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⚒ Wiki Update ⚒ ➢ Here are the recent updates as of Oct 27 ⚒ New Pages Created ⚒ ➢ These are some new pages created in the past 2 weeks. Dead - created new paint page Bounty_hunter - created new paint page Thug - created new paint page Katakana - created new paint page Tropics - created new paint page Special_Events - moved juggernaut events page to special events Developers - created a simple page to inform about developers First_Purchase_Bonus - created page about mobiles first purchase offer Piggy_Bank - created page about mobiles piggy bank feature ⚒ Pages Updated ⚒ ➢ Miscellaneous edits to various major pages: Medal of Merit - added Defender Augments - added the new AP augments (still waiting for the stats) Overdrive - updated hornets overdrive The_GAME - added the recent The Game rewards and winner choice of prize Tanki_X - added Storyline characters, Turrets and Hulls stats, Coatings, Containers, Ranks, Leagues, Blueprints, Wallpapers, and Graffities reformatted Tanki_Online_Wiki - added administration and special events links Best_Helpers - added oct 2020 Showcase - added images and item offers Tanki_Online_Mobile - added new mobile features/offers Broadcasts_and_Livestreams - added the most recent livestream with Marcus Q&A summary Administrators - removed defender added rommeltanki Head_Administrators - removed defender added hexed Community_Managers - added previous CM's from other locales History_of_the_Game - added information from 2018-2020 Gear_Score - added GS colors Micro-upgrades - replaced m0-m2 skins to m3 for individual pages updated and corrected errors of too many individual paint pages to list ➢Usual edits: Paints - added new paints Challenges - updated to new challenge Challenges Archive Video Blogs Updates Mobile Updates If you have any suggestions or remarks for our Wiki and would like to submit them to us, please post them in this topic or report directly from within the pages of the Wiki. We will always consider your feedback and comments!6 points
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Everything going as it's supposed to... @asdasemm @Signal @Goges.Enze @cube3e I'd rather not ping a Head... or else my head will be in grave peril...5 points
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5 points
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Parkour is one of the biggest content parts of this game though, and games survive off of content creators. For example, Minecraft is one of the most basic games in terms of coding, graphics, etc., and yet, it's hugely popular and has been for years; this is mainly because people make entertaining videos about the game. If a game who's graphics are comprised literally just of blocks can succeed and be massively popular, Tanki can definitely do the same, even with the graphics they currently have. They should focus on appealing to content creators more, as failure to do so could significantly hurt the game.5 points
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Railgun, previously known as the Fear Machine, is one of the most versatile turrets currently in the game. It is an outstanding choice for camping and attacking. It is a turret, which when used aptly, can screw an opponent or else can end you in screwed up situations. Well, in this article, you will find all that you require to become a pro in using the Fear Machine. Before you read, make sure you have ample time as you are going to need it Know your Turret First off, know the damage, recoil, shot preparation, and reload of your Railgun approximately. It will help you plan your shot precisely and deliver the finishing shot. Secondly, use the turret frequently and get some practice. It will help you in understanding your turret and the way it shoots. The better you know the turret, the better you use it! Mind the shot preparation delay! Railgun is the only turret currently in the game that has a delay in shooting after you press the spacebar or shooting button. The 1-second delay, if not considered, has an adverse effect over your gameplay. Preparing your shot beforehand is what expected when using a Railgun. Never shoot haphazardly Railgun has a long reload, and hence, it is advised not to shoot randomly. If you do so and an opponent spots you, you have to die or run away (which will bruise your ego). Having your Railgun ready helps a lot in battles. Pair Railgun properly with hulls. Pairing Railgun properly with hulls, according to your playing style helps you a lot. Wasp: A universal combo apt for any mode. Wasp's speed and Railgun's massive damage when paired can be lethal. Since Wasp is quite lightweight, it is not appropriate to shoot in mid-air (while going over ramps, bridges and props). Best when used with Hyperion, Crisis, Booster, Defender, Sprinter and Supplier. Hornet: An omnipotent combo, capable of performing miracles in any game mode. Hornet's overdrive, when paired with a Double Damage and Railgun, can work wonders! Excellent when paired with Engineer, Crisis, Booster, Sprinter, Defender and Supplier. Hopper: An awesome combo perfect for ASL, RGB and CTF. Hopper's outstanding manoeuvrability and overdrive are too good when paired with Railgun. Can be paired with Engineer, Sprinter, Crisis, Booster, Defender and Supplier to give maximum output. Hunter: One of the most basic and easy-to-use combos. Hunter's balance of speed and health can aid you in using Railgun. One of the combos suggested for a newbie. Excellent when paired with Sprinter, Crisis, Defender, Booster and Hyperion. Viking: A combo perfect for any mode. Viking's overdrive, the