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Add a delay and an indicator for crisis's supply changing ability.


PirateSpider

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Of all the drones, I think crisis is the most tryhardy, and most of them flock to it due to its ability to change between supplies.

Because of this, it is difficult to kill them while they can kill you very quickly.

 

So my solution would be to add a 1 or 2 second delay between the supplies and an indicator that the crisis user is about to switch to that particular supply which the enemy can see.

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I highly doubt that this will get implemented, crisis is one of the most powerful drones in the game and all the abilities you listed makes it superior to others. It has negative downsides as well, including Jammer effect downfall and only 1 supply at a time and finally increased supply consumption.

Reducing the crisis potential now would be like taking away its selling point, like it had been for other drones, even Booster and Defender.

The delay is introduced in the drone at the starting modifications, and as you upgrade it to max, the delay between change gets reduced to 1 sec. 

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On 9/25/2023 at 12:28 PM, NikmanGT said:

 the delay between change gets reduced to 1 sec. 

It goes from 2 seconds to 0.5 seconds. 

 

On 9/24/2023 at 2:10 PM, PirateSpider said:

Of all the drones, I think crisis is the most tryhardy, and most of them flock to it due to its ability to change between supplies.

That is literally the point of the drone, as the devs had said. Being able to tailor your active supply to adapt to the situations you find yourself in with the downside being you can only have one active at a time. 

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What's more is that adding a delay like this would make the drone borderline unplayable. A 2-second delay is equivalent to playing with 2000ms ping. Completely useless and extremely frustrating.

Crisis could get a nerf, but the nerf has to be interesting, in a way that doesn't affect its current gameplay and basic mechanics.

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(Crisis Main)

Adding a 2 whole second is absurd lmao

It's already balanced because if you want to switch like that you're burning through more supplies a match than you had in your lifetime also the point of the drone is that it has this adaptability in return of making you bankrupt. Even 0.5 second switch is too long in some cases and 2 sec is just flat out unusable unless it allows you to use 2 supplies with tripple boost

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On 9/25/2023 at 9:28 AM, NikmanGT said:

finally increased supply consumption.

That's more of an eventual downside. If someone has tens of thousands or even hundreds of thousands of each supply, they wont have to worry about running out for awhile.

On 9/25/2023 at 9:28 AM, NikmanGT said:

The delay is introduced in the drone at the starting modifications, and as you upgrade it to max, the delay between change gets reduced to 1 sec. 

That's not a delay though. That's a cooldown. Delay meaning a period of time after the button has been pressed and before the effect actually happens.

If we remove the cool down and put in the delay as I'm describing and then slap an indicator on it, then that would be good enough.

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On 9/26/2023 at 3:13 AM, PirateSpider said:

That's more of an eventual downside. If someone has tens of thousands or even hundreds of thousands of each supply, they wont have to worry about running out for awhile.

That is the entire point of the Crisis drone: it is an end-game drone that can only be used thoughtlessly by end-game players who don't have to worry about supply-shortage. I am nearing a full-maxed garage (finally), after that all my crystals will go straight to mass-purchasing supplies as well. Not that millions of supplies are obligatory to use Crisis. You can still equip it even if your account is not stacked - I use it on my Field-Marshal alt. account too - but you will have to use it efficiently and effectively. That is: not spamming supplies; playing only for missions; using gear that performs optimally with Crisis. 

On 9/26/2023 at 3:13 AM, PirateSpider said:

That's not a delay though. That's a cooldown. Delay meaning a period of time after the button has been pressed and before the effect actually happens.

If we remove the cool down and put in the delay as I'm describing and then slap an indicator on it, then that would be good enough.

In this instance, for players facing a Crisis, is there any crucial difference between delay and cooldown? Two seconds between supply rotation is still the same. As for Crisis users, I would say it is more disturbing to have to anticipate what your next step will be within 2 seconds. Not to say Crisis users usually switch supplies within mere seconds - I don't want to overthink multiple steps I need to undertake to play a game by considering which supply I need to activate taking into account a delay. It will turn gameplay into mental chaos and will make the drone less practical to use. 

