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Railgun HD


Marcus
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1 minute ago, DestrotankAI9 said:

I really hope not! Since this is the big "Railgun update" with new augments and it isn't in, I'm hoping that since 1) Railgun has so many augments already 2) they (hopefully) released giving every status effect to every turret would be boring and problematic and 3) they (hopefully) realised it would be blatantly game - breakingly OP it won't be coming. But then again the devs seem to have no problem releasing game breaking new augments these days, so as you say with it already being tested, it could well come in the future. A terrifying thought.

One thing I have to wonder - will it be possible to flip Hoppers from shooting them in mid-air with Stun Railgun? Hoppers can sometimes be flipped if hit with a Hunter or Hopper overdrive when in mid-air currently - surely if you hit them from the right angle, with the one second stun this might well be possible. Even if you couldn't flip them, since you'll be interrupting their momentum and throwing off direction of travel slightly, you could perhaps do enough to prevent a Hopper aiming to use its overdrive to land on a Rugby goal from doing so, and then block the goal to prevent capture. But if you can actually flip them - that would be pretty insane. Of course, stun immunity is already about the best augment for Hopper in capture modes - but if an enemy Hopper didn't have the augment this could work well.

While stun Railgun could cause some huge new imbalance issues, interestingly if it can counter Incendiary Brand/Heat Immunity, Hoppers, and also make life annoying for EMP Gauss by interrupting salvos, it could be the counter to some of the other big imbalances currently in the game.

Well, ever since the release of EMP Gauss, it's becoming very very difficult for average players. And yes, you should be able to flip hoppers since the stun effect would stop their engine. But be careful, many endgame hoppers if smart will use stun immunity.

Personally I hate railgun due to it's so highly common fanservice it gets, and then people will be like 'it deserves it because everyone wears modules against it', when in fact people use modules because LCR and booster are so common with railgun and those deal lots of damage. Also these 2 new augments are also a variant of LCR with a lil difference and a status effect, ridiculous stuff, and I guess it'll come for other turrets too eventually...

I will proceed to wait for Tesla.

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20 minutes ago, Akame said:

Well, ever since the release of EMP Gauss, it's becoming very very difficult for average players. And yes, you should be able to flip hoppers since the stun effect would stop their engine. But be careful, many endgame hoppers if smart will use stun immunity.

Personally I hate railgun due to it's so highly common fanservice it gets, and then people will be like 'it deserves it because everyone wears modules against it', when in fact people use modules because LCR and booster are so common with railgun and those deal lots of damage. Also these 2 new augments are also a variant of LCR with a lil difference and a status effect, ridiculous stuff, and I guess it'll come for other turrets too eventually...

I will proceed to wait for Tesla.

Very true, EMP Gauss was a turning point at which the devs threw balance out the window - in favour of trying to make cash off OP paid-for items. Although personally I think the introduction of the hull augments not long before, specifically Heat Immunity, was the start of dark days for balance in Tanki - this update caused big imbalance and is extremely unfair to Firebird, as well as bringing us the grossly OP Incendiary Brand/Heat Immunity which should have been patched out within 1 week, but never has been. Heat Immunity is bad for the game and never should have been.

Haha, well if you can flip flying Hoppers then we can be sure SONIC-BOOM will have this new Stun Railgun augment equipped permanently, with Booster Drone. But sadly yes, most 9999GS Hoppers will have Stun Immunity on for capture modes.

I think once most turrets start to get status effect augments (which seems to be the way the devs intend to head) things are going to get messy. Dealing with every kind of status effect in 12v12 or 14v14 battles with only one protection augment (if you are a lucky enough player to have even one of them for your preferred hull, never mind a choice) will be problematic. And if they allow more than one protection augment this will lead to an even greater gap between F2P and buyers.

Edited by DestrotankAI9
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41 minutes ago, Mr.Nibbles said:

"Stun Rounds" for Railgun?

Might as well name it "Another Nail in the Coffin" (because that's what it is)

Nailgun?

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I can't wait for the new HD Railgun!