Berserk Reactor, when paired with Railgun, is excellent at destroying the Juggernaut. Great when paired with Crisis, Sprinter, Defender, Booster and Hyperion. Dictator: A combo excellent for supporting teammates in any modes. Dictator's height assists in aiming Railgun. Best when paired with Camper, Sprinter, Crisis, Defender, Booster and Hyperion. Ares: One of the most basic combos. Can be used when using the turret for the first time. Excellent when paired with Camper, Crisis, Defender, Booster and Hyperion. Titan: One of the combos preferred to start using Railgun. Titan's massive health helps in dying less frequently and also becoming a pro in using Railgun. Best when paired with Camper, Crisis, Defender, Booster and Hyperion. Mammoth: One of the rarest seen combos, used by both pros and newcomers. Massive health aids in camping and also mastering the turret. Finest when paired with Camper, Crisis, Defender, Booster and Hyperion. Find the right Augment for your playing style. Railgun is best when used without Augments. But yes, choosing the right Augment affects your playing style drastically. Round stabilization: +Mk3 Railgun deals with an approximate damage 802.065-1415.466. +An excellent choice for offence. The shot deals constant damage and has higher penetration. Best when paired with Crisis, Booster or any Assault drones. Allows the users to be in the frontline of the battle. Reinforced Aiming Transmission: +Excellent choice in any mode provided you have a good supply of Double Damages. Vertical autoaim is decreased while the turret rotatory speed and acceleration are increased. Not advised for newcomers. Round Destabilization: +The Damage range and impact are increased. Useful for knocking off light hulls. Damage range-wide making the damage caused to the opponent unpredictable. Excellent when paired with medium hulls. Electromagnetic Accelerator "Scout": +Reload and Shot preparation is reduced allowing to fire shots in quick succession. Great when paired with light and medium hulls and a great choice for offence. Excellent when paired with Defender, Booster and Crisis. Large Calibre Rounds: +An excellent choice for support in battles. Best when paired with medium hulls. Boards well with Booster, Sprinter, Crisis, Brutus and Supplier. "Death Herald" Compulsator: +As said an excellent choice for "Bounty Hunters" or "Predators". Works well at higher modifications. A good supply of Double Damages and Drones like Booster or Crisis is a must for this Augment. Hyperspace Rounds: +Augment meant only for pros and legends of Railgun. Shooting through multiple tanks is a must for this augment. Using Double Damage and drones like Booster or Crisis helps a lot to bust through multiple tanks. Super Armor-Piercing Rounds: +Not much is known about this augment, but yes, from the description it is clear that it is an excellent choice to disable armour of other tanks. In my opinion, it is best in any game mode. Pairing with Double Damage, 2 shots are lethal enough to destroy light hulls. Have the right attitude Having the right attitude is key to success in using Railgun. Approach opponents with ferocity; never underestimate yourself, even if you have low-grade equipment. Being high in spirits while using a turret like Railgun is always going to help you in using it better! Choose the right shot effect. If you have shot effects, it is best to put them to use. According to a survey conducted, one's playing style is greatly affected by the visuals. So when you use a shot effect, it disturbs your opponent and hence gives you an advantage. Well, this doesn't apply to highly seasoned players who can adapt to any visuals, but at least it gives you an advantage. The advantage may be little, but yes, it does matter. Optional Tip Well, this is an optional one which I prefer. Play some beat, pop, or at least your favourite music. Believe me, it helps! Finally speaking, Railgun has been round the corner for a long time. Everyone has protection modules against it, so if you are unable to get kill once, twice, or thrice never lose hope. Just believe- These words that I write are for someone like me To know you're not alone The moves that you make, yeah, they come with mistakes Don't ever lose your hope Just know, you were born for this Just know, you were born for this Hope this helps you in your journey with Tanki Online. Thanks for your time!4 points
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4 points
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I ranked up to Colonel!!! This is a screenshot taken from the video recorded by @Vegas... (Thanks a lot Vegas!) I decided to rank up in an out-of-the-box map, Boombox (Space Mode), using a beautiful combo of Freeze-Hopper. Luckily me and my friend @At_Shin (he used a low-ranked alt) did not self-destruct on top of the building. We changed maps about 5 times, and Vegas waited patiently... I was trying to rank up on top of Industrial Zone, but they are self-destruct areas. Then I kept changing battles and finally decided on Boombox. The final 57 experience points I gained were the toughest of my life, thanks to Private battles giving 1 exp per kill -_- (I changed to public battle to get exp faster, but then the Spectator couldn't join, and then a lot of map-changing happened...) And At_Shin made things difficult by killing me occasionally... ? Well we overcame all difficulties, and I managed to rank-up. Thanks a lot Shin and Vegas!!!4 points