I agree with @Kimura that a 0,5s cooldown is already annoying enough, I've died and lost quite some games because I was not fully aware that I couldn't switch immediately. Mostly skill issue on my side, Crisis was even more OP when it had basically no cooldown. 

 

I think the main issue going on here is that the number of players owning and using Crisis has exploded every since the drone's first release. Facing one or two Crisis users is annoying but controllable; having multiple Crisis players on the enemies team becomes a huge burden. And in gamemodes such as CTF and RGB Crisis users do have an advantage due to their ridiculous speed. That being said, other drones can still outperform Crisis in various circumstances due to them being able to have all supplies activated simultaneously. 

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On 9/26/2023 at 4:13 AM, PirateSpider said:

That's not a delay though. That's a cooldown. Delay meaning a period of time after the button has been pressed and before the effect actually happens.

That's 10 worse than what I thought you had in mind. I don't want to think what'll happen in 2 seconds while potentially battling 3 people at the same time who have turrets where if I time it correctly i'll reduce their damage by a lot while doing a lot of damage. Hell the pure brain power required to predict things like that is so bad that you would whould have to buff crisis to just 'Lightspeed Mode', 'Anti-matter bomb mode' and 'Become Godmode_ON' instead of Maximum speed,damage etc. 

What would happen 99% of the time is:

you're in a 1v1.
you somehow killed the enemy through magic.

You're in damage mode.

You try to switch into speed.

The game switches into armor for no reason then 2 seconds later its in speed.
HUH????

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Supplies consumption is never a downside, we talk about how strong the equipment is, I don't care how much it does cost you. If this, then having 2s cooldown is actually an advantage because it would reduce your supply consumption.

Crisis used to have lesser damage than Booster and lesser protection than Defender. Now Crisis has 60% additional damage compared to the 25% of Booster, and has the same protection of Defender. Which is a straight up buff.

Given that they removed the ability of activating DA and DD together for Booster, Crisis been the strongest and most OP drone in the game since then.

On 9/26/2023 at 12:19 PM, Blutaar said:

That is the entire point of the Crisis drone: it is an end-game drone

You can have stopped since this sentence, if you was about to give more reasoning then no need of this sentence at all. It just contradicts with what you said.

On 9/26/2023 at 12:19 PM, Blutaar said:

for players facing a Crisis, is there any crucial difference between delay and cooldown? Two seconds between supply rotation is still the same. As for Crisis users, I would say it is more disturbing to have to anticipate what your next step will be within 2 seconds.

Well, what's the difference then? Yes, the delay annoy the Crisis user which would eventually reduce its performance. I don't quite understand what's your idea here!

On 9/26/2023 at 12:19 PM, Blutaar said:

I think the main issue going on here is that the number of players owning and using Crisis has exploded every since the drone's first release. Facing one or two Crisis users is annoying but controllable; having multiple Crisis players on the enemies team becomes a huge burden. And in gamemodes such as CTF and RGB Crisis users do have an advantage due to their ridiculous speed. That being said, other drones can still outperform Crisis in various circumstances due to them being able to have all supplies activated simultaneously. 

Why do you think the number of Crisis players have increased? And why you see it as a problem? Also CTF is the most played mode in the game, not a minor point! You do realize that when you say CTF & RGB that you have covered all the capturing modes in the game? Which are the crucial modes of the game?

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On 9/26/2023 at 2:55 PM, firety31 said:

 

Well, what's the difference then? Yes, the delay annoy the Crisis user which would eventually reduce its performance. I don't quite understand what's your idea here!

 

Most of them camp anyways, switching doesn't matter to them as much.

With servers being a bit worse than they have been, it's a bit more of a pain to attempt high pace gameplay.

On 9/26/2023 at 2:55 PM, firety31 said:

 

Why do you think the number of Crisis players have increased? And why you see it as a problem? Also CTF is the most played mode in the game, not a minor point! You do realize that when you say CTF & RGB that you have covered all the capturing modes in the game? Which are the crucial modes of the game?