It looks great!

 

Also, it's nice to see how we're adding Augments along with each new Turret's HD skin release.

This gives us more items to obtain from Containers.

Let's get more variety implemented as we move along! 

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Y'all going to hate me for this, but they kinda messed up the physics of a Railgun. If you look up a video of the US Navy Railgun, it has ZERO recoil. It uses electromagnetic currents to pull the projectile out of the barrel at really high speeds. In a nutshell, electric currents travel down the barrel, magnetizing it. The magnetization pulls the projectile, incased in a magnetized casing, at a very fast speed. Once the projectile in the casing exits the end of the barrel, the casing falls by the force of gravity, while the projectile continues on. The projectile is going so fast, it goes through almost everything, hence the effect in Tanki Railgun. Since no explosion is used to launch the Railgun projectile (no gunpowder), it has no force pushing back on the gun, therefore no recoil of the barrel is need, like most turrets. In conclusion, the Railgun shouldn't need a recoil of the barrel, but because Tanki wants more out of the HD version, they are defying physics and adding it, along with the ejection of smoke (no gunpowder, no smoke (duh))

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4 hours ago, Sir_What said:

Y'all going to hate me for this, but they kinda messed up the physics of a Railgun. If you look up a video of the US Navy Railgun, it has ZERO recoil. It uses electromagnetic currents to pull the projectile out of the barrel at really high speeds. In a nutshell, electric currents travel down the barrel, magnetizing it. The magnetization pulls the projectile, incased in a magnetized casing, at a very fast speed. Once the projectile in the casing exits the end of the barrel, the casing falls by the force of gravity, while the projectile continues on. The projectile is going so fast, it goes through almost everything, hence the effect in Tanki Railgun. Since no explosion is used to launch the Railgun projectile (no gunpowder), it has no force pushing back on the gun, therefore no recoil of the barrel is need, like most turrets. In conclusion, the Railgun shouldn't need a recoil of the barrel, but because Tanki wants more out of the HD version, they are defying physics and adding it, along with the ejection of smoke (no gunpowder, no smoke (duh))

I agree with this

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Also in this patch: I see larger maps such as Berlin and Scope (plus 14v14 format) are now to be added to Matchmaking.

While it is nice to have larger battles, there are already big problems with the 10v10 and 12v12 battles and these are only going to be worse, just like the same problems we had during the 16v16 with large maps experiment in December - the appropriate adjustments have not been made to make these balanced for Matchmaking.

Capturing a flag or ball (and doing such missions) is VERY hard in 12v12, and it will be even harder still in 14v14 on the very large maps. In 12v12 right now these games often end in a draw or 1-0 at best, and only well geared Hoppers can regularly capture. Additionally ASL was balanced around 8v8, with larger numbers of players it is much easier to get kills and it is far too hard for attackers to win - this will be even worse in 14v14 on large maps.
 

Please make CTF/ASL/RGB 6v6 or 8v8 only - at the very most 10v10. And yes, this means certain maps are not viable for these modes. Balancing ASL might be possible if you increase the number of points per capture, and number of points to win for higher player numbers - for instance 7 pts in 10v10 with 90 to win, 10pts in 12v12 with 110 to win, and 12pts in 14v14 with 140 to win.

TDM needs to have a higher kill threshold for more players - 70 kills goes by VERY fast in 12v12 and even faster in 14v14, these games will end in 2 minutes or less which is no fun, considering how long games take to load. Please increase kills to win to at least 85 for 10v10, 100 for 12v12 and 120 for 14v14... something like that.

Please take into account the comments we made in December about balancing to make these larger games balanced, because they are annoying to play at the minute and 14v14 will be even worse without appropriate changes.

EDIT: Re-posted from earlier - I hope the developers will see this, as many of you will agree there is quite a big problem with the new map and battle sizes in capture modes. Comment on this is you agree, to draw attention to it.

