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Everything posted by Maf
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I think you are fully aware that things like this are meant to be discussed in PM, not in public. Feel free to send me one.
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The Brazilian community is separate from ours. They have different procedures and different events than us. Comparing them to us and saying that it's unfair that they have what we don't is pointless.
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valid Moving spawns away from supply drop zones
Maf replied to sensei_tanker in Ideas and Suggestions
In that case I guess it's not completed. -
valid Moving spawns away from supply drop zones
Maf replied to sensei_tanker in Ideas and Suggestions
I don't have time to check, but if you say so... -
He just bumped all his topics. Not against the rules as long as what he posted is relevant to the discussion.
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True. On second thought it would probably be quite simple to implement.
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I didn't count the rewards with arbitrary value since they're quite rare. Also their value depends on each individual person. I'm sure there are multiple football fans out there who just love getting football paints from containers.
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Dealing 10 million damage to one tank with a single railgun shot: No hacks/glitches. Just an alteration :D From this video:
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You still can potentially get 2 weekly containers and 5 normal containers from the other two missions. Obviously it's much harder than doing one mission a day and getting 4 containers + other stuff, but to be honest, the previous system was VERY generous in terms of the work/reward ratio. I wouldn't underestimate the value of standard containers too much. The minimum you can get from a single container is 125 supplies, so for 5 containers that's 625 supplies at the very least, with a smaller chance to get things like 250 of each supply and large amounts of crystals. So if you don't complete the first mission, then you're missing out on around 400 supplies, but you gain 1 extra container. Not the fairest trade, but still not too bad. You have a good point about the refresh time, but I suppose devs evaluated that players will be online more if they are encouraged to complete all missions in 7 days and not many will be inactive for a few days like you were. Don't tell me you NEVER manage to get top 3 places
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Very good points, but I must note that it's really not that necessary to complete the first weekly mission in one week. Your ability or inability to complete it doesn't affect the other two, so you can still do them normally. And, more importantly, this first mission gives just one container (+ one weekly), so it's really not that big of a deal if you can't manage it in one week. With these two points in mind I think it's perfectly fine to have those missions be too difficult for normal players to complete in a week.
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A few days ago the Russians held an experiment testing the Railgun alteration that increases damage for every next tank, when multiple tanks are hit with a single shot. Here's the result: Almost 10 million damage in one shot. And there I was thinking that Striker's 21k with Booster drone was epic :lol:
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Valid Battle option for restricting certain equipment
Maf replied to Jtipt.The.Killer in Ideas and Suggestions
Topic merged -
Topic merged
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Under review Seems too complex considering that the ball travels in an arc. Also, would probably get some players frustrated if they throw the ball and it ends up going in the wrong place (this already happens sometimes with turret autoaim). I'd rather just have a power up bar, but you're right about it making controls more complicated.
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valid Keyboard shortcut for missions, settings, friends, etc.
Maf replied to Goges in Ideas and Suggestions
Topic merged -
Topic merged
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I agree that it's among the more difficult missions, but getting top 3 in a team battle really isn't that hard, I think. Obviously my perspective is flawed since I only play with this account, but I'd imagine it isn't "nearly impossible" to do in a whole week. Not sure if sabotage is a worthy point here. I doubt that it's effective, since if you spend all your time trying to sabotage your teammates, you'll slow down their score gain, but you also won't get any score yourself, so how is that meant to help you surpass them? It's far more effective to just play and focus on the objective to get top 3.
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Nah, Hazel might be the lead game dev, but he's not the owner of Tanki and he does not have 100% control of what gets implemented and what doesn't. I'm sure he has a great system in mind for player balance, but just can't get it implemented because other things (*cough* P2W features *cough*) have higher priority in their plans. For example, I remember him telling that he wanted to make supplies 100% free for everyone because they're a fun mechanic that's ruined by the P2W aspect of it, but he couldn't do it because management disagreed. Something like that. TWR is a community project. The fact that the game is dying because of these alt accounts is the devs' problem and it's their duty to fix it, not ours. As far as we're concerned, by creating the alt accounts we're still playing by the rules and enjoying the game. OK, maybe you can call it an exploit, but it's being done on such a massive scale and is very difficult to prove with 100% certainty, so swinging the ban hammer all over the place won't solve the issue.
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Obviously I don't have access to actual data, but I think it's around 50%. In either case, even if you just create a new account to try new combos, you will still play better and make better decisions regarding your purchases, so even without hardcore buying you can still have an overpowered account.
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The missions are more to balance out the buyers. If you buy stuff for money, then it's safe to assume that on a low rank account you have every single item fully upgraded as much as your rank allows it. On the other hand, a free player is very limited to the amount of crystals and therefore how many items they can upgrade. Buyers will obviously have fully upgraded M0s and tons of supplies, but if the increase in mission rewards allows free players to get a few more supplies and buy a few more upgrades for their equipment then the balance has been improved.
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Topic merged I partially disagree. When you use that alt, you have to completely change your gameplay style due to the projectile speed. Save your shots and don't waste them on targets that are moving fast or are far away. Get right up to the enemy tank and quickly shoot them at zero range. You have to remember that to be effective you have to operate at a close range than even Firebird or Freeze. However, I do agree that it needs some improvement. I don't find the projectile speed to be a problem - that's an intended disadvantage. What's far worse is that after one or two kills you are already out of energy, so you either have to die and respawn, or sit behind cover for 30 seconds, waiting for the fuel tank to refill. And that's really frustrating and counter-intuitive to the game's fast dynamic. A faster reload would be nice. As for the price - alterations are priced not by how powerful they are (because they're not meant to make the turret more powerful), but by how interesting their mechanics are and how much they alter (pun intended) the turret's gameplay. IMHO, this alteration is very interesting and definitely worth the 120k.
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Answered, thanks! The release date for Tanki Mobile in the UK, US or any other country has not been announced yet, but developers aim to release it worldwide in the first quarter of 2019. Closed.
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Also, the mission rewards have been getting bigger and bigger over the past two years, which helps the free players fight back against buyers and alts.
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Topic merged
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