Tankifund for most part. Even then, trickster is a lot more stable and safe to use in CTF/RGB and less supply draining.

Also, I think you're a lil out of touch. Clearly the most score gaining/grinded mode now is TJR, if you know then you know.

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On 9/26/2023 at 2:19 AM, Blutaar said:

Not that millions of supplies are obligatory to use Crisis. You can still equip it even if your account is not stacked - I use it on my Field-Marshal alt. account too - but you will have to use it efficiently and effectively. That is: not spamming supplies; playing only for missions; using gear that performs optimally with Crisis. 

The supplies individually are good for their own roles:

Speed boost for capturing flags

Armor boost for going on the offense

Damage boost for camping

On 9/26/2023 at 5:37 AM, Kimura said:

That's 10 worse than what I thought you had in mind. I don't want to think what'll happen in 2 seconds while potentially battling 3 people at the same time who have turrets where if I time it correctly i'll reduce their damage by a lot while doing a lot of damage.

Doesn't need to be 2 seconds, just 1 second would suffice. Also if a crisis user is able to take on at least 3 people head to head and win, doesn't that already prove that its ability is OP?

On 9/26/2023 at 5:37 AM, Kimura said:

Hell the pure brain power required to predict things like that is so bad that you would whould have to buff crisis to just 'Lightspeed Mode', 'Anti-matter bomb mode' and 'Become Godmode_ON' instead of Maximum speed,damage etc. 

Sounds more like a personal problem than a problem on the drone's end.

On 9/26/2023 at 2:19 AM, Blutaar said:

That being said, other drones can still outperform Crisis in various circumstances due to them being able to have all supplies activated simultaneously. 

Crisis's ability to constantly and almost instaneously switch between supplies kinda defeats the disadvantage of having only one supply active at a time.

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On 9/26/2023 at 7:08 PM, PirateSpider said:

Also if a crisis user is able to take on at least 3 people head to head and win, doesn't that already prove that its ability is OP?

 

Doesn't sound like Crisis being a problem here, sounds more like the user with crisis has a far better combo instead, whilst the 3 sound like low-med rank average joes.

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On 9/26/2023 at 7:54 PM, Akame said:

Most of them camp anyways, switching doesn't matter to them as much.

 

Crisis users are more of a rush and always attacking, a minority of them do camp. If campers aren't switching alot then what it has to do with our discussion, we discuss about the ones who switch alot which are mostly attackers, also even if campers aren't switching alot that doesn't exempt them from the delay.

On 9/26/2023 at 7:54 PM, Akame said:

Also, I think you're a lil out of touch. Clearly the most score gaining/grinded mode now is TJR, if you know then you know.

If we made a would you rather for Opex-Rah which mode to remove, would he choose CTF or TJR?

Also I don't know why you went back to supplies which is honestly just an irritating point to bring, it doesn't contribute to our discussion. Buyers have paid alot more for UCs than they are paying for supplies and still it's not a valid point to say but definitely makes more sense than supplies consumption.

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On 9/26/2023 at 11:36 AM, Akame said:

Doesn't sound like Crisis being a problem here, sounds more like the user with crisis has a far better combo instead, whilst the 3 sound like low-med rank average joes.

I wont deny that certain combos can influence the outcome with crisis even more. However, its that ability again that lets it easily rival the booster, defender, trickster drones.

Also, I'm pretty sure these "low-mid rank average joes" are actually legend ranked.

 

And technically, the average Joe in tanki has reached legend rank at least a few times.

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On 9/26/2023 at 10:39 PM, PirateSpider said:

Also, I'm pretty sure these "low-mid rank average joes" are actually legend ranked.

 

Some players are used to kill 3-5 players per run, so when they kill like 4 people in a run they don't realize that everyone is a real player who was forced to respawn. Thus they don't realize that their drone is OP because the perfect playing is 1.00 K/D. If your K/D was more then you're outperforming them.

