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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  

622 members have voted

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

    • Love It
      54
    • Satisfied
      132
    • On Edge
      265
    • 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
      74
    • Freeze
      65
    • Isida
      27
    • Hammer
      82
    • Twins
      31
    • Ricochet
      60
    • Smoky
      59
    • Striker
      66
    • Vulcan
      137
    • Thunder
      54
    • Railgun
      82
    • Magnum
      96
    • Gauss
      161
    • Shaft
      77
    • Tesla
      94
    • Scorpion
      48
  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
      48
    • Dictator
      38
    • Ares
      64
    • Titan
      47
    • Mammoth
      22
    • Hopper
      133
    • Crusader
      55
    • Paladin
      105


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43 minutes ago, MysticBlood said:

I got this idea from couple vlogs ago when they mentioned possibly changing some drones and prices. But I dont know exactly what they are gonna change. I was just assuming booster will get a change. Its just a guess.

They told us that Booster and Defender will work like Trickster and give smaller boosts for an extended duration. Depending on how much they nerf the armour boost for Defender, it will do practically nothing to stop sweatsquads that have 50% against everything from dominating. Depending on how much they nerf the damage boost for Booster, it will limit the number of turrets that break barriers. 

 

For example, if they decide to give Booster 30 additional units of damage increase for the full duration of the effect, then:

 

  • Ricochet will 4-shot medium hulls instead of 5
  • Striker will start one-shotting light hulls
  • Adrenaline Tesla will start one-shotting light hulls at half HP
  • Uranium Striker will start one-shotting medium hulls
  • The range at which RRE Striker hits above 1,500 damage will ncrease to 6 metres (out of 8)
  • The range at which Sledgehammer Thunder 2-shots medium hulls will double
  • Blunderbuss will start one-shotting heavy hulls
  • Gauss and Shaft arcade shots will start 2-shotting medium hulls
  • Shaft critical hits will start one-shotting light hulls
  • Scout Railgun will start 2-shotting medium hulls with its normal damage
  • Stock Railgun will start one-shotting medium hulls with the critical hit
  • Non-AP Railgun status augments will start one-shotting light hulls with the critical hit
  • Round Stabilisation and Hyperspace Railgun will start one-shotting light hulls. 
  • Gauss' fatal splash damage radius for medium hulls will increase to ~13 metres (instead of the current 2 metres)
  • Status Gausses will be able to salvo + arcade shot kill medium hulls that have DA and no Gauss protection
  • Mortar Magnums will be able to one-shot medium hulls
  • Paladins will have more healing per second
  • A multitude of positive changes for synergies with Viking's Overdrive
  • Positive changes for some turrets with the Adrenaline augment

 

30 additional units is what I assume they'll give it, if not less. If it gives 40, 50, 60 units etc, that list above will be longer. 

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26 minutes ago, TheCongoSpider said:

They told us that Booster and Defender will work like Trickster and give smaller boosts for an extended duration. Depending on how much they nerf the armour boost for Defender, it will do practically nothing to stop sweatsquads that have 50% against everything from dominating. Depending on how much they nerf the damage boost for Booster, it will limit the number of turrets that break barriers. 

 

For example, if they decide to give Booster 30 additional units of damage increase for the full duration of the effect, then:

 

  • Ricochet will 4-shot medium hulls instead of 5
  • Striker will start one-shotting light hulls
  • Adrenaline Tesla will start one-shotting light hulls at half HP
  • Uranium Striker will start one-shotting medium hulls
  • The range at which RRE Striker hits above 1,500 damage will ncrease to 6 metres (out of 8)
  • The range at which Sledgehammer Thunder 2-shots medium hulls will double
  • Blunderbuss will start one-shotting heavy hulls
  • Gauss and Shaft arcade shots will start 2-shotting medium hulls
  • Shaft critical hits will start one-shotting light hulls
  • Scout Railgun will start 2-shotting medium hulls with its normal damage
  • Stock Railgun will start one-shotting medium hulls with the critical hit
  • Non-AP Railgun status augments will start one-shotting light hulls with the critical hit
  • Round Stabilisation and Hyperspace Railgun will start one-shotting light hulls. 
  • Gauss' fatal splash damage radius for medium hulls will increase to ~13 metres (instead of the current 2 metres)
  • Status Gausses will be able to salvo + arcade shot kill medium hulls that have DA and no Gauss protection
  • Mortar Magnums will be able to one-shot medium hulls
  • Paladins will have more healing per second
  • A multitude of positive changes for synergies with Viking's Overdrive
  • Positive changes for some turrets with the Adrenaline augment

 

30 additional units is what I assume they'll give it, if not less. If it gives 40, 50, 60 units etc, that list above will be longer. 

