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Everything posted by Maf
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Nothing philosophical about this. Increasing the same parameters on different turrets has different effects because the turrets work in different ways. I don't know the exact explanation for this specific example, but if Vulcan gets more damage during OD than Tesla, it means that it's harder to get kills with Vulcan compared to Tesla, so the extra damage brings "OD Vulcan" on a similar level to "OD Tesla". But I agree that Tesla should shoot faster with OD. It feels weird to activate it and have your turret keep firing at the same rate.
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valid New ability to mark points of alert for teammates
Maf replied to sensei_tanker in Ideas and Suggestions
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I feel like implementing this would be common sense, which is why I suspect that the current setup was done on purpose. Either to intentionally slow down the rare at which contracts are completed, or for some other reason.
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That's a lot of ideas, I'm not even sure what to comment on. One thing that stangs out to me is Hornet's ability to see enemy mines. I agree that it would be a neat and sensible feature.
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Please note that my post is merely a summary of the OP, and may not reflect my personal opinion or that of the developers.
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Under review I personally disagree. One of the most fun aspects of the Halloween mode, for example, is the way the whole battlefield explodes in a barrage of grenades just as the gold box is dropping. It's a really fun thing to play around with, and a great opportunity for players to spam grenades without using up their own supplies.
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Clearly just sloppy work by devs. I can't believe they also left a simple database bug that lets people hack gold boxes during april fools!
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valid Bots should not be allowed to become juggernaut
Maf replied to Ballista524 in Ideas and Suggestions
In that case I got no clue what's going on... ¯\_(ツ)_/¯ -
valid Bots should not be allowed to become juggernaut
Maf replied to Ballista524 in Ideas and Suggestions
I agree that nobody asked for them, but not that it's useless or underdeveloped. For a bunch of bots developed by an indie company, I'm actually impressed by how capable they are. As for their purpose, the game doesn't have enough players to fill battles fast enough without increasing rank brackets, so it's better for player retention to have battles filled with useless bots, rather than battle queues taking too long, or low ranks being constantly forced to face Legends. -
under review Special Indicators In The Battle Statistics Menu
Maf replied to Sharva in Ideas and Suggestions
Under review As someone who likes having additional useful information, I totally agree with the idea. However, from a game design perspective, it has potential issues. Adding dynamic icons to the Tab list interface is not very straightforward, so it would be difficult to implement. At the same time, the benefit from it is questionable - in other modes, besides TJR, CTF and RGB, the information on which player is engaging with the objective is not that important. You can already see where the location of the objective and its status, so knowing which specific player it is is rarely relevant. Even in Juggernaut, the only reason to know who the Juggernaut is so that you can check protections and change to a turret he's not protected from, which is only relevant once per battle and goes against devs' goal to remove mid-game garage changing altogether. Plus, having to hold Tab to check things is bad practive in terms of UI design. The player should be able to see all necessary information right in front of them. -
valid Bots should not be allowed to become juggernaut
Maf replied to Ballista524 in Ideas and Suggestions
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Valid Bots are still a new feature, so it's possible they are planned to be added to event modes later on. Let's see.
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This is a known issue. The paints tab was intentionally removed from the garage quick access, most likely so that grenades could be put there instead. I'm sure the paints button will be added back if devs find a workaround for it, because they're certainy aware that the current design is inconvenient.
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RIP bot farmers I don't see any healing nerf though ?
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You don't trade more than half of your firing rate. +54% reload time means that if your shot takes 1.00s to reload, then with the augment it will take 1.54 seconds. So instead of 60 shots per minute, you'll fire 38 shots, which is a 37% lower firing rate. Combined with the fact that the higher damage allows you to cross some important thresholds (like dealing over 1k damage), the damage and fire rate trade-off is actually quite reasonable.
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These two things are mutually exclusive. Any epic-tier augment for crystals is considered to be less powerful compared to a legendary augment from containers. Epic augments merely adjust the turret's gameplay to provide some variety, whereas legendary augments actually make the turret more powerful. So the only way this augment's power would get increased is if the augment gets moved up to legendary tier. Gauss already has powerful legendary augments, such as Super Solenoids, so moving Large Caliber up to legendary tier seems unnecessary.
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Under review
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under review Suggestion to Improve Gold Box Parachute Design for Enhanced Visibility
Maf replied to Contol in Ideas and Suggestions
We haven't received any update regarding your suggestion, but from my personal experience I can tell you that it's unlikely to be implemented, due to the insignificant nature of the problem. -
Hi. Please refer to point number 3 of the "short version": https://tankionline.com/en/rules/ Unfortunately, moderators can't answer game-related questions.
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Wow, nice and definitely unexpected. That also seems very... generous? Doesn't it mean that everyone will be getting premium Shop currency even if they originally got it using non-paid methods?
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Are you diffusing mines? If you're aiming to win any serious rewards, diffusing the mine is a must in each round.
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I don't know about weaker. I've gotten triple and quadruple kills with my grenades. How often do you get that with a mine or speed boost?
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It looks awesome, but what I don't understand is why (according to the Vlog), it took a month to implement AFTER all of the design and 3D modeling work was done. Considering that Vulcan Ultra skin exists, shouldn't the HD be essentially a reskin of the Ultra version, with some minor model changes? I'm genuinely curious why implementing an HD skin takes so much programming work.
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They mentioned that Crisis auto-supply mechanics will change and be different from other drones, so we'll see tomorrow. I'm hoping it's fixed.
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Good question ¯\_(ツ)_/¯
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