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Marcus
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Annoying thing is that the Ares's Plasma ball only travels horizontally, so if you are on a ramp and fire it, it hit the ramp and you die.

Would it be useful if it can go slightly up or down when the tank tilt like a normal shot.

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3 hours ago, RIDDLER_8 said:

Lets have another kind of mines.

Mines are fine the way they are. They destroy enemies but can also slow them down. Mines can also throw players off track and that makes them crash into walls. Mines are actually very helpful things. Spider mines would be okay but I rather they don't add them because they were so annoying in Tanki X.

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16 minutes ago, Viking4s said:

Annoying thing is that the Ares's Plasma ball only travels horizontally, so if you are on a ramp and fire it, it hit the ramp and you die.

Would it be useful if it can go slightly up or down when the tank tilt like a normal shot.

You can angle it by rocking your hull.

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23 minutes ago, At_Shin said:

This happens to me every time I play on PC. It has been happening since the last 6 months! That's why I play on mobile.

Do you face this irritating problem on mobile too?

I'm playing on mobile.

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54 minutes ago, Benefactor said:

You can angle it by rocking your hull.

Can you really? I've tried doing this many times and the hull always rocks itself backward before shooting it even when I'm accelerating forward. 

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I think it should rock like the other hulls, not the way it does.

But I think if it rocks that way it could also fly easily and take all the golds.

So the solution could be less floatation after the tank is not close to the ground after couple of seconds of compensation necessary to allow rocking.

Edited by lssimo

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How didn't i noticed that! the plasma ball appears yellow in flash version and it's so small while in HTML it's orange and green in the middle and looks a bit bigger than the flash

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6 hours ago, fghjkl54 said:

so the promocode given that has viking thunder PRIM and ULTRA has a relation to this no?

not 100% sure but I do know there was a promo code they did give players . to say thank you for playing the game . so it might have been

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3 minutes ago, Bydo said:

 

ok if you told me i could tested it but it's too late

the name of the new hull is like a map name in that version as a player told me

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This is an excellent hull for those who prefer an unstable platform to throw your aim off. Or enjoy being killed by others running circle around this hull while you are trying  not to steer this floating brick into your teammates. The overdirve is absolutely the best weapon against a standing, it must be standing, brick wall. The shot is moving so slow, it is like watching this hull’s paint dry on a very humid day. Definitely an historical Tanki Online event, the sooner this hull faded into history the better.

 

 

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Yep, I agree Ares's overdrive need a serious buff, huge buff. Look at Titan, his OD makes him and his allies almost immune to damage. Viking's OD allows him to dish out massive amount of damage. Not to mention MERDER HORNET.

Now look at Ares, the orb travels so slow, which means it is basically impossible to use it in mid-long range. Also, it explodes and deal damage to EVERYONE when it hit something solid, which means close range is no go as well. Now, only short range is feasible, but how many time you saw the entire team clustered in one single spot? 

In terms of the maneuverability, Ares is better than all other heavy hulls, but I believe it has the single weakest overdrive in the entire game. I mean this OD is very similar to Moira's Biotic Orb, which is merely a normal abilities. Ares's OD is no where near the strength of an ultimate should have.

 

That's why I was proposing these changes. It will at least make the OD viable in close range.

Background: Currently, Ares's overdrive (i.e. the slow traveling plasma orb) explodes and deal damage to EVERYONE (including enemies, Ares himself and allies) near it when it hits solid objects (the ground, obstacles, other tanks, etc).

Issue: The orb is designed so that team mates and the Ares are supposed to chase it for healing while the orb disperses clustered enemies. I would see it as a create opening for a team fight. Yet, the orb somehow explodes at the end and killed everyone near it, which defeats the purpose of healing team mates and damaging enemies.

Suggestion: The final explosion damages enemies while healing allies and Ares himself. Battle points are rewarded according to the damage dealt/number of kills (using standard equation) and healing done (using Isida healing equation). To balance it, it might required to reduce the damage and/or healing done.

