Jump to content
EN
Play

Forum

Tanki Online V-LOG: Episode 333


Marcus
 Share

Recommended Posts

Better use those double status augment, those freeze and firebird w status effect.

i use Ap freeze from previous challenge if i need to finish top 3 mission; it can ap enemy on demand, critical freeze damage and disable enemy boost damage and freeze enemy to some extend;

those emp freeze, jam freeze, stun freeze are cool as well but hard to get;

i counter stun fire once, i have to use stun and heal burn with health kit more often; jam fire also cool; 

i think more double status effect augment will come, followed by double immu 

Share this post


Link to post
Share on other sites

10 hours ago, Abellia said:

I agree, because it enables powercreep - i.e. "It doesn't matter that this is a cancer ray because you can use CANCER IMMUNITY :D" which doesn't hold up in the context of trying to have a fair gameplay experience, especially once you factor in the fact that there are multiple "strains" of cancer all with their own immunities. It is also responsible for the exponentially multiplied problem of modules from a small problem into a big one with the addition of the fourth slot, and as a consequent result the critical system.

Although, Railgun is probably not a good example of the direct consequences with its current critical system, but rather of the secondary ones - "Railgun is too strong = too many people use protections against railgun = railgun needs buffs" is an incredibly stupid justification, and their solution to it, rather than being to nerf modules, was "Make railgun ignore protections." And what did that lead to? "Railgun ignores protections so it's too strong = people still use protections even though railgun ignores them half the time = railgun needs to have an easier time ignoring protections."

What kind of crackhead thought any of that was sensible game design?

Many people seem love to use the existence of protection modules to justify whether a turret is balanced. Instead of discussing the turret only, they said "Just equip modules and you will be fine". 

 

Similar thing also appear when the OP version of Tesla just appeared.

 

"It will be fine soon as more people are using Tesla protections."

"Tesla feels OP now because no one is using protection against it"

- Said by some of the guys in the forum

 

These are just nonsense. Comparison and experiment should be conducted when there are no any other factors affecting the results. Isn't it a common sense? What's the point of the comparison when you slap a 50% damage reduction on it? Of course the turret will look weak. 

 

 

 

Even more nonsense, when the Devs nerfed the Railgun in one of the previous patch.

"May be the Devs want to nerf it by buffing it. Because nerfing it will result in less people using Railgun protection which in return indirectly buffing Railgun"

- Said by one of the mods

What in the world is this?

Edited by Warpriest
  • Agree 1

Share this post


Link to post
Share on other sites

11 hours ago, Warpriest said:

I always think protection is a bad idea right from the beginning. You get 50% damage reduction to a particular weapon type for very low cost. And you can equip at most 4 for them. Not even MMORPGs, which are all about stats and attributes, will do something crazy as that. If it was in other game, this would either be an ultra premium item or with much lower damage reduction. It is way too effective for its cost.

Like when I have railgun protection, I can literally walk in the open, taking shots without have to fear of getting killed. Of course, unless the RNGesus blesses the opponent and give them consecutive crits.

1) 50% protection is not "low cost".  Takes almost 3 months and hundreds of thousands of crystals.

2) not everyone has 4 modules

3) Criticals and status effects make modules way less effective than you claim.  And you complain about RAIL being neutralized????

4) There's 15 turrets in the game.  We get 3 (possibly 4) protections. That's hardly an OP coverage.

  • Agree 1

Share this post


Link to post
Share on other sites

Warpriest made some choices for his account which explains why he doesn't want people to change protections.  He has no secondary turret and hardly any modules to switch to.  1 turret above MK2, 4 MK7+ hulls, crisis maxed, 6 modules maxed including Armadillo, and 4th protection slot.  If 50% modules are low cost, go upgrade some damn turrets and other modules.

The vlog with the history lesson on protections was obnoxious.  Just share a logical, justifiable reason for the change already.  If it is based on protection changes being introduced because of a bug before I ever played this game, please come up with something more intelligent.  Pretty please.