He somehow /subconsciously acknowledge that Crisis users are usually outperforming the others, but he was relying his speech on that they usually just have a general stronger combo. This is true up to an extent, but the question become.. why the top buyers are always preferring Crisis drone?

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On 9/26/2023 at 10:08 PM, PirateSpider said:

Doesn't need to be 2 seconds, just 1 second would suffice.

There can't even be a 0.1 second delay, because it's like introducing artificial lag. Absolutely infuriating to play with a mechanic like that.

Like I said above, if Crisis is to be nerfed, it needs to be a kind of nerf that doesn't affect its core gameplay and raw power. For example, increase the cooldown on mines and repair kits.

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On 9/26/2023 at 1:04 PM, Maf said:

There can't even be a 0.1 second delay, because it's like introducing artificial lag. Absolutely infuriating to play with a mechanic like that.

For the tryhards that abuse the hell out of the ability, then yes it can be infuriating depending on how much they rely on that certain aspect, but then they can easily do something to make it a little more bearable on them. If the user doesn't rely on it so much, then it'll just be like a fly landing on a table near you.

Also, we technically already have "artificial lag" since the devs constantly refuse to either fix their servers or get new and improved ones. ?‍♂️

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On 9/26/2023 at 8:39 PM, PirateSpider said:

I wont deny that certain combos can influence the outcome with crisis even more. However, its that ability again that lets it easily rival the booster, defender, trickster drones.

Also, I'm pretty sure these "low-mid rank average joes" are actually legend ranked.

 

And technically, the average Joe in tanki has reached legend rank at least a few times.

image.png

So Op bro. The turret, hull, their augments and prots matter a lot.

One player cannot switch optimally against 2 players or more, especially a variety of combos. You are overselling it. 

A 4th prot appeared in the late minute; I didn't have prot against anyone there aside armadillo, yes the switch would have made a difference, but not everyone has multiple prots or can switch, so a control was needed.

image.png

How it ended:

Spoiler

image.png

Yes, also the team players and enemy players also makes a difference onto how well you can perform, unless you're playing something so boring like vacuum magnum + crisis + ares and hiding away.

 

Again, Crisis isn't optimal against a team, unless you face them 1 by 1, or have a combo where u can clear multiple enemies at a time, i.e splash buffers, a lotta status effects or high dps items. And even then, a defender drone player, which effectively has the same armor as crisis, can also use damage and speed at the same time and naturally outdo u without needing to switch supplies provide they can control drops or play the spawn correct with timings.

 

I can supply more screenshots, this is just the latest game I had right now for reference.

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On 9/26/2023 at 9:23 PM, Akame said:

So Op bro. The turret, hull, their augments and prots matter a lot.

I mean that's obvious. Most of the tryhards who use crisis are using it with a medium or heavy hull and a turret and augment that will do well in what they want. And they're switching their protections throughout the battle as it plays out.

On 9/26/2023 at 9:23 PM, Akame said:

And even then, a defender drone player, which effectively has the same armor as crisis, can also use damage and speed at the same time and naturally outdo u without needing to switch supplies provide they can control drops or play the spawn correct with timings.

I don't know about you, but as a defender user myself, I have on many occasions found it much easier to kill other defender users than these crisis tryhards.

 

Crisis ability to constantly switch between supplies essentially means that they can technically have all 3 active at once literally giving it an unfair advantage over the other drones.

A maxed crisis vs a maxed defender, booster, and trickster drones

 

A maxed crisis will give an armor boost of 190%, a damage boost of 160%, and a speed boost of 110%.

 

A maxed defender will give an armor boost of 190%, a damage boost of 100%, and a speed boost of 100%.

A maxed booster will give an armor boost of 100%, A damage boost of 125%, and a speed boost of 100%.

A maxed trickster will give an armor boost of 100%, A damage boost of 100%, and a speed boost of 80%.