Edited by DestrotankAI9
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53 minutes ago, DestrotankAI9 said:

While it is nice to have larger battles, there are already big problems with the 10v10 and 12v12 battles and these are only going to be worse, just like the same problems we had during the 16v16 with large maps experiment in December - the appropriate adjustments have not been made to make these balanced for Matchmaking.

They never learn do they...

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I hate when the first replies in Marcus topic are such a negative, I usually try to avoid my negative review (my negatives are in most updates) to the second page.

But what I could say, it's your fault!! the updates are getting worse and worse, a Railgun have a guaranteed stunning shot?‍♂️

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2 hours ago, DestrotankAI9 said:

Capturing a flag or ball (and doing such missions) is VERY hard in 12v12, and it will be even harder still in 14v14 on the very large maps. In 12v12 right now these games often end in a draw or 1-0 at best, and only well geared Hoppers can regularly capture. Additionally ASL was balanced around 8v8, with larger numbers of players it is much easier to get kills and it is far too hard for attackers to win - this will be even worse in 14v14 on large maps.
 

Do you play to complete missions or do you play for fun? If you have those missions just avoid large maps. You are right about ASL, though.

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10 hours ago, Sir_What said:

Y'all going to hate me for this, but they kinda messed up the physics of a Railgun. If you look up a video of the US Navy Railgun, it has ZERO recoil. It uses electromagnetic currents to pull the projectile out of the barrel at really high speeds. In a nutshell, electric currents travel down the barrel, magnetizing it. The magnetization pulls the projectile, incased in a magnetized casing, at a very fast speed. Once the projectile in the casing exits the end of the barrel, the casing falls by the force of gravity, while the projectile continues on. The projectile is going so fast, it goes through almost everything, hence the effect in Tanki Railgun. Since no explosion is used to launch the Railgun projectile (no gunpowder), it has no force pushing back on the gun, therefore no recoil of the barrel is need, like most turrets. In conclusion, the Railgun shouldn't need a recoil of the barrel, but because Tanki wants more out of the HD version, they are defying physics and adding it, along with the ejection of smoke (no gunpowder, no smoke (duh))

But this is a game made by Russians, not Americans... so........?️‍♂️

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7 hours ago, Unleash said:

Great, how about us non buyers who want have fun but cant buy ultra conts? if these new alts are in ultra, but they are putting everything into conts now, oh i forget you arent allowed to have fun in this game.

Yeah, the only way to get Ultra Containers as a nonbuyer is to first accumulate 150 Tankcoins from Weekly Containers. Then you have to use it to buy only 10 Coinboxes, which MAY give you the 1,000 something Tankcoins to buy the Ultra Containers. And most the time you get supplies instead of augments. So it is a long, inconvenient process for us nonbuyers. That goes to the recent gift bundle from Valentines Day. They couldn't give it for free. They HAD to make it 1 USD! I'm not giving you my Paypal information to pay 1USD!! You guys could at least raise the chances of 100,000 tankcoins from coinboxes! Has anyone even gotten that yet? I wouldn't be surprised  if less than 10 players got it.

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I don't like the new railgun.. It's HD.. But it looks like M2 railgun model.. I will always miss the hornet rail and zeus combo.. Hornet HD was very good.. They turned the old hornet into hd hornet but for railgun they changed everything, please just bring the old railgun model and make it HD, nothing else more needed pls 

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3 hours ago, Sir_What said:

Yeah, the only way to get Ultra Containers as a nonbuyer is to first accumulate 150 Tankcoins from Weekly Containers. Then you have to use it to buy only 10 Coinboxes, which MAY give you the 1,000 something Tankcoins to buy the Ultra Containers. And most the time you get supplies instead of augments. So it is a long, inconvenient process for us nonbuyers. That goes to the recent gift bundle from Valentines Day. They couldn't give it for free. They HAD to make it 1 USD! I'm not giving you my Paypal information to pay 1USD!! You guys could at least raise the chances of 100,000 tankcoins from coinboxes! Has anyone even gotten that yet? I wouldn't be surprised  if less than 10 players got it.

