Post by gingerbear on Apr 8, 2013 19:12:01 GMT -5
Okay, so I played around with some of the tanks (I have all of them unlocked and augmented some already to 8-10 levels in main traits), and here are my thoughts:
Silver: a nice starter tank. With a single turret it lacks the much needed fire prowess, but the abilities are nicely tuned for survival, so new players can get the hang of the game relatively safely until they are able to switch to other tanks.
Trailblazer: When I first tried it, I thought, oh my gosh, this tank is so bad. Shields go down fast, abilities aren't that good as they are supposed to be, it cannot even attack... But then I spent some victory points in it, at lvl 9-10 hp/shield/CD/spd you can literally run out of the world with a bit of luck... So yeah, a good tank, but requires some upgrade investment and mastering.
Avenger: Superior melee tank (in 1v1 situations). It lacks good range thus kind of suicidal at watch towers, and is kind of inefficient in crowds, but the strong shield, the buffing abilities and the "stun shot" makes up well for it. Pack 2 or 3 of them together and they blast through everything. Well, except maybe deltas, because those are unfriendly to melee, but can't have them all... So yeah, great tank, the first one I started to upgrade with VP and never regretting it.
Valkyrie: It is kind of weak even with level 10 damage, but I find the "sweeping" flamethrower main gun immensely fun(ny). It is not good against big enemies (e.g. delta), but can loosen up mass vehicle minions pretty well, along with even damaging the buildings lying behind, so a great choice against triple or quintuple drill towers, provided the team has some big hitters too. It also works well against single towers that hide behind mass waves of minions, which is always the case in a new sector where cities aren't lessening their numbers. What I would change on it is that I would add a faster rotation speed to the main gun. Right now it tracks out always the nearest enemy, so the spray gun always moves away slowly from the desired location, and it is very hard to aim. This would not be an issue if the turret moved faster, as it is an agile and fast tank, but right now a lot of valuable shots go wasted on the turret rotating here and there and not really attacking... It would be an interesting concept to tune the AI so that the flamethrower always shoots at the direction with the highest density of enemies (so you have to aim for single targets with the front lasers), but that might make it too easy to use. In any case, a faster turret would really help.
Viking: Viking has a lot of potential, but it could use some tweaking. The main gun has a nice damage, but unfortunately it always rotates around to the nearest enemy, which makes the tank more-less useless anywhere where minions circle around. I know that it has a forwards teleport, so maybe that if it gets fast to a building it won't rotate away... but it is NOT so and it switches to the next target even then, so it's just plain bad... What I would change is to swap around the two turrets' AI. Let the big heavy gun shoot at what is the strongest around him, and the small tracer to seek out lesser targets. This would likely make it a "good enough" tank, and then we could experiment with the other abilities. An alternative to this would be to change the forward ion burst to a mass all-around explosion, which would have 2 results:
a) With the minions cleared the now wiggly main turret would shoot at what it is supposed to do (and no AI change is necessary), and
b) since it has a fast teleporting cool-down, it could be a fun hit&run unit (like a RotMG knight with Strike Amulet). I don't know how fast the cool-down is on that when augmented, but if not enough maybe making the base teleport ability a bit faster would work too.
Hornet: A great sniper tank. It excels in ionic regions, and the mass damage on the main turret makes it a good damage dealer, provided the company can help him to shoot undisturbed. What I would change is the 4th ability, which seems to be a really small AoE damage around the tank, kind of useless even if it is crowded around (in which situation it shouldn't get, btw).
Hercules: Also a funny tank that needs some tweaking to bring out the efficient side. What I would change is to give the 4th ability a cross-hair to see where the actual mine will be placed. If it is a constant distance, people could eventually get used to it even without the cross-hair, but still, that would help a lot. Also, this tank is low on shields, and the repairing bots recharge kind of slowly (so either it could have a faster recharge, or a longer and stronger ongoing effect). I have nothing against low shield + high hull HP, as it can be an ace combo where enemies have weapons that are better against shields than hulls, but in its current state the Hercules seems to be kind of fragile - which contradicts its name... It could be also an option to make the 1st and the last ability recharge super fast so the tank would become a wacky mine-laying thingy... for the funsies.
Spectre: Let's face it, this tank is bad. It is an alternative shielded version of Hornet, but uglier, the abilities are kind of the same dull ones, and there is no real reason to use it. It has also no reason to be called a spectre at all. What I would change is to somehow make it more different from Hornet. Since it is called a spectre, maybe it could get an ability to become invisible for a long time? So instead of having a range upgrade, it's sniping ability would come from stealth? The gun could also rotate a bit faster, and maybe increasing the coverage to 180° instead of the meager 90° could do it well, too.
Wolverine, Fury, Wildfire: Three tanks that are good at dealing a lot of damage, be it crowd or single target, and are likely worth their money. I guess I like the other (cheaper) tanks too much to really appreciate these in their efficiency, and I definitely haven't played them much to give a valuable insight yet.
Corsair, Mustang, Phantom, Predator, Hurricane: My first impression of them is that I don't liked them much and quickly turned towards other tanks. I didn't take the time to test them extensively, but it is something I plan to do later on, with the hopes of being able to make a worthy feedback of them too.