Thanks for the reminder I had forgotten. XD I also like the list you put.

 

Edited by MysticBlood
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13 hours ago, PirateSpider said:

Being able to inflict EMP, stun, or AP in just a few shots is just broken

Some of them do it every shot - like Striker stun or AP Magnum.

And Hammer AP - last shot of a 3-shot clip means it's easy for  them to time it so most shots are AP. It lasts 7 seconds and only takes 3 seconds for clip reload.  2 more regular shots to kill the defenseless target.  It's ridiculous.

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2 hours ago, wolverine848 said:

Some of them do it every shot - like Striker stun or AP Magnum.

Ap magnum is not that bad because you have to make a direct hit to inflict ap status effect and not splash. And it has human factor when using it. So I think ap magnum is okay its not too overwhelming like stun striker.

Edited by MysticBlood
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6 hours ago, PirateSpider said:

How does releasing bad updates such as adding status augments, adding OP drones, etc improve the game?

I don't consider status augments as a bad thing because as I have said before, it gives more opportunities to counter defenders and crisis users. I have also said that this could balance out usage of some hulls especially when hopper exists in the game. Granted I do believe that some status augments need some rebalancing. 

Sure the drones like booster and defender are OP but this was a decision made from the past even way before crit damage and status augments became a thing. I think the developers decided to add status augments to probally solve some balancing issues with some items but to also make the game more interesting.

 

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2 hours ago, MysticBlood said:

Ap magnum is not that bad because you have to make a direct hit to inflict ap status effect and not splash. And it has human factor when using it. So I think ap magnum is okay its not too overwhelming like stun striker.

Oh it's bad.  They use it close range for direct hits.  Lasts 7 seconds.  Plenty of time for them to hit you again while defenseless. Even if the 2nd shot is not another direct hit the Splash usually finishes you.

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1 hour ago, MysticBlood said:

What do you have to say about this @TheCongoSpider I want your input about the so called booster nerf. LOL To me it seems more like a buff

 

On 10/5/2021 at 3:20 PM, TheCongoSpider said:

 If it gives 40, 50, 60 units etc, that list above will be longer. 

And that they did. 

 

With 50 units of additional damage:

 

Tesla:

  • Will start one-shotting unprotected light hulls without the need of Adrenaline
  • Will one-shot heavy hulls with Electroturret
  • Will one-shot light hulls with status Electroturrets
  • Will start one-shotting unprotected medium hulls with Viking's Overdrive

 

Hammer:

  • Blunderbuss will start one-shotting heavy hulls
  • AP Hammer will require only one shot to kill medium hulls after it APs them
  • It will require less pellets to one-shot a light hull and two-shot heavy hulls
  • Will start one-shotting heavy hulls with Viking's Overdrive

 

Ricochet:

  • Will need 1 fewer shot to kill unprotected medium and heavy hulls.

 

Vulcan:

  • Vulcan at Mk7+ will return to its 2020 self with 1,000 DPS

 

Thunder:

  • Will start one-shotting unprotected light hulls
  • The range at which Sledgehammer Rounds 2-shots unprotected medium hulls is quadrupled
  • Small Calibre Charging Machine will start 2-shotting medium hulls
  • Will start one-shotting unprotected medium hulls with Viking's Overdrive

 

Smoky:

  • Will start 2-shotting unprotected medium hulls with its normal damage
  • Will start one-shotting unprotected light hulls with its critical hit
  • Will require one fewer shot to kill all hulls that have DA
  • Supercumulative Rounds critical hits will start one-shotting unprotected medium hulls
  • High-Precision Aiming System critical hits will start one-shotting unprotected light hulls
  • Critical hits will start one-shotting unprotected medium hulls with Viking's Overdrive
  • HPAS will start one-shotting unprotected medium hulls with its normal damage with Viking's Overdrive

 

Striker: 

  • Will start one-shotting unprotected light hulls
  • Will kill heavy hulls with a salvo
  • Uranium will start one-shotting medium hulls
  • The range at which RRE will give 1,500 splash damage is increased to 6 metres (out of 8)

 

Railgun:

  • Will return to its pre-nerf self when it has Booster activated

 

Magnum:

  • Mortar will start one-shotting unprotected medium hulls
  • Will start one-shotting medium hulls that have DA with Viking's Overdrive

