Jump to content
EN
Play

Forum

The most OP in 2020


alkyng
 Share

Most OP individuals themselves not must to be a combo  

41 members have voted

  1. 1. Turrets?

    • Magnum Mortar
      2
    • Vulcan Incendiary-band
      12
    • Gauss EMP
      20
    • Shaft RFM
      1
    • Smoky Auto-cannon
      5
    • Firebird Incendiary-mix
      0
    • Firebird CFT
      1
  2. 2. Hulls?

    • Hornet OD
      6
    • Hopper
      33
    • Titan
      2
  3. 3. Augments and Drones.

    • Heat Immunity
      19
    • EMP Immunity
      7
    • AP Immunity
      6
    • Stun Immunity
      2
    • Heavy Weight
      4
    • Defender
      12
    • Booster
      5
    • Saboteur
      4
    • Crisis
      11
    • Lifeguard
      3
    • Hyperion
      1


Recommended Posts

Hi guys

This year I think it's the most year we have incredibly OP items. Many many things disgusted us with its OP.

I think everyone have at least one OP thing he see in this year. Some of them get nerfed and some of them still ruining the battles.

To be honest, imo, I think it's normal thing and we accustomed in past years to have OPs. Like Hammer in first days, or Freeze one day got a buff, or Ricochet and many. But in this year it's not just an OPs, nope, they're broken, ruined the game too much.

Maybe I couldn't remember every OP thing happened in this year, but I will make a list to vote, and didn't mind for anyone to give me a suggestion to add.

Starting with the list then my opinion. (I will exclude AP turrets)

Hornet OD

Vulcan Incendiary-band

Gauss EMP

Hopper

Shaft RFM

Smoky Auto-cannon

Firebird Incendiary-mix

Magnum Mortar

Heat Immunity - EMP Immunity - AP Immunity - Stun Immunity - Heavy Weight.

Btw, starting with me. Vulcan IB. Hopper. Heat Immunity. Not a combo, but everyone itself is OP. (and Vulcan especially in beginning of the year)

Edit: I added drones in the list. My most OP drone is Defender. Don't forget to vote again. 

Edited by asem.harbi
Addition for poll
  • Like 4

Share this post


Link to post
Share on other sites

I voted for Gauss EMP Salvo, Hopper, and Heat Immunity.

GaussEMP for obvious reasons, though I had half a mind to vote for Smoky-Autocannon. Vulcan IB is not so  OP if used without Heat Immunity. 

Hopper over Hornet any day, but if I find a skilled Hornet user, I'll keep my distance. 

I think you should add Titan to the list of OP hulls, even though its OD has many counters. In SGE, if a Titan manages to capture a point, the OD recharge is insane, and any Dictator on its teams makes it even more OP.

I chose Heat Immunity because it nullifies Firebird afterburn, Vulcan IB afterburn, Incendiary augment for Smoky and Hammer, and most importantly, Hopper OD's burning effect. For me, Stun Immunity comes second, which is crucial in CTF, ASL, and RGB. AP Immunity follows closely...

 

  • Like 2

Share this post


Link to post
Share on other sites

Voted for EMP Salvo, Hopper and Heavyweight.

The first two are obvious, but heavyweight was extremely OP until hover hulls were added. It allowed you to push any non-heavyweight hull, resist getting pushed by non-heavyweight hulls, reduced the risk of flipping to mines and enemy shots, reduced incoming knockback, and, most importantly, sometimes it literally allowed one to phase through enemy tanks like they have ignore hacks enabled. It was (and still is) very OP.

  • Like 3

Share this post


Link to post
Share on other sites

2 minutes ago, Maf said:

Voted for EMP Salvo, Hopper and Heavyweight.

The first two are obvious, but heavyweight was extremely OP until hover hulls were added. It allowed you to push any non-heavyweight hull, resist getting pushed by non-heavyweight hulls, reduced the risk of flipping to mines and enemy shots, reduced incoming knockback, and, most importantly, sometimes it literally allowed one to phase through enemy tanks like they have ignore hacks enabled. It was (and still is) very OP.

Hopper was obvious, but Heavyweight was an interesting point...

I haven't encountered them in battle yet, but I think I'll get to see them soon as long as I play with Legends (thanks to an apparent bug in the MM system).