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Do you think that there were less occasions when you were destroyed where you spawned and were consequently completely useless to your team? Yes How did the benefit of well-timed overdrives and drones change? Some overdrives have been OP: Viking, Wasp Some overdrives have been UP: Ares, Mammoth How did the importance of team gameplay change? I don't think gameplay is only about duration, maps, number of players, HP. Many players leave the match in the middle even at pro battles. Could this experiment change your interest in the game? Not really. Do you have any suggestions on how to improve these changes? I think to improve the gameplay, firstly there should be enough players in every role like defensive, offensive, scorer. Then maybe you can let every player choose a default role for themselves. So, you can add same amount of these roles to both teams on a location in the map based on the role.4 points
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Wonderful summary! Got an insight into the Developers' minds, and was surprised by some decisions... not fixing Incendiary Band and Heat Immunity problem is sad... Battle chat in TO Mobile!!! Can't wait! Imo they haven't destroyed PRO battles - that's an extreme word. They shouldn't touch PRO battles now unless they intend to make them better. Thanks a lot PR for this wonderful recap!4 points
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In today’s episode, we will be boosting game performance. We’ll also be learning parkour from one of the best teams in the community and updating the models. FTL Parkour Guide AP Augments giveaway Create an eSports team Tanki Online Discord Become a helper today! Wannabe Youtuber Submissions Question of the Week Submissions Made with by Tanki and3 points
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@RIDDLER_8 Here is a basic example of strafe sniping: When I say I'm not your average player, I actually mean it, are there actually any shaft players that have done this to you? I highly doubt it. If there was a kill cam in this game, my enemies would be annoyed through their roofs.3 points
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Miscellaneous As usual, a few questions didn't quite fit any of the larger topics discussed above or were not as significant, but they're still worthy of knowing for a fun fact or two. Nevertheless, they can still be informational, and we do have plenty of them, so check them out. First up: gameplay. Some wondered if another game like Tanki X or Tanki 2.0 would be on the table. But given that Tanki is still actively functioning, there isn't any point of developing a second game so similar to the original. Citing Tanki X's eventual closure, developers noted that this side project didn't end well, so they aren't planning any similar games in the near or distant future. And of course, as we talk about gameplay, why not get into the game sounds. The sounds for Striker and Vulcan seem lower-quality according to players, and melee turret sounds (like Firebird and Freeze) are simply too quiet when compared to louder turrets such as Magnum. Developers mentioned that the producer of these sounds has not changed; perhaps, his tastes in sound has changed, leaving some different sounds for Vulcan and Striker. While for the quieter melee turret sounds, they believe it could be due to reconfiguring the sounds from Flash to HTML5 - these can be easily fixed. Moving from sound to visual effects, Isida's shot effects render its attacking beam a different color, but the healing color stays the same. This is because having a different color for healing effects could be potentially confusing - if an Isida shoots a foreign beam at a player, they'd need to think whether it was a teammate or enemy. Next up, the infamous "Finish in the Top 3 of the winning team" mission, especially the notorious weekly mission, which requires players to accomplish this tough task a whopping 15 times. Developers revealed the intent of the mission was to make sure players go into battle competitively, instead of just mindlessly collecting supply boxes or wasting Overdrives. There's no definitive plan to change this mission as of yet, but hopefully, it might be altered towards Top 3 in any team. Speaking of missions, players believed weekly missions should be replaced with a new one once finished. Developers, however, have their own system - they track when a players starts playing and it resets accordingly. Additionally, the above idea has been tried before, but it caused server instability, so the current system is how weekly missions will continue to work. Up next on the menu, fan paints - this time, not the country paints haunting container drops, but rather the more coveted clan paints, such as "Peppers", "Synergy" or "Vavilon". Unfortunately, they won't be returning to containers - they were only meant to be in the game during Clan Championship season and won't be readily available for players who missed out on them. Also up there with the paints was the addition of more Legacy, Ultra, Prime, and Demonic Skins. Developers said they weren't planning any new ones at the moment, but the idea is there. Finally, players wanted to know what programming languages the developers use, and they are: Java, Kotlin, React + Redux, WebGL / OpenGL. Well, now that these final questions have been answered, let's wrap it up.3 points