 

Gauss: 

  • Will start 2-shotting medium hulls with the acrade shot
  • Will start one-shotting medium hulls with the arcade critical hit
  • Range of fatal splash damage for unprotected medium hulls increased from 2m to 13m
  • Status Gausses will start 2-shotting medium hulls that had DA if they do salvo + arcade shot
  • Will one-shot medium hulls that have DA with the salvo with Viking's Overdrive

 

Shaft:

  • Will start 2-shotting medium hulls with the arcade shot
  • Will start one-shotting heavy hulls that have DA
  • Light Capacitors will start one-shotting medium hulls that have DA
  • Short-Band Emitters will start one-shotting unprotected light hulls with the arcade shot
  • Short Band Emitters will start one-shotting unprotected medium hulls with Viking's Overdrive

 

Adrenaline:

  • Gauss will start one-shotting unprotected heavy hulls at 45% HP
  • Magnum will start one-shotting unprotected heavy hulls at 45% HP

 

 

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1 hour ago, TheCongoSpider said:

 

And that they did. 

 

With 50 units of additional damage:

 

Tesla:

  • Will start one-shotting unprotected light hulls without the need of Adrenaline
  • Will one-shot heavy hulls with Electroturret
  • Will one-shot light hulls with status Electroturrets
  • Will start one-shotting unprotected medium hulls with Viking's Overdrive

 

Hammer:

  • Blunderbuss will start one-shotting heavy hulls
  • AP Hammer will require only one shot to kill medium hulls after it APs them
  • It will require less pellets to one-shot a light hull and two-shot heavy hulls
  • Will start one-shotting heavy hulls with Viking's Overdrive

 

Ricochet:

  • Will need 1 fewer shot to kill unprotected medium and heavy hulls.

 

Vulcan:

  • Vulcan at Mk7+ will return to its 2020 self with 1,000 DPS

 

Thunder:

  • Will start one-shotting unprotected light hulls
  • The range at which Sledgehammer Rounds 2-shots unprotected medium hulls is quadrupled
  • Small Calibre Charging Machine will start 2-shotting medium hulls
  • Will start one-shotting unprotected medium hulls with Viking's Overdrive

 

Smoky:

  • Will start 2-shotting unprotected medium hulls with its normal damage
  • Will start one-shotting unprotected light hulls with its critical hit
  • Will require one fewer shot to kill all hulls that have DA
  • Supercumulative Rounds critical hits will start one-shotting unprotected medium hulls
  • High-Precision Aiming System critical hits will start one-shotting unprotected light hulls
  • Critical hits will start one-shotting unprotected medium hulls with Viking's Overdrive
  • HPAS will start one-shotting unprotected medium hulls with its normal damage with Viking's Overdrive

 

Striker: 

  • Will start one-shotting unprotected light hulls
  • Will kill heavy hulls with a salvo
  • Uranium will start one-shotting medium hulls
  • The range at which RRE will give 1,500 splash damage is increased to 6 metres (out of 8)

 

Railgun:

  • Will return to its pre-nerf self when it has Booster activated

 

Magnum:

  • Mortar will start one-shotting unprotected medium hulls
  • Will start one-shotting medium hulls that have DA with Viking's Overdrive

 

Gauss: 

  • Will start 2-shotting medium hulls with the acrade shot
  • Will start one-shotting medium hulls with the arcade critical hit
  • Range of fatal splash damage for unprotected medium hulls increased from 2m to 13m
  • Status Gausses will start 2-shotting medium hulls that had DA if they do salvo + arcade shot
  • Will one-shot medium hulls that have DA with the salvo with Viking's Overdrive

 

Shaft:

  • Will start 2-shotting medium hulls with the arcade shot
  • Will start one-shotting heavy hulls that have DA
  • Light Capacitors will start one-shotting medium hulls that have DA
  • Short-Band Emitters will start one-shotting unprotected light hulls with the arcade shot
  • Short Band Emitters will start one-shotting unprotected medium hulls with Viking's Overdrive

 

Adrenaline:

  • Gauss will start one-shotting unprotected heavy hulls at 45% HP
  • Magnum will start one-shotting unprotected heavy hulls at 45% HP

 

 

Can't believe it lasts 30 seconds.  Vulcan and Twins will love it.  Imagine those with with Booster and Adrenaline?

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4 minutes ago, wolverine848 said:

Can't believe it lasts 30 seconds.  Vulcan and Twins will love it.  Imagine those with with Booster and Adrenaline?