 

Share this post


Link to post
Share on other sites

Guys I stunned with 7-0 votes for Hopper to be more OP than Hornet. To clear my point more, I mean Hornet before the nerf, and every turret or hull I mentioned I mean the era of its OP.

28 minutes ago, Venerable said:

Vulcan IB is not so  OP if used without Heat Immunity. 

Before Heat Immunity I talk. (first quarter of 2020)

29 minutes ago, Venerable said:

I think you should add Titan to the list of OP hulls,

Yes, it's OP in many cases. But I think it haven't dominated the battles literally like Hopper or Hornet one day. Btw, I feel free to add any suggestion of OPs, so I will add this.

And nothing to say, Agree with you completely in Heat Immunity.

26 minutes ago, Maf said:

 

It's nice to hear other opinions, I thought one day that Heavy Weight is incredibly useless in MM. I thought its benefits just in Parkour mode (Insanely OP there)

Share this post


Link to post
Share on other sites

8 minutes ago, asem.harbi said:

Guys I stunned with 7-0 votes for Hopper to be more OP than Hornet. To clear my point more, I mean Hornet before the nerf, and every turret or hull I mentioned I mean the era of its OP.

Well, Hopper came out this year, and it dominates battles at least as much as Hornet did in its hey-day.

If we had a multi-check option I'm sure both Hopper & Hornet would have been selected.

  • Like 1

Share this post


Link to post
Share on other sites

First of all, I don't get why Firebird's Incendiary Mix is up there as one of the choices. Its barely "overpowered", considering the alt basically just makes Firebird do similar damage as normal Freeze, but unlike Freeze, there's no freezing effect. All in all, the alt seems perfectly balanced with normal Freeze. They both do similar damage, but Freeze has a freezing effect and Incendiary Firebird has more ammo.

 

Second, Smoky's Autocannon isn't that overpowered. Sure, it's annoying, but its relatively easy to hide from (unless the map is Massacre or similar). It's only "overpowered" if 90% of the enemy team doesn't use supplies or drones, which is the case in the lower ranks. (Jeez, why the heck were the rank requirements to unlock alterations removed?)
(The same goes for Shaft's Rapid Fire Mode. Only overpowered if most of the team doesn't use supplies and you're the only one using double damage and such (Again, the alts were perfectly implemented from 2017-2019 due to rank restrictions))

 

Anyhow, onto the stuff that's actually "overpowered":

 

Magnum's Mortar

This isn't extremely overpowered.....it's just "broken". You can do double damage to players if you land the hit super close (but not direct), and it in turn places a mine that the player ends up stepping on. I feel like the alt's mechanics are fine right now, it just needs a nerf in terms of reduction in splash damage efficiency (like lower splash damage, smaller splash radius, etc)

 

Vulcan's Incendiary Band

THIS ALT IS NOT OVERPOWERED. It's just being exploited with, cough, cough, Heat Immunity.

 

Gauss' Electromagnetic Salvo

I think we can all agree, this is the most annoying turret alteration that has been put in the game. Why it hasn't been nerfed after many months, is anyone's guess (probably to lure buyers lol). Sure, it reduces sniping damage.......by only 25%. But compare that to the extra 100% damage you can do once you remove an enemy's Double Armor. This alt basically increases sniping damage by 75%, AND it boosts sniping reload by a whopping 50%.  This alt clearly means balance was thrown out the window, and that balancing stuff no longer matters in the game. In the past, overpowered alts such as Hammer's Duplet, Striker's Uranium, and Firebird's Compact Tanks got nerfed significantly. But this Gauss alt has been in the game for around 9 months now.

 

Hornet's Scout Radar Overdrive

So in Halloween of this year, this overdrive was "nerfed", but in reality, it got buffed. Previously, only the person using the Hornet could pierce through armor. Now, every single teammate also gets to utilize the ability. Of course, the piercing effect duration was reduced, and not everyone on the battle is applied the effect, but the people who did get pierced are now vulnerable to all enemies in the battle, not just from 1 Hornet user.
Of course, this isn't necessarily "overpowered", as an armor pierced player can just hide in safety until the effect wears off (unlike burning effects which take your health down, or stunning and freezing which immobilizes you in the open), but the current version of the effect exposes them to a lot more enemies than before.

 

Hopper

Self-Explanatory, this hull shouldn't be able to stun AND burn enemies with it's overdrive. The hopping ability was "enough", as you could hop away into safety or to a high, unreachable point of the map to camp.

