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Let's discuss Tesla!


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LETS DISCUSS TESLA  

21 members have voted

  1. 1. Which gaming style do you prefer when playing with Tesla?

    • Attack
      19
    • Defence
      7
    • Support
      6
    • Parkour
      0
  2. 2. Which Tesla augments do you prefer?

    • Standard
      2
    • Minus-field
      2
    • Acceleration protocol
      2
    • Dilatory protocol
      1
    • Electroturret
      4
    • Exothermic Lightning
      3
    • Endothermic Lightning
      3
    • Armour-piercing discharge
      3
    • Shocking lightning
      5
    • Jamming discharge
      2
    • Superconducting discharge
      5
    • Adrenaline
      0
  3. 3. Which skin for Tesla do you prefer?

    • Standard
      9
    • XT
      13


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Posted (edited)

Meh, same old. Happens every time with a new OP augment, then a week later people get bored of it and then it gets nerfed and a new OP thing comes out.

Since the augment has such a short range, it's quite easy to counter. I think it shouldn't be nerfed because it's totally balanced and people will quickly learn to play against it and definitely not because I play with it and I like how OP it is

Edited by Maf
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With this augment the play has to get really close to enemy to deal damage. There are a number of mechanics to slow the enemy before they come close. Like freezing, using jammer, EMP or even running away while shooting them. 

Although the augment shoots at a fast rate it has it's down side of super-close range, with number of other tatics to slow down the enemy. Another method would be to equip the blaster augment, so augment user dies/gets damaged critically. 

In the end like any strong augment, it might get few nerfs which would make it unplayable. And it's there in containers. SO there is really no reason to think the game is ruined.

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Posted (edited)
On 4/11/2025 at 3:21 PM, Opex-Rah said:

A friendly reminder that you can obtain this augment in containers! ?

A friendly reminder that since now most likely everyone has this augment and it's obtainable through containers, you should nerf it, since that's how you always proceed

Edited by DMR

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On 4/11/2025 at 2:05 PM, AzaborBR said:

Congratulations, you ruined the game.

No, no.

It's power creep... ?

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On 4/11/2025 at 2:58 PM, Maf said:

Meh, same old. Happens every time with a new OP augment, then a week later people get bored of it and then it gets nerfed and a new OP thing comes out.

Since the augment has such a short range, it's quite easy to counter. I think it shouldn't be nerfed because it's totally balanced and people will quickly learn to play against it and definitely not because I play with it and I like how OP it is

I dont know how the range is much of a downside. You just drive up to them and boom. 

imho, Having OP augments makes the game worse for everyone except those small few who have them

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Posted (edited)

Cn-P-12042025-115029.png

 

Tesla "Globe" radius is 1 (another creative name for lightning ball, nice)

the range is very very short, so unless you are playing in a small map(like sandbox or polygon), this augment should be less pain in the tank 

this is like crit mix but for tesla.... 

 

Counters for this augment:

  • Use one/two shot kill augments(magnum destroyer, railgun LCR, shaft, striker vaccum, etc)
  • Leave the match and join another 
  • buy containers and bully others by getting this augment (not recommended, but still an option)
Edited by Spangles

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Posted (edited)

Just another increased numerically item, like I can honestly make tens mindless augments with no effort, no need to be a developer. I can make Railgun do 10k dmg and 0.0001s reload, no creativity at all. Just a friendly reminder &nbsphttps://prnt.sc/qpj7jDL-2b0n this is all the effort tank made to draw this one pixel icon.

On 4/12/2025 at 5:28 AM, Potdindy said:

I dont know how the range is much of a downside. You just drive up to them and boom. 

Friendly advice, don't waste your time here elaborating the obvious because (my comment will get censored if I said..). If even the game developer used this topic for promoting this specific augment!

Edited by alkyng

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On 4/12/2025 at 6:28 AM, Potdindy said:

I dont know how the range is much of a downside. You just drive up to them and boom. 

