-
Posts
23 558 -
Joined
-
Last visited
-
Days Won
265
Everything posted by Maf
-
Just from the screenshot it doesn't look like a moolt. Could be that mooybe he just got lucky with the gold. Also, it seems that devs intentionally mooade it so that golds (the april fools ones) drop instantly, to reduce the distraction it causes and to discourage "gold moolting", since it would be useless to sit and wait in pause as you won't be able to mooake it to the gold even if you leave pause and spawn as soon as you hear the siren.
-
Valid Sounds interesting, but it mooight be better if it's added as it's own cosmootic. Or perhaps you could get it by getting all others, or find it in containers with Exotic rarity. Or sell it for mooney in the Shop.
-
Topic moo merged First time I hear about this. Seems like a an issue with lag or a new bug, since if you mooove your mooouse or use the keyboard, you won't get kicked. Either way, the time-out for inactivity is 2 moonutes, not 5. So you'd be removed sooner.
-
The only problem with this is that you end up with 2-3 high rank players on each team playing the game, while the rest are lower ranks serving as cannon fodder. Developers say that the advantage for the low ranks is that they get more crystals from fighting high ranks (due to fund being higher), but I'm not sure if it would really be worth the struggle for them.
-
You forgot about micro-upgrades. To me, they are the biggest P2W element at the moment. The fact that you can get a Marshal-level turret at Master Sergeant rank is just plain unacceptable and I find it hard to believe that the game cannot survive without selling such a massive advantage. If only developers would restrict the level of MUs per rank (or at least make kit items impossible to MU until their actual unlock rank), then the problem would be much less serious.
-
Shaft was changed this way in order to improve its place in game balance. If you think this should be different, feel free to post in Let's Discuss Shaft, or Let's Discuss Game Balance topics. Closed.
-
Considering we already have 7+ topics basically talking about the same thing, let's not have another one. Keep the discussion in one place. Closed.
- 1 reply
-
- 1
-
-
Regardless of the name, the actual mechanics are just boring.
-
I feel like it's just too boring. When you say "rapid fire", I imagine something an Autocanon-like Striker, which shoots a rocket every 0.5 seconds but deals much less damage. That would be more fun.
-
I said it's "partially true", meaning that it won't straight-up fly, but will most likely be able to glide a bit after jumping off a ledge or something.
-
It will probably be a light hull that hovers, so the "flying" part is partially true, while the lie is in it being a heavy hull.
-
Make up your mind. If the game would die without updates, and (according to you) most recent updates were bad, and bad updates are worse than nothing at all, then why is the game not dead yet?
-
This is an important point. How good can balance really be without removing the human factor and without completely rigging the results? Think about professional football - when you have the best of the best teams competing in the World Cup Final, surely their skill level would be pretty much the same, so the results of matches shouldn't be that drastic. Yet due to human factor we had a result of 7-1 in one of the semi-final games. Does that mean that the balance was bad and a weak team got matched against a strong one? No, it just means that some additional factors resulted in one team winning. Same in Tanki - even if you get two teams with identical equipment and identical "skill" (based on K/D, effectiveness of whatever), the result of the battle might still be a "blowout" due to human factor.
-
I'm willing to bet it will be an April Fools joke
-
The only topic related to "help" there is Q&A. The rest of them are for communication between the administration and players, and collecting player feedback. So in that sense I really don't see how the section title could be more accurate. I'll think about the other points you brought up.
-
I believe that none of use can say with full confidence that developers' actions had adverse effect on the game's popularity. Obviously their decisions were not perfect and they did make mistakes. I'm sure there are plenty of better paths they could have taken for game development in order to retain more old players and have the newcomers stick around longer. But the main thing I disagree with is that leaving the game as is and NOT releasing any of the updates we've seen in the past 4 years would have a much worse effect on the game than what we have now.
-
50x overdrives is, on average, 25 battles. That's about 4 battles per day during the week, or around 30 minutes gameplay per day. For an average person that's a perfectly reasonable amount of gameplay, assuming they like the game and play it anyway for their enjoyment, so a mission like that will get completed by itself throughout the week, without any additional effort. If you force yourself to play the game as a chore just to complete the missions, then you're definitely doing it wrong.
-
Vulcans?
-
Yeah, good point. That idea is quite outdated as it was posted back when the equipment change cooldown was 5 minutes. But changing equipment is a valuable feature at higher ranks, where most players have near-full garages and are able to choose the best turret and modules based on the enemy's turrets and modules.
-
With something like a Violin it's easy to judge, since it's quite a straightforward skill set. With coding it's different, because it takes a LOT of effort to make even a tiny change in the code, and even then that tiny change requires hours upon hours of optimising and debugging, otherwise it can ruin the whole system. This is why I never complain about devs taking a while to make something or releasing features with bugs, because for all I know, they did everything they could to have a working feature as soon as possible, but it just didn't work out.
-
I'd probably implement some features that help the losing team catch up in an unfair game. CP does this pretty well, where even if you are losing 0-29 with 2 minutes left, you can still bring it back and win, and I've seen it happen. This, in my opinion, is what makes CP so much fun compared to some other modes. So I'm talking about things like: Losing team gets overdrive quicker Larger team has restricted supplies Different equipment change times And perhaps some other similar ideas with the balance tag I agree, but it's a compromise between waiting times and rank balance. If Tanki had, say, 10x more active players than now, then every battle would probably just have one or two ranks in it. But because the number of players is lower, MM has to group players with a larger rank range, otherwise the wait would be too long. I'm sure they've done their analysis and came to the conclusion that more people prefer a less balanced battle as opposed to much longer waiting times, but it would be nice to perhaps also have a setting where you can choose whether you want shorter waiting time or more balanced ranks.
-
I feel like they've not been fixing bugs simply because Flash is outdated and difficult to work with. So instead they've been working on the HTML5 version which should, in theory, get rid of almost all of the typical errors and bugs that we have now. I'm talking critical errors, no-damage bug, texture glitches, etc. I know that it's taking them almost 2 years to develop HTML5, but I assume it's not exactly easy to re-make the whole game on a new language and bring it to the same and even higher level of optimisation than its Flash counterpart, which had a whole 8 years of refinement and optimisation.
-
As far as I know, the rip-off old version of tanki is still out there, yet apparently it's so insignificant and has so few players, that Alternativa staff don't even bother suing them for copyright. I don't know about that. From personal experience I clearly remember how during 2015 I almost completely stopped playing because I got bored of the gameplay. Then they added a bunch of new features (alterations, new modes, new turrets, etc), and I got back into the game again. Obviously the player numbers continue to go down, but like I said in my previous post, the constant updating does help slow down the loss.
Jump to content









































