 

Augments

All augments are overpowered. This is because most of them cost around 5,000 tankcoins, and most f2p players require around 25 months of continuous playing/grinding to achieve that many tankcoins (you can't depend on containers to give it to ya. And challenges are randomized). If every single player could obtain Augments as easily as they can buy a new Turret or Protection Module, than no, Augments would no longer be devastatingly overpowered.

 

Additionally.....the developers may have overlooked one thing. Heat Immunity and it's effect on Firebird.

Out of the three melee turrets (Firebird, Freeze, Isida), guess what? Firebird has the lowest damage per second of the three turrets. Why is this? Because it depends on it's burning effect to deal damage. Removing the burning effect but not increasing direct damage would essentially kill Firebird, which is what Heat Immunity is doing. 
Its why Cold Immunity doesn't nerf Freeze as much as Heat Immunity nerfs Firebird. Freeze has the damage to make up with it. Cold Immunity doesn't remove any of Freeze's damage because the freezing effect doesn't do any damage in the first place. Heat Immunity on the other hand, takes a huge chunk of Firebird's damage output away, and as such is why I consider Normal Firebird and Compact Tanks Firebird as the worst turrets in the game right now. They don't have the damage to be able to kill enemies as easily as the other melee turrets, or any other turret. (And don't forget Firebird Protection Modules are one of the most used modules in the game)

 

Overall, I'll have to say the most overpowered things of 2020 are Augments and Gauss' EMP alteration. 

Vulcan's Incendiary Band is balanced had it not been for Augments.

Edited by Tanker-Arthur
  • Like 4

Share this post


Link to post
Share on other sites

Just now, E_polypterus said:

I see no Firebird with CFT option for voting...

That alt is useless nowadays lol.

2 years ago, it was overpowered, but has since been nerfed to oblivion. 

You're better off using regular Firebird, mainly because both M3 Regular Firebird and Compact Fuel Tanks Firebird inflict afterburn for 10 seconds, but regular Firebird has TWICE the ammo.
(Also both M3 regular Firebird and CFT Firebird inflict afterburn in relatively the same amount of time. CFT Firebird is only good in the low-mid ranks, where stock Firebird has a slower heating rate, but in the competitive high ranks, it's useless. You're basically trading away half your ammo for....nothing.)

  • Agree 2

Share this post


Link to post
Share on other sites

Personally, EM-Gauss is the most OP turret (w/ augment); for hulls this goes to Hopper; the strongest hull-augment may have to go to Heat-Immunity: I don't consider any hull-augment that overpowered, although I can understand why people tend to vote for Heat-Immunity or Stun-Immunity. 

In this poll, you are taking apart every piece of equipment, observing the strength of each item individually - and so do I. On its own, Incendiary Band truly is not that overpowered, as it ignites the user and has a slow projectile speed. Only if you combine it with Heat-Immunity, the tank will be an exploit. Adding Defender makes it even more frustrating to counter one. 
Hence, you could make a fourth question suggesting the most powerful/overpowered equipment combination; to that question, I would vote Incendiary Band w/ Heat-Immunity without any doubt

Edited by BloodPressure
  • Like 1

Share this post


Link to post
Share on other sites

I got your point now, asem...

In the whole of 2020, Vulcan IB (or even stock Vulcan), Hornet (before AP update), and Heat Immunity were OP.

Compared to older Hornet, Hopper wasn't really OP, at least in the higher ranks where players knew how to use Hornet's OD to devastating effect. 

I remember Vulcan-Hornet-Heat Immunity users destroying every tank in their path only too clearly ?

EMP Salvo for Gauss wasn't that common, so it was hardly a problem. But yes, it is extremely OP.

I've changed my vote from Gauss EMP to Vulcan and Hopper to Hornet.

Edited by Venerable

Share this post


Link to post
Share on other sites

1 hour ago, Tanker-Arthur said:

That alt is useless nowadays lol.

2 years ago, it was overpowered, but has since been nerfed to oblivion. 

You're better off using regular Firebird, mainly because both M3 Regular Firebird and Compact Fuel Tanks Firebird inflict afterburn for 10 seconds, but regular Firebird has TWICE the ammo.
(Also both M3 regular Firebird and CFT Firebird inflict afterburn in relatively the same amount of time. CFT Firebird is only good in the low-mid ranks, where stock Firebird has a slower heating rate, but in the competitive high ranks, it's useless. You're basically trading away half your ammo for....nothing.)

