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7 minutes ago, Akame said:

From the looks of it, there is a small portion of players who preferred the testing. I couldn't personally care less about whether it stays or not, but I can say for a fact, I feel more OP right now than with x2 HP, maybe because I've been maining shaft for a while, which did essentially get shafted in x2 hp, being unable to casually snipe medium-light tanks that had armor.

5 years ago, before I quit the game in 2015, shaft took about 6.5 - 7.5 seconds to reload after fully depleting the yellow bar, now it takes 2 seconds to reload completely after firing a fully loaded shot. At that time I could roam the map often without being destroyed by a shaft every few seconds, and this was before they implemented the laser for it. This is why shaft is OP.

Edited by ReptilianTroll

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6 hours ago, wolverine848 said:

?

 

Have you ever tried to kill a tank equipped with a fully upgraded defender drone?  Or one equipped with 50% module vs your turret?  OR both?

Destroying defender drone with no protection is hard compared to tank with 50 module.

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6 minutes ago, The_Pakistani said:

Destroying defender drone with no protection is hard compared to tank with 50 module.

I'm assuming the player with the module also has DA, just like the user of Defender does.

So DA + module   would offer same protection as Defender and no module.

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11 minutes ago, The_Pakistani said:

Destroying defender drone with no protection is hard compared to tank with 50 module.

1 minute ago, wolverine848 said:

I'm assuming the player with the module also has DA, just like the user of Defender does.

So DA + module   would offer same protection as Defender and no module.

 

Defender drone is essentially 300% armor, lets assume it to be 67% damage reduction with no module and no passive. Now a normal tank that has 50% module and DA, is 200% armor, 50% damage reduction, and 50% module applies another 50% reduction overall, meaning 25% damage, ignoring drone passives for now, you do more damage to a defender player (33% vs 25%, 8.3% more damage) that has no module on, than a player who has 50% and double armor. It does get more sticky when the defender has a module too, essentially 16.7% damage you deal, all these damage % assuming you use no double damage for now.

I'll do a full calculation after work including drone passives, but this is more or less the details overall.

 

I'll add an example for now, let's take Hornet; 2000 hp, with defender becomes 6000 hp theoretically, whilst instead if it didnt have defender, just armor and 50% module, it becomes 8000 HP theoretically, maybe easier to understand this way for now. But give a hornet defender a 50% module, you can say it's worth 12000 HP. (again excluding drone passives for simplicity)

Edited by Akame
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49 minutes ago, wolverine848 said:

I'm assuming the player with the module also has DA, just like the user of Defender does.

So DA + module   would offer same protection as Defender and no module.

NO! Drones give extra protection n damage too. My tank got destroyed against drone user I had DA active + 50 modules.

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45 minutes ago, The_Pakistani said:

NO! Drones give extra protection n damage too. My tank got destroyed against drone user I had DA active + 50 modules.

Ill do a pure calculation, if u just let me know what drone u faced, etc, and ill give a full statistical measure, but after work.

Edited by Akame

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25 minutes ago, Akame said:

Ill do a pure calculation, if u just let me know what drone u faced, etc, and ill give a full statistical measure, but after work.

Leave it. Don't waste on this for me.

I don't see which drone, mostly hidden drones. I just see GS by pressing tab. Seeing equipments on HTML5 is big pain in ...

Edited by The_Pakistani

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2 hours ago, mastersmokey said:

i wish the mad tanks season lasted for eternity

 

It was great for medium accounts with melee turrets, that is for sure. I kinda liked it better, too.

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@RIDDLER_8thats your opinion. But in my opinion its not good the dubble health and the moesr players didn't like that. And the 14 seconds of vikings OD its too OP i hope they make it 10 seconds thats better. the wasp buff was good. 

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13 hours ago, brainhoo said:

You were probably unlucky where you were in a battle with players using very OP drones. In such heat, you really need to use the defender drone.

i don't have it, what does this mean, that someone is forced to buy that drone because the hulls are too weak? Nah, that's really not how it should work

in almost every single battle, there's someone using a drone, or someone with their tank at 9999, someone that has spent more money than me on this game will automatically win.

