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Let's Discuss Paladin!


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Which playing style do you prefer when playing with Paladin?  

12 members have voted

  1. 1. Which playing style do you prefer when playing with Paladin?

    • Attack
      8
    • Defence
      3
    • Support
      9
    • Parkour
      1
  2. 2. Which game modes do you prefer to play in when using Paladin?

    • TDM (Team death match)
      4
    • CTF (Capture the flag)
      9
    • CP (Control points)
      5
    • ASL (Assault)
      6
    • RGB (Rugby)
      5
    • TJR (Team Juggernaut)
      2
    • DM (Death match)
      1
    • SJR (Solo Juggernaut)
      1
  3. 3. Which skin for paladin do you prefer?

    • Standard
      3
    • XT
      8
    • Retro future
      1


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On 9/20/2021 at 12:15 PM, nikunj04 said:

To talk about discussing paladin , about seeing it in  live on how it works, i think it needs a major nerf  first with the range of applying effects(AP and jammer) and healing & second the magnitude of healing to oneself , its considered as a support hull , if it also heals itself quickly then it  proves to have more advantage for the user . 

Now that it is in the garage "the nerf" will deff be on its way.

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54 minutes ago, IMPULSE-WARRIOR said:

Now that it is in the garage "the nerf" will deff be on its way.

Hope so, I fear its case might be similar to Tesla.

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Hello, i tested Paladin out on low ranks, and it was very powerful. I made a fresh account and went straight into battle on Corporal Rank with Paladin Mk1-10 and Vulcan Mk1-5.
I recorded the battle, and uploaded it. So, have some gameplay on it on low ranks! You don't have to like or subscribe.. but that would be nice :)

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For some reason, the idea that paladin should have supercharge instead ofone of the status effect on its OD got into my head when it was first released, and now i think its odd paladin doesnt give supercharge ?

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The duration of Paladin is still OP, it presents itself as a miniature version of Ares and the supply effect distance i.e. the distance to which an enemy will receive AP and jammer effect when Paladin uses its OD is still high, so melee turrets are even better with it.

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@nikunj04

No. The duration of Paladin's overdrive is not overpowered. It is fine as it servers as a good team defence in team battles. Making its time duration shorter would simply make it useless, so please keep this overdrive as is.

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6 minutes ago, nikunj04 said:

The duration of Paladin is still OP, it presents itself as a miniature version of Ares and the supply effect distance i.e. the distance to which an enemy will receive AP and jammer effect when Paladin uses its OD is still high, so melee turrets are even better with it.

This is true, but I think it just need the polarisation nerfed. It doesn't heal all that much tbh

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17 minutes ago, RIDDLER_8 said:

I would rather say to keep all of Paladin's parameters as they are. I use Paladin in battles and it helps me a lot to finish battles in the top three places.

Dude you just want it to be OP for your sake. Others doesn't want it to be OP, think of others too xD you are soo funny 

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No. I am not meaning to be overpowered for my sake. I am telling you the truth. Paladin's overdrive must remain as it is because it will be useless if weakened. However, I agree that balance needs to be maintained. One better way to bring balance is to buff up all the other turrets and hulls to the same amount to keep balance up with Paladin.

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40 minutes ago, RIDDLER_8 said:

Paladin's overdrive must remain as it is because it will be useless if weakened. However, I agree that balance needs to be maintained. One better way to bring balance is to buff up all the other turrets and hulls to the same amount to keep balance up with Paladin.

If buffing all other hulls and turrets would yield the same result as nerfing Paladin would, why not just nerf Paladin?

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Because nerfing Paladin's overdrive would make it useless. The better overcome is to buff up all other turrets and hulls to the same level to bring a proper balance.

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1 minute ago, RIDDLER_8 said:

Because nerfing Paladin's overdrive would make it useless. The better overcome is to buff up all other turrets and hulls to the same level to bring a proper balance.

Why not nerf Paladin to the same level as other hulls?

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On 11/21/2021 at 4:19 PM, Kazareen said:

It seems too strong because it's new and we've yet to learn to counter it.

