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Nerf the stun


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Nothing more annoying that sitting there paralyzed for like 5 seconds and getting smoked unable to do anything cause of some  railgun doing a ballet dance behind a rock somewhere. 

3 second stun tops. I came here to PLAY the game not stand there and die. 

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It's a grace time for me to drink my coffee (I drink hot drinks while I play alot). It's a farce. Tanki made the buyers reaching a level to stop you from playing! No chance to fight back! 

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I guess we can have a max of 3 seconds for everything, but then some weapons/overdrives will not be that strong/useful anymore.

I feel the weapons have pretty balanced stun/EMP/AP times with their mechanics, but it would be nice to make them more stable with the gameplay.

All weapons have different amounts of timings for their effects.

But I don't want to stay stunned for a long time either.

But at least we have some defense to stay alive long enough to withstand the stun effect, and defeat that opponent.

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I got Striker stun, and I have to say against an enemy without stun immunity it's completely broken. I can stun lock enemies (and not just a single enemy, I mean hoardes) and kill them as I please. In turn, if someone is using stun immunity, the augment is less than useless. Of course, this isn't going to stop me from abusing the augment anyways but I think it should be more balanced. It would be nice if it was more competent at killing enemies and only stunned on crits (so maybe a 2 rocket salvo with a 15% lock on time increase and a 15% damage boost with stuns applied only to enemies directly hit on critical hits) but I guess this would likely introduce something else entirely. Frankly, I'd say this augment may well be even more broken than EMP salvo because against EMP salvo fighting back is a possibility. You see this thing, you run and you hide because there's absolutely nothing you can do against it (at least without stun immunity).

On a separate note, AP striker (if it still only applies AP to the 1 target) is still pretty balanced as are all the other AP augments with the exception of AP salvo. 

 

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25 minutes ago, LOLKILLERTOTHEDEATH said:

I got Striker stun, and I have to say against an enemy without stun immunity it's completely broken. I can stun lock enemies (and not just a single enemy, I mean hoardes) and kill them as I please. In turn, if someone is using stun immunity, the augment is less than useless. Of course, this isn't going to stop me from abusing the augment anyways but I think it should be more balanced. It would be nice if it was more competent at killing enemies and only stunned on crits (so maybe a 2 rocket salvo with a 15% lock on time increase and a 15% damage boost with stuns applied only to enemies directly hit on critical hits) but I guess this would likely introduce something else entirely. Frankly, I'd say this augment may well be even more broken than EMP salvo because against EMP salvo fighting back is a possibility. You see this thing, you run and you hide because there's absolutely nothing you can do against it (at least without stun immunity).

On a separate note, AP striker (if it still only applies AP to the 1 target) is still pretty balanced as are all the other AP augments with the exception of AP salvo. 

 

How is it useless? It still has the arcade shots of stock striker, and those are pretty good. Also, AP Immunity is far more prevalent than Stun Immunity. However, that doesn't make AP Striker useless whenever someone has AP Immunity, so why would Stun Immunity make Stun Striker useless? I think there's a pretty big difference between "doesn't let me screw over the other person effortlessly" and "less than useless."

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33 minutes ago, FocalPoint said:

How is it useless? It still has the arcade shots of stock striker, and those are pretty good. Also, AP Immunity is far more prevalent than Stun Immunity. However, that doesn't make AP Striker useless whenever someone has AP Immunity, so why would Stun Immunity make Stun Striker useless? I think there's a pretty big difference between "doesn't let me screw over the other person effortlessly" and "less than useless."

It's useless because it's essentially missile launcher hunter but with less benefits. It would be more useful to use even stock striker against an enemy with stun immunity because otherwise you're only having 1 missile salvos, and as you said the arcade shots are the same. AP Striker is also pretty useless against enemies with AP immunity. What's the point of using stun or AP augments against people using the immunities for the respective effects when you can instead have a 3/4/8 rocket salvo or other benefits?

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34 minutes ago, LOLKILLERTOTHEDEATH said:

It's useless because it's essentially missile launcher hunter but with less benefits. It would be more useful to use even stock striker against an enemy with stun immunity because otherwise you're only having 1 missile salvos, and as you said the arcade shots are the same. AP Striker is also pretty useless against enemies with AP immunity. What's the point of using stun or AP augments against people using the immunities for the respective effects when you can instead have a 3/4/8 rocket salvo or other benefits?

Worse than other augments =/= useless.

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23 minutes ago, FocalPoint said:

Worse than other augments =/= useless.

Well in most cases, I'd agree. In this case however, it really is useless. There's no point in using Stun Striker against someone with Stun immunity.

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40 minutes ago, LOLKILLERTOTHEDEATH said:

Well in most cases, I'd agree. In this case however, it really is useless. There's no point in using Stun Striker against someone with Stun immunity.

MM battles aren't 1 v 1s, are they? If half the enemy team has Stun Immunity then you're still able to stun the other half. 

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7 minutes ago, TheCongoSpider said:

MM battles aren't 1 v 1s, are they? If half the enemy team has Stun Immunity then you're still able to stun the other half. 

And that half with stun immunity will get owned by enemies with AP or EMP augment.

These are some of the reasons why I have stopped playing.  It's just way too silly.

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45 minutes ago, TheCongoSpider said:

MM battles aren't 1 v 1s, are they? If half the enemy team has Stun Immunity then you're still able to stun the other half. 

They are using the most broken Augments with the stupid excuse that they can't stun the ones who have SI. They took it as a full excuse, it's like if they have pre-assumed that when they use the Augment they wont stun anyone. But it's good that he admit that it's strong against non-immunitied ones, there are Yellow who assumes that EMP Gauss as a really weak Augment assuming every single player in the game is using EMP Immunity, I wonder why he still playing with it when he have this assume. He haven't admitted or said that this Augment is strong against non-immunitied players, no he is fully assuming the Augment is useless and likely if it's unworkable. Honestly if I were him, I willn't use this Augment with my pre-assumes.