Not just that but imagine more status augment users. Because now EMP and AP status effects especially from Gauss is going appear to be stronger. This so called nerf actually is gonna make status augments stronger. 

Edited by MysticBlood
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3 minutes ago, MysticBlood said:

Not just that but imagine more status augment users. Because now EMP and AP status effects especially from Gauss is going appear to be stronger. This so called nerf actually is gonna make status augments stronger. 

Yeah, depending on the turret, they will get 1 or more extra "boosted" shots at unprotected targets if they applied AP or EMP with the first shot.

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2 minutes ago, wolverine848 said:

Yeah, depending on the turret, they will get 1 or more extra "boosted" shots at unprotected targets if they applied AP or EMP with the first shot.

Hmm now I wanna try using my EMP rail more. Its been sitting in my garage for a while now lol.

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2 minutes ago, MysticBlood said:

Hmm now I wanna try using my EMP rail more. Its been sitting in my garage for a while now lol.

Move aside Duplet.  Since Hammer AP can control when exactly they dish out a "critical", they just need to hit DD before emptying the clip. 3 seconds later they have a full (+100%) double-damage hit on a "naked" target.  And can take another if needed.

These status effects augments are just ridiculous.

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6 minutes ago, wolverine848 said:

Move aside Duplet.  Since Hammer AP can control when exactly they dish out a "critical", they just need to hit DD before emptying the clip. 3 seconds later they have a full (+100%) double-damage hit on a "naked" target.  And can take another if needed.

These status effects augments are just ridiculous.

Yep hammer is also going to be stronger than ever especially like you said for AP hammer. Emp hammer as well. What I dont understand is why wyverns breath inflicts status on critical and not on every 3rd shot? To me its kinda dumb how ap and emp hammer don't rely on critical but yet an exclusive augment like wyverns breath does.

I went off tangent my bad. LOL

Edited by MysticBlood
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22 minutes ago, wolverine848 said:

Can't believe it lasts 30 seconds.  Vulcan and Twins will love it.  Imagine those with with Booster and Adrenaline?

How about Freeze/Hornet/OD active?

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35 minutes ago, wolverine848 said:

Can't believe it lasts 30 seconds.  Vulcan and Twins will love it.  Imagine those with with Booster and Adrenaline?

Lol, my main has MK8 thunder + adrenaline, and gets put in battles where everyone else is only 3k-5k GS quite often. Imagine what this new booster would do in that scenario.

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After having fun using Blunderbuss with Dictator, I decided to go over to Viking, hoping that I could get some juicy half/full teamwipes. But that never came. Why? Because Blunderbuss now has a damage multiplier of 0.5 when Viking's Overdrive is active. Video showcasing this:

 

 

Blunderbuss' base damage with Viking's Overdrive is halved. The standard for non-melee turrets is a multiplier of 2.5. The cynical part of me thinks that this was a secret change made on Friday, as that was the day most players who grinded the previous special missions would reach Blunderbuss. Realistically, it may have been changed in this Patch. A handful of augments had their damage and reload coefficients altered in that Patch.

As far as I know, only Support Nanobots, Plasma Torch, Small Calibre Charging Machine, Sledgehammer Rounds, Subcalibre Rounds, Autocannon, Reinforced Aiming Transmission and Electromagnetic Accelerator "Scout" were altered. All of them being garage augments. Who knows how many UC augments were changed there. We don't, because we're not allowed near them unless we buy large amounts of loot boxes with "increased chances". 

 

On release, Blunderbuss had the standard 2.5 damage multiplier with the Overdrive, and those early birds, cough I mean whales, were able to make great use of that with their Booster drones that definitely weren't problematic and definitely became useless after Friday. 

 

About a month or two after, its damage multiplier was reduced to 1.5 without any Patch Note stating this. And now, we're seeing that its multiplier is all the way below 1, coincidentally right as the f2ps have access to it. I cannot confirm whether or not this change occured in the Patch Note mentioned prior, because I cannot find any videos showcasing Blunderbuss with Viking's Overdrive between July 30th and October 7th. 

 

I'm sure it must be killing them inside to not be transparent with the playerbase when they make changes. Earlier this year there were unannounced changes in Patch Notes that changed the effectiveness of augments. With a lot of Patch Note statements, they're vague. They say it in words when numbers would do them just fine. 