I played a few more games with it today and can tell you that enemies learn very quickly to back away from you when they see you coming. Driving up to them is easier said than done. It's OP for sure, but I don't think it's more OP than other top-tier augments like Faust or Destroyer.

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Posted (edited)

The problem wouldn't be the power itself, because it's playable (annoying because you either pay attention to that player every time, or you die and don't even see where the shots came from).

The problem is that an exotic augmentation was distributed to everyone, every game has 3 or 4 players with that augmentation! This didn't happen to any powerful augment before. In fact, the biggest mistake was that this augment was legendary and not exotic! This damage inflicted in a short time is exotic augment damage, not legendary and that ruined everything, because everyone won this augment.

I'm not even playing anymore, this game is too boring.

On 4/12/2025 at 7:03 AM, Maf said:

I played a few more games with it today and can tell you that enemies learn very quickly to back away from you when they see you coming. Driving up to them is easier said than done. It's OP for sure, but I don't think it's more OP than other top-tier augments like Faust or Destroyer.

A good idea, if it weren't for you adding floating hulls that run much faster than our normal and realistic hulls. Simply everyone using tesla + floating hulls.

Edited by AzaborBR

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On 4/12/2025 at 2:01 PM, AzaborBR said:

This didn't happen to any powerful augment before

I'd disagree with that statement, there are a lot of augments which can be considered OP, and upon their release were considered impossible to counter, just to name a few: Gauss nemesis, Vulcan shredder, Shaft Quasar, Freeze Stable Mix, and more.

 

  

On 4/12/2025 at 4:28 AM, Potdindy said:

I dont know how the range is much of a downside. You just drive up to them and boom. 

imho, Having OP augments makes the game worse for everyone except those small few who have them

Honestly, it's not that simple, in small maps, sure, but in Highways, if you use that tesla augment, you might not have a fun time, the map matters a lot, that's exactly like hyperspeed shells, it can be very powerful in big maps, for obvious reasons, but weaker in small maps. Here, it'd be the opposite.

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Posted (edited)
On 4/12/2025 at 8:51 AM, Sabry said:

 

 

  

Honestly, it's not that simple, in small maps, sure, but in Highways, if you use that tesla augment, you might not have a fun time, the map matters a lot, that's exactly like hyperspeed shells, it can be very powerful in big maps, for obvious reasons, but weaker in small maps. Here, it'd be the opposite.

The problem is that on large maps players wont use it, but on smaller maps or even dusseldorf, its oppressive. Played a game yesterday in Dusseldorf and a tesla user went 55/7. Killed me 5+ times with defender lol. 

something reasonable like a 50% increase in damage would balance the downside while being overly strong but having double damage for free is nutso.

 

edit: this debate is just for fun. I understand it wont impact the game at all. ?

Edited by Potdindy
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On 4/12/2025 at 8:01 AM, AzaborBR said:

A good idea, if it weren't for you adding floating hulls that run much faster than our normal and realistic hulls. Simply everyone using tesla + floating hulls.

Hover hulls' maximum speeds are slower than tracked hulls. You're seeing them using it with Trickster which further enhances their speed. I see Shock Therapies with both tracked and hover hulls. 

 

On 4/12/2025 at 8:01 AM, AzaborBR said:

In fact, the biggest mistake was that this augment was legendary and not exotic! This damage inflicted in a short time is exotic augment damage, not legendary and that ruined everything, because everyone won this augment

A reminder that for all these years, an augment being "exotic" primarily means that it was new, not that it is overtuned. 

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I tend to counter it with close range hammer, works most of the time, unless people got defender. It's not hard to dodge the tesla if you got a long range turret anyways.

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On 4/12/2025 at 3:25 PM, Potdindy said:

something reasonable like a 50% increase in damage would balance the downside while being overly strong but having double damage for free is nutso.