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Ideas and Suggestions As usual, players had plenty of ideas and suggestions for the developers, and in turn, they have assessed some of the best ideas out there. Some will be coming soon, while others are considered more long-term features, and still others have been declined for some simple reasons. Let's take a look at the ideas and the developers' responses. Planned Improvements/Additions New Hulls New hover hulls are definitely coming - they're one of the higher priority items, especially for mobile players. Tesla/New Turrets Though they are on the list of items to look out for, they aren't going to come anytime soon. There is already a ready concept for Tesla, but given that the priority is hulls right now, it's just going to have to wait. Improved Graphics Lighting effects on maps, such as the one on Rio, will become mainstream. Additionally, once everything there is done, more features will be added, such as shot glow effects, 3D effects, and some other surprise features. Potential Features Exchange of Supplies Mechanism This popular idea, where supplies could be exchanged for other supplies, was revealed to be a potential feature coming to the game, but it's currently in the backlog as more important ideas take the stage. Blocking Flags (Preventing the opposing team from scoring) when one team doesn't have enough players Developers admitted that the idea is much harder to implement in reality than as an abstract idea. However, it is in their backlog of ideas. More Detailed Player Statistics These will likely replace the more outdated ratings page. Custom Modded Interface/Themes for the Interface Developers expressed interest for one of the two; perhaps a custom modded interface if everything is legal. Equipping 2 Hull Augments at the same time Random Effects for Mines Declined Ideas New Supplies (like those from the "Test Box" videos) There are currently enough supplies in the game; however, if you look at today's mechanics, some of the features from these "Test Box" videos live on (e.g. Hovering Hulls; Noob Hat, which allows you to drop a bomb, and now, Wasp drops a bomb as its overdrive) New Maps + Maps from Tanki X New maps will be made at the developers' discretion, while maps from Tanki X were made on a different engine, so they are not going to be easy to adapt to Tanki Online. Voice Chat Though it was suggested as a feature to come, it won't be coming. Discord already takes some time to load, so imagine what it would be like on Tanki, especially for those with weak PCs. For now, using Discord is the only feasible option. Account Merging Developers did think there was some sense to the idea, but given that there could be issues with giving it to mults, hackers, or friends, the idea was nixed. JGR mode in PRO battles The biggest issue was that JGR could be abused in PRO battles as with Fire/Wasp format, so it won't be added anytime soon. The main goal of the developers seems to be further developing ease of access through hovering hulls to cater to mobile players while bringing the quality of graphics up in HTML5, then working on fine-tuning and adding better features. It'll be great to see some of these ideas in action soon. With these out of the way, it's time to break down some of the smaller, additional questions.3 points
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Mobile Since its introduction just a couple of years back, Tanki Mobile has become one of the biggest sources of new players as well as a great way to play on-the-go. And in the past year, mobile has become stable, smooth, and much easier to play. However, this lite version of the game doesn’t quite have the full-fledged features of the client. Additionally, it’s been a while, and the iOS version of the game has still not rolled out. For iOS, the issues mentioned previously (needing a new coding language suitable for iOS) seem to be resolved; all that needs to be done is to start working on it. Unfortunately, it won’t be releasing anytime soon as it’s more of a larger long-term project. Expect to see work on the iOS version start sometime next year. Meanwhile, let’s look at how the Android version has changed. One of the two biggest planned features touted in the previous livestream, the battle chat, has found its way into Tanki Mobile. But for PRO battles, given that they are a lot less popular nowadays, it seems like developers are more on the fence about adding them in. The next big issue: further developing the mobile version. In the past year, many of the major bugs and concerns have been addressed; now, it’s time for some fine-tuning. First up, optimized graphics. The game doesn’t quite work on all Android phones at the moment, but developers hope to continue to optimize the graphics. And following the release of 3D bushes on the client, the feature is planned to be added into the game. Next and last, the mobile garage. Though there’s little chance of HTML5 and mobile having the same lobby design as requested, developers are planning to implement some features from the HTML5 version to the mobile version to make these two versions look more similar, but that’s more of a long-term plan. It seems like the mobile version has improved greatly since the last Q&A session with the developers; all that’s left is some minor fixes for the Android version, and hopefully, an iOS version hitting the App Store sometime soon. Moving on, we'll take a look at some features and changes to come.3 points
