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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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2 hours ago, MysticBlood said:

I dont think it can one shot a med hull because I was using stock rail right now with DD and still couldnt one shot a light hull. 

A stock with Critical hit  (and DD) does 3200 damage and ignores protection module.  This happens every other shot on average.

So yeah, it one-shot a medium hull.

Edited by wolverine848
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2 hours ago, MysticBlood said:

Its fine at 50% stock rail is balanced because at most crit max with dd is 1800

This is incorrect.

900 damage is for mk7+ regular hit.  Critical hit does 1600 damage.  450 + (1600 every other shot) = the avg damage Rail used to do before Crits were introduced.

The average damage is fine.  The issue is ignoring Protection module every other hit.  That is OP and makes Rail protection useless.

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29 minutes ago, wolverine848 said:

This is incorrect.

900 damage is for mk7+ regular hit.  Critical hit does 1600 damage.  450 + (1600 every other shot) = the avg damage Rail used to do before Crits were introduced.

The average damage is fine.  The issue is ignoring Protection module every other hit.  That is OP and makes Rail protection useless.

Did this person happened to have a drone just curious. Wait i have a better idea ill make a video and make sure again.

 

 

 

 

 

 

 

Edited by MysticBlood
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3 minutes ago, MysticBlood said:

Did this person happened to have a drone just curious

 

 

No.  Look at the webpatch notes.  That's how Rail works.

Railgun:

Default damage now ranges from 450 (Mk1) to 900 (Mk7+);

Added critical damage: 800 (Mk1) up to 1600 (Mk7+) with a fixed 50% chance;

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11 minutes ago, MysticBlood said:

My bad i looked at this wrong sorry for false accusations. Welp I lost lol. Anyways as i looked at the wiki it says it gets boosted 78% no wonder why its 3200. Please look at boosted rate for rail.  https://en.tankiwiki.com/Critical_Damage

Yeah,   900 + 78% = 1600.   And that's EVERY SECOND SHOT.

 

Why are they treating Rail differently than ... say Thunder, Magnum, Gauss?  They don't get bonus damage?

What's with the 50% + bonus when the other turrets are 10% + no bonus?  TO does love one child more than all the others...

Edited by wolverine848
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7 minutes ago, wolverine848 said:

Why are they treating Rail differently than ... say Thunder, Magnum, Gauss?  They don't get bonus damage?

What's with the 50% + bonus when the other turrets are 10% + no bonus?  TO does love one child more than all the others...

My prediction is that the 10% crit chance and standard damage upon crit are placeholders. When every Turret will receive the new augments (EMP, Stun etc) we will see a similar 50% chance and increased crit damage. 

They designed the system so that is ready for the near future.. simple. 

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1 minute ago, MysticBlood said:

Wait i looked at it again it stated it alread had 50% chance but wiki states that its plus 75%.. So isn't it supposed to be 50% + 75%??? Just wonderin.

Chance = 50%.

Damage Boost = 78%.

Two different parameters.

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5 minutes ago, 2shots2kills said:

My prediction is that the 10% crit chance and standard damage upon crit are placeholders. When every Turret will receive the new augments (EMP, Stun etc) we will see a similar 50% chance and increased crit damage. 

They designed the system so that is ready for the near future.. simple. 

Don't see how they can do that.  Many of them fire more often than Rail.

But - if for some reason they ARE doing that - the fixed damage needs to be lowered.  Can't be doing current fixed damage (which = avg of ranged damage) AND bonus Critical damage every __ shot.

Edited by wolverine848
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Just now, wolverine848 said:

Don't see how they can do that.  Many of them fire more often than Rail.

Scout Rail fires pretty fast. The same mechanic can already be implemented for Thunder, Magnum and Striker.

Then for the other Turrets, we could se a lower chance due to the faster firing rate. But with probably still increased dmg. 

