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Everything posted by Maf
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Topic merged Thanks, we'll investigate.
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I think you're spot-on with the rewards. If we're talking about a new set of missions which don't have a time limit, get passively completed while you're playing, and simply add more rewards on top of everything else, then capturing 1000 flags for an augment seems very reasonable. Hell, it's almost too generous.
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Wait, for whom is it a problem?
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Yeah that's fair. I guess I can afford to not care about the "efficiency" of my gameplay since I've been in the game for so long, so I have no shortage of equipment or supplies and don't need to grind for anything. I have to note though, people who camp at base and only go for kills are not entirely useless. For example, a smart camper in Parma SGE (like in the OP's screenshot) will target enemy players who are going for the objective and/or shooting at teammates on the objective. This will make it easier for teammates to capture the point. Even if they aren't strategic about it and just go for whatever potential kills they can see, it still helps in the long run since the enemy players spend less time engaged in the battle.
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I go for the objective because it's fun, and I play Tanki to have fun, so I don't really think about whether it's worth it in terms of rewards earned ?
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I agree. Perhaps the number should only be displayed once it's below a certain threshold, like 1000 for normal supplies, 100 for grenades, 10 for nuclear energy, etc.
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I like the idea, but consider this: when my repair kit is about to finish recharging, I want to be able to know exactly how long I have until I'm able to use it again. With the current setup you're seeing a precise countdown, but with a colour bar it's not as obvious and often difficult to tell. It's like having your phone's battery set to only show an icon, rather than exact percentage. And people who don't have their phone's battery percentage displayed are psychopaths.
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You know what, I think it will be easier if we summon the man himself to explain this, instead of guessing random theories. My conjuring spells are a bit rusty, but perhaps it might work. @Opex-Rah Could you please clarify if Nanotech Rounds for Thunder intentionally doesn't have auto-aim on teammates for balance reasons, or is this something you'd still like to implement?
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I'm still not convinced that this is an intentional nerf. If it was, then why is healing Thunder the only augment with such a disadvantage? Why didn't Opex add, say, a Railgun augment with +100% damage, but no autoaim so you have to aim precisely by leaning your hull? The answer is because it's not a fun way to play.
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I don't remember the order of nerfs and buffs, but I do remember that at one point the range of arcade shots was so bad that you'd basically have to get as close to a teammate as an Isida in order to get full healing potential. But at another point, the range was absolutely insane, so you could actually heal your teammates with arcade shots across the whole map and have no range penalty. Right now it's somewhere in the middle, where the effective healing range is a bit more than Ricochet, but you can still heal at longer ranges, albeit with significantly reduced power (or by using sniping shots).
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Gotcha. Also, I didn't know users could edit their own topic titles ?
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But... that's exactly what the post title says, no? I agree that HE Shaft seems OP, but I'm just saying that removing its autoaim is probably the least "fun" way to nerf it. It's much better to nerf by reducing effective range, auto-aim angle, or turret rotation. Worst case scenario, the firing rate or damage/healing could be reduced.
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Oh you didn't have to. I voted to delete devs
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"Parkourists" in shambles.
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Where's the option for immovable dead tank corpses taking forever to disappear? Opex, you heard me! P.S. Gonna pull an "Elon Musk"?
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completed New players should be able to choose initial equipment
Maf replied to XdesKeerX in Archive
Seems like a good offer in terms of potential sales. If you're a new player starting out, you see an offer for $1 to buy ALL equipment at once and you think it's an incredible deal, except you don't know that it's gonna take like $1000 to actually upgrade that equipment to max without grinding ? Anyway, pretty sure that offer is long-gone. The comment you replied to is from 2018. -
I can assure you that the map selection for this year's holiday celebratons has already been finalised, along with the other details of the event. It's too late to suggest anything for this year. Moreover, it's pointless to suggest bringing back specific maps. Developers are aware that those maps exist, so they will include them in holiday events based on a number of factors, including player feedback, quality of gameplay, performance, themes, etc.
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Under review Don't expect spider mines to have the same power as static mines. Mines are intentionally the way they are right now — not very strong. Adding spider mines as an upgrade to standard mines only worsens power creep, so it would be better if spider mines dealt more damage or had a longer cooldown so that their overall power is similar to normal mines.
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Even if HE Shaft is overpowered, that's a terrible way to nerf it. It just makes the turret frustrating to play with, like if you just had a turret that randomly doesn't deal damage half the time. Why not do the opposite and give healing Thunder aim assist on allies? In fact, it's very strange that it doesn't autoaim on teammates, since it makes the augment a lot less practical.
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I don't understand Prime skins at all. Even when they were first introduced, there was nothing special about them — just a slight variation of the default skin. But then Ultra skins started to get added, so at that point the Prime skins became complete garbage. They should have been deleted with compensation, or upgraded to some kind of HD skin. But no, I remember that new Prime skins kept being added even when it was obvious that the whole game is moving towards HD skins. Nowadays, if you get a Prime skin reward, it's actually a downgrade to your default HD skin. Makes no sense.
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Does anyone else wish that Tanki's maps looked like the background of the maps?
Maf replied to demon09 in Game Discussion
That would be nice, but I'm afraid realistic terrain would result in another Massascre map, which everyone would hate. -
On second thought yeah, this seems like a good idea.
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But when the enemy is in line of sight of your turret, it gets highlighted in red or yellow. Is that not enough?
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Does anyone else wish that Tanki's maps looked like the background of the maps?
Maf replied to demon09 in Game Discussion
Those areas are allowed to look cooler because their design doesn't affect the map's gameplay. Unfortunately, it's a lot more complicated to have a playable area that plays well AND looks good, because whenever a map designer wants to place an object in the playable area (let's say, the giant crawler machine), the level designer needs to study how that object will interact with every single game mechanic, asking questions like: Will tanks get stuck when they bump into it? Will it block important line of sight? Will it block Magnum/Scorpion projectiles too much? Will Hopper be able to jump on top of it? Will Ricochet shots bounce off its surfaces correctly? Will explosive shots deal splash damage off it correctly? Will Shaft be able to snipe through the gaps? Will rugby balls get stuck on it if thrown? etc. Since all of these questions (and more) need to be anwered for every fancy new prop that gets added to the playable area, at some point the map designers just draw a line and stick to the same set of simpler props in the playable area, while keeping all the fancy decorations in the out-of-bounds zones. Much simpler that way. -
It's fine, you can just post your idea in a new topic.
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