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Everything posted by Maf
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Valid On one hand this is good for players, since they can have one module for all of their self-damage turrets. On the other hand, this is bad for the game, because players will spend less on modules. However, it could also mean that in the long run players will spend more, because it will be an additional module that needs to be bought, along with the other 14. Also, the problem is that right now if you are using Thunder, you equip a Thunder module and protect from yourself, as well as all enemy Thunders. If this gets implemented, then you would need to equip the self-damage module in addition to the Thunder module, if there are a lot of enemy Thunders. Basically, it takes up an additional protection slot and I don't think this should be added without increasing the total number of slots.
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I appreciate your concern, but we don't allow such information to be publicly shared and discussed on the forum. I'll make sure the relevant people get informed about this. Closed.
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Jeez guys, this is not such a big deal that it would require 3 pages of arguments :lol:
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So your goal is to encourage people to spend less? That's literally against the company's main goal of making a profit. Remember, Tanki isn't a charity - it's a for-profit company that has to make money to expand and pay its employees. You'd be surprised how many people spend just a little bit. And what if they spend that little bit, enjoy their advantage for a while, and then that's it - they are stuck on the "buyer" server with their weak kit (that lost its advantage many ranks ago) and can't do anything to improve their situation. And that's just one major problem. Don't forget that splitting players would greatly increase MM waiting times, and cause friends to be separated. Are you trying to improve the game balance, or do you just hate "buyers" and want to make their life more difficult? Right now it looks like the latter, because you want to stop buyers playing against free players, but you think it's OK if overpowered free players (of which there are plenty) dominate in battles. Don't forget that those who spend money are the ones supporting the project, and the ones who help the game keep operating so that everyone else can play. That's not something to hate them for.
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The other old skins aren't officially called "Legacy" - they're just textures from before the big graphics update. But based on recent trends, looks like they will gradually all be added to the game as Legacy skins.
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Eh, not really. Tanks aren't made of wood and straw - they're non-flammable. So technically the thing that's actually burning is the flammable fuel that the Firebird throws at the enemy tank. And it won't just magically transfer to another nearby tank. Besides, how will this be in terms of balance? It it a feature that's significant enough to implement? And if it is, then won't it make the already-powerful Firebird completely OP?
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The biggest issue, and the thing that makes this 100% useless, is the fact that you are segregating players into just two separate groups (based on yes/no regarding them spending money), despite the fact that when it comes to spending money: One can spend it on cosmetics (like paints), which give no advantage in battle and do not make a player more powerful than anyone who didn't spend money One can spend just a tiny amount. A person who spend $2 is far weaker than a person who spend $10000 Every single item can be bought without money anyway. There are cases (more often at higher ranks), where a free player easily outclasses a buyer. So you'd just end up with separation of players, which does nothing but harm the game and its community. The balance situation in the game would most likely remain completely unchanged.
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Same as always - Overdrives are still in development and they will not be released until all bugs are fixed and the feature is polished. Wait for announcements. I don't think anyone will tell you what exactly is wrong.
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That's why testing exists - to check balance. I'm sure most of the issues you described will be addressed in the actual release.
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Topic merged No, PC and Mobile players all play in the same battles. Please use the Q&A topic to ask questions, like I said in your previous topic.
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The battle fund is still there in PRO battles, but in Matchmaking battles it is no longer shown due to being unnecessary. According to what others have discovered, the fund mechanics in MM battles have changed. Now, instead of X number of crystals being added to the fund for every action (kill, capture, goal, etc.), the fund constantly increases over time. The fund growth rate is constant, unless some of the players are being inactive, in which case the growth rate will be reduced. If you have any more questions, please post in the Q&A topic. Closed.
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With the high calibre alteration you are constantly getting high damage, so it's a pretty good advantage, despite the long reload time. With destibilisation it's more of a random chance to get good damage, so in order to make it more worthwhile it also gets the constant increased impact force. I don't think this needs changing.
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But still, according to the rest of the team it seems that the mapmaker update isn't considered essential. Oddly enough.
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Valid Doesn't seem like this would be a good way to monetise the feature, since only you will see it (while most items are bought either for power, or to show off). Animated loading screens are interesting, and I agree that the quality could be improved.
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Not a mistake, just the new loading screen. It was mentioned in yesterday's V-log, so it was definitely intentional. Please discuss in the V-log topic. Also, it was mentioned here: http://en.tankiforum.com/index.php?showtopic=379602 Closed.
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Developers don't have enough time in their schedule to focus on non-essential things like this at the moment. To make it worth their time, the feature would have to be monetised (imagine a $30 pass to make maps and a $5 pass to play them), which players would obviously hate. I think there's much better features which could be added instead. Although the feature would definitely be pretty cool.
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OK, fair enough. I understand the lower crystal rewards due to lower prices, but didn't think of it that way in terms of supplies.
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Yeah, that's true. But on the other hand, keeping them for opening later isn't intended at all, so it's almost like an exploit of sorts. Although I agree that the system should be improved. In fact, I don't understand why lower rank players get less supplies at all, since their mechanics are exactly the same, so if you want to play normally, you would end up using the same amount of supplies as a Legend player.
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I'm 90% sure that the rewards will increase if you save your containers. This can be tested by someone about to rank. They can open their weekly containers now (before ranking), then earn some more container before ranking, then rank, and then open the containers already owned and see if the rewards are greater.
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Aw ye!
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Closes the currently active window.
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Here's another one. Finding a player who doesn't turn their turret, pushing them up against a wall by their side, but not shooting them. I usually do it as an experiment to see if they are really incapable of turning turrets, or just too lazy. In most cases, after a few seconds of helplessly shooting ahead of them they finally remember to turn the turret towards me.
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My favourite thing to do is to drop a gold and then target the pile of players under it, destroying everyone. I then sometimes take the gold, or leave it for some newbie, who's falling behind :P I think I also successfully pulled the Alt+F4 prank on a few people a while ago :ph34r:
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Probably for balance reasons. But I do agree, and I also found that a bit weird when Striker was released.
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