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Been thinking of playing again. Any major changes I should know about?


PirateSpider
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I've been considering playing again (maybe not as frequently or take it as seriously as I used to) whenever I feel like it. Any changes I should know about? 

The last change I remember was thunders splash effect being nerfed back in November of last year.

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Brutus

Spoiler

Fully upgrade your Brutus immediately. Supply power is directly tied to drone upgrade level now; maxing out your drone will give you the old double supply powers and Brutus costs 10% of other drone's upgrade costs.

Containers

Spoiler

Crystal income is said to be lower than before. Containers were nerfed a while back: Common category drops 1000 crystals; uncommon drops 100 supply packs or 3000 crystals; rare drops 100 repair kits, 10k crystals, and rare tier augments including the universal Adrenaline augment (less HP = more damage), hull resistance augments (fire resistance, freeze resistance, which lower the effect of fire and freeze but do not completely negate it) and some more; epic drops 25k, batteries, more augments including 245k crystal augments, 4990 tankoin hull immunity augments (which completely negate one status effect); legendary drops animated paints and unpurchasable legendary tier augments as well as 100k crystals. There is no more exotic category in common containers.

New Modifications System

Spoiler

There is no more M0-M3. Instead, there is Mk1-Mk7. The advantage is that each modification is cheaper, making it easier to buy your way up in little steps without having to save big amounts of crystals at a time. However, micro-upgrades are only available if the next modification is unavailable at your rank.
Let's say you buy Mk1 Railgun. You micro-upgrade it to Mk1-9 and you are one micro-upgrade away from Mk1-10 aka free Mk2, but you rank up in a battle and achieve the necessary rank to unlock Mk2. Congratulations, you have to pay the full price for Mk2! Therefore, avoid micro-upgrading until you have the Mk7 modification. There are many a pieces of equipment that I ended up wasting crystals micro-upgrading since the devs decided to go crazy and increase experience rate.A consequence of this is that the XP to crystal ratio is skewed, and you will end up ranking up fast and being thrown into Legend rank battles whilst still having low level gear. Beware of this.

Most Mk1 gear is no longer available for crystals. You must obtain them from containers.

From Alteration to Augment

Spoiler

Augment/alteration prices range from 96k to 245k without sales. In general, avoid purchasing them. Instead, try your luck in containers which can be obtained from daily missions, weekly missions, and sometimes special missions. Challenges are also a good way to obtain epic or legendary tier augments. If you are really to buy an augment for crystals, make sure to read the parameters on the wiki carefully. I recommend checking the German wiki, which is the most up to date.
Some augments are relatively flawless/have less disadvantages (High Capacity Ammo Clip for Hammer no longer has disadvantages and is a big net gain), while others are unironically literal trash (Sledgehammer Rounds for Thunder no longer makes your reload shorter; instead, it increases your damage by 45% but decreases both maximum and minimum range by 80%, which provides you with a useless 16 meters of maximum damage. After 25 meters of damage drop-off, your damage will only be 25%. It is a melee range modification that deals damage to itself within its own effective range.)
Devs are prone to adjusting augment parameters at any given time with no warning, so beware of that. One day, Round Destabilization for Railgun dealt 30% extra critical damage and 100 normal damage. Then it was changed to 180% normal damage and 50 critical damage. Then it was +26% critical damage and -50% normal damage. Now it's +100% critical damage, -50% normal damage, and +10% shot warmup time.

Some augments can only be obtained in legendary or exotic tier container drops. Exotic tiers are only in Ultra Containers now, which can be bought or obtained through special event missions. Most legendary/exotic tier augments sport incredible advantages and little to no disadvantages. Attempting to obtain them is always a gamble that you are highly likely to lose, but I can say from personal experience that it is definitely possible to win them. It's also worth mentioning that apparently augment tiers can be changed without warning as well. Dragon's Breath Hammer and Hyperspace Rounds Railgun, once crystal augments, were recently changed to legendary augments that can only be obtained in containers.

Critical Damage

Spoiler

All turrets deal critical damage now, not just Smoky. Unpredictable damage spread was replaced with a system of fixed normal damage and critical damage. For example, Railgun has 1250 normal damage and 1510 critical damage. Critical damage ignores standard protection modules but can be reduced by the Armadillo protection module, which is meant to block critical damage. 

