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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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@frederik123456 Yes, I know. Exothermic as well as the Shocking Lightnings are stronger in my opinion too. My point was that the fast ball status augments got nerfed too hard for them to feel impactful or worth using. And the thing about being unable to make chains - exactly, so that should be additional motivation to buff rather than nerf them, no?

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25 minutes ago, Kazareen said:

@frederik123456 Yes, I know. Exothermic as well as the Shocking Lightnings are stronger in my opinion too. My point was that the fast ball status augments got nerfed too hard for them to feel impactful or worth using. And the thing about being unable to make chains - exactly, so that should be additional motivation to buff rather than nerf them, no?

They were very strong to begin with, when the actual ball lightning dealt quite a decent damage. I agree they were nerfed too much now.

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Screenshot_20220621-073501_Tanki_Online.

First battle with Tesla AP, it is not so good. The effect is very short unlike what wiki says (5 sec), it stays only 2-3 secs, not more.

Also, it is hard to touch ennemies with the delay between the moment you press and the moment it actually launch the ball, the lightning ball recharge is so long.

I rate the augment 10/20, if not less. It might be better in DM however, i will try again this augment by then, that's why i kept a 10.

(Ps: the performance i made in that battle is good, but it's not thanks to ap effect from tesla, it would have been better if i used adrenaline)

Edited by numericable

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44 minutes ago, numericable said:

First battle with Tesla AP, it is not so good. The effect is very short unlike what wiki says (5 sec), it stays only 2-3 secs, not more.

EN Wiki is outdated. If you want up-to-date information, go to the DE Wiki. 

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1 hour ago, numericable said:

First battle with Tesla AP

Slightly off-topic but still want to mention it, while the AP augments got hurt by the repair kit update already, I think the recent buff to hornet made them even worse. THat is because many people are using AP immu now, but not because of the augments, rather because of the overdrives (Paladin, hornet). That of course further weakens the already weak status effect augments.

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Hence, I prefer to use Tesla EMP for that.... AP can be now countered easily, EMP provides a rather special case with no Booster damage to attack and no armour to defense.

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I came back to Tanki after ~6 years after a week of only playing in the Test servers and I was instantly hooked on the Tesla. I very much prefer an aggressive playstyle so this turret suits me well. I've been maining it for a couple of weeks now with Hopper and I ofter score atleast 3rd on the scoreboard. It can be quite OP against light tanks aswell as others on smaller maps, but it's main weakness is long-to-mid range turrets, such as Thunder/Smoky/Shaft etc., but I do not find it quite OP as most people make of it.  Heavier hulls with melee turrets seem to counter my combo quite well but the turret itself is not as OP as something like Hammer or Vulcan for that matter, which decimate it very easily.

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Ya, AP or EMP or CRYO Tesla would be better if the tesla balls do it ( I agree with you there Frederick). Work like exothermic and shock tesla.

I have EMP Tesla and only use it afew times didn't like it. I never use electroturret as well, I just like that chain lightening helps extend range. I mean

that is what makes tesla unique that chain lightening. I was very disappointed when I first used Endothermic and it was like another lousy electro turret tesla aug.

 

BTW anyone thought of this idea for tesla balls; that when a normal tesla balls 1st hits a wall, it then breaks up and like 2-4 mini tesla balls ricochett off the wall

but would do a bit less damage. but could still be used for chain lightening linking.

Or another idea I just thought of is Charged tesla; once a enemy gets hit by the tesla it would attract other nerby tesla balls to come towards the enemy. But only

tesla charge the object (enemy) for like 10-30s....

 

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On 7/24/2022 at 11:23 AM, cybernite said:

BTW anyone thought of this idea for tesla balls; that when a normal tesla balls 1st hits a wall, it then breaks up and like 2-4 mini tesla balls ricochett off the wall

but would do a bit less damage. but could still be used for chain lightening linking.

That sounds quite interesting. You could suggest it in the Ideas and suggestions section, if you so wish.

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On 7/24/2022 at 5:23 AM, cybernite said:

BTW anyone thought of this idea for tesla balls; that when a normal tesla balls 1st hits a wall, it then breaks up and like 2-4 mini tesla balls ricochett off the wall

but would do a bit less damage. but could still be used for chain lightening linking.

This potentially powercreeps Dilatory Protocol.

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Tesla needs a nerf, not in its damage, but in its critical shots. Players have control over when they will land a critical shot, it is very unfair for them to have this control, get close to a bunch of enemies and apply status effects to all of them at once, simply by throwing an energy ball.

Also, on certain maps it is very common for 2 or 3 players to switch to Tesla, we don't have time to do anything and we are hit by 3,4 critical shots with status effects. Often it is not even possible to use a repair kit and the whole team dies.

Tesla needs 2 options in this case:

1- remove the possibility of throwing the energy and applying the status effect 100% of the time.

2- The player with Tesla should also suffer some status damage (reduced), this would make things fairer.

 

The rate of some towers and boosts are broken too, disable supplies are applying too frequently in a short period. Not only Tesla, but other turrets as well. But this should be a different topic.

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On 11/16/2024 at 2:47 PM, AzaborBR said:

Players have control over when they will land a critical shot, it is very unfair for them to have this control, get close to a bunch of enemies and apply status effects to all of them at once, simply by throwing an energy ball.