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17 hours ago, RIDDLER_8 said:

@Sir_What

I thing that too. The energy power of short range turrets, (Isida, Freeze and Firebird), should be kept, along with the double armor for hulls. The double power for Viking and Wasp overdrive should also remain as double. Juggernaut's armor has been nerfed a lot, so this tank no longer feels like a true juggernaut tank. The team juggernaut mode should have 1 hour long battles with the juggernaut tank itself have 100,000 HP of armor.

For special missions which requires to destroy a number of juggernaut tanks, I do agree on making the juggernaut tank weak, at 10,000 HP, but not for the team juggernaut mode.

? I hate it when you are saving your 100% Viking Overdrive to kill the enemy Juggernaut, but then you become Ally Juggernaut. Because when (or if) you die, you no longer have the 100% Overdrive to get back on the enemy by destroying their Juggernaut. But I agree @RIDDLER_8 , I was able to destroy several Juggernauts during during the test weeks with a fully-loaded MK5-4 Ricochet with double damage and MK5-2 Viking with double armor without running out of ammo. Juggernaut got no benefit from the the HP boost, so you are stuck trying to destroy puny Wasps and Hornets that beforehand you could kill in two shots MAX. The rocket salvo didn't help either, so your best chance was to hide if the other team was proportionally more powerful than your's.

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9 hours ago, The_Pakistani said:

NO! Drones give extra protection n damage too. My tank got destroyed against drone user I had DA active + 50 modules.

Well, 5% (max) extra.   The example of tank with DA + module will have more defense than tank with Defender and no module.

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@wolverine848 @The_Pakistani

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Let me break this down now.

A player with a maxed defender drone player technically is easier to kill than a player who has a 50% module and armor, as shown above 305 armor vs a respective 410 (400 without drone).

A further breakdown. Let us just convert defender into a module based definition.
A maxed defender player (ignoring all passive bonuses for simplicity) is essentially a player using Double Armor AND a Spectrum Delta* Module (33.3 recurring% Module against ALL items), and for the 3 50% modules it does equip, it becomes a case of a player with Double Armor AND a 66.6 recurring % module for those 3 modules.

* Delta module does not exist in reality, just a random name i assigned to it now.

If there is any confusion, or further calculation wanted, give me a shout, number munching is more fun than playing.

Edited by Akame
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I genuinely preferred the mad tanks, felt there was so much more variety with combos, now it’s back to camping shafts and magnums. Plus, didn’t realise how much I hated the larger maps. 
On a final note, my hornet feels super weak, I was very rarely getting one shot before the experiment and not it feels like it’s all the time. 

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55 minutes ago, LONDON.ENGLAND said:

I genuinely preferred the mad tanks, felt there was so much more variety with combos, now it’s back to camping shafts and magnums. Plus, didn’t realise how much I hated the larger maps. 
On a final note, my hornet feels super weak, I was very rarely getting one shot before the experiment and not it feels like it’s all the time. 

On the other side, the small maps with high health fast tanks is not viable for medium and long range turret users. There should be a balance between current state and mad tanks.

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6 minutes ago, FoId said:

it feels like all the Hulls got weaker and the turrets got powerful

That's a side effect of this update, the update initially made ur hulls feel powerful, and turrets feel weak, now that it's been reverted, it's only natural to feel the opposite.

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General life in tanki, not really possible when mad tanks was around. Aside from the first AP shot, the rest were Kill confirmed thanks to 'stock shaft' damage on crisis, but like, a tank in the open, ranged enemies. Hello enemies, anyone home??? The vid is unlisted, not trying to get views, but it's generally the only way I can send a longer vid than a bunch of gifs.

So when people see this, tell me you want x2 HP to return, you know you want it back ?

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6 hours ago, wolverine848 said:

If you have then you would NOT be advocating for hulls to have 2x health.

in fact, i NEVER said i want them to have 2x health, read better and then we can discuss about it.

I even talked about protections and defender drone but oh well

Edited by simofigooo

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5 hours ago, Akame said:

Let me break this down now.

A player with a maxed defender drone player technically is easier to kill than a player who has a 50% module and armor, as shown above 305 armor vs a respective 410 (400 without drone).

Is that not what I said in my post?

"Well, 5% (max) extra.   The example of tank with DA + module will have more defense than tank with Defender and no module."

 

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