How was it OP 2 years ago but not OP now?

  • Agree 1

Share this post


Link to post
Share on other sites

1 hour ago, Venerable said:

Compared to older Hornet, Hopper wasn't really OP, at least in the higher ranks where players knew how to use Hornet's OD to devastating effect. 

Wasn't?    Hopper still is OP.

It may not enable players to kill at will like old hornet OD did.  But it DOES allow players to cap at will - which generates just as much score, if not more.  And also leads teams to wins in those games with caps like CTF, Rugby and Assault.

There are now 10 hulls in the game, but IMO Hopper is doing more than 50% of the capping in battles.  That ratio is outrageous and definitely qualifies for OP status.

  • Saw it 1

Share this post


Link to post
Share on other sites

Just now, wolverine848 said:

How was it OP 2 years ago but not OP now?

Okay, so.....

Before October 2018, Firebird didn't have a set limit to it's burn duration. As such, the Compact Fuel Tanks alteration made inflicting afterburn so much easier AND it increased the burn duration by a massive amount (I believe CFT made the burn duration 2 or 3 times longer at the time). It was overpowered cause unless Repair Kits were in play, using Compact Fuel Tanks guaranteed your K/D to be at least 1.0. And at the time, it was super annoying to play against in Pro Battles, cause, well, supplies are mostly deactivated and as such, no Repair Kits.

After October 2018, all burning effects, regardless of the turret or alteration, would only last for a maximum of 10 seconds. As such, if you used Normal Firebird or Compact Tanks Firebird, enemies would always burn for a maximum of 10 seconds, no matter what, and the only way to extend the burn is to have a teammate Firebird fire on the enemy after you did.

Thus, after October 2018, Compact Fuel Tanks is only useful for easily setting enemies aflame. However, because of this, it loses it's efficiency as you upgrade your Firebird. Because M3 Normal Firebird practically sets enemies aflame instantly, and only takes like a second or two to reach maximum temperature. As such, in high levels, Compact Tanks is basically just normal Firebird, but with only half the ammo.

Yes, Compact Tanks is still "strong" today, but only at low ranks where some random recruit or warrant officer manages to obtain it somehow. And this is only because developers removed rank restrictions from alterations, which is a huge downfall towards maintaining game balance between veterans and newbies (as well as between supply users and non supply users)


Oh yeah, lets not forget Heat Immunity augments, which make Compact Fuel Tanks completely ineffective.

  • Agree 1

Share this post


Link to post
Share on other sites

17 minutes ago, Tanker-Arthur said:

Okay, so.....

Before October 2018, Firebird didn't have a set limit to it's burn duration. As such, the Compact Fuel Tanks alteration made inflicting afterburn so much easier AND it increased the burn duration by a massive amount (I believe CFT made the burn duration 2 or 3 times longer at the time). It was overpowered cause unless Repair Kits were in play, using Compact Fuel Tanks guaranteed your K/D to be at least 1.0. And at the time, it was super annoying to play against in Pro Battles, cause, well, supplies are mostly deactivated and as such, no Repair Kits.

After October 2018, all burning effects, regardless of the turret or alteration, would only last for a maximum of 10 seconds. As such, if you used Normal Firebird or Compact Tanks Firebird, enemies would always burn for a maximum of 10 seconds, no matter what, and the only way to extend the burn is to have a teammate Firebird fire on the enemy after you did.

Thus, after October 2018, Compact Fuel Tanks is only useful for easily setting enemies aflame. However, because of this, it loses it's efficiency as you upgrade your Firebird. Because M3 Normal Firebird practically sets enemies aflame instantly, and only takes like a second or two to reach maximum temperature. As such, in high levels, Compact Tanks is basically just normal Firebird, but with only half the ammo.

Yes, Compact Tanks is still "strong" today, but only at low ranks where some random recruit or warrant officer manages to obtain it somehow. And this is only because developers removed rank restrictions from alterations, which is a huge downfall towards maintaining game balance between veterans and newbies (as well as between supply users and non supply users)


Oh yeah, lets not forget Heat Immunity augments, which make Compact Fuel Tanks completely ineffective.

My bad - I was thinking of IM.

