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Maf

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Everything posted by Maf

  1. You know, for someone who really likes to suggest extremely overpowered features and buffs, this suggestion is pretty tame in comparison. The hull idea is cool, and I do like the jump overdrive, but it absolutely needs an additional benefit to make it useful. Every single current overdrive either helps you kill enemies faster, or survive enemy fire longer (or both), but a simple jump does neither. That's why I think that perhaps it should deal damage in a radius (like a Magnum explosion) or at least knock enemies away similar to Juggernaut.
  2. Topic merged Any feature that exists in Flash but not HTML5 just hasn't been added yet. Developers will gradually implement all the additional functionality of HTML5 before actually forcing players to migrate to it. For now you can continue using the Flash version, while HTML5 has the essential features needed for proper open testing.
  3. Maf

    Teamwork in MM

    Oh yeah, had a RGB battle on Parma recently where one of our guys kept bashing our team for not playing as a team and not passing. I thought he was overreacting, since the pass mechanic is pretty lame and rarely useful, but at the same time I do feel his pain, since a lot of the time people prefer to keep the flag/ball until the last moment to get the EXP, instead of passing it to ensure a successful attack. Anyway, I was carrying the ball and almost made it to the enemy base, but on the final stretch two enemies pushed me into a wall corner, leaving me no chance of capture. At the same time I see that guy driving past the enemies on his Wasp and looking at me. So I pass the ball to him, he catches it perfectly and scores a goal before he gets killed by a Magnum. That was definitely one of the smoothest teamwork moves I've ever done in a normal game. A couple years ago there was a similar moment in another Rugby game. I was attacking with the ball on Serpuhov, but 3 or 4 enemies blocked my way right before the ball. Then I see a teammate driving up from the back, and once again I pass the ball and he catches and scores. Even the enemies complimented our teamwork there. Honestly, this should be common sense in every battle - other hulls let Dictator take the box and the Dic in turn shares OD charge. Unfortunately not that many players realise this or care enough to make the strategy work. It's a shame that such an act is considered as "exceptional teamwork".
  4. It deals a lot more damage than Gauss and has splash damage, unlike Shaft.
  5. Yes, but also it would also allow you to jump over obsacles and tanks. That would be pretty powerful in CTF, depending on how high the tank would jump.
  6. Maf

    Ideas for Maps!

    Oh yeah... :ph34r: This is one of my first screenshots in Tanki. Probably early 2012.
  7. Valid Sounds pretty cool. You just need to work on the overdrive. Wasp and Viking is able to destroy the whole enemy team within seconds, Titan and Mammoth become indestructible, while this hull just... hops? There should be a destructive aspect to it too, like a "ground slam" where upon landing after this hop ability, any nearby enemy tanks would get pushed back and possibly flipped.
  8. Most of these have been posted in this topic already. We'll see - maybe HTML5 will see some of these get implemented.
  9. I'm not sure if it would help. Also not sure if it's even necessary, since Striker seems to be quite balanced right now.
  10. Topics merged This is most likely planned, along with all the other missing features.
  11. Maf

    Tanki Picture of the Day - Have any?

    I'm gonna frame this and hang it on a wall. Beautiful. ^_^
  12. Sorry, too busy spamming completed ideas :ph34r: (jk; it's there, but it's a duplicate anyway)
  13. Idea no longer relevant due to removal of PRO battle pass and custom battles becoming free to create and join. Invalid, closed.
  14. Why would that be a surprise? Flash is outdated and broken. The last thing developers want to do is have to update both Flash and HTML5 in order to release new updates. So the best thing to do is to make sure HTML5 works perfectly, and then get rid of Flash once and for all.
  15. Maf

    Ideas for Game Modes!

    As with most ideas like that - there's no way devs will make a game mode specifically for one combo and one map. Sounds kinda interesting, won't happen.
  16. Flash client will no longer work once the Flash version is completely stopped and removed.
  17. It was decided that seeing your crystal and star amount was unnecessary during a battle, since most purchases are done outside of battles. If you need to buy something right then and there (such as supplies), you can go into your garage to buy it. The crystal count is visible in the garage. This is already planned. 2 topics merged
  18. Oh boy, it's like a whole new game :rolleyes:
  19. Maf

    Tanki World Records

    Awesome! Record accepted! Wasn't so hard to talk him into it after all... :ph34r:
  20. Maf

    Tanki World Records

    Actually, he really should. I didn't even realize that bluedragontamki still has the record.
  21. Valid These are considered to be minor issues not worth fixing individually. The architecture of the current interface is poorly set up, meaning that to change something as small as a typo, one needs access to full development permissions and specific knowledge of how the interface works. However, the new interface is said to be a great improvement in terms of the internal structure, and may potentially even allow CMs to edit in-game text without intervention from developers.
  22. Slow. As in, slow thinker and couldn't react in time.
  23. Maf

    Pre-2018 Module System vs Current System

    I'm sure we can all agree that the module names that devs came up with are absolutely genius, but for the sake of convenience how about we call them by the turret they protect against - rail prot, isida prot, etc. It depends on how you look at it. If your goal is to protect yourself against Rico, Railgun and Thunder and nothing else, then yes - getting a single 50% triple module was a lot cheaper back then. But if you want to be fully versatile with your protections in order to be prepared for any kind of enemy, you now have to purchase and upgrade the equivalent of 14 triple modules, whereas with the old system you'd have to buy, upgrade and memorise all 70+ triple modules and you still wouldn't have every single combination of protections. In that sense the current system is far superior.
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