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Maf

Tanker
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Everything posted by Maf

  1. 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.
  2. Maf

    Ideas for Game Modes!

    Topic merged Developers are aware of this suggestion.
  3. Maf

    Tanki X or Online

    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.
  4. I lost count of how many times I ended up coming across it when trying to find duplicates for balance-related ideas...
  5. 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.
  6. Maf

    Tanki X or Online

    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.
  7. Maf

    Tanki X or Online

    Yes, that's what I meant. A lot of the actions performed by modules in TX were integrated into hull overdrives in TO. I assume that you still play TX, right? When was the last time they had an actual game update that introduced new game mechanics/features, rather than just a new paint/skin/shot effect or balance tweaks?
  8. Maf

    Tanki X or Online

    Tanki X was supposed to be a replacement for Tanki Online, and it was supposed to work in browsers, just like TO. But in the last year, when the game was almost ready, browsers stopped supporting Unity and thus TX had to be released as a downloadable standalone game. This completely ruined its original intention and turned it into a secondary project, always in the shadow of TO. I think as soon as browser support was removed, developers knew that it would never replace TO or become as popular. Upon release, TX was meant to take a separate development path to become very different from TO. They initially did add quite a few new features which TO didn't have, but nowadays a lot of those features have been added to TO as well. I'm talking about drones, overdrives, containers, skins, visual effects, etc. I don't even know who plays TX anymore, because besides better graphics it doesn't seem to have anything else to offer. I removed the other one
  9. It used to be subtracted, but not anymore. This is now an intentional disadvantage of kits. You can buy them with a hefty discount and you can get access to items 2(or 4) ranks before they unlock, but you may have to buy items you don't want, or items which you already have.
  10. Valid To make this more useful it could show all teammates, but only while holding R/V, and your group mates would be shown in a different colour.
  11. Maf

    Ideas for Maps!

    I disagree about Iran, but some maps are definitely quite bad. JGR in PRO battles has definitely been suggested, and developers are aware.
  12. Possibly. But just letting you know that so far you're basically one of the only players below WO-1 who actively uses the forum. It will be faster for you to play a few games and rank up to gain full forum permissions. You need just 13 300 more EXP.
  13. Why would you shoot someone with 50% protection? :lol: If I see an enemy with 50% and double armour, I ignore them and search for a different target. The only time I might shoot them is if they're carrying the flag (and no other teammates are nearby) or they are in the way and I absolutely have to get rid of them. PRO battles are different. They are generally played by more experienced players, who are bored of typical public battles and want to experience gameplay on a more advanced level. So teamwork is much better in PRO, which is why these battles are somewhat popular. It wont be the same if you simply disable supplies in MM battles. Tanki supplies may not require as much skill as similar features in other games, but it's not even an argument that they do add more skill versus not having them at all. Someone who always activates DD from spawn without thinking will always do worse in battle than someone who evaluates the situation and times the use of supplies to make the most out of them, since in 30 seconds you often barely make it to the enemy base.
  14. Maf

    Tanki World Records

    Yes, it's called highest K/D. The current record is 999 K/D, i.e. 999 kills and 1 death. Least deaths on its own isn't a record because it's not interesting. It's easy to hide during a whole battle and end up with zero deaths.
  15. Well, you can judge for yourself. The list of completed ideas is here: http://en.tankiforum.com/index.php?app=core&module=search&do=search&search_tags=Completed&search_app=forums
  16. Continuing the tradition of annual I&S reports, here's the data to summarise what's been happening in this section over the past year :) May 2018 to May 2019: Number of ideas approved and marked as "valid": 300 Number of ideas declined: 427 Number of duplicate ideas merged: 764 (approx.) Number of invalid topics locked: 87 Number of topics hidden without approval: 180 (approx.) Number of ideas forwarded to developers: 273 Number of ideas implemented in the game: 97 Total number of idea topics submitted by players and processed by moderators: 1550 (on average 4.2 per day) Previous reports: Obviously less total ideas this year compared to before, but that's hardly surprising. A lot more completed ideas though, so that's nice.
  17. You're right, but changing the already slightly different stats to be almost identical would do no good.
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