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Economy As always, the game economy is ever-changing. During this past year, we saw some large changes come to the game in terms of the economy recently - Coinboxes, Ultra Containers, the Shop showcase, quite a few big changes to the game economy. As usual, each change with a barrage of player feedback, whether positive or negative. In chronological order, according to the updates, we come to the infamous augments update. This change caused a wave of rage among players when they found out that these anticipated Hull Augments wouldn’t be coming to garages - they’d be placed in containers. Though they were quickly added for purchase, these new augments still cost a hefty sum of Tankoins. Unfortunately for free-to-play players, they’ll always be available exclusively for buyers, but if you cannot afford them, they are available to obtain in the biweekly challenges. Next up, Crisis came, and again, it was placed exclusively into Ultra Containers. Developers reiterated that it was exclusively for containers, so it won't be available, even for monetary purchase, anytime soon. This was done in order to keep things interesting; players show a greater interest in containers if there are hard-to-obtain or even exclusive content inside them. However, don't feel too bad - there may be a slim chance that Crisis may show up as a shop showcase or special offer, but that isn't guaranteed. And with the release of Hopper, players were shocked to see the hull go live on an "Early Access" deal, then right after they had gotten their hands on it, it was sold for crystals in the garage. First up, the dilemma of selling Hopper for crystals: Hopper was made to help mobile players; to force them to pay an outrageous sum just to get better gameplay would be ridiculous. That begs the question: why was it even sold for money in the real place? Developers only had one comment to note, saying that it was just how the early access system worked. In the future, Early Access offers will be here to stay, so if you want some of the hottest new equipment, you'll have to pay a bit, or you can wait it out to get a chance to buy it in the garage. A quick note: to those who may not be aware, crystal boxes have been brought back to the game as highly requested. However, there are a few slight changes: Available at low ranks only - they are in battles where the lowest rank possible is Sergeant-Major. Crystal boxes now replace supply drop boxes in the above battles. Each crystal box provides 10 crystals as well as a comparable amount of experience. And before I wrap it up here, here are just two more small points: New containers - to be added if players want them. Coinboxes - 1 Box for 30 Tankoins option was removed for undisclosed reasons. As the year passes, it seems that the economy has changed greatly in the past year. Some of these changes do cater to people who prefer to buy, but again, developers have reiterated: without buyers, there would be no game. Next up, we'll be covering the changes in Tanki Mobile.3 points
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Matchmaking Balance plays out on the Matchmaking field, and of course, that's where we're headed next. As players grew accustomed to the system, they learned to work with Matchmaking to thrive. However, they still had a lot to say about the most pervasive issues left in the system. Let's hear what the developers have in mind to change some of the most bothersome aspects of Matchmaking. Of course, the most requested feature: removing bad maps and the freedom to choose. Will there be an option to choose a matchmaking map like in CS:GO? Short Answer: Most likely, no. Next up, let's bring up Matchmaking groups. Regular players have faced off against veteran players from First League clans, and that humiliating 0-5 loss was too much to live down. To bring some balance into the match, are there plans to divide Matchmaking into Solo and Groups? Short Answer: Not at the moment, but there may be some balance tweaks regarding groups in Matchmaking to come in the future. Now that the biggest questions are out of the way, let's take a look at some of the smaller changes that might be coming to the Matchmaking system. One of the big issues discussed was the removal of larger maps. While developers were more undecided about it before, they have now launched an experiment removed the aforementioned maps and focusing on 6v6 gameplay as opposed to 10v10. The experiment began 4 November and will remain in effect for two weeks; after this, large changes to MM and game balance are expected to come. There were two smaller ideas and suggestions; let's take a look here: Adding new gamemodes - Declined for now. Developers are split between the decision, but for now, there are currently enough gamemodes. Fixing Overdrive Recharge in Juggernaut - Completed. This error is now fixed. Matchmaking seems pretty stable as is right now, but of course, there are some issues with balance. We'll see how that plays out in the experiment, but for now, let's move on to game economy.3 points
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Balance Ensuring game balance is no easy task: with every single update comes a shift in the game, either tipping the scales in favor of a certain "meta" or pushing towards some sense of equilibrium. And let's not add the element of surprise - sometimes, update intended to help a weak hull end up overpowering it, or maybe a new update backfires and makes everything too strong. In short, to hold the game in even a precarious state of balance, is just difficult. There's a lot on our minds as we speak of balance: Augments being overpowered, drones devouring supplies, and of course, the infamous Vulcan-Incendiary Band-Heat Immunity meta. We'll be taking a few big questions and moving on to some discussion about these changes. First off, we're talking about Augments were created to change the gameplay of the turret, so why is the "Adrenaline" augment so powerful and it takes anything away from the user? Same about the hull augments. Short Answer: It is expected; Augments improve your turret, not just