In some games you face a deadly strong boss, you think there is no way to beat it, but after just learning the way to deal with it, it will appear just very weak for you and maybe you can kill it with no damage, dodging all of the shots. ..  I say is this applied to Paladin ? If I learnt how to deal with it, will it be very vulnerable? Is this applied to Hopper ? If you knew how to fight back Hopper, will it be weaker than Hornet in capturing? And EMP Gauss . or Stun Railgun?     Or just a meaningless learning that will just lessen their OPness but not a real anti.

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@asem.harbi While I see your point, it is not fair to say that about Hopper. Outside of capture related modes, Hopper is mediocre at best. EMP Gauss is insane at large distances indeed - because that's how it's designed to fight. Stun Railgun is unreliable with it's success being dependent on crits, and since it's stun now lasts 2s just like from Stunning Missiles, it's far from OP. Stunning Missiles are annoying, but the players actually using them rarely score high. If they do, it's usually just because they're good at Striker and the augment is an expendable commodity, a QoL thing. Stun augments can be OP only in specific niches, such as disrupting a Hopper dashing with your flag or ball. Paladin is meant to be a good protector, mainly against debuffs and be strong in close combat. It can't really do much to help you against enemies with long-range turrets. The regeneration is too slow, not to mention you may get one-shotted outright; or mauled by a striker salvo if you're trying to rely on Paladin out in the open. Of course, this hull is very strong in specific situations. That's how it is with almost everything. TheCounter&TheCountered is a common theme in Tanki.

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54 minutes ago, Kazareen said:

@asem.harbi While I see your point, it is not fair to say that about Hopper. Outside of capture related modes, Hopper is mediocre at best. EMP Gauss is insane at large distances indeed - because that's how it's designed to fight. Stun Railgun is unreliable with it's success being dependent on crits, and since it's stun now lasts 2s just like from Stunning Missiles, it's far from OP. Stunning Missiles are annoying, but the players actually using them rarely score high. If they do, it's usually just because they're good at Striker and the augment is an expendable commodity, a QoL thing. Stun augments can be OP only in specific niches, such as disrupting a Hopper dashing with your flag or ball. Paladin is meant to be a good protector, mainly against debuffs and be strong in close combat. It can't really do much to help you against enemies with long-range turrets. The regeneration is too slow, not to mention you may get one-shotted outright; or mauled by a striker salvo if you're trying to rely on Paladin out in the open. Of course, this hull is very strong in specific situations. That's how it is with almost everything. TheCounter&TheCountered is a common theme in Tanki.

Yup, anything with strong burst damage that's not crit reliant like, gauss, striker,  and shaft will take paladin out quickly , previous rail could do it quite well.  People spent very little time finding out how to counter this thing so they just cry op.

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1 hour ago, FX011 said:

Yup, anything with strong burst damage that's not crit reliant like, gauss, striker,  and shaft will take paladin out quickly , previous rail could do it quite well.  People spent very little time finding out how to counter this thing so they just cry op.

Turrets don't kill paladin "quickly". Some weapons can, but only SOMETIMES(if opponent has protection module- R.I.P). ODs can be more reliable. Examples of reliable (yes, but actually no): Wasp bomb, ares od, titan od with ap immunity.

Really reliable ODs against paladin: paladin, viking, crusader, mammoth (with trickster or crisis).

So paladin requires specific hull to counter which a lot of players may not even have or it is hard to use or it requires certain drone.

 

As for the turrets. They work only if paladin user doesn't have protection module. Currently most of the paladin users are buyers so they usually have a lot mk7+ protection modules therefore extremely hard to kill (if they use vampire nanobots and connect to someone they are basically impossible to kill).

 

I use striker adrenaline on my main acc and results are good only when they don't have protection module. Also I use twins adrenaline which can reach over 900 DPS, but even that is usually not enough so I rely on crusader OD most of the time.

 

Conclusion, players are not usually at fault for not being able to kill paladin, therefore they have right to complain (as you like to humiliate them by calling that "crying"). Paladin requires too specific hull OD s as counters and turrets fail usually because a lot of time paladin user equips protection module.

Edited by stat.padder
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