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Showing content with the highest reputation since 04/20/2026 in all areas

  1. WELCOME! We are BACK! We apologize to keep everyone waiting , there was many decisions and ideas to be made and what to captured for the vision we see for the future of Fly To High. This being said we are currently working on a project that is coming up next after this video , a breath of fresh air for the community to just simply enjoy! We put together a bunch of recordings we had in the vault for a while, some didn't make it but we wanted to use some of them to prep for what's to come, it'll be worth the wait and we appreciate your patience and hope knowing that FTH will provide for your personal entertainment, thank you and enjoy the show~
    20 points
  2. 6 points
  3. So I have returned after a VERY long absence from the game and well... overall quite disappointed, honestly. The bots are disgusting. Id rather wait 10 minutes for a full lobby than having to play with them. If you drive in circles around them, they will never hit you. Theyre just in the way. In one game, a bot picked up the gold box. At least that got a good laugh out of me. Some augments are completely gamebreaking (while others are absolutely worthless). In one game, a railgun shot doesnt even take 1/5th of my hp. Next game, I get one-hit-killed, consistently. Critical hits are annoying and nothing else. Playing with / against Railgun feels like gambling now. Even worse, some genius had the idea to have crits bypass protection so they can sell that overprized crit protection. Not being able to select the battle is so awful. You wanna play a round with Firebird/Freeze/Isida? Well, get put into Stadium / Massacre etc with 20 Gauss/Scorpion/Shaft/Rail on the enemy team and have fun. The matchmaking itself is terrible, too. A third of the games isnt even worth playing cause one team just stomps the other. Im used to 20-30 minute battles being normal. Now 12 minutes feel so long sometimes. I cant believe its still a thing. This was the main reason I quit. Now its come to the point where I just quit battles after a minute, when I see things are going bad. Why is it that supplies are now effectively always active? Whats even the point? Might as well double every stat and remove them. I also believe this is one major reason why some games are such ****stomps - the team getting stomped doesnt even get to activate their supplies before getting blasted into outer orbit. The containers are ridiculous. Dont know why gamechanging (or gamebreaking?) augments are locked behind nothing but RNG. You want to play healing focussed Isida? Heres your short range Thunder. Oh you upgraded Freeze? Why not try this EMP M0 Rail? Is that a M7 Hornet in your garage? Then you surely need that Fire Immunity for Titan. Stop it with the gambling ffs. I keep checking the "pro battles" section, but its rare to see battles with more players than Island 2v2s. Lower rank battles dont exist at all. Only had a single full Noise CTF in 3 weeks. The game is so different without the augments, supplies, drones, overdrives. Ive just seen theyre trying to make "Tanki Classic". Apparently, the player base of this game must be so vast that you can split it up and send players over into another game. Reading back through all of this, it looks really bad, but honestly, they wouldnt have to do much. Remove the bots, reintroduce player-made ("PRO") battles as standard (you can keep quick battle and just match people into these games). Tune down the augments. No need to remove them, just nerf the outliers. Reduce critical hit volatility (mainly looking at the crit rail augments), dont have crits bypass protection. Make supplies scarcer (especially repair kit) and increase the downtime (as by increasing the cooldowns or/and decreasing the duration). Drones can be kept as a small passive effect that increases a certain stat (so players get to choose: do I want to do a bit more damage? A bit tankier? Faster?). Lastly, dont have the containers be the main source of income / acquisition source of everything. No, I dont think they will do any of this. Greed always wins. Sorry for the long post. I initially only wanted to check if a forum even existed anymore and it immediately turned into a rant.
    5 points
  4. Да, это было потрясающе, поздравляю всех, кто так старался войти в историю, эта интересная история станет мотивацией для других паркурщиков, спасибо.
    4 points
  5. nah people have millions the main issue is the battle score they should have made it 2.5k not 5k its too much of a grind. most tankers have jobs and are over 18 they cant play more than 2 hours a day.
    4 points
  6. That was truly powerful. Congratulations to everyone who put in the effort and became part of this moment — we created something that will stay in memory. We left our mark. Great work — each of us deserves respect. We made history that will inspire and keep pushing forward… Working towards leaving my mark.
    2 points
  7. Whata disgusting joke of a game this has become. You nerf Hyperion because "dying is fun" yet this immortal excelsiors and defenders who solo win games cant catch a decent nerf for months to years on end. Disgrace!
    2 points
  8. Love the video and epecially seeing myself in it, KEEP IT UP BOYS!
    2 points
  9. Feel free to come back (if you remain) and update your list with all the other tanki disappointments you haven't discovered yet. They are a plenty.
    2 points
  10. I'm not crying, someone is just cutting onions
    2 points
  11. Time to invite myself 7 times
    2 points
  12. 2 points
  13. performs a Yamato device update
    2 points
  14. This has to be by far the most random post I've seen yet lol
    2 points
  15. Well never say never. It's hard to tell if they will ever bring it back as that is up for the dev's disclosure, although in the last couple of years, they clearly steered away from these types of contests and focused simply on creating community events that we have these days like Sakura Blossom, various minigames, Team Contracts etc.
    2 points
  16. Happy new years! Enjoyz~
    2 points
  17. Next time, please post 1 topic per Idea.
    1 point
  18. https://tankionline.com/en/?p=51988
    1 point
  19. goodbye lobby chat for next month.