"Balance" Changes

Spoiler

Devs also love playing with general parameters of weapons all the time. Once upon a time, Railgun dealt 700 normal damage, 1310 critical damage, and sported a 50% critical chance. It was strong and reliable. It now deals the aforementioned 1250 normal damage, 1510 critical damage, and its critical chance has been dragged six feet under to an unholy 30, 0, 5,... 30 scheme. Its warmup time was increased from 1.1 seconds to 1.5 seconds, then increased yet again to 1.6 seconds.
Shaft once had a swift 3 second reload after scoped shots; now it's 14 seconds at Mk1 and 10 seconds at Mk7-10 aka Mk8. Thankfully, Shaft's fate was not as terrible as Railgun's, and still remains relatively relevant. Unfortunately, the same cannot be said for Railgun.
Another example is Thunder, which was the laughingstock of all turrets until mid-2022, when it was suddenly buffed to the high heavens, before being dragged down a few weeks after and becoming usable but no longer extraordinary.

It's important to note that in a June global update, the damage of almost every turret was increased, reducing time to kill (TTK) significantly. Expect to die frequently; the only upside is that you get to kill faster too.

Jack-in-the-Box

Spoiler

Tanks destroyed with critical damage have their turrets detached which fly into the air. A destroyed tank stays on the ground for 5 seconds, blocking everyone.

Meta Gear?

Spoiler

Meta turrets include:
Hammer (Overall high damage and good firing rate)
Scorpion (Ridiculously high damage and dual firing modes; its Swarm augment makes it possible to use its missiles at short range whereas a stock Scorpion's missiles would be restricted to long range)
Thunder's container augments (Vacuum Shells with 250% splash damage, Hyperspeed Shells with 330% damage at long range and 50% damage at short range)
Tesla (Overall high damage, extreme firing rate, and potential for multikills)
Ricochet's Helios augment (-80% pause between shots and +200% range)

Even though the meta way to kill is no longer status effect spam but rather brute force and burst damage, the devs still decided it'd be fun to add Pulsars to multiple turrets. Pulsar is a rare augment for several turrets that can only be obtained through events and minigames. It applies every negative status effect (sans Freezing) on a critical hit, but its critical damage is reduce by 90% and critical chance by 30%.

Status Effects

Spoiler

Oh yeah. Can't forget to mention status effects.
Fire: 300 damage per tick
Freeze: Slows down track movement slightly but mostly handicaps turret rotation speed. Nullifies the effect of Boosted Damage.
Armor Piercing: Remember when Hornet's overdrive let it ignore protection like modules, supplies, and Titan's dome? Yeah, it's a status effect now. An armor pierced tank will take full damage regardless of what protection it has.
Stun: Hey, speaking of stealing effects from Overdrives! Stun is exactly what it sounds like. No control over your tank for the duration of the effect.
EMP: Supplies go bye bye.
Jammer: While Jammed, you cannot activate your Overdrive or benefit from active Drone effects such as: Booster's extra damage, Defender's extra armor, Assault's reduction of supply cooldowns, Blaster's explosion upon death, or Lifeguard's ability to save you from fatal damage. Jammer prevents Overdrives and puts drones in cooldown.

Overdrives, or Meta Gear? pt. 2

Spoiler

Before I get into what each Overdrive does now, I will introduce Chaos Damage: a form of damage that can be neither amplified nor reduced. Players like to call it true/unblockable damage. It is mostly dealt by Overdrives, but the Blaster drone deals chaos damage as well. All Overdrives have a 1.1 second warmup time now.

Wasp: 9999 chaos damage for 13 meters, after which damage drops to only 999. Applies Stun, EMP, Jammer, and Burning. Currently relatively weak and easy to escape from.
Hornet: 90 second wallhack radar. Applies a 3 second Armor Piercing to all enemies on the map regardless of distance of visibility, as well as Jammer for 7 seconds in a 60 meter radius. Applies Supercharge to the user upon activation for 5 seconds, which guarantees critical damage.
Hopper: Jumps up in the air and deals 1500-3000 (depends on upgrade level) chaos damage in a 20 meter radius. If 3000 unblockable damage somehow doesn't finish you off, it also stuns you for 4 seconds.
Viking: Nothing new. Increased firepower for 8 seconds instead of the previous 7 seconds.
PaladinOne of the new kings of modern TO. Provides immunity from status effects, passive healing, shares those positive effects with nearby allies, and applies a constant armor piercing effect to nearby enemies.
Hunter: Relatively meta; along with a 6 second stun and 10 second EMP, Hunter deals 1000-2000 (depends on upgrade level) chaos damage. It is versatile and strong in its current state. It can disable some other Overdrives such as a Wasp bomb pending explosion or a Titan dome.
Crusader: It shoots an icicle that deals 2000-4000 chaos (depends on upgrade level), fully freezes targets, and applies a 9 second armor piercing effect.
Dictator: Same as before, along with freezing nearby enemies and applying a 10 second supercharge to the user and nearby allies.
Titan: 90% damage reduction and 100 HP/sec passive healing. 