 

This is surely not the first and last augment that is considered OP. An augment always have upsides and downsides, if we take comparable augments. 

To add a few more examples, the examples below were also considered OP upon their release, but things evolved

  • Firebird: Critical Fix, Compact fuel tanks
  • Freeze: Stable Mix
  • Isida: Substainable nanobots, Shock nanobot injection, Vampire nanobots
  • Tesla: Other than shock therapy - Electroturret
  • Hammer: Revolver, Blunderbuss, heavy slugger, hunter duplet
  • Twins: Plasmatron, Turbo plasma accelerators
  • Ricochet: Helios
  • Vulcan: Shredder
  • Smoky: Autocannon, Explosive Rounds (even EMP, stun were considered OP years ago)
  • Striker: Faust, Hydra, Tandem
  • Thunder: Hyperspeed shells (considered very OP back then too)
  • Scorpion: Tornado
  • Magnum: Destroyer, Mortar
  • Railgun: Hyperspace rounds (can do up to  2M damage by the way)
  • Gauss: Nemesis (up to 10k damage)
  • Shaft: Quasar

Surely this is not the only augment "better than ever" and the only augment considered OP, that was the same for all status effects as well, I remember when pulsar was considered being on the top, or even single effects, such as stun, emp etc... By the way the first EMP status effect came from gauss and I remember when it was a thing and everyone wanted it...now it's not the most interesting augment anymore. It's just to say that things evolve, and after this augment, there will be another one which might be considered more OP (but still have downsides one will ignore about) and so on...

 

It's pretty much the same with any close range turret, a shaft user has low chances to win against Firebird, Freeze, Isida or Tesla whenever it's close attack, it's like that for every close range turret. Take any short range turret against a long range turret at short distance, and the chances to win are very small.

 

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Posted (edited)
On 4/12/2025 at 3:03 PM, Maf said:

I played a few more games with it today and can tell you that enemies learn very quickly to back away from you when they see you coming. Driving up to them is easier said than done. It's OP for sure, but I don't think it's more OP than other top-tier augments like Faust or Destroyer.

OK at this point I played like 15 games total and my verdict is that the augment kinda sucks. Yes, you can get top kills with it and demolish most enemies within a second, but the combination of being useless at range and constantly getting blown up by Blaster augments makes me hate the gamplay with this thing. Magnum Destroyer is much more versatile, equally OP, fun to play and, dare I say it, takes a lot more skill to use.

Most of those complaining about it only judge it based on how quickly it kills them, but they fail to consider the time the "shock therapists" waste roaming around the map and actually trying to get up close to enemy players.

On 4/12/2025 at 6:52 PM, Sabry said:

Tesla shock therapy has increased damage but a (very) low range

Don't forget the removal of chain lightning - it's a very significant disadvantage. You can't shoot through teammates, and if an enemy tesla shoots a ball in front of them, you'll be hitting the ball and dealing no damage.

Edited by Maf
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On 4/12/2025 at 2:15 PM, Maf said:

Yes, you can get top kills with it and demolish most enemies within a second, but the combination of being useless at range and constantly getting blown up by Blaster augments makes me hate the gamplay with this thing

One can argue that these two things combined is proof that the taser template is working. It doesn't help that this template pushes itself towards Trickster/Crisis speed boost so the experience of Brutus + medium hull will be quite different to that of medium hull + Trickster/Crisis. How would you go about trying to bridge that gap between normal speed taser vs high-speed taser? Should the gap be bridged at all? 

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The same players who are defending this augment are the same player who are only playing with it. NEVER has it happened that an extremely large map was dominated by a short-range player, in a high GS battle.

zqVUK-7mSFuB7F06eMyKZQ.png

30 kills, why they are using that broken augment and the floating hulls that never get nerfed.

You literally don't die for anything, you have an OD that protects against status effects, gives you more life than a dictator OD, for much longer and you still share everything with the team.

