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There are too many Electromagnetic Salvos running around


TheCongoSpider
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3 hours ago, E_polypterus said:

OH NO IT IS. Like I don’t know. Compact fuel tanks is way too op. If freeze got such a big nerf why didn’t it? Makes 50% prot look like a joke. But introduction of hull augments was not a good way to counter that.

In my opinion, compact tanks is op, but only within its boundaries. To me, it is very useful for when I am trying to get kills but attempting to play without drugs. It is by far the best way to do this besides getting lucky and getting a shaft friendly map. The limitations are that oftentimes you cannot get them on fire enough before dying, and it has low damage output overall compared to something like incendiary mix. For the average buyer/drugger type, I think incendiary mix is far more appealing. It has the ability to annihilate players as fast or faster than the Viking overdrive for the duration of the Hornet OD. It also shoots for darn near forever. Compact tanks is good for us, but they want to be able to clear bases alone, because they have the supplies and drones to make it happen. Neither of these alterations on its own is super strong, incendiary mix's dominance mostly lies in the Hornet OD situation. Being able to pop 2/3 supplies is also helpful (cause of defender).

 

Hull augments are an awful idea. When they were first teased in the Vlog, I couldn't figure out why in the hell anyone would actually want them (as opposed to the previous longstanding system). All they really do is make the player have to spend more crystals or tankoins to get the same effect.

 

Btw I see you use Freeze, hopefully it gets a pretty nice buff so that it is more viable. It appears to be at the bottom of the pile right now...

Edited by KamiGT
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Actually I'm also confused about the EMP Salvo, because if I remember correctly, it was supposed to disable enemy supplies, but if you cause self-damage with the Salvo, you would lose your supplies as well. This doesn't seem to happen, though, which is why it gets called broken.

If you lost your supplies as well, one could beat the EMP users in close range at least - unless they have EMP immunity, but then they don't have Fire immunity etc. ?‍♂️

If you get shot from afar, you can at least hide until the supply cooldown is over, and as some people pointed out, this Augment seems to reset your cooldown from the usual 30 seconds to 3 seconds

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11 hours ago, KamiGT said:

I hate EMP Gauss so much. I've been seeing as many as 3-4 in battles, most battles have at least one. This includes my team. Very unfair, as it is my belief that games shouldn't paywall items that give a gameplay advantage.

 

Ideas:

1) Add EMP gauss to the garage

2) Balance alterations. These are largely what make a certain turret part of the meta now.

3) Remove the hull alterations or stop making them so hardcore pay to win. At least make them crystal available and make them priced reasonably, unlike EVERY other alt currently.

4) Balance the super overpriced mark system, making it so that players don't have to buy the last modifications and can for example just buy mk7. Prices have gone up astronomically, once again making the f2p life super hard.

5) Have a player feedback system. This will fix everything because it will actually give influence to the community's opinions. The forum seems to be ignored and not organized enough. Many players don't visit it either. There should be a polling function in game where devs send out general questions about things like game balance in order to gauge what players are experiencing.

Right now, it's like talking to a wall.

 

A very thick made in ussr wall.

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13 hours ago, KamiGT said:

5) Have a player feedback system. This will fix everything because it will actually give influence to the community's opinions. The forum seems to be ignored and not organized enough. Many players don't visit it either. There should be a polling function in game where devs send out general questions about things like game balance in order to gauge what players are experiencing.

 

This. Look here as well: 

You shouldn't waste your time with these developers or helpers. If you can migrate on to other games, I would recommend doing so by the end of Flash support.

 

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7 hours ago, E_polypterus said:

OH NO IT IS. Like I don’t know. Compact fuel tanks is way too op. If freeze got such a big nerf why didn’t it? Makes 50% prot look like a joke. But introduction of hull augments was not a good way to counter that.

If a player has fire immunity, and a strong fire protect, and a decent health bar.... firebird gets nothing done. Automatically if you  have fire immunity compact fuel tanks means absolutely 0.

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4 minutes ago, iplayatankonline said:

If a player has fire immunity, and a strong fire protect, and a decent health bar.... firebird gets nothing done. Automatically if you  have fire immunity compact fuel tanks means absolutely 0.