Mammoth: Recent buffs increased its duration to 15 seconds. It heals you instantly, protects from status effects, and deals 999 chaos damage per tick or 9990 damage per second. Mammoth's Overdrive also lets you push dead tanks out of the way like they are weightless. A pretty cool Overdrive!
Ares: Cancer with an engine. It shoots a ball of lightning that heals allies and deals 300 chaos damage per tick (3000 DPS) within 20 meters. It explodes upon hitting a static obstacle and deals 2000-4000 (depends on upgrade level) chaos damage to enemies caught in the splash radius. By far the most overpowered Overdrive in the game currently.

 

In conclusion? The game can be funbut it is very unfair and pay to win. Prepare to die often and feel powerless. Don't take it seriously and have as much fun as you can, and feel free to quit if you feel frustrated. I'm sure there are lots of things I missed, so please look to other people's responses for a more comprehensive understanding of modern TO. ^^

Edited by Me0w_XP

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Max brutus drone, or you are a sitting duck

Dont buy any augment, challenge/container give free augment

Non status augment are mostly trash once you have augment deal emp/ap/stun/jam/fire effects

Play on mobile version if you can with new hover hulls, mobile give auto fire and better auto aim.

Save 1000 tankicoin for tanki fund events, far better and more augment than 700 battle pass.

Play every daily mission and weekly mission, or you will never get free 100 coin from challenge, which is hardest change these days.

No tanki coin = no OP stuff

Buy 1000 crystal container in shop to increase better chance to get hull immu augment, no immu means defenseless duck in battle.

Edited by wild001

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On 11/13/2022 at 9:43 PM, wild001 said:

Max brutus drone, or you are a sitting duck

Dont buy any augment, challenge/container give free augment

Non status augment are mostly trash once you have augment deal emp/ap/stun/jam/fire effects

Play on mobile version if you can with new hover hulls, mobile give auto fire and better auto aim.

Save 1000 tankicoin for tanki fund events, far better and more augment than 700 battle pass.

Play every daily mission and weekly mission, or you will never get free 100 coin from challenge, which is hardest change these days.

No tanki coin = no OP stuff

Buy 1000 crystal container in shop to increase better chance to get hull immu augment, no immu means defenseless duck in battle.

I wanted to know what has changed or been added in the game since I last played. Not tips in how to make myself able to compete. Thanx though I guess, lol.

On 11/14/2022 at 12:57 AM, UnIeash said:

Playing this game is waste of time. I dont think you need topic for it to know that, just try join matchmaking and you get idea.

Maybe, but in the time I was away I learned:

• Not to take any game so seriously or make it a routine as that'll be a waste of effort and time.

• Treat a game as just that - a game - and just enjoy for what it is.

• There's more to life than just gaming (obvious I know) , so it might not hurt to explore other ventures outside the gaming world. For example: I recently made a DIY and projects topic for anyone that's interested.

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On 11/13/2022 at 11:13 PM, PirateSpider said:

I've been considering playing again (maybe not as frequently or take it as seriously as I used to) whenever I feel like it. Any changes I should know about? 

The last change I remember was thunders splash effect being nerfed back in November of last year.

Repair Kits provide status immunity and cleansing for just under a second. If you get, say, APed, you can just clear that away with a Repair Kit. 
Since the status immunity made a few Overdrives useless against competent players, Hunter’s OD can now instakill light hulls of equal or lower upgrade level, Hopper’s OD does the same but also for medium hulls, and Crusader’s OD does 4000 damage at the epicenter of the shot and 1000 damage on enemies affected by splash. 
 

