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


Maf
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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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35 minutes ago, Tanker-Arthur said:

Gauss's Critical Sniping Hits remove around 33% of a medium hull's health.

From OP to UP then?

35 minutes ago, Tanker-Arthur said:

Gauss is pretty trash. It's damage stays the same like in normal Tanki....but the health of a medium hull has been increased to over 30,000 hitpoints or so.

Wait so then won’t it affect (reduce) the damage inflicted by other turrets too? And has health increased for all hulls or only medium?

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38 minutes ago, Tanker-Arthur said:

On the test server, Gauss will no longer 2-shot medium hulls.

It's non critical sniping hits only remove around 3 to 5% of a medium hull's health on the test server.

Gauss's Critical Sniping Hits remove around 33% of a medium hull's health. I don't know the critical chance, but you'll most often die before you can inflict a critical hit with Gauss.

In comparison, current Gauss in the actual game does around 50% damage per sniping hit to medium hulls.

 

You can go on the test server and see what I mean lol. Gauss is pretty trash. It's damage stays the same like in normal Tanki....but the health of a medium hull has been increased to over 30,000 hitpoints or so.


 

Is that not because Hunter has 32k HP on the Test Server? 

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Just now, E_polypterus said:

From OP to UP then?

Pretty much.
Gauss, along with Thunder, Smoky, Railgun, Magnum, Striker, and Shaft are all underpowered......severely.

Just now, E_polypterus said:

Wait so then won’t it affect (reduce) the damage inflicted by other turrets too?

 Yep.....

But it turns out every turret has the same critical hit damage AND critical hit chance.......
Which means, the faster the firing rate, the more critical hits you can inflict.....
And the turrets that shoot the fastest (in order from slowest to fastest) are: Twins, Isida/Freeze/Firebird (they technically have a firing rate of one shot per 0.25 seconds), and Vulcan.

And because the critical chance is like, idk, probably 1 in 5 or 1 in 10 shots or something like that, you can see how the aforementioned turrets are gamebreaking. They have "shot reloads" that are only a fraction of a second. Heck, Vulcan shoots like 14-16 shots per second!

 

Oh, and the critical damage is like over 10,000 damage per shot. (I'm telling the truth btw, not lying)

Just now, E_polypterus said:

And has health increased for all hulls or only medium?

Actually, only Hunter has the increased health. 
All other hulls remain the same as they are in real Tanki, so I guess the devs just wanted us to test it out with Hunter.

Still though, Hunter has a little over 30,000 hitpoints.

Critical damage is 10,000 per shot.

Vulcan fires a max of 16 shots per second. Around 2 - 4 of those shots will do over 10k damage each.
 

As you can see, Vulcan turned on GodMode.

 

 

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Just now, TheCongoSpider said:

Is that not because Hunter has 32k HP on the Test Server? 

Yes, and that is why Gauss is so underpowered.

It takes 3 critical hits for Gauss to 3-shot Hunter.

That could take like....at least 15 seconds or so.


Vulcan, on the other hand, can wipe out Hunter in just a second. Because the critical hit damage, is the same for all turrets (10,000-something damage). Oh, and the critical chance is too.

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Just now, Tanker-Arthur said:

Yes, and that is why Gauss is so underpowered.

It takes 3 critical hits for Gauss to 3-shot Hunter.

That could take like....at least 15 seconds or so.


Vulcan, on the other hand, can wipe out Hunter in just a second. Because the critical hit damage, is the same for all turrets (10,000-something damage). Oh, and the critical chance is too.

Don't take it so seriously. Lol. It's just the Test Server, with obviously inflated numbers. 

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Just now, TheCongoSpider said:

Don't take it so seriously. Lol. It's just the Test Server, with obviously inflated numbers. 

Yeah, I know lol.

Still though, I'm bothered cause literally 95% of the current parameters in real Tanki have nothing wrong with them. There's like no need to overhaul everything.....just for the sake of some status effect augments that 99% of the players probably don't even own.

Edited by Tanker-Arthur
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2 hours ago, yellowghetto said:

I give everyone reactions. When I read through a post, I am free to give a reaction of my choice. Not theirs.

Never said you couldn't.  Just seems weird that you do it with almost all the posts.

When you use something as often as you do, it loses its effectiveness.  Boy-who-cried-wolf syndrome. 

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2 hours ago, yellowghetto said:

Default reaction LOL! Why would I not give a Hmm to players I don't agree with. 

 

*Cringe*

Probably because there's no thumbs-down...   *sigh*

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3 hours ago, Tanker-Arthur said:

There's like no need to overhaul everything.....just for the sake of some status effect augments that 99% of the players probably don't even own.

More augments == more $$$.

Another thing to consider is the protection module problem. If a few enemy players have 50% modules against your turret you are effectively dead weight to your team. Critical damage will bypass protection modules, so you will be able to do full damage once in a while - will make the game less frustrating and grant an indirect buff to turrets whose effectiveness is diminished by the popularity of their modules (Thunder, Railgun, etc). IMO critical damage is the best way to realistically solve this problem.

It doesn't seem like charged / scope shots will deal critical damage, so maybe Gauss players will start using their standard shot more often.

Lastly, consistent damage is more predictable. With it is easier to predict how many hits you will be able to take from an enemy or how many hits you will need to destroy an enemy.

Edited by ThirdOnion
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1 hour ago, wolverine848 said:

Probably because there's no thumbs-down...   *sigh*

This is not reddit.

