-
Topics
-
Posts
-
l Iike that l have the whoie week to compIete this mission. Sometime l'm busy on Weekends, and l don´t want to miss the 3 Epics. l aiso Iike the 150 Armors Mission in Part 1. The 150 Mines Mission may be tha hardest for me, mostIy because l forget to use them.
-
l experience this problem Iike 1 in 5 battIes. My PC has Kubuntu and l access the game through Firefox. l tried to use the CIient (Applmage) but it didn't work. How do you access the game? PS: lf you couId rename the thread to Iike "Disconnections" or "Let's Discuss Disconnects and Poor Connection", we can use your thread to report this issue and maybe even find soIutions for some of us.
-
Same recruit bundle, okay understandable. Low ranks mk3 bundle, make it mk4 and u could rake a bit more from new players. Disappointing elite pass. Twins excel bait in epics. Overall a nice skip till Halloween comes event.
-
By WieLKo-PoLski · Posted
Skin features in Tanki Classic - Episode 556 of V-LOG Why the skins in Classic will differ not only with appearance, but also with settings and mechanics? "Upgrade costs so much time and crystals, that in the end you want to get something more than just a difference" [not buying it tbh]. "Otherwise, strange situation would arise: you spend a long time upgrading the same Railgun XT and in battle it's no different from regular Railgun. Not great!" This is why skins are going to be alternative versions of turrets. Not enhanced, but giving own character. Balance is preserved, but gameplay gonna be more interesting. It can be called augments, but the difference is that augments can be removed and replaced. Skins' uniqueness is built into it forever. [How turret works depends on equipped skin]. Firebird Standard - resembling current one from TO, but with "old" large and slowly reloading energy tank. XT - cone angle reduced to 5 degrees, ranged increased to 5 m LC - +20% damage, energy tank size +1 sec, no ignition damage (before rebalance, it didn't have ignition at all) DC - -20% damage, speed and heating limit significantly increased (version right after rebalance) Freeze Standard - larger and slower-reloading energy tank compared to TO. But you need twice as much time to thaw/unfreeze. Freeze resembling first version, strong freezing and no toxic mechanic that stops tanks dead XT - cone angle reduced to 5 degrees, range increased to 5m LC - +15% damage, energy tank size +1 sec, no freezing damage Hammer Standard - 3 shots per clip XT - 2 shots per clip, pause between shots is 60% shorter LC - +50% damage, incresed reload time Isida Standard - equal energy consumption for damage and healing + self-healing XT - energy tank for damage -1sec, energy tank for healing +2 sec LC - -20% damage, self-healing increased from 50% to 70% Twins Standard - slight projectile slowdown in flight and splash XT - -15% damage, increased rate of fire LC - splash damage disabled, no self-damage Ricochet Standard - isn't that different from TO before variable projectile speed XT - gains splash damage, [can deal self-damage] LC - rate of fire +30%, projectile speed -50% Vulcan Standard - almost modern version of Vulcan, no ricochets and sharp angles, equal barrel startup XT - small amount of splash damage LC - projectile speed higher, barrel slowdown time increased PR - single richochet of projectiles, self-damage Smoky Standard - specific critical damage settings used post-balance era. Critical chance is configured to occur every 4-5 shots, chance to trigger critical hit on 3rd and 6th shot. Projectile speed increased as much as game allows. XT - critical hit chance 20% LC - no critical damage, damage and rate of fire +25% Striker XT - +25% damage, rocket acceleration 3 time slower Thunder XT - rate of fire +15%, slow projectile speed LC - damage +20%, full damage range reduced to 10 meters [short range] PR - rate of fire -10%, each hit reloads turret by 18% Gauss Standard - two-second lock-on and instant projectiles from regular shot XT - increased damage, reduced rate of fire PR - target retention 10 sec. [you can keep target on scope for such time] Railgun Standard - lost damage reduction based on distance XT - damage -12%, faster warm-up and reload LC - damage +25%, damage based on distance [the further, the less damage] PR - reloads 10% longer, destroying a tank reloads half turret [destroying enemy immediately returns half the charge] Shaft Standard - retains laser scope and damage reduction from distance for arcade shot XT - damage for both types of shots +25%, arcade shot rate of fire reduced by 25% LC - sniper damage +30%, reload time increased, max damage charge up 6 sec, no laser All settings are in Classic. If in future players vote against the existence of "augments" in Classic, unique skin parameters will be erased and standard version parameters of corresponding turret will transfer to all skins. -
-
-
Community Management
-
Administrators Online
-
Helpers Online
Jump to content
































