No, they do not have any control over when they get their critical hits. They just have good RNG against you. 

Tesla is going to get a change in the near future. We will see what it entails when it gets here. Hopefully it pushes the effectiveness away from status augments and more towards non-status. 

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Tesla is baraly playeble on large maps that are predominat now in MM. On large and open maps like Desert or Massacre teslas are sitting ducks. You simply cannot get close to anyone.  On smaller and tighter maps like Iran or Chernobil teslas are effective. But any nerf will make it unplayebale anywhere.

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On 11/17/2024 at 4:49 PM, Snafu said:

Tesla is baraly playeble on large maps that are predominat now in MM. On large and open maps like Desert or Massacre teslas are sitting ducks. You simply cannot get close to anyone.  On smaller and tighter maps like Iran or Chernobil teslas are effective. But any nerf will make it unplayebale anywhere.

 

On 11/16/2024 at 5:18 PM, TheCongoSpider said:

No, they do not have any control over when they get their critical hits. They just have good RNG against you. 

Tesla is going to get a change in the near future. We will see what it entails when it gets here. Hopefully it pushes the effectiveness away from status augments and more towards non-status. 

2 Tesla players detected...

Guys, of course it works like this, who in their right mind would play Tesla on big maps? Tesla is fine on small maps anyway.

But that doesn't change the fact that it's unbalanced. How can you play when there are 2 or 3 Teslas hidden above the enemy team applying pulsar, disable supplies, et.

When it's a 1v1 close combat, the Tesla can start the damage by already applying status effects, if you're strong, you can survive 2 or 3 hits, but often within that interval you'll already take another status effect.

The criticals that apply status are broken, following your opinion if I changed it it would be unplayable... So you agree that you only play with Tesla for the status effects and not for its gameplay and damage, right?

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On 11/18/2024 at 3:07 PM, AzaborBR said:

2 Tesla players detected...

Pointing out that players cannot control their Tesla's critical hit rate means I'm a Tesla player as well? Tesla has a relatively high critical hit rate for its firing rate and that pairs very well with the status augments that have relatively long status durations. That doesn't mean they can control it individually. 

As I said, Tesla is getting a change soon and we will soon see what it entails. 

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On 11/18/2024 at 11:07 AM, AzaborBR said:

so you agree that you only play with Tesla for the status effects and not for its gameplay and damage, right?

Negative. I play tesla because of gameplay - I can get players with more powerful alts, in hidden space, using team mates that otherwise act as obstacles, etc.  Status is a bonus but not really important one.

 

On 11/18/2024 at 11:07 AM, AzaborBR said:

Guys, of course it works like this, who in their right mind would play Tesla on big maps?

So what do you propose? Quit and keep trying till you get a playebale map?

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are tesla's crits too powerful? of course!*

 

*but only when an enemy tesla manages to crit me every single time consistently while i never seem to get a single crit when it matters

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On 3/9/2025 at 8:42 AM, FBI.waitin4u said:

Help me, my tesla when it shoot its balls I cant chain through it. 

Because you're using one of the status Teslas. Status Teslas had their ball-to-target range reduced to 1m months ago. Meaning you are currently unable to use ball lightnings to extend your range. If you would like to use your ball lightning to extend your range, use any of these augments if you have it:

 

  • Adrenaline
  • Acceleration Protocol
  • Dilatory Protocol 
  • Minus-Field 
  • Electroturret 
  • Jamming Discharge 

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On 11/16/2024 at 7:47 PM, AzaborBR said:

Tesla needs a nerf, not in its damage, but in its critical shots. Players have control over when they will land a critical shot, it is very unfair for them to have this control, get close to a bunch of enemies and apply status effects to all of them at once, simply by throwing an energy ball.

Also, on certain maps it is very common for 2 or 3 players to switch to Tesla, we don't have time to do anything and we are hit by 3,4 critical shots with status effects. Often it is not even possible to use a repair kit and the whole team dies.

Tesla needs 2 options in this case:

1- remove the possibility of throwing the energy and applying the status effect 100% of the time.

2- The player with Tesla should also suffer some status damage (reduced), this would make things fairer.

 

The rate of some towers and boosts are broken too, disable supplies are applying too frequently in a short period. Not only Tesla, but other turrets as well. But this should be a different topic.

Topic merged

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So, I just played against a tesla with shock therapy, defender drone, and lifeguard...this augment is busted. I had defender as well, but it basically would tap me and I'd be dead. The player went like 55-7 or something. Definitely not good for the game in the long run

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We need an extreme and urgent nerf to this new Tesla augment....

This would be an exotic category and EVERYONE is getting this augment. Every game we enter has 3 or 4 players with this Tesla augment.

And the worst part is that they all use the most ABSURD hulls ever invented. Before, the problem was the floating, broken hulls, much stronger than normal hulls.

Now they've added this senseless augment and along with the floating hulls, they are killing our hulls with everything full mk7, defense drone, in 1 second... IT'S IMPOSSIBLE TO PLAY.

BORING matches, they end in 3 minutes, the entire enemy team or your team leaves, because they only die, respawn and die in 1 second.

Congratulations, you ruined the game.

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