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On 9/26/2023 at 3:55 PM, firety31 said:

Supplies consumption is never a downside

Point of original poster is that Crisis is too powerful. Forumers here among which I emphasise the downsides of using this drone. One of those cons is massive supply consumption. You can't maintain and continue using a drone if you are quickly running out on supplies. This mostly goes for regular players. 

On 9/26/2023 at 3:55 PM, firety31 said:

You can have stopped since this sentence, if you was about to give more reasoning then no need of this sentence at all. It just contradicts with what you said.

Don't see how I am being contradictive here. I'm saying that the only way to use Crisis without having to worry about supply consumption is if you can afford to spend all of our crystals on supplies - with this I mean end game players (or players who do not wish to spend on gear they're not interested in. In that case: same difference). Sure you can buy supplies continuously even if your account is not maxed out. But if you prioritise supply purchase instead of upgrading gear, you're doing something wrong. I've fought dozens of players who think they can use Crisis effectively while still being stuck at low-upgraded gear. 

On 9/26/2023 at 3:55 PM, firety31 said:

Well, what's the difference then? Yes, the delay annoy the Crisis user which would eventually reduce its performance. I don't quite understand what's your idea here!

Fair, I reread the parent post and I can see where both of you are coming from. Original interpretation was if delay and cooldown were to include the same time interval, aftermath would not be impacted significantly. Obviously it does affect performance. Misinterpretation on my side. 

With that said, I still stand with my original statement. If I need to overthink scenarios to determine which supply I need to activate taking into account the 2 second delay then gameplay will become utter torture. Point of a nerf is to make an item's performance more in line with similar items. Not destroying it into oblivion. Suggested delay will for sure destroy Crisis. Two seconds may not sound like much, but in the hectic of a battle 2 sec. is an eternity. 

On 9/26/2023 at 3:55 PM, firety31 said:

Why do you think the number of Crisis players have increased? And why you see it as a problem? Also CTF is the most played mode in the game, not a minor point! You do realize that when you say CTF & RGB that you have covered all the capturing modes in the game? Which are the crucial modes of the game?

Tanki Funds mainly. Also more people who may've gotten it from containers - yeah that is an actual thing. Reason this might be a "problem" is that more skilled and late-game players have gotten access to this powerful drone. You can notice the difference between a team with one Crisis user and a team with multiple, and its effects on the final score. 

Remind that another downside is that only one supply can be active at a time. You should really not overlook this. Although you can have an advantage in certain modes, you are completely vulnerable to any form of damage if you do not have boosted armor activated. In CTF and RGB boosted speed can be a great asset, but getting one-shot by any high-damage-output turret will negate all of that. Using a drone like Trickster will give more stability and certainty when playing. Same goes for Defender and Booster in other situations. So albeit I agree Crisis is really powerful, I also belief it does not outclass the other drones at all. 

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On 9/26/2023 at 2:55 PM, firety31 said:

then having 2s cooldown is actually an advantage because it would reduce your supply consumption.

An advantage. The fact that you probably thought this out before you actually posted and still posted it says quite a lot.

Crisis was good back in the day, now it's just another drone that combined with a normal hull has a slight advantage at best if you also have luck on your side.

On 9/26/2023 at 7:08 PM, PirateSpider said:

Also if a crisis user is able to take on at least 3 people head to head and win, doesn't that already prove that its ability is OP?

Unless that crisis player is using the legal trashcan paladin then the answer is no. What it does mean is that the three players taken on a normal hull/turret with crisis are either very weak are useless if combined they cannot take out one player.

 

On 9/26/2023 at 7:08 PM, PirateSpider said:

Crisis's ability to constantly and almost instaneously switch between supplies kinda defeats the disadvantage of having only one supply active at a time

Wrong again.

In todays tanki were any amount of OP, nonsensical augments can take you out with ease crisis is just as ineffective as any other drone, unless you are using the floating hacks paladin or the flying monkey.