But - CFT is still strong because 1) modules no longer help and 2) Not a lot of players equip Heat immunity - many of them are too busy equipping EMP/Stun/Heavy hull augments for rugby, assault and CTF.  There are more options to choose from and you can only equip one (thank goodness).

So IM is definitely more OP, but even at high ranks CFT is very strong.

  • Like 2
  • Agree 1

Share this post


Link to post
Share on other sites

Just now, wolverine848 said:

My bad - I was thinking of IM.

But - CFT is still strong because 1) modules no longer help and 2) Not a lot of players equip Heat immunity - many of them are too busy equipping EMP/Stun/Heavy hull augments for rugby, assault and CTF.  There are more options to choose from and you can only equip one (thank goodness).

So IM is definitely more OP, but even at high ranks CFT is very strong.

True, CFT is still pretty strong due to the "hit and run" tactics associated with it, but I believe it's not very efficient mainly because everyone in the high ranks usually has a Repair Kit to counter the burning effect, which basically nulls CFT. So you're often better off doing sustained damage with normal Firebird, High Pressure Pump Firebird, or Incendiary Mix Firebird, due to them having enough ammo to blast through meaty tanks.

And yeah, you're right about not everyone using heat immunity..........................in pro battles though, everyone equips heat immunity or resistance lol (just pointing it out XD. Obviously, not relevant because most of the game is focused in MM battles nowadays :biggrin:, but yeah. In every pro battle I enter, there's like 80% of the players with some sort of heat protection equipped)

  • Agree 3

Share this post


Link to post
Share on other sites

7 hours ago, Tanker-Arthur said:

First of all, I don't get why Firebird's Incendiary Mix is up there as one of the choices. Its barely "overpowered", considering the alt basically just makes Firebird do similar damage as normal Freeze, but unlike Freeze, there's no freezing effect. All in all, the alt seems perfectly balanced with normal Freeze. They both do similar damage, but Freeze has a freezing effect and Incendiary Firebird has more ammo.

 

Second, Smoky's Autocannon isn't that overpowered. Sure, it's annoying, but its relatively easy to hide from (unless the map is Massacre or similar). It's only "overpowered" if 90% of the enemy team doesn't use supplies or drones, which is the case in the lower ranks. (Jeez, why the heck were the rank requirements to unlock alterations removed?)
(The same goes for Shaft's Rapid Fire Mode. Only overpowered if most of the team doesn't use supplies and you're the only one using double damage and such (Again, the alts were perfectly implemented from 2017-2019 due to rank restrictions))

 

Anyhow, onto the stuff that's actually "overpowered":

 

Magnum's Mortar

This isn't extremely overpowered.....it's just "broken". You can do double damage to players if you land the hit super close (but not direct), and it in turn places a mine that the player ends up stepping on. I feel like the alt's mechanics are fine right now, it just needs a nerf in terms of reduction in splash damage efficiency (like lower splash damage, smaller splash radius, etc)

 

Vulcan's Incendiary Band

THIS ALT IS NOT OVERPOWERED. It's just being exploited with, cough, cough, Heat Immunity.

 

Gauss' Electromagnetic Salvo

I think we can all agree, this is the most annoying turret alteration that has been put in the game. Why it hasn't been nerfed after many months, is anyone's guess (probably to lure buyers lol). Sure, it reduces sniping damage.......by only 25%. But compare that to the extra 100% damage you can do once you remove an enemy's Double Armor. This alt basically increases sniping damage by 75%, AND it boosts sniping reload by a whopping 50%.  This alt clearly means balance was thrown out the window, and that balancing stuff no longer matters in the game. In the past, overpowered alts such as Hammer's Duplet, Striker's Uranium, and Firebird's Compact Tanks got nerfed significantly. But this Gauss alt has been in the game for around 9 months now.

 

Hornet's Scout Radar Overdrive

So in Halloween of this year, this overdrive was "nerfed", but in reality, it got buffed. Previously, only the person using the Hornet could pierce through armor. Now, every single teammate also gets to utilize the ability. Of course, the piercing effect duration was reduced, and not everyone on the battle is applied the effect, but the people who did get pierced are now vulnerable to all enemies in the battle, not just from 1 Hornet user.
Of course, this isn't necessarily "overpowered", as an armor pierced player can just hide in safety until the effect wears off (unlike burning effects which take your health down, or stunning and freezing which immobilizes you in the open), but the current version of the effect exposes them to a lot more enemies than before.