On the other hand, if you get attacked by Freeze you better plan your next move when you respawn in the next couple of seconds.

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5 hours ago, T879 said:

Actually I'm also confused about the EMP Salvo, because if I remember correctly, it was supposed to disable enemy supplies, but if you cause self-damage with the Salvo, you would lose your supplies as well. This doesn't seem to happen, though, which is why it gets called broken.

If you lost your supplies as well, one could beat the EMP users in close range at least - unless they have EMP immunity, but then they don't have Fire immunity etc. ?‍♂️

If you get shot from afar, you can at least hide until the supply cooldown is over, and as some people pointed out, this Augment seems to reset your cooldown from the usual 30 seconds to 3 seconds

haha, yes self damage, you better watch out. Self damage exist for all splash-damage turrets (Striker, Twins, Thunder, Magnum and Gauss) and Augment that provides it (e.g. Ricochet). But also damage can be selfed with turret with shells/pellet/ball that ricochet: Hammer and Ricochet. With hammer it is worse if you have the Dragon Breath AUgment, you will also get the burning effect. 
So yeah the Gauss EMP Augment should also impact your own tank if caught in the radius of effect.

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6 hours ago, KamiGT said:

In my opinion, compact tanks is op, but only within its boundaries. To me, it is very useful for when I am trying to get kills but attempting to play without drugs. It is by far the best way to do this besides getting lucky and getting a shaft friendly map. The limitations

Yes I agree. Compact fuel is op in PRO battles as you can't use supplies. But it's VERY op there.

6 hours ago, KamiGT said:

Hull augments are an awful idea. When they were first teased in the Vlog, I couldn't figure out why in the hell anyone would actually want them (as opposed to the previous longstanding system). All they really do is make the player have to spend more crystals or tankoins to

Couldn't agree more.

 

6 hours ago, KamiGT said:

Btw I see you use Freeze, hopefully it gets a pretty nice buff so that it is more viable. It ap

Yeah. It's not as fun to use as it was before ???

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4 hours ago, E_polypterus said:

Yes I agree. Compact fuel is op in PRO battles as you can't use supplies. But it's VERY op there.

Couldn't agree more.

I agree about pro battles, I was specifically referencing playing in MM without supplies in an attempt to conserve resources. Wouldn't recommend. My MO lately has been to go online, change all my missions so they are easy and give crystals, then do the three, play a bit more, and log off. Saves time and I think it'll be the quickest way to grind crystals. Also I am trying to replenish my supplies and get them back to 4k repairs and 15k da/dd each because they were slightly depleted from the time I actually finished a challenge (how I got hornet heat immunity).

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@E_polypterus

Basically, if you only go online to play enough MM to do missions plus a few extra battles and then go to pro battles, you will be able to essentially "profit". By this I mean that you can stack positive amounts of drugs. Overall, with 360 of each at legend and 120 repairs, plus those that you get from containers, it is definitely possible. For this reason I always change my missions to give crystals, because the amount of drugs is already enough. Just can't use them super quickly or the advantage is completely lost.

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16 hours ago, KamiGT said:

@E_polypterus

Basically, if you only go online to play enough MM to do missions plus a few extra battles and then go to pro battles, you will be able to essentially "profit". By this I mean that you can stack positive amounts of drugs. Overall, with 360 of each at legend and 120 repairs, plus those that you get from containers, it is definitely possible. For this reason I always change my missions to give crystals, because the amount of drugs is already enough. Just can't use them super quickly or the advantage is completely lost.

I do that too from time to time but MM is quite boring and especially no team effort. 

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On 8/2/2020 at 5:21 PM, E_polypterus said:

I do that too from time to time but MM is quite boring and especially no team effort. 

I agree!

 

On a different note, I am starting to believe two things about the horrible state of TO currently:

  1. Alternativa has clearly replaced their developers that they had a few years ago with monkeys, which are of course responsible for all of this horrible lack of balance in game.
  2. Smoky has become completely useless in favor of EMP gauss for all intents and purposes. This disgusts me as Smoky is one of my favorite turrets in the game.

To go into more depth on my reasoning behind the latter (the first has been clear for a while now), I will compare some of the stats between the two turrets. For these purposes, assume that we are comparing M4s.