On 9/26/2023 at 7:36 PM, Akame said:

Doesn't sound like Crisis being a problem here, sounds more like the user with crisis has a far better combo instead, whilst the 3 sound like low-med rank average joes

For the briefest moment in time we actually agree on something.

 

On 9/26/2023 at 8:39 PM, PirateSpider said:

Also, I'm pretty sure these "low-mid rank average joes" are actually legend ranked.

No surprise there considering how " SO VERY EASY" it is to rank up and outstrip the usefulness of your garage with relative ease.

Regarding the ranking up and the dire consequences it has on your garage is just one of the many things the devs could alleviate but refuse to do so.

On 9/26/2023 at 8:52 PM, firety31 said:

why the top buyers are always preferring Crisis drone?

Because most buyers I imagine use the floating trashcans along with no liefing their mobile's and we all know that one in particular is a legal hack.

 

On 9/26/2023 at 9:20 PM, PirateSpider said:

Also, we technically already have "artificial lag" since the devs constantly refuse to either fix their servers or get new and improved ones.

And they never will.

 

On 9/27/2023 at 6:06 AM, PirateSpider said:

Crisis ability to constantly switch between supplies essentially means that they can technically have all 3 active at once

Wrong------AGAIN.

 

On 9/27/2023 at 6:06 AM, PirateSpider said:

A maxed crisis will give an armor boost of 190%, a damage boost of 160%, and a speed boost of 110%.

 

A maxed defender will give an armor boost of 190%, a damage boost of 100%, and a speed boost of 100%

All things being equal, a very, very, very rare occurrence in itself (no legal hacks within a 100 mile radius of you) can you see the outcome of a 1v1 scenario playing out here, I can. Let me explain to you what would actually happen in a genuine battle. Lets say hunter/twins is defending base with a crisis drone and is using the augment that stops it self damaging. Along comes a standard rico/hunter with defender drone equipped and all 3 supplies active, they both have 50 against each other and no armadillo but both have AP immunity equipped, (overdrives are not being used in this scenario). what will the twins player do, well he has two options, equip DA or DD, "ONE AT A TIME." Are you seeing the major problem twins now has against a rico with ALL supplies active and without an augment equipped either, if you can't then this particular post is lost on you. Just remember that this was a perfectly fair match up with no OP augments/hulls except for the no damage one twins was using (which lets be fair should be standard) and imo twins gets stuffed every time because of the inability to activate more than one supply at a time and you want a 2 sec delay between switches ? get real.

 

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On 9/27/2023 at 1:01 PM, MEXICAN-SKY said:

All things being equal, a very, very, very rare occurrence in itself (no legal hacks within a 100 mile radius of you) can you see the outcome of a 1v1 scenario playing out here, I can. Let me explain to you what would actually happen in a genuine battle. Lets say hunter/twins is defending base with a crisis drone and is using the augment that stops it self damaging. Along comes a standard rico/hunter with defender drone equipped and all 3 supplies active, they both have 50 against each other and no armadillo but both have AP immunity equipped, (overdrives are not being used in this scenario). what will the twins player do, well he has two options, equip DA or DD, "ONE AT A TIME." Are you seeing the major problem twins now has against a rico with ALL supplies active and without an augment equipped either, if you can't then this particular post is lost on you. Just remember that this was a perfectly fair match up with no OP augments/hulls except for the no damage one twins was using (which lets be fair should be standard) and imo twins gets stuffed every time because of the inability to activate more than one supply at a time and you want a 2 sec delay between switches ? get real.

 

Defenders are not needing much armor, they're already on their bases. Plus, they are using heavy hulls so more HP. It's completely useless for an attacker to try to kill a tank than just stealing the flag and run, which Crisis is a specialist on doing this. 

On 9/27/2023 at 1:01 PM, MEXICAN-SKY said:

An advantage. The fact that you probably thought this out before you actually posted and still posted it says quite a lot.

If you notice I was actually replying to the ones who bring supplies consumption here, which is a point that I was just debunking for ages.