 

Hopper

Self-Explanatory, this hull shouldn't be able to stun AND burn enemies with it's overdrive. The hopping ability was "enough", as you could hop away into safety or to a high, unreachable point of the map to camp.

 

Augments

All augments are overpowered. This is because most of them cost around 5,000 tankcoins, and most f2p players require around 25 months of continuous playing/grinding to achieve that many tankcoins (you can't depend on containers to give it to ya. And challenges are randomized). If every single player could obtain Augments as easily as they can buy a new Turret or Protection Module, than no, Augments would no longer be devastatingly overpowered.

 

Additionally.....the developers may have overlooked one thing. Heat Immunity and it's effect on Firebird.

Out of the three melee turrets (Firebird, Freeze, Isida), guess what? Firebird has the lowest damage per second of the three turrets. Why is this? Because it depends on it's burning effect to deal damage. Removing the burning effect but not increasing direct damage would essentially kill Firebird, which is what Heat Immunity is doing. 
Its why Cold Immunity doesn't nerf Freeze as much as Heat Immunity nerfs Firebird. Freeze has the damage to make up with it. Cold Immunity doesn't remove any of Freeze's damage because the freezing effect doesn't do any damage in the first place. Heat Immunity on the other hand, takes a huge chunk of Firebird's damage output away, and as such is why I consider Normal Firebird and Compact Tanks Firebird as the worst turrets in the game right now. They don't have the damage to be able to kill enemies as easily as the other melee turrets, or any other turret. (And don't forget Firebird Protection Modules are one of the most used modules in the game)

 

Overall, I'll have to say the most overpowered things of 2020 are Augments and Gauss' EMP alteration. 

Vulcan's Incendiary Band is balanced had it not been for Augments.

I was talking about Vulcan especially in first months of the year before the nerf and before Augments introduced in April's 30. It was really OP, swallow up my health-bar into seconds, just a little amount touch my tank is enough to raise my Heat to death immediately. I don't know why there are not much players agree with me, I confidently say it was the most OP thing crossed in Tanki era.

Magnum Mortar.. tbh, it's not that OP, haven't dominated battles like many others.

Gauss EMP. No one can argue about it, extremely OP. (I'm surely if I search, I will found many that who just love to argue)

Hornet OD. Nooope, the old version was way more powerful than now. You really could convince me that now you have to use the OD applied for the enemy just in 10 seconds, and you must to be in the same vision with him. But in the past you have a full 20 seconds, you can go everywhere you want in the map, killing anyone you see, either in Titan's dome or Spawn protection or anywhere. Now just any wrong of using ruin the OD completely for you, using it in someone in spawn protection will make you missing your OD. Also now we have AP Immunity. The nerf for Hornet is really *** it too much. The only difference it's now more a team based, lesser than Titan's Dome or Dictator OD in team helping? And it's converted now to be the only OD that have a real anti Augment (AP Immunity).

About Augments. You didn't have to explain, anything with tankoins, or in containers, directly considered as a p2w thing. If you want to buy an Augment, you have to play one year hardly, exploiting every event and completing daily missions and challenges. Then you can upgrade in -50% discounts. For sure many players here argue that it's obtainable (most of them non-buyers fyi). Btw, I remember in 2014 there was a player in the forums who argue about what Semyon Kirov said that "the most character in Tanki that distinguish it from the most game, that every player can reach anything he want even without paying" I know that player was a real buyer, but he argue by kidding saying, when I will reach that level? when coming to my grandma age? in that time we was just have the MU's no drones no tankoins. I'm curios about what he will say if he saw the current state. Btw the funny thing in that time there was a non buyer player who argue with him strongly?‍♂️ Btw, in short words, anything with tankoins or containers is directly without any cell of mind to think considered as p2w.

About Cold Immunity and Firebird. I agree with you, Firebird is the only turret who get a real Anti Augment. nerfed it too much, I have HI in my Viking, Firebirds against me are just a trash. But also Cold Immunity in my opinion is the least OP Augment, there aren't too much Freeze player and not to much Freezes (just dictator OD and one Smoky augment). But HI is really effective and destroyed Firebird.

Share this post


Link to post
Share on other sites

8 hours ago, wolverine848 said:

Well, Hopper came out this year, and it dominates battles at least as much as Hornet did in its hey-day.

