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Everything posted by Maf
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Bruh, you can literally see the first kill right in front of him on the screen.
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Place your bets. I heard some people say 150k. Maybe it will be 200k, or 500k. Maybe a million? :ph34r: :lol: Nice one Don't forget that for each benefit there will be at least one disadvantage, so in theory the alterations should be balanced and won't make any turret more powerful.
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Admittedly, Vulcan is one of my least favourite turrets (not because it's weak, but because I don't really like its mechanics), so obviously I don't play much with it. Used it in a few battles after the balance update and was extremely impressed with the results, which is why I claim that it got a "crazy buff". Your post got me interested though, so I decided to try it out in again. Here's the results from 7 battles, in all of which I played with Vulcan from start to finish: I think this makes a pretty good point. I didn't play TDM, CTF or JGR, but it's highly unlikely that there will be a significant difference. Yes, it's definitely challenging when you have to face enemies up close, but using hull rotation as well as turret rotation allows for some pretty effective turning speeds. As for the long wind-up time, I almost always started spinning up the barrels even if I didn't have direct line of sight of the enemy. So the key is to always spin-up before you fight, even if you don't know when exactly you'll need to shoot.
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Well no, more like a series of quick shots followed by a long reload. So for example you could hold space, and Smoky would fire 5 times in 2 seconds (like Twins, but with damage of Smoky), but it would then go for a really long reload. Also it wouldn't be possible to stop the quick shots once you start firing. I think that would be a very interesting alteration.
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Oh yeah, I totally get you. before the rebalance it was even worse, because everyone used the same 4-5 turrets, 3 hulls and a handful of paints. In terms of variety everything is far better now. Even the maps we play on.
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Well, back in 2012-2015 we believed that each turret had its own unique special ability, and that ability is what made the turret different from the rest. But then alterations were introduced, and now you can make one turret behave like another and for the most part the turrets lost their charm. At least that's what a few people seem to think. I'm personally OK with it for the most part, since alterations are definitely good for adding variety and adjusting individual turrets to better fit your play style.
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To be honest, after the recent balance update Vulcan received a crazy buff. It has a slightly longer learning curve, but it's crazy effective once you get used to the long spin-up time.
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Topic merged
- 258 replies
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Well, alterations simply alter the game mechanics a bit. They don't (or at least aren't supposed to) make the turret more powerful. So having less alterations for a turret simply means that the game mechanics for that turret are quite basic and there's not too many ways to alter them. Although I agree that both Thunder and Vulcan could use a few more alterations.
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Good points, I didn't think about that. As for Magnum's mine alteration - if it does end up planting mines with every shot (which sounds quite ridiculous, so your theory is much more plausible), then it would have to be a limited number of mines, otherwise a couple magnums could easily flood their whole base with mines within seconds and create an impenetrable defence.
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Are you sure that what you're seeing is actually hacks? Don't forget that there are now Nuclear Box supplies, which instantly fill your overdrive when you catch them, meaning that you can get overdrive in the first minute of battle. As for supplies - there are multiple drones which affect the way supplies work, such as the Trooper drone, which activates all three supplies as soon as you spawn. I highly doubt that there is any "hack" that can do the same thing, since no such hacks have been reported recently.
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Okay, here's my guess: (white = already exists) Firebird: High pressure pump Compact tanks corrosive fire (?!?!) Higher max. temperature at the expense of base damage. Freeze: High pressure pump Corrosive mix Movement freezing (targets enemy tank's tracks to slow them down, but maybe doesn't affect the turret as much and deals less damage) Lower minimum temperature at the expense of damage. Isida: Broadband emitters Support nanobots Increased energy tank (probably for less damage or range) Attack nanobots (increase damage but reduce healing power) Hammer: Slugger High capacity drum One extra shot (but doesn't increase loading time like the above alt and instead nerfs something else) No idea, probably something that fires two shots at once and deals double damage, but changes reload mechanics Fire shots (which makes no sense for a shotgun, but whatever) Twins: Plasma core accelerators Stable plasma Penetrating plasma (goes through tanks like railgun) Umm... Decepticon Twins? No idea. Ricochet: Minus-field stabilization Unstable plasma Increased energy tank (no idea why you'd need this, considering rico has 29 shots right now) Shuriken plasma balls No idea, probably just higher damage shots Smoky: Assault ammunition Precision targeting system Shots freeze enemies Shots set enemies on fire Quick-fire shots (It quickly auto-fires 5 times, then goes for a long reload. Kinda like the new revolver added in Fortnite) Higher critical damage and/or chance Striker: Reduced lock-on time 6 rockets instead of 4 Higher explosion damage/range (probably less default damage) Faster turning for rockets with lock-on Vulcan: Faster horizontal tracking Modified firing rate Fire ammunition (sets targets on fire, kinda lame) Thunder: Armor-piercing ammo Lightweight ordinance autoloader Explosive ammo (increases explosion range and damage but reduces base damage) Railgun: Faster horizontal tracking Shell stabilization High calibre ammo Shots ricochet off walls Higher piercing damage to consecutive tanks (i.e. first tank gets base damage, then higher and higher and higher for next tanks in line) No idea, maybe faster warm-up time before shot? Possibly shots that deal some damage to nearby tanks as they fly past, even if they did't actually hit Magnum: Maybe some kind of armor-piercing round? Faster reload or faster turret rotation. Or maybe it will enable horizontal rotation? No idea. Firing a shot places a mine where it lands? Fire shots Freeze shots Shaft: Assault emitters Heavy capacitors Light capacitors (less sniping damage but fast reload) Triple shot ability No idea. We'll lock this topic on Tuesday, or whenever the alterations are released.