No, that's a waste of tankoins and basically gambling. The only way to spend tankoins is buying the battle pass. The safest choice.

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I played my first game earlier against someone with the railgun stun, it is the most annoying thing ever! Seriously OP. It needs a rework. I’m lucky enough to have stun immunity on all hulls but I honestly feel bad for anyone who doesn’t have it. 

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14 hours ago, Unleash said:

Great, how about us non buyers who want have fun but cant buy ultra conts? if these new alts are in ultra, but they are putting everything into conts now, oh i forget you arent allowed to have fun in this game.

I'm not a Buyer in this game.

  • I use whatever I have saved from Daily, Weekly, Challenge, and Special Missions.

 

I don't buy Ultra Containers from the Shop.

  • I can only earn them just like you, and all other F2P Tankers.

 

Like I was saying in the previous post, since we're implementing more items into the game, we'll have far more variety, and no one will get bored.

Furthermore, you said we "are putting everything into Containers now ..."

  • This is true, but like I learned in the past, right now we have items in the Containers and UCs.
  • Later on, those rare items will become known, and not that interesting to tankers, because of future new items.
  • So the current ones now, will become available for F2P tankers, to buy with Crystals/Tankoins.

 

Right now, let's have fun and be thankful for what we have already have. We can have as much fun with our current items and skills than without the new Augments that came. It's true you'll be mad that others have something and you don't, but you too will get it soon!

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Hi Thunderhunter, I just want to clear something as you talked a lot about containers..

33 minutes ago, thunderhunter123 said:

Like I was saying in the previous post, since we're implementing more items into the game, we'll have far more variety, and no one will get bored.

What would make me care if this helped the game variety as I still have no access on them, why they're not available with a direct amount of crystals?

About containers (and this is why I quoted you), first Containers aren't a guaranteed way to get what you want, I've opened hundreds if not thousands of containers and I haven't get what I want..! So have I to accept this and not consider it as an item with "no possible access", or should I be a happy and make a bulling against everyone who say they're inaccessible. because you can get them by Containers (though I haven't get them myself)...?

Ok I will consider as I have to buy many containers I have no excuse.. Ok ok, how can I buy them? with tankoins true? ok you know tankoins are a limited amount and you couldn't gain more than what they determined it for you! 18 tankoins per-week and 100 tankoins per 2 weeks! You know that true..? So as much as I tried, I haven't get my Augment. But if they was available with crystals even if their prices were 1,000,000. I can at least play and gather this amount by playing with no pre-determined amount of crystals, I can get a reward by every battle I play depending on my progress. But what happened with Containers and tankoins that left for me no way to get what I want.

Ok let's assume it's a normal thing and it's not Tanki fault but I'm not getting lucky.. Ok, what letting me know if Tanki developers haven't set a code that saying "Asem in next 50 Containers wont get EMP Gauss" or even they made it "Asem wont get EMP Gauss ever".. Will I or you know that...? So why from the start they haven't let us to access them with crystals? From several months I hope for Heavy Weight on my Viking (or any hull) to be competent in Parkour maps, but with the hundreds containers I opened I haven't get any Heavy Weight in any hull of my hulls..! So did I have to smile and insult everyone who said they're not accessible and contradict myself that I actually haven't get it..?

Edited by asem.harbi

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6 minutes ago, asem.harbi said:

So why from the start they haven't let us to access them with crystals?

Furthermore, you said we "are putting everything into Containers now ..."

  • This is true, but like I learned in the past, right now we have items in the Containers and UCs.
  • Later on, those rare items will become known, and not that interesting to tankers, because of future new items.
  • So the current ones now, will become available for F2P tankers, to buy with Crystals/Tankoins.

This is from my previous post.

 

Right now, developers want Tankers (who are wanting to get the items early) to use harder methods to obtaining and getting them.

  • Later in the future, when we have more newer items, and when these current ones become older, they will be moved into the Garage to be bought with Crystals/Tankoins.

If developers need to, they can also change up pricings in the future, so Tankers are more satisfied with buying items, but this is only based on their analyses.

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