 

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31 minutes ago, TheCongoSpider said:

After having fun using Blunderbuss with Dictator, I decided to go over to Viking, hoping that I could get some juicy half/full teamwipes. But that never came. Why? Because Blunderbuss now has a damage multiplier of 0.5 when Viking's Overdrive is active. Video showcasing this:

 

 

Blunderbuss' base damage with Viking's Overdrive is halved. The standard for non-melee turrets is a multiplier of 2.5. The cynical part of me thinks that this was a secret change made on Friday, as that was the day most players who grinded the previous special missions would reach Blunderbuss. Realistically, it may have been changed in this Patch. A handful of augments had their damage and reload coefficients altered in that Patch.

As far as I know, only Support Nanobots, Plasma Torch, Small Calibre Charging Machine, Sledgehammer Rounds, Subcalibre Rounds, Autocannon, Reinforced Aiming Transmission and Electromagnetic Accelerator "Scout" were altered. All of them being garage augments. Who knows how many UC augments were changed there. We don't, because we're not allowed near them unless we buy large amounts of loot boxes with "increased chances". 

 

On release, Blunderbuss had the standard 2.5 damage multiplier with the Overdrive, and those early birds, cough I mean whales, were able to make great use of that with their Booster drones that definitely weren't problematic and definitely became useless after Friday. 

 

About a month or two after, its damage multiplier was reduced to 1.5 without any Patch Note stating this. And now, we're seeing that its multiplier is all the way below 1, coincidentally right as the f2ps have access to it. I cannot confirm whether or not this change occured in the Patch Note mentioned prior, because I cannot find any videos showcasing Blunderbuss with Viking's Overdrive between July 30th and October 7th. 

 

I'm sure it must be killing them inside to not be transparent with the playerbase when they make changes. Earlier this year there were unannounced changes in Patch Notes that changed the effectiveness of augments. With a lot of Patch Note statements, they're vague. They say it in words when numbers would do them just fine. 

 

Exactly, my hyped over the blunderbuss alt ended pretty much before it started.

The same thing hapenned every time, I thought it was a bug at first, but turns out the nerf had a pretty bad impact on the alt itself. Less critical shots, less critical chance, it nerfed the Ultra hammer augment to more than nothing. It works absolutely terrible with viking OD, dealing only 300-500 majorly with only some shots going critical.

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1 minute ago, nikunj04 said:

Exactly, my hyped over the blunderbuss alt ended pretty much before it started.

The same thing hapenned every time, I thought it was a bug at first, but turns out the nerf had a pretty bad impact on the alt itself. Less critical shots, less critical chance, it nerfed the Ultra hammer augment to more than nothing. It works absolutely terrible with viking OD, dealing only 300-500 majorly with only some shots going critical.

it works ok for me atleats
since its kind of a short range turret, you have to go a lot closer to kill your enemies and if your lucky enough you can get crit kill from medium range as well. (using booster drone) 

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8 minutes ago, DragonKnight_Fighter said:

it works ok for me atleats
since its kind of a short range turret, you have to go a lot closer to kill your enemies and if your lucky enough you can get crit kill from medium range as well. (using booster drone) 

Well it is good, but when comparing the alt to its previous state, it took a pretty bad hit.

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1 minute ago, yellowghetto said:

I still think Booster needs a nerf. Constant +50% damage paired with Boosted Armor and Speed Boost at the same given time is insane.

booster already got a nerf, what more do u want??
more nerf means booster is nothing but boosted damage without the use of the drone. 

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46 minutes ago, DragonKnight_Fighter said:

booster already got a nerf, what more do u want??
more nerf means booster is nothing but boosted damage without the use of the drone. 

Already nerfed. 200% 3 seconds. Gives you one or two shots of guaranteed kill. 

200% -> 50% = -75% nerf. However duration changes everything.

50% for 30 seconds. THIRTY seconds. That is a 900% buff in duration dude. And you can constantly have this active.

Edited by yellowghetto
Added "duration" because of picky readers making excuses.
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5 minutes ago, yellowghetto said:

I still think Booster needs a nerf. Constant +50% damage paired with Boosted Armor and Speed Boost at the same given time is insane.

The time got increased as to compensate a little for the huge effect decrease from 200 to 50. This is done as to still make the booster unique  i.e  dealing more damage than usual. 

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1 minute ago, yellowghetto said:

Already nerfed. 200% 3 seconds. Gives you one or two shots of guaranteed kill. 

50% for 30 seconds. THIRTY seconds. That is a 900% buff dude. And you can constantly have this active.

WHAT!!!!!! how is that a buff?? have you not used booster drone at all?? ?

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