This game will be painful without the ability to change equipment if it does not come along with major changes. 

  1. There are too many possible sources of damage to know what to protect against before a battle.
  2. The difference between having a protection module vs an opponent and not is too significant.
  3. There are too many status effects which have a tremendous impact and are easily applied if not equipped with an immunity.
  4. The toxic turrets and augments are too wide spread in player base because the makers of the game chose to make players' pursuit of them their source of income.
  • Agree 6

Share this post


Link to post
Share on other sites

7 hours ago, wolverine848 said:

1) 50% protection is not "low cost".  Takes almost 3 months and hundreds of thousands of crystals.

2) not everyone has 4 modules

3) Criticals and status effects make modules way less effective than you claim.  And you complain about RAIL being neutralized????

4) There's 15 turrets in the game.  We get 3 (possibly 4) protections. That's hardly an OP coverage.

Module itself is not the worst thing. Yes it is annoying. As soon as you have the module against your opponent and your opponent doesn't, you have already win the 1 vs 1 fight. But since there are 15 options and you can only choose at most 4 of them, you seldom encounter enemy teams who all have protections against you. 

However, the most annoying part is protection modules can be swapped during battle with no paneity. That one guy on the enemy team is preforming too good and annoys you? No worry, just make sure your entire team slaps the 50% damage reduction on he is suddenly useless.

 

I would assume you seldom experience where the entire enemy team just switch protection modules just to counter you. So you don't quite get the idea.

But tell me, why should I get punished and force to switch just because I have good performance? And if the enemy team use their brains to counter, isolate and gang up on me, I wound be happy to accept. Yet, what happened in this game for very long time is, "that guy is too annoying, let us just put on my 50% damage reduction to make that guy totally useless"

7IMXzya.png

Spoiler

6grrxdd.pngYpAoMNi.png

Edited by NikmanGT
Kindly put spoilers when posting multiple images
  • Like 1

Share this post


Link to post
Share on other sites

3 hours ago, DaringDeer said:

Warpriest made some choices for his account which explains why he doesn't want people to change protections.  He has no secondary turret and hardly any modules to switch to.  1 turret above MK2, 4 MK7+ hulls, crisis maxed, 6 modules maxed including Armadillo, and 4th protection slot.  If 50% modules are low cost, go upgrade some damn turrets and other modules.

The vlog with the history lesson on protections was obnoxious.  Just share a logical, justifiable reason for the change already.  If it is based on protection changes being introduced because of a bug before I ever played this game, please come up with something more intelligent.  Pretty please.

This game will be painful without the ability to change equipment if it does not come along with major changes. 

  1. There are too many possible sources of damage to know what to protect against before a battle.
  2. The difference between having a protection module vs an opponent and not is too significant.
  3. There are too many status effects which have a tremendous impact and are easily applied if not equipped with an immunity.
  4. The toxic turrets and augments are too wide spread in player base because the makers of the game chose to make players' pursuit of them their source of income.

I believe to wait for the presets that are being planned to be introduced in the game, I think the cooldown change and everything is related to that if I am not wrong.

 

3 hours ago, Warpriest said:

I would assume you seldom experience where the entire enemy team just switch protection modules just to counter you. So you don't quite get the idea.

But tell me, why should I get punished and force to switch just because I have good performance? And if the enemy team use their brains to counter, isolate and gang up on me, I wound be happy to accept. Yet, what happened in this game for very long time is, "that guy is too annoying, let us just put on my 50% damage reduction to make that guy totally useless"

You are performing well in those matches, now think about the enemy team, they can feel the same in regard to the enemy having max equipment (Armadillo) and even crisis, wouldn't they do something to protect themselves ? There is no point in going against enemies if you feel protections should not exist. If someone is dealing heavy damage to your tank, you have the ability to decrease that incoming damage by some extent, You are not Invincible, you can still very much die to those turrets for which you have 50% protections. But it's a feature to directly decrease the damage to the enemy towards you, which lets you survive longer and promotes diversify gameplay. I can very much take striker and booster/crisis and go on a rampage of kills till the time I face an enemy with 50% protection.