New turret: Scorpion. It’s basically an anti-camper tool. You can lock on to enemies behind walls but the enemy has to be out in the open to initiate it. The sniper mode is basically useless at short ranges unless you use Swarm (an augment that was in the Tanki Fund a few months ago). The biggest annoyance is the impact force for arcade shots imo. People say it’s OP and while it’s strong, Tesla was way worse on release and Scorpion’s really not that bad if you know how to counter it. 
 

Hammer is the current meta. It’s ridiculously easy to do full damage now, and then they buffed the max damage. 
 

Megagolds are brown/gold Gold Boxes that are only available during events. They give 10,000 crystals. 
 

Thunder is the second meta turret, but you need certain legendary augments. Vacuum Shells was also in the Tanki Fund from a few months ago. It has your typical base Thunder damage on direct shots, but if you miss and hit an enemy with splash damage, the damage is increased drastically. Very annoying to face. 
The second augment is Hyperspeed Shells. It’s only ever been in Ultra Containers as an Exotic reward, but it’s an inverse Sledgehammer rounds. The damage isn’t good at short range, but it increases the farther the bullet travels. 

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On 11/14/2022 at 3:03 PM, Okami said:

Repair Kits provide status immunity and cleansing for just under a second. If you get, say, APed, you can just clear that away with a Repair Kit. 
Since the status immunity made a few Overdrives useless against competent players, Hunter’s OD can now instakill light hulls of equal or lower upgrade level, Hopper’s OD does the same but also for medium hulls, and Crusader’s OD does 4000 damage at the epicenter of the shot and 1000 damage on enemies affected by splash. 

Sounds cool. Looking forward to see gameplay with these new things.

On 11/14/2022 at 3:03 PM, Okami said:

New turret: Scorpion. It’s basically an anti-camper tool. You can lock on to enemies behind walls but the enemy has to be out in the open to initiate it. The sniper mode is basically useless at short ranges unless you use Swarm (an augment that was in the Tanki Fund a few months ago). The biggest annoyance is the impact force for arcade shots imo. People say it’s OP and while it’s strong, Tesla was way worse on release and Scorpion’s really not that bad if you know how to counter it. 

Wait, what?

On 11/14/2022 at 3:03 PM, Okami said:

Hammer is the current meta. It’s ridiculously easy to do full damage now, and then they buffed the max damage. 
 

Megagolds are brown/gold Gold Boxes that are only available during events. They give 10,000 crystals. 
 

Thunder is the second meta turret, but you need certain legendary augments. Vacuum Shells was also in the Tanki Fund from a few months ago. It has your typical base Thunder damage on direct shots, but if you miss and hit an enemy with splash damage, the damage is increased drastically. Very annoying to face. 
The second augment is Hyperspeed Shells. It’s only ever been in Ultra Containers as an Exotic reward, but it’s an inverse Sledgehammer rounds. The damage isn’t good at short range, but it increases the farther the bullet travels. 

Interesting.

On 11/14/2022 at 4:44 PM, Me0w_XP said:

Containers

  Hide contents

Crystal income is said to be lower than before. Containers were nerfed a while back: Common category drops 1000 crystals; uncommon drops 100 supply packs or 3000 crystals; rare drops 100 repair kits, 10k crystals, and rare tier augments including the universal Adrenaline augment (less HP = more damage), hull resistance augments (fire resistance, freeze resistance, which lower the effect of fire and freeze but do not completely negate it) and some more; epic drops 25k, batteries, more augments including 245k crystal augments, 4990 tankoin hull immunity augments (which completely negate one status effect); legendary drops animated paints and unpurchasable legendary tier augments as well as 100k crystals. There is no more exotic category in common containers.

Aw man, that's a bummer.

On 11/14/2022 at 4:44 PM, Me0w_XP said:

Most Mk1 gear is no longer available for crystals. You must obtain them from containers.

That too is a bummer.

On 11/14/2022 at 4:44 PM, Me0w_XP said:

Don't take it seriously and have as much fun as you can

That's what I plan to do this time.

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On 11/14/2022 at 9:23 PM, PirateSpider said:

Also, I been hearing something about a DDOS attack quite alot. Details?

Info is sparse. It's been on and off for a few months and started up again a few days ago. People are having trouble logging in and playing the game, but it really depends on when you play. The players who have issues play around peak time, while on the other hand I've been perfectly fine (aside from maybe slightly higher ping) and I play right after the server restart.