Damage

Smoky: 420-650

Gauss: 580-830

DPS:

Smoky: 300-464

Gauss: 386-553

Reload

Smoky: 1.40

Gauss: 1.50

Other Factors To Consider

Gauss gets the massively damaging sniping shot with a lock-on time of 1.70 seconds and a reload of 1.50 seconds.

Gauss gets no self damage/splash on the arcade, and gets splash on the snipe shot.

Gauss has supply disabling ability.

Gauss gets a large projectile speed buff.

 

Smoky gets an instant shot.

Smoky gets no self damage/splash.

Smoky gets a critical shot roughly every 5 shots that deals 800 dmg.

 

Same range on both.

 

So, in conclusion, WHAT IN THE HELL IS THIS?!?!?

EMP gauss has almost no drawbacks compared to Smoky. These horrible programmers we call developers have no idea how to balance a game. Instead, they paywall a direct buff to the most powerful turret in the game (for EVERY purpose). This exactly meets the definition of pay to win. This garbage we once called Tanki should be renamed Gauss Online. Oh, and did I mention that Hornet and drones only make this problem worse?! The same people who are dumb enough to spend $46.99 USD are also going to be the ones willing to buy batteries and max out the most overpowered drones in the game. Surprise, they also love HORNET!

When you combine all these factors (I have tested this on the test server), the game requires zero skill. Just pop supplies and Hornet overdrive, and you will be getting kills at a rate of about one every 5 seconds.

 

"Tanki is dead, and Gauss killed it."

Edited by Spy
Kindly refrain from using inappropriate language.
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10 hours ago, KamiGT said:

[...]

On a different note, I am starting to believe two things about the horrible state of TO currently:

  1. Alternativa has clearly replaced their developers that they had a few years ago with monkeys, which are of course responsible for all of this horrible lack of balance in game.

[...]

"Tanki is dead, and Gauss killed it."

I disagree if  the developers were monkeys then:

Spoiler

We would have bananakoin

latest?cb=20170630012058

Banana containers

images?q=tbn:ANd9GcSs76IILwoFeXdilR_S86_

 

Banana gold box

drawing-banana-illustration-png-favpng-k

 

Banan mine like in super mario

220?cb=20191111020014

and of course a banana turret
hey_banana_tank__by_katrinwolf_d7ya6nw-fullview.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3siaGVpZ2h0IjoiPD01MTciLCJwYXRoIjoiXC9mXC84N2FiNDNjNy1mZjEzLTQ5MjgtYTVkOC0zZWFhYTI4MTk3Y2JcL2Q3eWE2bnctMTBhZTYyNmEtNTQwMi00NzRhLWI1NzUtZDkzMDU5MTJjMjc4LmpwZyIsIndpZHRoIjoiPD05MDAifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0aW9ucyJdfQ.O23tZL1IP2j2eoYHeN3IbH2PXBIEOgfJ4BM5D9mrleM

 

 

Tanki is dead since 2012. what you see is just a ghost game played by Ghosts.

Edited by Viking4s
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11 hours ago, KamiGT said:

Gauss gets no self damage/splash on the arcade, and gets splash on the snipe shot.

Silly part is the WIKI lists this a negative.  And yet Thunder users would pay crystals to get this effect.

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21 minutes ago, wolverine848 said:

Silly part is the WIKI lists this a negative.  And yet Thunder users would pay crystals to get this effect.

Any sort of splash damage being removed is a net negative effect. 

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1 minute ago, TheCongoSpider said:

Any sort of splash damage being removed is a net negative effect. 

Not for Gauss arcade - it's not very effective and up close it's a negative. I'd prefer my stock Gauss arcade have no splash.

Is SCR for Thunder an amalgamation of two older alterations?  Pretty sure the original splash one was just remove splash.

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14 minutes ago, wolverine848 said:

Not for Gauss arcade - it's not very effective and up close it's a negative. I'd prefer my stock Gauss arcade have no splash.

Is SCR for Thunder an amalgamation of two older alterations?  Pretty sure the original splash one was just remove splash.

Any sort of splash damage being removed is a net negative effect. 