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Again, Vikings now are very many with the big maps. I die death after another every time I respawn cuz one Viking have its OD ready?‍♂️    If a reason for me to leave the game, the overdrives will be definitely.   No one like the overdrives except the bots, a free kills?  Play in Parkour maps and I see how players are really angry against any who use the overdrive, because they're all know it's downgrade.  Maybe I lose all of my effort and tire and the strategy I used to capture the flag, all just because some bot (I don't want to insult more cuz the forum rules) decided to click SHIFT with his Viking?

Edited by asem.harbi
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1 minute ago, 2shots2kills said:

Scout Rail fires pretty fast. The same mechanic can already be implemented for Thunder, Magnum and Striker.

Then for the other Turrets, we could se a lower chance due to the faster firing rate. But with probably still increased dmg. 

They'd have to lower the fixed damage.  Currently that is equal to the avg of the ranged damage they used to have.

Add critical to every __shot then the overall damage is increasing.  Meanwhile, smoky damage is exactly the same as it used to be.

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Just now, asem.harbi said:

Again, Vikings now are very many with the big maps. I die death after another every time I respawn cuz one Viking have its OD ready?‍♂️    If a reason for me to leave the game, the overdrives will be definitely.   No one like the overdrives except the bots, a free kills?  Play in Parkour maps and I see how players are really angry against any who use the overdrive, because they're all know it's downgrade.  Maybe I lose all of my effort and tire and the strategy I used to capture the flag, all just because some bot (I don't want to insult more cuz the forum rules) decided to click SHIFT with his Viking?

Viking should be like Crusader.


I don't like Crusader - I think we have too many hulls and I'm not a fan of Crusader's design and the fact that it's a hovering hull.....

But to give it credit, Crusader's overdrive is one of the least annoying overdrives in the game, which is the only reason why I somewhat like it. It's strength is around the same as Dictator's overdrive (minus the team 50% OD charge thing).

  • Heavy Hulls can survive the blast. To make it balanced, they'll still be pretty damaged. But at least they won't always die instantly.
  • Light Hulls can dodge and outmaneuver the Crusader's aim if they're fast enough.
  • Medium Hulls can equip armor buffs to stop Crusader from 1-shotting them. And if they're at a considerable distance, they can use speed buffs to dodge the Crusader's shots.

Overall, unlike Viking's overdrive, Crusader makes you strong and gives you a fair boost, but it doesn't turn you so GodMode that you simply wreck everyone in your path, or make yourself close to being invincible, as with the case of Titan's overdrive. It just gives you a nice boost in battles yet it also allows enemies to counter you fairly easily, as with the case of Dictator's overdrive.

Edited by Tanker-Arthur
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2 hours ago, wolverine848 said:

900 damage is for mk7+ regular hit.

May we restate that before Crit damage update, a Mk8 Railgun deals 1,200 damage in average. But for some reason, it's 900 after the update.

Current Mk8 Railgun should deal 1,200 regular and crit damage.

Edited by FrozenRailgun
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24 minutes ago, FrozenRailgun said:

May we restate that before Crit damage update, a Mk8 Railgun deals 1,200 damage in average. But for some reason, it's 900 after the update.

Current Mk8 Railgun should deal 1,200 regular and crit damage.

That's not the way they implemented it.  They made it so 2 shots average to the old average.

How would you do it?  10% Critical chance?  1,200 x9 shots and 10th does ... ____ what?  Keep in mind - you should not be increasing overall damage.

 

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Just now, wolverine848 said:

What's with the 50% + bonus when the other turrets are 10% + no bonus?  TO does love one child more than all the others...

I know lol.

And Smoky, who was the original Critical damage turret, never gets 50% as it's initial critical chance.

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Just now, wolverine848 said:

That's not the way they implemented it.  They made it so 2 shots average to the old average.

How would you do it?  10% Critical chance?  1,200 x9 shots and 10th does ... ____ what?  Keep in mind - you should not be increasing overall damage.

 

Current: 900 regular + 1600 crit damage = 2500 damage

What should have been: 1,200 regular + 1,200 crit = 2,400 damage.  That is less than what we have now.