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1 hour ago, TheCongoSpider said:

MM battles aren't 1 v 1s, are they? If half the enemy team has Stun Immunity then you're still able to stun the other half. 

Well yeah, I thought that FocalPoint was talking strictly about against enemies using Stun immunity.

25 minutes ago, asem.harbi said:

They are using the most broken Augments with the stupid excuse that they can't stun the ones who have SI. They took it as a full excuse, it's like if they have pre-assumed that when they use the Augment they wont stun anyone. But it's good that he admit that it's strong against non-immunitied ones, there are Yellow who assumes that EMP Gauss as a really weak Augment assuming every single player in the game is using EMP Immunity, I wonder why he still playing with it when he have this assume. He haven't admitted or said that this Augment is strong against non-immunitied players, no he is fully assuming the Augment is useless and likely if it's unworkable. Honestly if I were him, I willn't use this Augment with my pre-assumes.

I'm not saying Stun Striker is weak because it doesn't work against stun immunity. I, however, admit that Striker's stun augment is totally broken. Is that going to stop me from using it? No. Yellow's logic for EMP being weak just doesn't make sense because you can just extend that. How? Well, respawning is a counter to dying so if there was a mechanism which instantly killed you repeatedly as soon as you spawned, then that cannot be broken because you can just respawn.

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11 hours ago, asem.harbi said:

They are using the most broken Augments with the stupid excuse that they can't stun the ones who have SI. They took it as a full excuse, it's like if they have pre-assumed that when they use the Augment they wont stun anyone. But it's good that he admit that it's strong against non-immunitied ones, there are Yellow who assumes that EMP Gauss as a really weak Augment assuming every single player in the game is using EMP Immunity, I wonder why he still playing with it when he have this assume. He haven't admitted or said that this Augment is strong against non-immunitied players, no he is fully assuming the Augment is useless and likely if it's unworkable. Honestly if I were him, I willn't use this Augment with my pre-assumes.

Well I gave emp gauss a try not to long ago and its not as too op as people think. It has basically reduced sniping damage and when put against an owl user, is basically kinda weak. If going against an emp immunity user and owl, its practically useless. Plus I have no problem countering them as well. I say the more op augments are Stun Missiles, AP shaft, and possibly AP Magnum or AP hammer. These 4 augments basically have no downsides at all compared to EMP Gauss. And Yes, EMP gauss is obviously mega OP at lower ranks. Im not saying EMP gauss is weak but I don't think its mega OP like how people say it is. I would rate this augment as an A Tier.

Note: (Ill give AP hammer the benefit of a doubt.) 

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In a team fight, EMP and stun augments doesn't actually benefit the user a lot. Both augments deal way less damage than without them. So, in a lot of the cases, once the "victim" is inflicted with the OP status effects, the team mates will kill steal before the user get the kill.

 

So, not only it bothers the victim, it also bothers the users too. So what's the point of those annoying augments.

 

However, they are OPAF in a 1 vs 1.

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11 minutes ago, Aegis said:

In a team fight, EMP and stun augments doesn't actually benefit the user a lot. Both augments deal way less damage than without them. So, in a lot of the cases, once the "victim" is inflicted with the OP status effects, the team mates will kill steal before the user get the kill.

 

So, not only it bothers the victim, it also bothers the users too. So what's the point of those annoying augments.

 

However, they are OPAF in a 1 vs 1.

Well these perticular status augments your talking about is meant for team play not meant for selfish users. Well there are status augments i mentioned above that are more op than emp gauss that can be used for selfish players.

 

 

 

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8 minutes ago, MysticBlood said:

Well these perticular status augments your talking about is meant for team play not meant for selfish users.

Yeah, but when the entire economy system system is playing around with how many kills you get (well, most of the cases, that also explains why there are considerable amount of campers in this game), you only have 4 options, either (1) join them, (2) pay with Rubles, (3) quit the game or (4) the most pathetic one, get out there, get destroyed because you are always under-geared, and repeat.

 

And let's be honest, how many players using these augments are really playing as a team?

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On 6/15/2021 at 8:36 PM, MysticBlood said:

Well there are status augments i mentioned above that are more op than emp gauss that can be used for selfish players.

Cough... damn AP augments.... Cough....

 

On 6/15/2021 at 8:46 PM, Unleash said:

How about remove these cancerous alterations all together with ap alts and problem solved.

Perfect solution. However, before the Devs even have a chance to consider that, these moderators will simply give you a big red Declined followed by a copied and pasted message of "We do not accept changes to the actual Tanki Online to its previous versions, or ideas regarding the removal of updates."

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6 hours ago, Aegis said:

Perfect solution. However, before the Devs even have a chance to consider that, these moderators will simply give you a big ass red Declined followed by a copied and pasted message of "We do not accept changes to the actual Tanki Online to its previous versions, or ideas regarding the removal of updates."

We have rules for this section, nothing I can do about it..

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25 minutes ago, Spy said:

We have rules for this section, nothing I can do about it..

Oh, too bad, as if you have been following the rules strictly instead of approving suggestions that are obviously violating the "rules" because "it seems interesting." and did the opposite because you disagree with that.

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1 minute ago, Aegis said:

Oh, too bad, as if you have been following the rules strictly instead of approving suggestions that are obviously violating the "rules" because "it seems interesting." and did the opposite because you disagree with that.

The decision to mark the idea you are talking about as valid wasn't main but Maf's decision. 

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