It's also weird that I see a Crisis player not using the flying cheats, because mostly they're just liking to ruin everything and play in a complete different game environment. Yes, I agree that Crisis with natural tanks is less OP than Crisis with flying cheats, but that doesn't deny that Crisis is OP with natural tanks. 

Just because it's way too obvious like 1+1=2 that Crisis is game breaking with flying cheats, yes I can't prove in a same way for Crisis with natural tanks because Crisis with natural tanks is like +50% stronger than other drones, unlike flying cheats which the difference is big enough that can be proven easily.

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On 9/27/2023 at 6:06 AM, PirateSpider said:

 

 

Crisis ability to constantly switch between supplies essentially means that they can technically have all 3 active at once literally giving it an unfair advantage over the other drones.

 

You live in a different dimension. I'd like to live in that dimension.

 

So far, I have only been ever able to have 2 boosted supplies at the same time due to some non-reproducible bug/glitch around like 5 times over my whole crisis usage time.

 

On 9/27/2023 at 6:06 AM, PirateSpider said:

 

I don't know about you, but as a defender user myself, I have on many occasions found it much easier to kill other defender users than these crisis tryhards.

 

 

This is funny to read.

Unless you are always failing to attack the crisis player when they are off armor and are giving them easy free switches to damage to hit you.

A rough graph of optimal switching damage over time with a generic same output:

Spoiler

Crisis_vs_Defender_if_optimal_switches.png

Rough graphs of damage over time for crisis players on a single supply:

Spoiler

Crisis_vs_Defender_on_damage_camp.png?ex=65159e44&is=65144cc4&hm=dd05e19bbb5e2b00575be2882a0db99a4295f4d5c3fc5428749ec4934bacfc4e&

Crisis_vs_Defender_on_armor_camp.png?ex=65159e44&is=65144cc4&hm=3291f82752cf88f15614ee1c1b70d48ead6e358c0165af1ccaf7be05a85648e2&

As long as you aim to keep them on 1 supply, or ensure you get hits in when they are not on max ARMOR, it really shouldn't be an issue. That can boil down to the combo too. If say you were using a melee turret, then naturally you would be able to catch them a lot.

Now if you are using something that takes a bit longer to load, naturally they will have enough time to plan and tank your hit.

In non ctf/rgb/asl cases, defender generally has a bigger edge than anything else, whilst it's drawback is not having a good supply uptime. But in most cases, unless you are afraid to die and don't collect drops well, then it will suck.

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On 9/27/2023 at 3:01 AM, MEXICAN-SKY said:

Lets say hunter/twins is defending base with a crisis drone

Speaking of rare occurrences, A turret with a high rate of fire using crisis is pretty rare. Most of the crisis users are using turrets with the shot reload mechanics.

On 9/27/2023 at 8:48 AM, Akame said:

Now if you are using something that takes a bit longer to load, naturally they will have enough time to plan and tank your hit.

Or something that has a projectile rather than a hitscan, which is how many turrets again? For some turrets, that projectile couldn't be any faster even if you want it to be.

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@PirateSpider Saying crisis is the game changer you think it is is just delusional.

The bottom line is that crisis is not the dogs b######s that everyone thinks it is. Like everything in TO the devs change the mechanics to suit what they think is best, which is usually detrimental to most players. 

Crisis has been nerfed to the same level as the other drones and is therefore not the force it once was.

I have used crisis from the first day it was released into containers, i was lucky to get it that same day (alt account) and back then it truly was worth having, now it is just a drone that mostly the floating hacks use as it compliments their unfair mechanics, especially on speed boost.

Crisis is nothing special, especially with all the augments that negate just about every protection you can equip, even the supposed king of the drones, crisis.

Armadillo is going the same way. For the astronomical amount of cry you have to use to upgrade it it really does nothing to protect you from the huge amount of other stuff that takes you out in the blink of an eye.

The game as a whole is a joke, just like the floating hacks, the constant lag and the huge amount of other crap that interferes with game play in battles.

You saying crisis needs yet another nerf is the least of the problems this game has.  

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