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On 4/12/2025 at 4:52 PM, Sabry said:

This is surely not the first and last augment that is considered OP. An augment always have upsides and downsides, if we take comparable augments. 

To add a few more examples, the examples below were also considered OP upon their release, but things evolved

  • Firebird: Critical Fix, Compact fuel tanks
  • Freeze: Stable Mix
  • Isida: Substainable nanobots, Shock nanobot injection, Vampire nanobots
  • Tesla: Other than shock therapy - Electroturret
  • Hammer: Revolver, Blunderbuss, heavy slugger, hunter duplet
  • Twins: Plasmatron, Turbo plasma accelerators
  • Ricochet: Helios
  • Vulcan: Shredder
  • Smoky: Autocannon, Explosive Rounds (even EMP, stun were considered OP years ago)
  • Striker: Faust, Hydra, Tandem
  • Thunder: Hyperspeed shells (considered very OP back then too)
  • Scorpion: Tornado
  • Magnum: Destroyer, Mortar
  • Railgun: Hyperspace rounds (can do up to  2M damage by the way)
  • Gauss: Nemesis (up to 10k damage)
  • Shaft: Quasar

Surely this is not the only augment "better than ever" and the only augment considered OP, that was the same for all status effects as well, I remember when pulsar was considered being on the top, or even single effects, such as stun, emp etc... By the way the first EMP status effect came from gauss and I remember when it was a thing and everyone wanted it...now it's not the most interesting augment anymore. It's just to say that things evolve, and after this augment, there will be another one which might be considered more OP (but still have downsides one will ignore about) and so on...

 

It's pretty much the same with any close range turret, a shaft user has low chances to win against Firebird, Freeze, Isida or Tesla whenever it's close attack, it's like that for every close range turret. Take any short range turret against a long range turret at short distance, and the chances to win are very small.

 

Most of those augments have clear downsides or are not absurdly OP. 0,25s between shots = same as isida,fire,freeze have  but all of them have 290/300 base dmg while tesla has 900. SO its either isida,fire,freeze underpowered or tesla being overpowered. Which is it ? ?

Isida sustainable was never considered OP its mediocre at healing (because of stupid long range meta thats abused all the time) and you can kill 1 player at best with it,  shock nanobots OP ? How many have you seen playing with it? If I am not counting first few days after its release I saw this augment being used 3 or 4 times, clearly not OP.  Vampire is only "OP" augment, but only on paper. If you are playing with isida regurarly you know that you will use almost full energy bar just for one kill, if you go against defender/mechanic with medium or heavy hull you certainly use all the energy just for one kill, if they have protection you can just ignore them your energy bar is not big enough to kill them. Then you have 10s reload ( super long reload) and You cant heal allies, to add something extra, cone angle is so miserable that you will waste 1-2/5 of energy bar for nothing, attack animation is present, energy is drained like you are attacking yet you are not dealing any dmg. Thats why only augment that is really not wasting any energy is broadband  radiators which is trash because of 15m range. 

 

All of the meele range  turrets has reload or limited energy after they cant attack. This tesla augment?? Nah unlimited energy, no need to reload or waiting for energy to replenish. + you have lighting ball that deals absurd amount of dmg can be used to block passages or just to have random kills with it as extra option.   Even if you reduced teslas dmg to 450 it would still be OP. 

In fact most of the augments in your list are not even close to how stupid this tesla is. The only real broken augment (thats not even on your list ) on similar level of OPness was resonator for rico when it came out. 

Quasar - trash, long reload, nobody really plays it. crystal augment SBE is better option. 

and I could go on.... 

