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Everything posted by Maf
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This game is made to be as simple as possible, for an audience that just comes to relax without too much thinking/concentrating and you expect them to play chess? Ha!
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The first Highways change was good. Made the map a bit more accessible. The second one though (where they made the middle section a little shorter) seems completely superficial and hasn't made a difference. Madness change was an improvement, but it's still a terrible map with boring gameplay. Looks pretty cool, but the glitchy textures and the lack of cover make it frustrating for all modes except for maybe DM and TDM. I don't know exactly what the issue was, but it wasn't due to holes.
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Valid
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Valid Compatible and Uncompatible Drop Supplies in Team Battles
Maf replied to lssimo in Ideas and Suggestions
Valid- 9 replies
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- 1
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- Balance
- Drop Boxes
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(and 1 more)
Tagged with:
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Massacre and Highways were changed to be more suitable for Matchmaking gameplay format. They more cover and shorter distances in order to be more suitable for short range turrets. In my opinion, these two maps should just be removed completely since their gameplay in general is pretty terrible, but developers insist on keeping them. Oh well... Madness was changed to solve a number of issues, including hackers, bad gameplay, sabotage, power levelling and critical errors.
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The drones have a limited range. Perhaps you were in range, but your teammate was just out?
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It must be Supplier or Mechanic drones that your teammates used. That's the only explanation.
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Part of the reason why Matchmaking got implemented was to combat this exact issue. Compared to a battle list system, it's much more difficult to get inactive players into the enemy team of a MM battle. What you describe does seem like a potential strategy that saboteurs could use, but it seems so overly complicated that it's probably extremely rare that anyone would use it. Your observations don't really prove anything. Inactive tanks often either have bad internet (and therefore have to re-load the game a bunch of times per battle), or maybe they play badly. Maybe a guy is playing with one hand while eating lunch and watching TV at the same time, or a 2 year-old kid who barely learned to press buttons and is playing on his parent's account... who knows? Mods are doing what they can to combat this, but the reality is that MM (and Tanki as a whole, tbh) is made for casual players who don't bother to play well, so you can expect such inactive players to end up in your battles every now and then.
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Topic merged
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Valid In it's current form it's too OP. Maybe it would only start healing if you didn't take damage for a certain number of seconds, like 5 or 10.
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Is it even worth asking this question? Obviously the "MLG 360 no-scope" is just a flex people do to show off their aiming skill. The only tactical application of it is disorienting your opponent by shooting them from a position where your back is turned to them, but even then there are much better strategies for that kind of situation.
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There were micro-upgrades, which were insanely expensive to buy, since the steps were more expensive than the speed-ups. There were also fewer ways to get crystals, and battle funds were lower. Overall it's hard to tell when the P2W situation was best. I'd say it was really good last year, just before the first drones were added.
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I strongly recommend you read the guide for posting ideas, as it explains what the different tags mean, including what it means if your idea got merged. In this case your suggestion is very common, so I merged it into a larger "category" topic where all similar ideas are discussed. I don't know why developers didn't add Juggernaut mode to PRO battles yet, but I can tell you for sure that it has been considered, so they must have some reasons for not adding it yet. Most likely it's just not on their priority list at the moment.
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The unity version of tanki could no longer be played in a browser, without download.
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Valid CP: allow us to capture a point even if they are in our teams possession.
Maf replied to DieselPlatinum in Ideas and Suggestions
I remember years ago devs said that the spawning would have different mechanics in CP. Players would spawn next to the points owned by their team, so the spawn locations would change constantly based on which point is in the team's possession. However, it seems like this system was scrapped. -
Valid Modules that increases your damage against specific hulls.
Maf replied to DieselPlatinum in Ideas and Suggestions
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Status changed to Valid. Although I personally disagree with the idea. Most of the time knowing the location of an Isida is pretty useless. I can tell you that most of the time if I'm injured and I can already see an Isida not too far away, often I ignore it and simply let myself get killed, since respawning with full health and ready supplies is more effective than chasing the Isida, getting healed, and being useless with all supplies stuck on cooldowns.
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Status changed to Valid
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Idea status changed to Valid.
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Valid Showing player's efficiency in the experience bar
Maf replied to Ghost_Animators in Ideas and Suggestions
Status changed to valid. -
Topic merged Developers are aware of this suggestion.
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I don't know if anything changed during the last year, but I remember these modules basically being equivalent to upgrading your turret and hull. Modules can't be spammed like supplies, but they give a constant and very significant bonus to the actual tank's stats. Moreover, getting the upper tier modules is extremely time-consuming for free players, to a point where owning a fully upgraded tier 3 module is a completely unrealistic dream. So while their use is quite balanced, the upgrade system is still very much in favour of buyers.
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Valid CP: allow us to capture a point even if they are in our teams possession.
Maf replied to DieselPlatinum in Ideas and Suggestions
I lost count of how many times I ended up coming across it when trying to find duplicates for balance-related ideas... -
Valid CP: allow us to capture a point even if they are in our teams possession.
Maf replied to DieselPlatinum in Ideas and Suggestions
Valid I suppose it could be changed so that points start to become neutral if they haven't been contested for a long time. I agree - it can be quite frustrating when you're trying to do a CP mission and there's no points to capture due to your team winning and spawn-camping the enemy. Although this issue could also be solved by helping the losing team recover from being spawn-killed. We already have many proposals for doing this, including one you posted a while ago. -
This is exactly how I feel. TX isn't different enough to make me want to restart my rank progress and build up my equipment from scratch again, because besides the graphics and a few unique gimmicks, it's still basically the same game with the same gameplay. But now it actually has less features than TO - fewer turrets (and soon hulls), no drones, ODs or protective modules, fewer cosmetics, less interesting battles. Oh and I'm pretty sure the P2W aspect of it is still the same as TO, if not worse.
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