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On 11/15/2022 at 8:36 AM, Okami said:

Info is sparse. It's been on and off for a few months and started up again a few days ago. People are having trouble logging in and playing the game, but it really depends on when you play. The players who have issues play around peak time, while on the other hand I've been perfectly fine (aside from maybe slightly higher ping) and I play right after the server restart.

Well, good for you. When server restarts, it's sleep time for me. I wake up, go to work, come home; and, when join game to finish daily missions, surprise, game not working. Crap...

I hope they change the server restart to other hours. Not same hour in the last 6-7-8-9-10 years.

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On 11/14/2022 at 10:20 PM, PirateSpider said:

Wait, what?

On 11/14/2022 at 6:03 PM, Okami said:

Scorpion
(Mk8 Parameters)

Arcade Shots

Spoiler

1250 normal damage
1510 critical damage
Critical chance scheme is 30, 0, 5, 10,... 30 (Same basic damage parameters as Railgun)
Arcade shots have astronomical impact force and the highest projectile speed in the game, 1000 m/s.

 

Rockets

Spoiler

Salvo rockets deal 500 damage each; 10 in each salvo, adding up to 5000 damage per salvo
Salvo locking begins in the open. Line of sight is only required to initiate locking; the lock can continue through walls as long as you keep aiming at the same person. That is where the turret differs from Striker, Gauss, or Terminator (Juggernaut's turret). The lock is only 1 second long and has a recovery time of 3 seconds. In this way, it is nearly impossible to escape from locking if an enemy Scorpion has seen you and started targeting you.
10 artillery rockets fly up into the air and slowly curve down toward the target. They exit the barrels with a high speed but slow down over time to a lower speed. The lower maximum speed means you can, in theory, escape the missiles by running.
Since the rockets fly into the air so fast, they have a "blind spot": a range at which the rockets cannot be used. If you try to lock onto a short range target, you will be able to fire the rockets, but they will fly past the target and strike behind it due to its limited turning speed while in flight. This is the main disadvantage of the rockets. The other disadvantage is the long reload, which is 18 seconds at Mk8. Arcade shots can be used during this period.

 

Augments for Scorpion

Spoiler

Explosive Shells: 245k augment that adds splash damage to your arcade shots in exchange for halving your projectile speed. Since projectile speed is 1000 m/s in the first place, that really doesn't affect it too much.
Explosive Warheads: 245k augment that adds splash damage to your missiles. No downside. Extremely practical for targeting full bases of enemies from afar. An indirect effect of the added splash damage is the ability to damage a lone target even if your missiles miss slightly; in other words, if they run away and the missiles strike the ground, the splash has a chance of damaging them anyway, though the damage will be lower than a direct hit.
Missile Launcher "Wolfpack": 245k augment that increases your maximum rocket projectile speed by 1100%. In return, you only have 8 missiles, your locking time is 2 seconds instead of 1, your initial rocket speed is reduced by 99%, and the acceleration time of your rockets is far increased. Meaning: it will take you longer to lock on, less missiles will be launched, these missiles will start out very slow, take more time to speed up, and the end result is that your missiles move faster in the end. I've never seen someone practically use this augment. The low initial speed combined with the slow acceleration does mean the rockets will curve a little faster initially and reduce the "blind spot" of the rockets, but also it's not really a practical augment at all given its downsides.
Missile Launcher "Swarm": Exotic UC augment that lets you use rockets at short and medium range. Your aiming time is halved, rockets will turn faster, top speed is doubled, and salvo reload is reduced by 1/4. In return, you lose 4 rockets in your salvo. The minimum rocket speed is also reduced, but this is to let the rockets have time to turn while launching which is what enables it to strike short range targets.
Incendary Shells: Copy/pasted exotic UC augment. Critical arcade shots as well as rockets with a 5 meter splash radius set targets on fire.
Cryo Shells: Copy/pasted exotic UC augment. Critical arcade shots as well as rockets with a 5 meter splash radius freeze targets.
Uranium Shells: Upcoming augment in the latest Tanki Fund. Arcade shells with ricochet more effectively and have a greater splash radius. We have yet to see more of this augment.

 

Edited by Me0w_XP

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On 11/14/2022 at 10:36 PM, Okami said:

Info is sparse. It's been on and off for a few months and started up again a few days ago. People are having trouble logging in and playing the game, but it really depends on when you play. The players who have issues play around peak time, while on the other hand I've been perfectly fine (aside from maybe slightly higher ping) and I play right after the server restart.