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Just now, FrozenRailgun said:

Current: 900 regular + 1600 crit damage = 2500 damage

What should have been: 1,200 regular + 1,200 crit = 2,400 damage.  That is less than what we have now.

" + 1,200 crit" .... so this does normal damage, but is unaffected by range and modules?

Better than what they implemented - but I still don't like that 50% chance of critical.  Status Effects applied too often and the ignoring of module every second shot still makes the protection modules (for Rail specifically) too weak.

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On 3/27/2021 at 6:33 AM, yellowghetto said:

Honestly, if it is true, it will be HILARIOUS because without debugging/hacks no one will reach it.

Next thing you know, just like in 2020, Tanki devs will further increase the exp gain in MM battles by 100 times or so....

Permanently. 

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10 minutes ago, wolverine848 said:

" + 1,200 crit" .... so this does normal damage, but is unaffected by range and modules?

Yep.

To put in better perspective. Let's slap 50% Falcon module to see the difference. 

Current (with Falcon factored in): 450 + 1,600 = 2,050 damage.

Pre-reworked damage range (again factored in the module): 600 + 1,200 = 1,800 damage. 

And I say Crit chance should be 10% or less. It used to be armies of Falcons but now it's armies of Railguns.

Edited by FrozenRailgun
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Hey is it me or hopper is able to keep its od charge again when the tank gets destroyed?? I played with hopper today and i noticed when i died soon after I activated my OD I kept the charge still.

Edited by MysticBlood
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2 minutes ago, MysticBlood said:

Hey is it me or hopper is able to keep its od again quickly when you die??? I played with hopper today and i noticed when i died soon after I activated my OD I kept the charge still.

Yes, they botched the Hopper nerf (just as I expected). They completely removed Wasp's retention period with ease in 2019. It pisses me off that Hopper still has one even though it's supposed to be like Wasp now. I don't see what's so different in 2021.

Edited by TheCongoSpider
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42 minutes ago, wolverine848 said:

That's not the way they implemented it.  They made it so 2 shots average to the old average.

How would you do it?  10% Critical chance?  1,200 x9 shots and 10th does ... ____ what?  Keep in mind - you should not be increasing overall damage.

 

This is pure bs like ODs.  They added all these extra game breaking unnecessary mechanics just to sell players more new augments (those immunities for hull and status effects for turrets) and a module at this time.

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7 minutes ago, MysticBlood said:

Hey is it me or hopper is able to keep its od again quickly when you die??? I played with hopper today and i noticed when i died soon after I activated my OD I kept the charge still.

Similar to most of the ODs, you can retain a certain % of the OD charge if you are killed during the OD (before you land).

 

5 minutes ago, TheCongoSpider said:

Yes, they botched the Hopper nerf (just as I expected). They completely removed Wasp's retention period with ease in 2019. It pisses me off that Hopper still has one even though it's supposed to be like Wasp now. I don't see what's so different in 2021.

Even the MODs and helpers are using this hull to abuse other players, why would you expect the abusers to report the issue and ask the Devs to solve it?

Edited by TWICE
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I would be perfectly happy if they combined the game mechanics of 2018 with the economy and rewards of 2021.

In 2018, the devs tried to make everything balanced and alterations were a thing and they are arguably more fun than the augments we have today, especially to people who can't afford augments and are stuck with the default versions of a turret and hull.
Also, no turret got outclassed as there wasn't a campaign to make all turrets inflict afterburn, have projectiles that bounce off walls, or this critical hit crap we got today.


And in 2021, we got the Shards update and the Special Missions wer made much easier, in combination with the Stars being added to daily missions in October 2020, helped make the Challenges so much less of a grind than they were a year ago.

Overall, combine those two aspects of the game together, and we got the best version of Tanki that ever existed.

 

 

Oh yeah, and we need Tesla too. Stop procrastinating so much and get it done with, developers.

Edited by Tanker-Arthur
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