Yes some of the augments were OP in one point of this game but this is whole new level. 3600dps is joke. All of the meele turrets (which should by logic have best DPS in game) have 1200 dps. Shredder is somewhere at 1600 but again, hard to aim, overheating. Even freaking resonator for rico had maximum 2100dps. If this alone is not telling something is wrong then there is no help for this game 

 

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On 4/12/2025 at 3:51 PM, Sabry said:

considered OP, and upon their release were considered impossible to counter

Shaft Quasar

yes shaft quasar was impossible to counter because it was doing absolutely nothing in the first place. don't need to defend yourself when the enemy is doing nothing but making a real life sandwich because the reload time is so long you might as well do it. 

this is so absurd that words "overpowered" and "Shaft Quasar" in the same sentence should be considered a war crime and block your tanki account.

On 4/12/2025 at 9:15 PM, Maf said:

OK at this point I played like 15 games total and my verdict is that the augment kinda sucks. Yes, you can get top kills with it and demolish most enemies within a second, but the combination of being useless at range and constantly getting blown up by Blaster augments makes me hate the gamplay with this thing. Magnum Destroyer is much more versatile, equally OP, fun to play and, dare I say it, takes a lot more skill to use.

the gameplay is indeed annoying thats why i never even bothered getting it. saw these issues from a mile away. 

the only nerf it needs is -50% damage and everything is completely fine. just because its annoying to play with doesn't mean that if you touch an enemy they should instantly die.

On 4/12/2025 at 4:03 AM, Jeers4U said:

No, no.

It's power creep... ?

? ? ?

but devs said power creep is not a thing!! ?

what you mean there was a time where magnum didn't do 9k damage?
wasp didn't survive 10k shot from gauss and still had 1/4th HP left?
it was always that away ?

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On 4/14/2025 at 9:36 AM, Hypersomnia said:

the only nerf it needs is -50% damage

I disagree. A direct nerf would make it pretty much worthless. The whole point of this augment is that it's challenging to get up close to an opponent, but if you do, it's game over for them and you get the kill. The problem is that the augment is too far on the extreme end of the parameters, meaning that if it got slightly more range and slightly reduced damage or firing rate, it would become more usable and less annoying to fight against.

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On 4/14/2025 at 7:36 AM, Hypersomnia said:

yes shaft quasar was impossible to counter because it was doing absolutely nothing in the first place. don't need to defend yourself when the enemy is doing nothing but making a real life sandwich because the reload time is so long you might as well do it. 

this is so absurd that words "overpowered" and "Shaft Quasar" in the same sentence should be considered a war crime and block your tanki account.

 

As I said, each augment has downsides, and you proved my point. You may agree or not about saying it's overpowered, but the point is that this tesla augment is not "stronger than ever". It itself has downsides too, which maf resumed well.

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Posted (edited)

Yeah "downsides" that you can easily diminish by playing with trickster and ligh/medium hull... how can I diminish downsides of quasar having 20s  relaod ? How can I diminish my weak energy recovery on isida or poor cone angle it has??   I want to have unlimited energy  and 900 base dmg with isida and you can take away  my 10m of additional range It has over this tesla augment. 

On 4/14/2025 at 7:36 AM, Hypersomnia said:

 

but devs said power creep is not a thing!! ?

 

 Yeah what a joke, we can clearly see that power creep is a thing , first resonator now shock therapy, and you know why it wont be nerfed?? They all know its extremely OP. But they wont nerf it because there is a high chance it will be a reward in a next dark matter event so to make event desirable they keep it this way for a while I suppose. 

 

If they think this strategy is good then I dont care what happen with this game anymore,  killing all the balance for the sake of short term profit is worst thing you can do. Not everyone will tolarate this sh...t and they will leave for good ... with every augment like this certain % of players leave this game because of frustration and helplessness. Its not about balance in this game its about switching meta .. which is sad and removes majority if not all skill from game. 

Edited by Tekken8
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this aug is op because defender and lifeguard are op allowing hyper aggro gameplay instead of close quarters ambush-type. 90% prot from defender is stupid and lifeguard should never have become an augment

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On 4/11/2025 at 2:05 PM, AzaborBR said:

Congratulations, you ruined the game.

Man, you are 10 years late...

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