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You'd be surprised how many people spend that long on a regular basis, even without any special events. It's up to developers to decide how much time they think players should spend to get the rewards. They have the data, so if they find that players are not spending as much time as expected, they may tone down the requirements. But as of right now, they are encouraging players to purchase the easy stars pass during this event (generating revenue), or play for a long time and thus generate website traffic. Wouldn't we all? :lol:
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I think you missed my point. You're supposed to slowly micro-upgrade your turret while you haven't unlocked the next modification. So by the time you unlock your M1, your M0 should already be at 10 steps (which is the same as M1) and you just buy the next modification for free. The fact that you're upgrading your equipment means that you will be able to compete against turrets that unlock later on, because theirs will be default, but yours will be upgraded, despite unlocking earlier and being weaker in its default form.
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Yeah, the MUs are a bit of a disappointment. But then again - we get so many double funds and bonus crystals from various places nowadays that you don't even need the 50/70 MU sales to get as many Mu steps done. Forgot about the 2016 discounts. Thanks for correcting.
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Not that I know of.
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Pretty sure this will be done after developers release the rest of the XTs. Once the XTs lose their novelty they will probably all be put into the shop under a "skins" category.
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valid [TO Mobile] Ability to switch accounts without log out
Maf replied to TO_King in Ideas and Suggestions
I'll mark it started since it seems to already be a functioning feature, but mobile isn't officially released everywhere. Thanks. -
To be fair, we only had 50% for Halloween once, last year. Discounts were always 31% or less. Pretty sure there weren't any at all in the first few years.
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Devs can't just keep giving us higher and higher discounts every single year. Last year's Halloween discounts were insanely high, so it's hardly surprising that they're lower this time. After all, Halloween was never Tanki's biggest celebration - the main events have always been New Year, Tanki Birthday and Tanker's Day. Instead of being upset about we didn't get, how about we enjoy what we already have? :) Oh yeah, those were a thing... like, 100 years ago.
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Let's not forget the fact that by the time you get those 700 stars, you would have also earned 30 containers, which is a massive amount considering the rewards you can get from them. The paint itself is a brand new animated paint every time, and animated paints used to sell for $60 each when they were first released. That's a pretty major cosmetic that you can earn for free, so obviously the requirement to get it must be huge, otherwise the paint will instantly lose its value. The majority of players are not expected to earn 700 stars during these events. If you are a casual player, who doesn't normally spend more than 2 hours on games per day, I recommend that you ignore the rewards and simply play as much as you normally would if the star event wasn't there. That way you will just get a few extra containers on top of what you get from missions, as well as the additional bonus from double battle funds, more common gold boxes, and discounts. I don't see a point in spending the whole week worrying about stars and stressing out to try and earn the highest reward. An important factor is the game's economy. Keeping the prize requirements high allows developers to hold these events fairly often, without giving players too much free stuff. It can't be too easy to get the rewards otherwise players will no longer need to spend money as they will get everything they need for free with minimal effort.
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Exactly. And the way it's meant to work is that by the time someone else unlocks and buys Thunder M1, the players with Firebird M1 would have already bought a few MUs on their Firebird, making it similar in power to the default Thunder M1. This kind of system would work perfectly well if only MUs would be limited by rank, but unfortunately that's not the case and a player can buy crystals and instantly get Thunder M2 as soon as they unlock the M1.
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Topic merged
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Under review
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valid [TO Mobile] Ability to switch accounts without log out
Maf replied to TO_King in Ideas and Suggestions
Under review Valid
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