Share this post


Link to post
Share on other sites

30 minutes ago, NikmanGT said:

I believe to wait for the presets that are being planned to be introduced in the game, I think the cooldown change and everything is related to that if I am not wrong.

I don't want to be the one to criticize features that have not even been implemented yet, but I'm worried whether presets will work well in in TO or not. The issue is, with the plethora of possible equipment and the subsequent need to finely adjust your protection modules,  turret, hull, augments and immunities, I cannot see how a few presets can replace the function of equipment change.

Share this post


Link to post
Share on other sites

Another strategy i often use is use firebird compact tank and viking to make enemy burn alot for first 3-4 min of battle, 

when enemy are triggered switch to fire immu, then i use freeze ap or emp smk or rail and hunter to make them cant protect from ap/emp/stun;

hunter is useful but you need enemy to not use emp or stun immu first, use one status to trigger enemy change first

Share this post


Link to post
Share on other sites

8 minutes ago, frederik123456 said:

I don't want to be the one to criticize features that have not even been implemented yet, but I'm worried whether presets will work well in in TO or not. The issue is, with the plethora of possible equipment and the subsequent need to finely adjust your protection modules,  turret, hull augment and immunities, I cannot see how a few presets can replace the function of equipment change.

The whole Idea of equipment change is to be reworked, with the introduction of presets, you already have certain pre-defined combos, which you set before the match, and from only them you can change equipment in the battle i.e. going from one preset to another. You have already selected certain augments and immunities with respect to each combo, and you can't change the entire preset to your liking.

As for the diverse option to choose from, it will be a drawback I believe as you have to think of what combos you will be putting, and different types of presets can cater to different types of enemies. Like if the enemy has a Tesla player, you can select that preset quickly in the battle in which you have Tesla protection module in those 4 slots.

Anyway, that's my Plain theory, I would myself like to see the mechanism which is being planned ^^

  • Agree 1

Share this post


Link to post
Share on other sites

6 hours ago, DaringDeer said:

This game will be painful without the ability to change equipment if it does not come along with major changes. 

No, it will be painful for heavy buyers like yourself, which I can only assume you are by what appears to be a maxed garage.

For the average F2P and even for players who occasionally buy the battle pass it would be like a regular Tuesday, seeing as they are already limited to one or two fully upgraded combos and a couple status effect augments spread across a few turrets at the most.

Quite frankly, I would love to see it. All the buyers will be forced to rage quit because their egos were hurt by not being able to switch equipment at their every whim to dominate the battle.

Edited by LambSauce
Grammar

Share this post


Link to post
Share on other sites

On 3/13/2022 at 7:23 PM, Warpriest said:

Because of protection been added to the game for a long time doesn't mean it has to make sense. MM has been left as is for a long time as well, is that mean it is perfect?

Protection modules make a lot of sense to me, as I'm sure they do to a lot of other players. If there's a player who's wrecking havoc on your team, wouldn't you want to have some sort of protection against that?

 

On 3/13/2022 at 7:23 PM, Warpriest said:

Just imagine when you are playing just fine and all the sudden, you deal 50% less damage to almost every one. What do you feel about that?

It's an integral part of game balance. Without protection modules, the game would be even less balanced than it already is. Also keep in mind that with the introduction of status effects and critical damage for all turrets, protection modules don't mean much in a lot of scenarios.

 

On 3/13/2022 at 7:23 PM, Warpriest said:

As for the last part, if you are trying to say I have no skills, then let me remind you that Vulcan has NO access to all those OP augments, now take a look at what kind of augments do my opponents have. Yet,  do remember this is an extremely easy, P2W game. If you are trying to talk about SKILLZ here, then you are at the wrong place sunshine. You should go to CS:GO, Overwatch and various e-sport titles forums instead.