 

Splash damage turrets can protentially have a 1:8 player-damage ratio. Practically, you'd usually damage 2 or 3 players at a time so let's go with 1:2. 

Most non-splash damage turrets will at most have a 1:1 player-damage ratio. They can only hit one person at a time while splash damage turrets can hit multiple. If a Thunder is in the face of 3 tanks touching each other and it shoots, it damages itself, but damages 3 others. This is heightened by the fact that Thunder is a ranged turret, mid-ranged at that. It can safely shoot across the map and damage or even destroy multiple enemies with one shot. Smoky cannot do that. It will only damage one of those players. 

 

All things considered, losing your splash damage does more bad than good, and thus is a negative effect. If you'd prefer your Stock Gauss' arcade shots not to have splash damage, then alright. Even with its Twins-like splash damage range, I still hit multiple targets at times and when up close, the small radius allows me more space in the enemies' face to not deal damage to myself. The smaller the splash damage range (like Gauss' arcade shot) or the worse the splash damage distribution (Magnum), the better it is to use at close range, but losing the splash damage entirely would negatively affect it on average. 

 

Twins also falls under the "small splash damage range" mentioned above but in Twins' case, it has significantly less range than a Gauss' arcade shot. Not to mention slower projectile speed. In Twins' case, losing its splash damage would be less detrimental than a Magnum or Striker losing its splash damage because their maximum range is much smaller. They'd naturally be closer to the enemies. They have to be closer to the enemies.

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3 minutes ago, TheCongoSpider said:

Any sort of splash damage being removed is a net negative effect. 

 

Splash damage turrets can protentially have a 1:8 player-damage ratio. Practically, you'd usually damage 2 or 3 players at a time so let's go with 1:2. 

Most non-splash damage turrets will at most have a 1:1 player-damage ratio. They can only hit one person at a time while splash damage turrets can hit multiple. If a Thunder is in the face of 3 tanks touching each other and it shoots, it damages itself, but damages 3 others. This is heightened by the fact that Thunder is a ranged turret, mid-ranged at that. It can safely shoot across the map and damage or even destroy multiple enemies with one shot. Smoky cannot do that. It will only damage one of those players. 

 

All things considered, losing your splash damage does more bad than good, and thus is a negative effect. If you'd prefer your Stock Gauss' arcade shots not to have splash damage, then alright. Even with its Twins-like splash damage range, I still hit multiple targets at times and when up close, the small radius allows me more space in the enemies' face to not deal damage to myself. The smaller the splash damage range (like Gauss' arcade shot) or the worse the splash damage distribution (Magnum), the better it is to use at close range, but losing the splash damage entirely would negatively affect it on average. 

 

Twins also falls under the "small splash damage range" mentioned above but in Twins' case, it has significantly less range than a Gauss' arcade shot. Not to mention slower projectile speed. In Twins' case, losing its splash damage would be less detrimental than a Magnum or Striker losing its splash damage because their maximum range is much smaller. They'd naturally be closer to the enemies. They have to be closer to the enemies.

You only hit multiple enemies up close with splash under certain conditions - and under those same conditions you are just as likely to have self-damage in addition to the damage those multiple enemies are doing.

Talking Thunder or Magnum or Striker sure - I agree with you.

If I had a choice to have splash or no splash on gauss arcade I'd choose no splash.  The self-damage just makes it too vulnerable in closer/confined conditions.

 

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13 hours ago, KamiGT said:

and Gauss killed

Magnum is even more annoying. Especially since you can’t get back at em most of the time ?

Edited by E_polypterus

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Congo, I look at it as a benefit (no splash I mean)  because if you want splash you just go for the snipe shot. This is also where you will get the most value from the splash BY FAR, which is why it makes sense to give the alt this in the interest of making it powerful. For example, in Siege, you will not go for a snipe shot on 1-2 enemies necessarily, so splash will be less useful. But, when 6 players group around the point being captured, it will be easy to lock on for sub 2 seconds and hit them all with massive damage. Basically, I think EMP gauss covers its own weaknesses very well. Remember, it literally functions as a better stock Smoky from what I compared. In short, I just think you should have looked at this more holistically because in that situation it doesn't seem like a negative at all.

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