next jump. If a Hopper used its Overdrive, killed two people, and then died before the retention period ends, it will have that 20% charge internally saved for the next use. So the next time you use your Overdrive, you'd see you'd suddenly get 20%. This was ESPECIALLY heinous with Hopper when it was capping all the rugby balls and ASL flags and then dying right after they touched the capture point. 

It was even possible to transfer that internally-saved Overdrive charge into a different battle! I've SEEN it happen with my own eyes. That past Railgun Hopper event earlier this year genuinely angered me because every time I jumped, I was reminded of the mechanic I had to tip-toe around every single battle that had Hoppers on the enemy team. My allies always did not know any better and because of that, they continued to suffer for months, and they still do to this day. Hopper was overtuned to hell and back and forth and back and forth. 

 

Thankfully, the score penalty nerf it received stopped that internally-saved Overdrive charge mechanic as well as the asanine feedback loops it created in CTF, RGB and ASL. 

 

Rant over.

 

I was going to say all this in an I&S topic I was going to create the day after the Hopper Railgun event ended, but I had decided against it. 

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2 hours ago, yellowghetto said:

I have the experience from the exp boost update. If I had all other hulls fresh, and played them equally, I would probably be at Legend 30 with the play time I have on them. I have had premium for the full duration of Hopper. Why wouldn’t I have a lot more experience. 

I started using the leaving stupid teammates battle strategy when Hopper was released, hence the false hours played with Hopper. I don’t give my team a chance the moment I spawn in, see enemies about to cap, insta leave. 

Spawn in with a score of 0-3 insta leave.

Even when I’m in first, have to carry the team, insta leave. 

I can’t play with dumb players anymore. And if MM repeatedly gives me the trash teams, I close Tanki, and don’t play at all.

Your reasoning doesn't even come close to explain your experience-to-hrs ratio for Hopper.

Not sure why you feel the need to make excuses for an OP hull.  You are basically alone on that island.

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