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Maf

Tanker
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Everything posted by Maf

  1. I was actually going to mark this topic valid, but Destrod has some good points. Although I feel like if friendly fire (damage) is already disabled by default then it makes sense to also get rid of the impact force. I'll be honest - getting your aim knocked off by a teammate happens more often than them helping you get back on tracks by shooting.
  2. I think you'll find that a lot of people disagree with you. It's already difficult enough to combat Viking and Mammoth on their OD, so additionally making it so Hunter doesn't immobilise them will make them extremely OP. You have to make sure to choose the right moment to use your Viking/Mammoth OD to minimise your chances of wasting it. This includes making sure there are no Hunters nearby.
  3. XxStriker is right - the 3 second recharge rarely makes a difference. The only time it might matter is if you activate DD, and then pick up a DD box once the 3 seconds is up. Drop boxes fall once every 120 seconds. Sure, you might be able to control one box and it will be a bit of an advantage, but DDs don't usually lie around for a long time so I doubt you'd be able to just go from one box to the next so easily.
  4. Well, time to change your name to XxGauss then :rolleyes:
  5. But you can't just activate it repeatedly whenever you want. You have to either activate your own DD, or pick one up off the ground. In most cases you'll just activate it, use up the 3 seconds of power and then play normally until you respawn and activate it again. So the increased recharge will definitely be helpful in some situations, but it surely doesn't compensate the 40% duration nerf.
  6. Interesting changes! Gauss change is nice. Most likely won't affect its actual strength by much, but it will definitely help make the lock-on system a bit more useful, since it's so incredibly frustrating when you're about to lock-on, but lose the target and the progress resets. It's part of the reason why I've been avoiding both Striker and Gauss. The instant reload alts for Rico and Hammer are really interesting to play with, but very difficult to use effectively. This is a nice improvement that will hopefully make them a bit more playable. Defender drone seems kinda OP (on top of drones being OP in general), based on the description. 20 seconds is an incredibly long time, so its balance will greatly depend on how much the defence boost has been nerfed. As for Booster... well, RIP Booster. It was fun, but honestly way too powerful, especially with rapid fire turrets. It will still be useful after this nerf, but not nearly so powerful that it would make no sense to use any other drone besides it. Now the maps I'm really excited about. We haven't seen a brand new map since... Yorkshire or Cologne, right? So that will be fun to check out. Molotov is one of my favourites, so that's cool. Not sure about Cross in MM though, but we'll see. Rest of the minor changes also seem good.
  7. Maf

    Ideas for Turrets!

    I don't deny that there are situations where it can be very useful, but if a turret can ONLY shoot up, then no. I mean, we already have Magnum, which can shoot straight up. So this new turret is just a more limited, less useful version of Magnum. How about this - try playing with Magnum in a few battles and only shoot straight up at 90 degrees, never lowering the turret. See how "fun" that will be.
  8. Maf

    Ideas for Turrets!

    It could work as a new supply, or a hull overdrive, but definitely not a whole separate turret. I looked at the gameplay for Vigilante 8, and it looks like this "Skyhammer Mortar" is a secondary special weapon, just like an overdrive. The primary weapon is still just a basic rocket launcher or machine gun, which makes sense. No one would use a turret that can only shoot straight up - there are very few (if any) gameplay situations where it would actually be effective.
  9. Developers are aware of this, but parkour mode is currently not planned to be updated due to other priorities.
  10. I got that. What does lag have to do with advertisement?
  11. No, "kak" means "how", so the phrase "kak dela?" is basically "how are things?". When said on its own in tanki chat, it's usually when something strange happens, like the Juggernaut getting one-shot, so they ask "how?".
  12. Tanki Online used to be advertised until around 2015. At that point the Flash version was already too broken and difficult to supports, so new players didn't stay for long and therefore it’s pointless to advertise it - the money spent on ads would be greater than the revenue from new players, who found the game because of the ads. Developers are currently working on HTML5 to make it easier for new players to join the game and stay.
  13. I mentioned it in my first post here. Devs talked a lot about adding a "Rating MM" system where the battles will be more even and more competitive. Assuming enough people play them, you should be put into games with evenly matched opponents. Probably. Can't make any promises ¯\_(ツ)_/¯
  14. Well, looks like this upcoming Rating MM will be just the thing for you :)
  15. I'm literally saying what Hazel said in the livestream. That answer surprised me too. But according to him, numerous studies have actually proven that a wide range of battle results (blow-outs, easy wins and even battles) is better for player retention than 100% even battles all the time. Probably has something to do with mental stimulation and our subconscious preference of variety, as well as potential increased fatigue from having to concentrate all the time when the teams are evenly matched.
  16. Maf

    Game Rules violator

    Answered, thanks! Closed.
  17. It was talked about a lot in the livestream. I think they plan to add it eventually after all the HTML5 stuff is done. It's a fairly high priority task.
  18. No, why would it? Those alts still just deal basic damage, so they will provide the usual protection - up to 50%.
  19. Yeah, pretty much. In the stream I'd say around 40% of answers involved "after HTML5 is released".
  20. Paraphrasing Hazel from the RU livestream: Matchmaking balance works as intended and unfortunately it does mean that sometimes the rank range (and therefore gear difference) will be quite large. This often depends on the time of day – if there aren’t many players online the rank ranges have to be greater, otherwise battles will take ages to start. The system does try to balance the players by equipment to make sure that both teams have equal numbers of strong and weak players, but this is not always possible. Also, it’s not a great idea to always have even battles. If every single battle is an even fight where both teams have to concentrate hard to win, then players will get tired faster, which ultimately results in them spending less time playing, which in turn means we get less revenue. Our aim is to increase the playtime, and studies have shown that having a mix of even battles, easy wins and big losses is better psychologically than having completely even battles all the time. However, you’ll have plenty of difficult even battles once Rating MM is released.
  21. Hazel said that the current modules system is outdated now that fire damage is no longer tied to firebird. So from what I understand, they do plan to rework the system to make it so that a single module protects from all types of that turret's effects and damage.
  22. Fine, 3.5 out of 7. Still a lot.
  23. As soon as the first challenge was made available I was sure the rewards would be reduced. But I agree that it's demotivating to see empty slots. Honestly, I don't understand why they couldn't just fill those slots with useless rewards (like mines or a cheap garage paint), or even just take rewards from other tiers and spread the out more evenly. Having empty slots is honestly a terrible decision on their part, IMHO. I did say "below legend rank" :P It's probably true that the game is moving away from strategy and smart gameplay, but to be honest I'm not complaining. You can still play PRO battles with an organised team if you want proper gameplay, while in standard battles teamwork was never particularly strong. However, I still often see good players and some teamwork, but at the same time it's nice to be able to do something on your own without depending on your team.
  24. The idea makes sense, but like I said in another recent topic, Titan has a lot of counters for its dome. Hunter's OD disables it, Viking's OD deals enough damage to brute-force through it, Hornet's and Mammoth's OD ignores it. That's 4 out of 7 hulls which Titan's dome is weak against, so I don't think it needs more disadvantages. Also, I feel like it would be a lot of development and troubleshooting for a rather minor change.
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