    1 point
  20. We have now reached a point where a player with a 0 score and a 0/32 death rate can make it into the TOP 3 Players on a team. LOL
    1 point
  21. The problem with the matchmaking is that its rigged and I would actually call it "match sabotaging". Ever since it came in 2017 nobody liked it but they somehow insisted on how it makes the game a better place and there would be no more battles without players yet I still see battles where we have 3v3 on a big map with 7v7 bots. If filling bots considered full battles, yeah you have achieved a new milestone!
    1 point
  22. Firebird <<Afterburner>> Highly concetrated fuel directly injected into exhaust behind turbine creates combustion which dramatically raises exhaust temperature, resulting in extreme damage in fraction of seconds. It is a high fuel-consumption method. Designed for single-target eliminatoin Advantages: Damage per tick (hp): + 250 % (1050) Upper temperature limit: +1.00 Heating rate: +0.33 / tick Disadvantages: Range (m): -60 % (10m) Cone angle (deg): -50 % (10) Energy consumption (units/second): +125 % (750) Range of min damage (m) -50 % (10m) Enemy highlight range (m) - 66% (10m)
    1 point
  23. But what game mode is it? Like, ok — let's say devs add a monowheel tank hull like the ones in the banner. Other than looks, how will it be different from existing hulls? And what does it have to do with a new game mode? What's the actual gameplay like?
    1 point
  24. @Tekken manz doing the work the "devs" should do. To make it more realistic to the "devs" workflow you can use AI to generate the art. (insert pepe tux emoji)
    1 point
  25. Firebird <<Expanded Nozzle>> Expanded Nozzle provides bigger cone angle than normal firebird versions at the costs of range and faster fuel tanks expenditure. Due to faster fuel tanks expenditure it also increases heat and damage dealt. Advantages: Cone angle (deg): + 150 % (50) Damage per tick (hp): +50% (450) Upper temperature limit: +1.00 Disadvantages: Range (m): -30 % (17,5m) Enemy highlight range (m): -40 % (18m) Energy consumption (units/second): +50 % (500) (Normal consumption is 333 and Full energy bar has 1000 energy)
    1 point
  26. So I suggest to create a new Matchmaking System, keeping the present one as it is, to make things more interesting. Firstly this System works differently compared to the regular one. This matchmaking will have the modes present in the regular one but not Team Juggernaut. (you'll understand once you are done reading the entire idea ?). The rewards are different and this will be season based. I've explained everything in detail. Levels Level is something which shows how much you've played and more importantly how good you've played. There will be 25 levels, starting from Rookie 1 to GrandMaster [list of levels is at the end]. Unlike experience which you get as soon as you kill or complete the objective, the points for Levels will be added(or deducted ?) at the end of match. Your level points(duh the points which increase your level) are totally dependent upon your actions in the Ranked Battles. You are not supposed to leave the battle mid-way. If you do so, you are not allowed to play Ranked battles for the next few minutes and some level points will be deducted. The level points you earn will also depend on your killstreaks and winstreaks. If you have gotten 3 kills as a streak, then you get more points and if you are continuously on the winning side you get more points. MVP streaks also increase the points you get. For instance you are the first in winning or losing side for 3 matches now and even in the 4th match you are the 1st, be it winning or losing, you get more level points in this match. If you are on the winning side and are the 1st then you get even more points. I believe that you get the picture of what I am trying to say. Every time you level you level up, you get a reward which I leave for the developers to decide. Ranked MM This Matchmaking system will have a separate button. Everything else is same as that of regular Matchmaking system. If an ally of yours leaves the match in the middle, all the team members get a compensation as they have a direct disadvantage of not having one man. Another important feature of this system is that one cannot join a match in middle. So you are always bound to end up in new matches. Season Now coming to the interesting part, Season system. A season lasts for a month. All the new items such as cosmetics and augments developers are planning to release in the next month, they release them all at once at the beginning of the month or season. You can obviously get them from Ultra Containers but the interesting part is that you can also get them, at least a few by reaching the last few levels in that season. Once you reach the level of Master and for all the next ones you get a special container named "Season's Greetings" for every single level. (I just got this name so yeah no problemo if another cooler name is used) This container has the stuff which were released at the beginning of this season only. Say 6 augments are released, this container has only those 6. So if you get to this level and acquire this you are bound to get one of the Legendary Augments. So from the level of Master there are 3 levels and then GrandMaster level. So you get 4 special containers and you get 4 legendary augments/skins of what were released. So the levels reset every season. List of Levels Names of everything are just the ones I got to my mind at the moment. I'll be glad to answer any queries on this.
    1 point
  27. Due to secret update released 20th december 2024, supplies cooldowns were added to Parkour format. It negatively affects performing Parkour tricks in general, and some specific tricks requiring usage of repair kits and mines even more. In that update, Hyper format was released as well. In this format there are no supplies cooldowns, and anti-cheat is activated like in regular MM battles. Idea behind that was to bring back moderation to parkour format upon "Parkour fighters" numerous requests. Creation of Hyper format partially fixed that, but created another problem for other group of players. Easiest solution that could satisfy both developers and parkourists is to change mines placed at once limit in Parkour format from 10 000 to eg. 30, and remove supplies cooldowns again. This will make parkouring as good as before, and won't affect idea of Hyper format in which planting huge amounts of mines is allowed.
    1 point
  28. Valid [sply] Perhaps not a flashbang as that could be unpleasant to many players' eyes, but a smoke screen or some other kind of blinding device meant to disorient players seems like a great idea!
    1 point
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