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Posts
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Everything posted by Maf
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valid Moving spawns away from supply drop zones
Maf replied to sensei_tanker in Ideas and Suggestions
Topic merged I changed the status of this topic back to "Under review" -
I'm fairly certain that it's not intentional, but developers are definitely aware of this issue.
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Valid Tanki Online Forum Application for Android, iOS and WP
Maf replied to LAGGER_KING in Ideas and Suggestions
Topic merged -
valid UTC+local time info for news panel topics
Maf replied to Aunty_Entity in Ideas and Suggestions
Topic merged -
We don't allow insults on the forum. You can google it if you want.
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I definitely agree there. Supplies are far from being the most skill-demanding feature, but we seem to agree that supplies DO require skill to use effectively. And that's what I'm trying to say - using supplies makes a player more skilled, rather than more "noob", like how some people seem to think.
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But someone who can turn their turret, maneuver their tank AND use supplies effectively has a clear skill advanatge over a player who can't do one of those things well.
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There's a lot of topics backed up at the moment. It will take a while to sort through them all and our team is currently not available. Sorry.
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I think you missed the point I'm trying to get accross. What I'm saying is that imagine if everyone had unlimited supplies, meaning that they would be free to use. In that case battles with supplies would require a lot more skill compared to battles without supplies, because not only do you have to move and shoot well, but there's a whole new gameplay element where you have to know which supplies to activate in which order and when, in order to use them with maximum efficiency.
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I usually equip a standard combo when joining (either Spectrum or Freeze-Magnum-Railgun), but I change it depending on which turrets are predominant. Occasionally I do protect myself from a single player if I find them to be particularly dangerous or annoying. All my modules have the same upgrade level, so the second poll option doesn't really apply, but it probably would if I had only a few significantly stronger modules.
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Then the hype will start again once the server is back up. For now let's just wait and see how the situation develops. It's likely that everything will settle down.
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Discord has its own dedicated team of Tanki helpers, who have the time and desire to work there. This server is equally important as the forum, help site, facebook or anything else our community has to offer, so there is no reason to assume that its management will have adverse effect on other communication platforms. An official server gives players a much better opportunity to talk to each other and organise in-game activities. Not many people know how to and have the time/desire to start their own discord channel, so this is a great way to get players closer together in a fun and organised manner. More importantly, the developers played no part in this project. Everything was done by the three admins mentioned in the first post, under supervision from . The fixing of bugs, improvement of the MM system and anything else that developers work on is happening parallel to this and was not affected by this project. It is fully independent, meaning that it also did not require any developers' time or money.
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The official Tanki EN Discord server has been launched! Please see the official announcement. Closed.
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He probably meant that he didn't buy any gameplay-affecting items, like crystals, MUs, equipment, kits, etc.
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The lead game designer of Tanki Online has 81 hours played since 2015, and that's just his main account. You can find a more detailed answer about this here (last question). The EN community manager has 88 hours played and ranked up from basically zero up to WO-3 all during the past year, without spending money.
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Memory and practice ¯\_(ツ)_/¯ Or you could just remember the most essential ones.
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OK, seems like a worthy record :)
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Explain to a non-eSports person please. Why was this match so long and what makes it an extraordinary occurrence? And how long are matches on average?
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So your numbers demonstrate a player's potential ability to deal damage throughout a whole game, assuming that you don't ever die and constantly have targets to shoot at (ignoring protection modules). I suppose this info is indeed useful to know for DMs, where your goal is to get as many kills by dealing the mpost possible damage, which is further confirmed by the fact that Freeze, Firebird and Twins are high up on your graph, and they're popular turrets in DM. However, the graph doesn't show how effective each turret would be in specific scenarios, such as 1v1s, specific game modes or certain playing styles.
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Please don't post topics that have no purpose. Answered, thanks. Closed.
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You took into account reload time of turrets like Freeze and Rico, right? Because the result will obviously be different depending on whether or not you include it, and including it may not always give an accurate estimate for the turret's power. The fact that 50/70 MU sales don't cost less overall is a good point. I already knew it, but I'm sure most people didn't. However, their advantage is that you can do a lot of MUs at once and don't have to wait for each step to finish before activating the next one. You also save 50% on the last step if you don't use the speed-up.
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Don't worry, developers were not involved in this. Everything is organised by the CM and helpers.
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It's not an interesting record. Most online without helpers is interesting because usually there's at least one helper on the forum, so 131 members with no staff is quite a surprising occurrence, while just a few online without any helpers is common. Also, your record is by default beaten by the current "least online" record, which is 2 and has no staff.
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It has to be either"most online without helpers" or "least online". This one doesn't work.
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I'm not sure if developers will do this, since it can cause confusion. You can't complete "Earn crystals in CTF" missions in ASL games, and similarly you can't complete DM missions in JGR. However, you CAN complete generic kill missions in JGR, just like how you can complete generic flag missions in ASL.
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