Edited by Aegis
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7 minutes ago, Aegis said:

Yep, I agree Ares's overdrive need a serious buff, huge buff. Look at Titan, his OD makes him and his allies almost immune to damage. Viking's OD allows him to dish out massive amount of damage. Not to mention MERDER HORNET.

Now look at Ares, the orb travels so slow, which means it is basically impossible to use it in mid-long range. Also, it explodes and deal damage to EVERYONE when it hit something solid, which means close range is no go as well. Now, only short range is feasible, but how many time you saw the entire team clustered in one single spot? 

In terms of the maneuverability, Ares is better than all other heavy hulls, but I believe it has the single weakest overdrive in the entire game. I mean this OD is very similar to Moira's Biotic Orb, which is merely a normal abilities. Ares's OD is no where near the strength of an ultimate should have.

 

That's why I was proposing these changes. It will at least make the OD viable in close range.

Background: Currently, Ares's overdrive (i.e. the slow traveling plasma orb) explodes and deal damage to EVERYONE (including enemies, Ares himself and allies) near it when it hits solid objects (the ground, obstacles, other tanks, etc).

Issue: The orb is designed so that team mates and the Ares are supposed to chase it for healing while the orb disperses clustered enemies. I would see it as a create opening for a team fight. Yet, the orb somehow explodes at the end and killed everyone near it, which defeats the purpose of healing team mates and damaging enemies.

Suggestion: The final explosion damages enemies while healing allies and Ares himself. Battle points are rewarded according to the damage dealt/number of kills (using standard equation) and healing done (using Isida healing equation). To balance it, it might required to reduce the damage and/or healing done.

Basically its a toy to make the buyers spend their money.  But since tanki sucks and is broken most of the time it really doesnt matter.  No need to buff or nerf anything.  The game is junk.

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31 minutes ago, artc said:

I got 3 kills with od (good for me atleast) XD

I was a Titan user (really want to switch to Ares), and I can get way more than 3 kills with its OD. I mean, it essentially makes you almost invincible for 20s.

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4 hours ago, At_Shin said:

 

yes i agree with it's appearenc is like an ultra skin (you can see the smook if you enable dust) but idk if it will always has 1 MK skin or they will soon add 4 mk skins?

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The new hull Ares is awful, which swerves too much. Not easy to control.

The overdrive is poor, with one big shot which you can miss the target easily, as the projectile is dead slow. Compare that to hornet overdrive, which provides an over powered weapon for a good 30 seconds. 

The only good thing, is if you can hit the juggernaut when overdrive is active, it will severely weaken the juggernaut or destroy it. 

Let me just say, as soon as I complete challenge using Ares, it will be left to gather dust in the garage. 

My rating for this new hull is 4/10, so I class the hull as poor. 

 

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3 hours ago, Aegis said:

I was a Titan user (really want to switch to Ares), and I can get way more than 3 kills with its OD. I mean, it essentially makes you almost invincible for 20s.

You mean besides the 4 or 5 OverDrives that can counter it?

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14 minutes ago, wolverine848 said:

You mean besides the 4 or 5 OverDrives that can counter it?

Wasp: Yes, the bomb ignores the dome but the dome can cancel the bomb as well. I would count it as a draw.

Hornet: The MURDER HORNET which counters everything. Just ignore it.

Viking: The dome wins 90% of the time. Titan wins.

Hunter: The EMP is designed to counter everything. So yeah Hunter wins.

Dictator: Similar to Viking, the full drugs is nothing when compared to the 90% damage reduction. Titan wins

Titan: Domes cancels each other out. Draw.

Mammoth: Yeah, this one ignores the dome, but it is an underpower OD anyway. You have to be extremely close to an enemies for the OD to work, but who will pair Mammoth with close range turrets? I would give Mammoth  the credit though since we are just comparing the ODs.

Ares: Titan's dome can cancel Ares's orb. Even if it doesn't, 90% damage reduction will do it's job. Titan wins.

 

To conclude, Titan's OD: 

Wins: 3

Draw: 2

Lose: 2

Ignored: 1

 

Edited by Aegis

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