 

On 11/15/2022 at 3:43 AM, Me0w_XP said:

Scorpion
(Mk8 Parameters)

Arcade Shots

  Hide contents

1250 normal damage
1510 critical damage
Critical chance scheme is 30, 0, 5, 10,... 30 (Same basic damage parameters as Railgun)
Arcade shots have astronomical impact force and the highest projectile speed in the game, 1000 m/s.

 

Rockets

  Hide contents

Salvo rockets deal 500 damage each; 10 in each salvo, adding up to 5000 damage per salvo
Salvo locking begins in the open. Line of sight is only required to initiate locking; the lock can continue through walls as long as you keep aiming at the same person. That is where the turret differs from Striker, Gauss, or Terminator (Juggernaut's turret). The lock is only 1 second long and has a recovery time of 3 seconds. In this way, it is nearly impossible to escape from locking if an enemy Scorpion has seen you and started targeting you.
10 artillery rockets fly up into the air and slowly curve down toward the target. They exit the barrels with a high speed but slow down over time to a lower speed. The lower maximum speed means you can, in theory, escape the missiles by running.
Since the rockets fly into the air so fast, they have a "blind spot": a range at which the rockets cannot be used. If you try to lock onto a short range target, you will be able to fire the rockets, but they will fly past the target and strike behind it due to its limited turning speed while in flight. This is the main disadvantage of the rockets. The other disadvantage is the long reload, which is 18 seconds at Mk8. Arcade shots can be used during this period.

 

Augments for Scorpion

  Hide contents

Explosive Shells: 245k augment that adds splash damage to your arcade shots in exchange for halving your projectile speed. Since projectile speed is 1000 m/s in the first place, that really doesn't affect it too much.
Explosive Warheads: 245k augment that adds splash damage to your missiles. No downside. Extremely practical for targeting full bases of enemies from afar. An indirect effect of the added splash damage is the ability to damage a lone target even if your missiles miss slightly; in other words, if they run away and the missiles strike the ground, the splash has a chance of damaging them anyway, though the damage will be lower than a direct hit.
Missile Launcher "Wolfpack": 245k augment that increases your maximum rocket projectile speed by 1100%. In return, you only have 8 missiles, your locking time is 2 seconds instead of 1, your initial rocket speed is reduced by 99%, and the acceleration time of your rockets is far increased. Meaning: it will take you longer to lock on, less missiles will be launched, these missiles will start out very slow, take more time to speed up, and the end result is that your missiles move faster in the end. I've never seen someone practically use this augment. The low initial speed combined with the slow acceleration does mean the rockets will curve a little faster initially and reduce the "blind spot" of the rockets, but also it's not really a practical augment at all given its downsides.
Missile Launcher "Swarm": Exotic UC augment that lets you use rockets at short and medium range. Your aiming time is halved, rockets will turn faster, top speed is doubled, and salvo reload is reduced by 1/4. In return, you lose 4 rockets in your salvo. The minimum rocket speed is also reduced, but this is to let the rockets have time to turn while launching which is what enables it to strike short range targets.
Incendary Shells: Copy/pasted exotic UC augment. Critical arcade shots as well as rockets with a 5 meter splash radius set targets on fire.
Cryo Shells: Copy/pasted exotic UC augment. Critical arcade shots as well as rockets with a 5 meter splash radius freeze targets.
Uranium Shells: Upcoming augment in the latest Tanki Fund. Arcade shells with ricochet more effectively and have a greater splash radius. We have yet to see more of this augment.

 

Very interesting. 

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On 11/15/2022 at 11:23 AM, PirateSpider said:

Also, I been hearing something about a DDOS attack quite alot. Details?

Weal tanki seems to be under attack from someone from what I’ve gathered. Idk why but sometimes the game unavailable

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On 11/15/2022 at 3:53 PM, Me0w_XP said:

Small Caliber Charging Machine is useless as of right now.

In a case like this, I'd usually ask what drone they use with it first. It's relatively poor with the base damage boost but gets put where it should be with Booster, and gets 1,500+ normal damage with Crisis. Their profile hints that it's being used with Crisis. 

 

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On 11/15/2022 at 7:59 PM, PirateSpider said:

The interface looks so much different from when I last played.

Yeaaaaa it's a bit of an L. They keep redesigning it and honestly it just keeps getting more cluttered and more ugly. I wish they'd kept the Flash or even first iteration of HTML5.

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