change the gameplay. Because of these augments, there's now an overpowered and science-defying meta: Vulcan-Incendiary Band-Heat Immunity. When will you fix it? Short Answer: It's unlikely that it'll be fixed. Developers also discussed changes to hulls: in the short term, changes to Wasp, Titan, and Mammoth are coming, while in the long term, as usual, changes will be happening to every hull as the goal is to retain balance. However, given that there's little known about future updates and even less about the impact on the different hulls, there are no specific hulls set to undergo changes in the long term. Next up, a question posed about drones' supply consumption. Lifeguard is well known for its repair-kit draining abilities, consuming three of them in a single save. Though developers did not explicitly agree to reduce the number, citing that the effect is equivalent to three repair kits, they do believe that each drone should consume the same amount of supplies. That may be a bit controversial, as some drones are much better than others (Saboteur and Miner, for example), which would only decrease the value of these less powerful drones. Another topic on the table was the change of some in-game dynamics. Hulls won't be going any faster, but just this week, an experiment began where the health of hulls doubled, while the damage done by melee turrets also increased, so that's something to look forward to. With balance covered, let's move to the main battleground where it is tried and tested: Matchmaking.3 points
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Interface The age-old question: HTML5 or Flash? As Flash dies out, the answer is decidedly HTML5 for most players, but some are still holding on, hoping that the legacy of Flash Tanki will live on. With HTML development plans underway, developers let us know what’s next for Tanki’s future interface. Let's see what they have to say. First up, the biggest question. With HTML5 becoming the mainstream platform for the game, will you add the old interface to the settings? Short Answer: It’s unlikely that it’ll be added. Well, it seems that the HTML5 interface is here to stay. Well, for those of us who can't let go of Flash, will there be closed ahead of time? Short Answer: No. Let's also discuss some smaller fixes and additions that might be added. Players were insistent that even if not all of the features from Flash could be added, maybe some of the smaller ones might be able to be part of HTML5's interface. One of the biggest features was the ability to check missions progress and friends in battle. Developers didn't deny it upfront, but they did mention some concerns about having players being labeled as inactive because they were checking, especially given that battles are increasingly shorter. For now, it's in the backlog; perhaps it will be a feature someday. Now, moving on to some points regarding some optimization, fixing, and new features in HTML5. As of right now, Shaft's controls when aiming is very difficult to get used to on HTML5. Here, the developers admit there are a few problems with the scoping at the moment - they're not behaving as they should. For now, their priority is to fix the mouse controls as it is easier to use Shaft with mouse. However, if you're a fan of keyboard sniping, you may just want to either get used to HTML5 or play with mouse; the developers plan to focus on the mouse controls and it doesn't seem that there will be any fixes to the keyboard controls coming anytime soon. And if you're a parkour aficionado, then you must be familiar with secret rooms - hidden platforms and little rooms in various maps only accessible by a secret formula. A highly requested feature by players, secret rooms are to make a grand return on HTML5 once migration is finished, so keep an eye out for that! HTML5 has improved a lot from the last time the developers had a chat with us, and it seems like it's only on its way up! Moving on, the next biggest issue in the game - the omnipresent issue of game balance.3 points
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General As usual, players had some burning questions regarding the game as a whole - and the developers brought us some detailed and in-depth answers. These responses brought tons of insight into the current state of the game, so be sure to check these out. Of course, it may be hard to swallow, so for these bigger questions, I’ll be providing a “Short Answer” section, where the question will be answered in brief. In the spoiler below, you can find the full answer and explanation. Now, enough delaying; here are their responses. When will you remove or reduce the pay-to-win factor? Short Answer: Unfortunately, that simply isn’t possible. When will another WAR like "Domination" or "Stolen Christmas" come to Tanki Online? Short Answer: Not in the near future, but it may return later. Why are you killing Flash? It is very good for weak PCs. Short Answer: Tanki isn’t killing Flash; Flash is highly outdated and being discontinued by Adobe. Why are some augments not working? I bought a Magnum augment a long time ago, it is equipped, but not working. Why does this problem appear and will you fix it? Short Answer: If you’re talking about Magnum: The augment has changed; it is working properly. If you’re asking from a couple of weeks prior to the livestream: There was a problem; it should be fixed now. Will you add a new Zombie gamemode on Halloween? You said you wanted to. Short Answer: No, it isn’t possible yet. Speaking of gamemodes, we really liked the Hopper-Railgun mode. Are you going to add such modes? Short Answer: Possibly. How do