Silver: a nice starter tank. With a single turret it lacks the much needed fire prowess, but the abilities are nicely tuned for survival, so new players can get the hang of the game relatively safely until they are able to switch to other tanks.
Trailblazer: When I first tried it, I thought, oh my gosh, this tank is so bad. Shields go down fast, abilities aren't that good as they are supposed to be, it cannot even attack... But then I spent some victory points in it, at lvl 9-10 hp/shield/CD/spd you can literally run out of the world with a bit of luck... So yeah, a good tank, but requires some upgrade investment and mastering.
Avenger: Superior melee tank (in 1v1 situations). It lacks good range thus kind of suicidal at watch towers, and is kind of inefficient in crowds, but the strong shield, the buffing abilities and the "stun shot" makes up well for it. Pack 2 or 3 of them together and they blast through everything. Well, except maybe deltas, because those are unfriendly to melee, but can't have them all... So yeah, great tank, the first one I started to upgrade with VP and never regretting it.
Valkyrie: It is kind of weak even with level 10 damage, but I find the "sweeping" flamethrower main gun immensely fun(ny). It is not good against big enemies (e.g. delta), but can loosen up mass vehicle minions pretty well, along with even damaging the buildings lying behind, so a great choice against triple or quintuple drill towers, provided the team has some big hitters too. It also works well against single towers that hide behind mass waves of minions, which is always the case in a new sector where cities aren't lessening their numbers. What I would change on it is that I would add a faster rotation speed to the main gun. Right now it tracks out always the nearest enemy, so the spray gun always moves away slowly from the desired location, and it is very hard to aim. This would not be an issue if the turret moved faster, as it is an agile and fast tank, but right now a lot of valuable shots go wasted on the turret rotating here and there and not really attacking... It would be an interesting concept to tune the AI so that the flamethrower always shoots at the direction with the highest density of enemies (so you have to aim for single targets with the front lasers), but that might make it too easy to use. In any case, a faster turret would really help.
Viking: Viking has a lot of potential, but it could use some tweaking. The main gun has a nice damage, but unfortunately it always rotates around to the nearest enemy, which makes the tank more-less useless anywhere where minions circle around. I know that it has a forwards teleport, so maybe that if it gets fast to a building it won't rotate away... but it is NOT so and it switches to the next target even then, so it's just plain bad... What I would change is to swap around the two turrets' AI. Let the big heavy gun shoot at what is the strongest around him, and the small tracer to seek out lesser targets. This would likely make it a "good enough" tank, and then we could experiment with the other abilities. An alternative to this would be to change the forward ion burst to a mass all-around explosion, which would have 2 results:
a) With the minions cleared the now wiggly main turret would shoot at what it is supposed to do (and no AI change is necessary), and
b) since it has a fast teleporting cool-down, it could be a fun hit&run unit (like a RotMG knight with Strike Amulet). I don't know how fast the cool-down is on that when augmented, but if not enough maybe making the base teleport ability a bit faster would work too.
Hornet: A great sniper tank. It excels in ionic regions, and the mass damage on the main turret makes it a good damage dealer, provided the company can help him to shoot undisturbed. What I would change is the 4th ability, which seems to be a really small AoE damage around the tank, kind of useless even if it is crowded around (in which situation it shouldn't get, btw).
Hercules: Also a funny tank that needs some tweaking to bring out the efficient side. What I would change is to give the 4th ability a cross-hair to see where the actual mine will be placed. If it is a constant distance, people could eventually get used to it even without the cross-hair, but still, that would help a lot. Also, this tank is low on shields, and the repairing bots recharge kind of slowly (so either it could have a faster recharge, or a longer and stronger ongoing effect). I have nothing against low shield + high hull HP, as it can be an ace combo where enemies have weapons that are better against shields than hulls, but in its current state the Hercules seems to be kind of fragile - which contradicts its name... It could be also an option to make the 1st and the last ability recharge super fast so the tank would become a wacky mine-laying thingy... for the funsies.
Spectre: Let's face it, this tank is bad. It is an alternative shielded version of Hornet, but uglier, the abilities are kind of the same dull ones, and there is no real reason to use it. It has also no reason to be called a spectre at all. What I would change is to somehow make it more different from Hornet. Since it is called a spectre, maybe it could get an ability to become invisible for a long time? So instead of having a range upgrade, it's sniping ability would come from stealth? The gun could also rotate a bit faster, and maybe increasing the coverage to 180° instead of the meager 90° could do it well, too.
Wolverine, Fury, Wildfire: Three tanks that are good at dealing a lot of damage, be it crowd or single target, and are likely worth their money. I guess I like the other (cheaper) tanks too much to really appreciate these in their efficiency, and I definitely haven't played them much to give a valuable insight yet.
Corsair, Mustang, Phantom, Predator, Hurricane: My first impression of them is that I don't liked them much and quickly turned towards other tanks. I didn't take the time to test them extensively, but it is something I plan to do later on, with the hopes of being able to make a worthy feedback of them too.