If we had a multi-check option I'm sure both Hopper & Hornet would have been selected.

IMO, Hornet broke the game too much, killing every player in the way. But Hopper literally terminated Rugby and the most favorite mode (CTF).

Hopper haven't dominate the game like what Hornet was, but killed the game in capturing. Btw, also its OD is OP itself regardless of capturing. And the "Ignore tanks" hack ruined the game with the incredibly accelerations (I wonder why developers mentioned that it's lesser than Hornet and Wasp in speed) lol they didn't have to mention that as a disadvantage while they're very close in speed but Hopper overwhelmed them with the acceleration.

7 hours ago, E_polypterus said:

I see no Firebird with CFT option for voting...

Lol I don't think ever. But to make the topic free for all I will add it in the poll.

Oh guys I forgot to add Drones, I will add them now don't forget to vote again.

7 hours ago, Venerable said:

I got your point now, asem...

In the whole of 2020, Vulcan IB (or even stock Vulcan), Hornet (before AP update), and Heat Immunity were OP.

Compared to older Hornet, Hopper wasn't really OP, at least in the higher ranks where players knew how to use Hornet's OD to devastating effect. 

I remember Vulcan-Hornet-Heat Immunity users destroying every tank in their path only too clearly ?

EMP Salvo for Gauss wasn't that common, so it was hardly a problem. But yes, it is extremely OP.

I've changed my vote from Gauss EMP to Vulcan and Hopper to Hornet.

I don't think the current Vulcan is more OP than EMP. But I mean the old Vulcan IB before the nerf and the Hull Augments (April 30)

I think no Hopper is more OP than Hornet with the same opinion I said to Wolverine.

Btw, I don't care about Gauss EMP is a popular or not. I just consider the turret by itself not the popularity. If I putted the popularity into account, I will consider it as the last OP of them (if not kicked it from the list)

  • Thanks 1

Share this post


Link to post
Share on other sites

1 hour ago, asem.harbi said:

Hopper haven't dominate the game like what Hornet was, but killed the game in capturing.

Not sure how you see being able to cap-at-will does not break the game as much as going on killing sprees.

They have different functions, but both are OP in their own way.

Share this post


Link to post
Share on other sites

3 hours ago, asem.harbi said:

I was talking about Vulcan especially in first months of the year before the nerf and before Augments introduced in April's 30. It was really OP, swallow up my health-bar into seconds, just a little amount touch my tank is enough to raise my Heat to death immediately. I don't know why there are not much players agree with me, I confidently say it was the most OP thing crossed in Tanki era.

Oh, are you talking about Vulcan before the February 20th rework or after? The Vulcan before the rework was pretty bad. It ended up being the most unpopular turret of 2019. The Vulcan after the rework was the strong and improved Vulcan, which actually stood a fighting chance in battles.

3 hours ago, asem.harbi said:

Magnum Mortar.. tbh, it's not that OP, haven't dominated battles like many others.

True, it's declined in popularity, but back when I played in early 2019, it was everywhere. It would basically do double damage to the unfortunate tanker who didn't see the mine. And even if players don't get double-shotted by the alteration, the mines it left behind were either extremely annoying roadblocks, or extremely annoying defensive barricades.

Of course, this alt is overshadowed by more overpowered alts today (most notably, Gauss EMP)

4 hours ago, asem.harbi said:

Gauss EMP. No one can argue about it, extremely OP. (I'm surely if I search, I will found many that who just love to argue)

:unsure:

4 hours ago, asem.harbi said:

Hornet OD. Nooope, the old version was way more powerful than now. You really could convince me that now you have to use the OD applied for the enemy just in 10 seconds, and you must to be in the same vision with him. But in the past you have a full 20 seconds, you can go everywhere you want in the map, killing anyone you see, either in Titan's dome or Spawn protection or anywhere. Now just any wrong of using ruin the OD completely for you, using it in someone in spawn protection will make you missing your OD. Also now we have AP Immunity. The nerf for Hornet is really *** it too much. The only difference it's now more a team based, lesser than Titan's Dome or Dictator OD in team helping? And it's converted now to be the only OD that have a real anti Augment (AP Immunity).