Ok, hold on. Hold on. You're using Vulcan with Heat immunity, and you have the audacity to talk about skill?. Vulcan with Heat immunity now is what Twins used to be back when splash and self damage wasn't introduced for it - a skill-less brick gun that anyone could dominate with.

 

Edited by Cor7y
Don't edit my post
  • Thanks 1
  • Agree 2

Share this post


Link to post
Share on other sites

On 3/11/2022 at 2:25 PM, Marcus said:

 

True I remember I was going to garage with this way in 2012/2013, but as the lags were a lot in that time, many time you don't have the enough speed to return back in the battle, so you kicked out, it's a huge adventure if you decided to do it in a battle with high score/funds. I think the grace time was 5:00 minutes, which seems very sufficient, but don't know how I was failing in it many times.   Also after some years in 2015/2016 I remember an other bug happened in XP/BP with the same way of changing servers you can switch your equipment with whatever combo you want, but it got fixed quickly.

Share this post


Link to post
Share on other sites

8 hours ago, Warpriest said:

Module itself is not the worst thing. Yes it is annoying. As soon as you have the module against your opponent and your opponent doesn't, you have already win the 1 vs 1 fight. But since there are 15 options and you can only choose at most 4 of them, you seldom encounter enemy teams who all have protections against you. 

However, the most annoying part is protection modules can be swapped during battle with no paneity. That one guy on the enemy team is preforming too good and annoys you? No worry, just make sure your entire team slaps the 50% damage reduction on he is suddenly useless.

 

I would assume you seldom experience where the entire enemy team just switch protection modules just to counter you. So you don't quite get the idea.

But tell me, why should I get punished and force to switch just because I have good performance? And if the enemy team use their brains to counter, isolate and gang up on me, I wound be happy to accept. Yet, what happened in this game for very long time is, "that guy is too annoying, let us just put on my 50% damage reduction to make that guy totally useless"

7IMXzya.png

  Reveal hidden contents

6grrxdd.pngYpAoMNi.png

90% of battles there is no en-mass co-operation of a team.  The switching you speak of rarely exists.  And why it would exist for Rail is beyond me since TO catered to the squeaky-wheel Rail players and gave it the highest critical chance out of all the turrets.  Rail module is next to useless unless you also have Armadillo.

I equip 50% modules and died all the time.  They are not nearly as effective as you suggest.

  • Agree 1

Share this post


Link to post
Share on other sites

Rail is out of the discussion here, I personally use rail, so I can speak with confidence, and the only benefit that I get from using rail is the high critical rate, protection works against heavy damage turrets like striker, shaft, and it makes the game playable otherwise you die more quickly than you can act.

  • Agree 1

Share this post


Link to post
Share on other sites

9 hours ago, DaringDeer said:

 

  1. There are too many possible sources of damage to know what to protect against before a battle.
  2. The difference between having a protection module vs an opponent and not is too significant.
  3. There are too many status effects which have a tremendous impact and are easily applied if not equipped with an immunity.
  4. The toxic turrets and augments are too wide spread in player base because the makers of the game chose to make players' pursuit of them their source of income.

Well said. My biggest issue is that most of the turrets just kill too quickly in 2022. And then you have Thunder which is stuck in 2018. 

  • Thanks 1
  • Haha 1

Share this post


Link to post
Share on other sites

4 minutes ago, TheCongoSpider said:

kill too quickly

It is the move speed with criss and trickster, 

turret with long reload like magnum and turret with delay like rail and gauss salv, it is hard to aim and shoot when they fly, even medium hull is super speed, before hopper nerf, you cant react when they zip flying over base

Share this post


Link to post
Share on other sites

12 hours ago, LambSauce said:

No, it will be painful for heavy buyers like yourself, which I can only assume you are by what appears to be a maxed garage.