you rate the efficiency of a certain update? Short Answer: We use our own analytics as well as players’ feedback. It's not a secret that you receive the majority of crystals/coins,etc. from anything but not the main function of the game - battles. Is it intentional? Is it really how games should evolve? Is it normal that the main part of in-game earnings come from additional things like containers, missions, challenges or it is just a temporary measure to not let the game die? Short Answer: Yes, it was intentional. When will you remove the increased experience in the battles? I am ranking too fast! Short Answer: Not as of now and it is unlikely it will be removed. Why did you destroy PRO battles? Be honest. Short Answer: The majority of resources are given to Matchmaking as they are more popular than PRO battles. However, should they become more popular, more resources will be given to it. Have you ever thought of creating a new hull with wheels, as opposed to tank tracks or floating mechanics? Short Answer: Yes, but we went with hovering hulls. A few questions about Hopper: first, why doesn't mass affect the height of the jump? Also, why is the jump not relative to the map? Short Answer: The finished version of Hopper is different from the original concept. Why did you make the game easier? Adapting it for [young] children? Short Answer: Some of the aspects of the game are difficult to master, so those were made easier. Besides, the game is meant to be played by children as well as adults. These were some very insightful answers, giving clarity on the game situation now and to come. Up first on the agenda, we cover the controversial debate that has been haunting players and developers alike for months - the game interface.3 points
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Well, I mean it can kill a medium hull in 3 shots without any protections. Especially with the alteration that gives you a faster reload.2 points
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I mean, that would be making Thunder OP. Even if you have people using protection vs it, it is still going to be hard to kill. When you are balancing something, you must balance it with something that doesn't have protection, you know? Having protection modules is a temporary thing, in which changes every game. The next game might not have any people with protection. You will be too OP at this point, so it doesn't make much sense to buff Thunder even more because of this reason.2 points
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Thats interesting that ppl still use modiles vs it. Id say that gauss, freeze, fire, and rico are more deadly so I dunno why ppl insist on using rail and thunder prot2 points
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2 points
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LOL, when you don't believe you'll ever see something happen but still keep looking forward to it Unless Alternativa goes bankrupt/fires the game designer/devs and the game is lucky enough to get better ones You're leaving again? Cya then, IDK what you mean by 'mission' but best of luck with that2 points
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Good luck to those amazing clans! May the best ones win! Also, Good luck to the ones who are participating to get the Prizes and building the hype!2 points
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I don't think 2 battle passes in a month is a bad update. Many players completed the challenge quickly and were left with nothing else to do. On the other hand, we all have different opinions about updates. Either way, good luck in the future!2 points
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I was not aware that he knew of my traumatic bungee jumping past.2 points
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Isn't this experiment over yet? I got stuck playing CTF missions and I doubt I'l finish them. Firstly MM keeps putting one team in first who would cap a flag before most of my team were even playing. Who wants to spawn into a new game with the other team already in your base? Constant one sided battles, 5 minutes of being swamped for 200 Crystals! No thanks. I'm trying to complete a "gain 1500 points" mission. not going to happen when I'm on the losing side of a 3 minute 5-0 battle. Seems the Magnum players have got this experiment sussed. My light hull on DA was getting one shotted by Mag. Maybe someone shot me first though. Quite often I'll die without knowing what hit me and have to look to see who killed me with what! Game lag? Just like Shaft hits me without the laser pointing at me, Isida killing me round corners, and Freeze killing me just by driving past! Viking on SB is as fast as Hopper on SB. Vik/Isida chased me down while I was trying to back away from them. Vulcan is no fun to play on this experiment, it's like trying to flog them to death with wet spaghetti. You shoot at them for ever and just when you're making a dent they hit a repair kit and the tw*t with EMP Gauss kills you, again. Tanki, you really need to have a look at some of your maps with respect to which mode they are played. Some are so biased that it's nearly impossible to win unless the opposition are total noobs or your team actually has a few players who know how to play. When this 6V6 is implemented (as we all know it will be) the maps will play a more important role in the already very unbalanced game.2 points
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Developer's current and future activities on the Mobile from the After the Stream: Livestream October 2020 Mobile2 points