*Cringe*

And yes, I know it is downvote on Reddit. But it is basically the same thing.

1 hour ago, wolverine848 said:

Never said you couldn't.  Just seems weird that you do it with almost all the posts.

When you use something as often as you do, it loses its effectiveness.  Boy-who-cried-wolf syndrome. 

Dude I have given a reaction to everyone since the beginning. You can check if you don't believe me.

I'd rather receive a Hmm or any reaction in general, instead of no acknowledgement to something I post. 

Edited by yellowghetto
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Before, when I get Confused I re-read my post and wonder if I said something wrong.. But now with every post I post here I see 3 Confused from you and mystic and sometimes frozenrailgun, I basically don't give a bit care about my post as I know you do it in every post. But the only thing I can think about is how you're silly and rude

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1 hour ago, Unleash said:

Hey this is starting to be annoying to me, everyone know that you 2 players are defending op hull. So stop quoting me because i didnt say anything after what you just quote my last post.  

It's not about Hopper or anything..

Cough in Hopper cough in balance and in everything in the game I don't care.. It's about a respect with the one who talk with you

Edited by asem.harbi
Kindly refrain from using inappropirate language. Ok I edit it in an appropriate word "Cough".
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12 minutes ago, asem.harbi said:

Before, when I get Confused I re-read my post and wonder if I said something wrong.. But now with every post I post here I see 3 Confused from you and mystic and sometimes frozenrailgun, I basically don't give a bit care about my post as I know you do it in every post. But the only thing I can think about is how you're silly and rude

I don't understand how someone reads "Hmm" as "Confused." How many months has this update been here?

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40 minutes ago, asem.harbi said:

It's not about Hopper or anything..

 in Hopper in balance and in everything in the game I don't care.. It's about a respect with the one who talk with you

See Mods? This is what I am talking about. Proof on the Forum for rage and unnecessary swearing.

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8 minutes ago, Unleash said:

Yes but this guy dont seem to have any respect when first thing he do is check someone profile, like it mean anything at all. And hopper ovedrive should only make you jump. 

And Viking's Overdrive should not apply status, charge from Dictator, nor have damage boost.

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1 minute ago, Unleash said:

Well blame developers not players for using hull they want in first place. Problem with hopper i have its his overdrive. Remove stun and fire and i wont say anything about it anymore. Your seems to be viking overdrive. So we are on same boat, right.

Forget the burn, it should at least have stun. It needs to get away somehow. Or to make a jump easier.

If you mess up your jump. You are done for. Loses all your Overdrive.

Edited by yellowghetto
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Just now, ThirdOnion said:

Another thing to consider is the protection module problem. If a few enemy players have 50% modules against your turret you are effectively dead weight to your team. Critical damage will bypass protection modules, so you will be able to do full damage once in a while - will make the game less frustrating and grant an indirect buff to turrets whose effectiveness is diminished by the popularity of their modules (Thunder, Railgun, etc). IMO critical damage is the best way to realistically solve this problem.

It doesn't seem like charged / scope shots will deal critical damage, so maybe Gauss players will start using their standard shot more often.

I agree that it helps counters protection modules but....

A pro player like me (or, I think I'm pro....am I?) would get frustrated in battles due to there being so many ways to easily end my killstreaks.

We already have one-shot overdrives, Booster Drones, Gauss, AP, EMP......

And now we're making all turrets get a chance to mega-kill someone randomly.

 

Yes, I get it helps the less skilled players, the Railgun players who are annoyed with modules,  and the non-buyers......

But if I want to play well yet people just one-shot me left, right, and center, than my frustration would surely dissuade me from playing further. I remember sometimes joining battles and the enemy would just use their Viking overdrives and snipe me with Gauss or Magnum every single time I respawn. It's super annoying.

 

And since matchmaking is a joke, I'm too tired to leave and find another battle. (Also since my internet takes 1-2 minutes to load battles, I'm annoyed if I leave and join a battle where it only has 2 minutes left remaining when I finally manage to load it)
 

Idk, maybe I'm just weird like that.

Edited by Tanker-Arthur
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17 minutes ago, Unleash said:

Well blame developers not players for using hull they want in first place. Problem with hopper i have its his overdrive. Remove stun and fire and i wont say anything about it anymore. Your seems to be viking overdrive. So we are on same boat, right.

Stun and fire is literally the point of the overdrive. Jump is useless in most of the cases. 

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Just now, mjmj5558 said:

Jump is useless in most of the cases. 

Actually, the Jump is really useful.

  • Magnum camping abuse.
  • Jump onto side walls and avoid mines.
  • Jump above enemies and place mines to instantly do heavy damage to them.
  • Jump above an enemy defense to score goals or take flags.
  • Jump onto bridges so the enemy can't pursue you directly.
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5 minutes ago, mjmj5558 said:

Stun and fire is literally the point of the overdrive. Jump is useless in most of the cases. 

Hmm I think the burning is what makes Hopper's OverDrive so OP, If the developers will remove the burning effect from the OverDrive then it will be more balanced.

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3 minutes ago, mjmj5558 said:

Stun and fire is literally the point of the overdrive. Jump is useless in most of the cases. 

Um dude. Hopper is to hop. It's in the name...

 

Also I think it needs a bigger hitbox so it is easier to hit. Jump stays the same, stun stays the same, burn needs to be cut in half. 

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