For the average F2P and even for players who occasionally buy the battle pass it would be like a regular Tuesday, seeing as they are already limited to one or two fully upgraded combos and a couple status effect augments spread across a few turrets at the most.

Quite frankly, I would love to see it. All the buyers will be forced to rage quit because their egos were hurt by not being able to switch equipment at their every whim to dominate the battle.

I understand that this game can be frustrating to play against better equipped players.  I occasionally will play on one of my mid rank to low legend accounts and it is always frustrating and far from fun.  People ask me to do road to legend series and I just laugh.  I do not understand how people are supposed to come up in this game when you rank so quickly and are placed against 5 to 10 year old accounts in a matter of months.  This is the unsustainable environment that Tanki has bred with their decisions.

But this change isn't going to cause me to have to rage quit battles.  I will be fine.  I'll be able to coordinate protections and status effects with my group pre-battle.  We'll each target the people that we are best equipped to fight against.  My butt will still be rosy and beautiful.

Tanki will not make the associated changes needed to make removal of garage work because realistically it can't without alienating even more players.  While I think this game has gotten unnecessarily complex, all that removal of garage does is dumb the game down in a negative way, preventing people from being able to appropriately deal with the complexity being thrown at them.  People no longer need varied garages or to be skilled with a variety of equipment.  Buyers, who keep game alive with their money, who are the blood that allows FTP players to have a game to play, have less incentive to buy.   

Here is my guess of Tanki's solution.  Tanki will create presets.  You will have the equipment you wear into battle plus 1 more preset that you can switch to.  They will leave it like that for a while.  People will be irritated with the constraint.  Tanki will solve the problem by making additional presets available for 5k tankoins. 

You all have to know by now that Tanki only makes changes to push people to buy.  That's why marshals and generalissimos and low level legends are ranked up so fast and thrown against better equipped players.  To make them feel pain to encourage them to buy.

  • Agree 1

Share this post


Link to post
Share on other sites

I have been waiting for V-Log 333 for a very long time. This was quite a few years back. Now, here I am enjoying this dazzling episode 333 of the V-Log. This is an unforgettable episode number.

Share this post


Link to post
Share on other sites

4 hours ago, RIDDLER_8 said:

I have been waiting for V-Log 333 for a very long time. This was quite a few years back. Now, here I am enjoying this dazzling episode 333 of the V-Log. This is an unforgettable episode number.

Agreed, this episode was such a juicy one, it is not everyday that we have episode 333, looking forward episode 444 now.

  • Haha 1
  • Agree 1

Share this post


Link to post
Share on other sites

10 minutes ago, RIDDLER_8 said:

Yeah, we shall all be looking into our next goal for V-Log 444. That's another story for next time!

After 111 V-logs Or 111 weeks, with some breaks they do = 2.5 years. Who is ready to wait!

  • Haha 1

Share this post


Link to post
Share on other sites

10 hours ago, RIDDLER_8 said:

I have been waiting for V-Log 333 for a very long time. This was quite a few years back. Now, here I am enjoying this dazzling episode 333 of the V-Log. This is an unforgettable episode number.

 

5 hours ago, numericable said:

Agreed, this episode was such a juicy one, it is not everyday that we have episode 333, looking forward episode 444 now.

 

4 hours ago, RIDDLER_8 said:

Yeah, we shall all be looking into our next goal for V-Log 444. That's another story for next time!

 

4 hours ago, asem.harbi said:

After 111 V-logs Or 111 weeks, with some breaks they do = 2.5 years. Who is ready to wait!

I'm more interested in what episode 666 will look like.

Share this post


Link to post
Share on other sites

48 minutes ago, numericable said:

Tanki may shut down before that, episode 666 would be in 7,5 years.

I don’t think we’ll even get episode 444.

Share this post


Link to post
Share on other sites

This topic is now closed to further replies.
 Share

×
×
  • Create New...