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Yes exactly, and I use this combo, because no-one else actually uses it (rapid fire augment doesn't count as a real sniping item, that one is essentially like 'hammer' without the pellets), and also because this is the closest this game can get to a real FPS game feeling, the only difference is, there is rotation speed to also factor into the equation and Crisis drone has a lot of weaknesses, some may say it's OP, I say otherwise, I personally have no issue fighting Crisis drone players, but yes for a solo person who doesn't invest, it is difficult to fight against. With Light caps and crisis, I was able to 1 shot light hulls with defender drones in a fairly short amount of time. Now with double HP, it's actually much harder for me to get kills, but it doesn't phase me, I still have fun because tanks will still chase me due to me being annoying to them ?.2 points
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During my early days with Shaft - Light Caps, Hoppper Crisis, like I said, I am not your average Crisis Mouse HTML player. It is a deadly, yet fun and slightly difficult combo. I use FPS game binds, not 1 2 3 4 5 for supplies. For those who think it's easy, by all means, do play it, without camping too much, since I am the type of person to come up close and personal to you usually.2 points
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@Mr.Nibbles I know how popular Minecraft is. One thing that the upcoming update is missing for an improved graphical version of Smoky are shot colors. Smoky and Thunder are both missing shot colors. Those two turrets would look even cooler if developers added shot colors for them. Please add shot colors for Smoky and Thunder. I want a green shot color for both turrets.2 points
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Same here ? Doesn't change the fact that it's somehow popular, even with basic, awful graphics2 points
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Let's kick off today's issue with a review of the livestream with our CM Marcus; Person_Random breaks down everything in the 2-hour stream in this summary article. If you missed out on the stream or want a recap, check it out!2 points
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I like how the new TO hornet m3 skin looks almost like my hornet model, which means I’m not that bad at 3D modeling. ?2 points
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So, it's been a few days and I think it's time to go more in-depth with my thoughts on this experiment. I'm more calm and level-headed than in my last post, as I'm not nearly as frustrated. Still frustrated, but not as much as before. Doubled health makes battles less fun. The double health makes killing tanks take a lot longer. Given the right circumstances, you and an enemy can sit there shooting each other for a ridiculously long time. Fights in general now have a slow pace, and I think one of the biggest reason this game is fun is because of the fast-paced, impulse decisions. With how easy it is to stay alive, one's supplies frequently run out, and you're driving around waiting for the 30 seconds to run out. Maybe I'm a Speed Boost addict, but when my Speed Boost is not active, battles feel slow. Sidenote: In my opinion, consistently dying and respawning is only an issue if the teams are unbalanced and there's not a whole lot you can do before dying. The game is not designed with double health in mind. I'd say that in a pretty good amount of the game modes, the general imperative is to clear out the enemies, and then do your job. In Assault, you need to kill at least a few of the defenders in order to make flag delivery easier. In Siege, you need to kill all of the enemies at a point in order to start capturing. With double health, it's easy to assume that wiping out your enemies will not be easy. Assault has been hit the hardest. It's harder for defenders to kill a flag carrier, making battles end at scores like 70-20. The disparity in equipment is made a lot more obvious. The experience boost has sent a lot of people to high ranks very quickly, without enough time to get a good amount of MUs on your turret and hull. If you are a Legend and have a turret that's like Mk7 3/20, you're going to have a hard time killing an Mk7 20/20 hull, even without the double health. Double health just makes things even harder. Even if you've been a Legend for a while, if you want to buy a new Mk7, you're going to have to wait a while and invest a lot of crystals in order to make it even usable. The double health favors certain turrets, and completely trashes others. Everyone's talked about it already, but melee turrets have gone up in popularity (as well as their modules ?). That's because high-DPS turrets are in the meta right now. With the double health, it's all about getting as much damage on the enemy tanks ASAP, because the high damage of turrets like Shaft are just not enough to one-shot people anymore.2 points
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That's all for now; I've covered just about anything and everything from this recent livestream. There were definitely some great answers and insightful information, including some development plans, so I hope you'll learn something new and interesting about the game. Be sure to keep up to date on the game to see when some of these changes happen. If you missed out on the livestream or want to watch it again, just simply look down here and catch up on everything: Anyways, that's enough from me; enjoy watching and thank you for reading!2 points
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