You do have a point. 
But honestly, the new overdrive effect.....it has 2 differences compared to the older version:

  • It nerfs the player who is using the Hornet. They have a much smaller window of inflicting real damage.
  • It also nerfs the player who gets inflicted with the Armor Piercing. Sure, the piercing time has been reduced, but now, instead of having to watch out for 1 enemy, you now have to be cautious of up to 8 enemies who can potentially one-shot you if they have the means to do so.

So basically, it nerfs everyone lol. Although....it's technically a buff to your teammates cause now it's easier for them to steal your kill.

4 hours ago, asem.harbi said:

About Augments. You didn't have to explain, anything with tankoins, or in containers, directly considered as a p2w thing. If you want to buy an Augment, you have to play one year hardly, exploiting every event and completing daily missions and challenges. Then you can upgrade in -50% discounts. For sure many players here argue that it's obtainable (most of them non-buyers fyi). Btw, I remember in 2014 there was a player in the forums who argue about what Semyon Kirov said that "the most character in Tanki that distinguish it from the most game, that every player can reach anything he want even without paying" I know that player was a real buyer, but he argue by kidding saying, when I will reach that level? when coming to my grandma age? in that time we was just have the MU's no drones no tankoins. I'm curios about what he will say if he saw the current state. Btw the funny thing in that time there was a non buyer player who argue with him strongly?‍♂️ Btw, in short words, anything with tankoins or containers is directly without any cell of mind to think considered as p2w.

Agreed.

4 hours ago, asem.harbi said:

Btw the funny thing in that time there was a non buyer player who argue with him strongly?‍♂️

Yeah, in every game, there will always be someone who dislikes something. It's inevitable. However, if it's only a few people compared to the rest of the massive playerbase, than whatever it is they're complaining about is, in reality, doesn't actually have nothing wrong with it. 

However, if a large portion of the players do complain, it means something's up with the game and it must be fixed. (Not wait 20 months or so lol. It needs a fix within a week or a couple months at most)

4 hours ago, asem.harbi said:

About Cold Immunity and Firebird. I agree with you, Firebird is the only turret who get a real Anti Augment. nerfed it too much, I have HI in my Viking, Firebirds against me are just a trash. But also Cold Immunity in my opinion is the least OP Augment, there aren't too much Freeze player and not to much Freezes (just dictator OD and one Smoky augment). But HI is really effective and destroyed Firebird.

That's so true. The freezing effect is... "annoying", but in honest opinion, removing it won't affect gameplay that much (unless you really wanna defend that one flag lol)

Firebird lost so much of its damage output due to Heat Immunity.
 

The stats for a MK7 20/20 Firebird are as follows:

  • 700 Direct Damage Per Second
  • 300 Burn Damage Per Second
  • 5 Seconds of Firing Duration
  • 10 Seconds of Burning Duration

Thus, if we were to do the math. Firebird can do a total of 3,500 direct damage, and 3,000 burn damage.
Altogether, this means a maxed Firebird has a damage output of 6,500 damage.
However, if the afterburn was removed due to Heat Immunity, this means Firebird lost 3,000 of its total damage output. Which means it basically lost around 45% of it's damage. 

So yeah, Heat Immunity = Dead Firebird

  • Like 1

Share this post


Link to post
Share on other sites

1 hour ago, Tanker-Arthur said:

The Vulcan after the rework was the strong and improved Vulcan

Correction - the new Vulcan with HI + Incendiary band. 

Alone, pretty much useless for the defenders...

Share this post


Link to post
Share on other sites

Well Tanki is definitely selling more and more power to the point free user has trouble competing. Gauss is definitely OP with EMP salvo, even regular one is borderline broken because of the sheer versatility it has compared to other hindered long range and mid range turrets.

Let's not even talk about the legalized speed and jump hack called Hooper because yeah capping all flags in under 1 minute with Crisis drone and Lightweight is balanced yk.

Heat immunity is also quite op giving Vulcan basically no punishment for holding down spacebar doing both Vulcan shot damage and heat damage.

I mean, I find it quite funny and hypocritical how Tanki posts announcement like 'Hey buy this equipment for cash and dominate the battles on your own' but then runs experiments because they want more strategy by doubling HP of hulls and number of players per battle. Like what? Something does not add up lol. You can't have both strategical gameplay and overpowered individuals who can basically turn almost every battle on their own.

 

flat,128x128,075,t.jpg

 

 

  • Like 1
  • Saw it 1
  • Agree 2

Share this post


Link to post
Share on other sites

 Share

×
×
  • Create New...