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Everything posted by Maf
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under review Battle balance for on-going battles (joining after battle starts)
Maf replied to Philosopher in Ideas and Suggestions
Under review MM already has a system to mitigate players leaving. In fact, the players that join mid-game are typically stronger than those who just left. Early battle termination used to exist, but was removed as it had unintended negative side effects. This is a decent idea, although I believe we already have it in I&S. We've had multiple ideas similar to this (losing team gets stronger supplies, winning team gets longer respawn time, etc.), many of which were suggested as early as 2018. None of them were implemented yet, so I suspect that devs don't think that it's a feature worth adding. That being said, Tanki Does have catch-up mechanics, albeit only in CP mode. I'm not sure why they haven't added similar mechanics to other modes, since it often makes CP battles really quite interesting. -
2011 here. I got 3 legendary keys and 4 sets of daily tankoins pass, among other things.
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I totally agree, but the devs seem to prefer a different approach...
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Have you actually played with hover hulls? The heavier ones are bearable, but Hopper got nerfed like 5 times over the past few years and is barely usable now. Flips all over the place, accelerates sluggishly, turns in unpredictable ways... In my opinion, hover hulls' agility is already nerfed more than enough.
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Yeah I don't know if it's the right vibe to give these days, considering that Juggernaut literally loses to quite a few "normal" combos in a 1v1.
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Topic merged
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I think you might struggle to find a gullible new player, who also happens to have over 2000 tankoins and is willing to join random clans.
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Well, it took them 5 years to implement expanding clan capacity at all, so... I think 2030 sounds promising for this idea!
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Tanki deserves to be taken off the developers' (Opex-Rah) hands. They drove it to the ground.
Maf replied to Committee in Game Discussion
The main point is that WoW Classic is literally a standalone game, which is what Tanki Online Classic would have to be if it were to meet player expectations. So in the end, the devs have three options, none of which are particularly good: Spend time and resources developing a standalone TO Classic game, and make it completely F2P, operating at a loss (this makes no sense financially). Spend time and resources developing a standalone TO Classic game, and make it either P2W, P2P, or subscription-based (people will hate it and sales will be minimal). Create a pseudo-classic experience in the existing Tanki Online by simply tweaking settings in a PRO battle mode (this does not satisfy people's expectations). As you can tell, they went with the cheapest and easiest option — 3. The others don't justify the resources required to implement them, because Tanki Online never had the benefit of a gigantic player base like WoW. -
Topic merged
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Tanki deserves to be taken off the developers' (Opex-Rah) hands. They drove it to the ground.
Maf replied to Committee in Game Discussion
That's a good point. But if a classic version of Tanki was wanted by the players, it doesn't explain why the Classic format, which currently exists in PRO battles, never has anyone playing it. -
Tanki deserves to be taken off the developers' (Opex-Rah) hands. They drove it to the ground.
Maf replied to Committee in Game Discussion
Old habits die hard, I guess. I stay as a mod for the same reason that many people keep coming back to play despite hating the updates. I mostly just stay for the community, to participate in topics like this and offer my input to discussions. Due to low activity there's not much moderation work to do anyway. -
Thanks @Son_Goku for the advice. Reports of game violations must be posted on the Russian forum. Closed.
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Wake up babe new snowman pic just dropped 01/01/2012
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Yes, it's snowing right now - look!
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But wait, there's more! 24/11/2012
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You guys thought I was done? Oh no, it only gets better from here ? 26/12/2011
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Why the bad luck? It's not like i'm cursed and whatsoever
Maf replied to HEAVYWEAPONMOBILE_1 in Archive
RNG do be like that... -
I agree that it would be cool to have splash healing, as it would differentiate Thunder from Shaft when it comes to healing, but do you realise how much of a buff it would be? Would you accept something like a 50% healing power nerf in exchange for splash healing?
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Hi Riddler. What do you mean?
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To be fair, I quite like the topic. I'm even gonna contribute. Date: 24/12/2018 Artist: Me Medium: Solid water Location: Moscow
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Maybe, but only if the juggernaut also loses any ability to get healing from teammates.
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Seeing how devs have been nerfing Juggernaut more and more over the past few years, I don't think a buff will happen anytime soon. The current SJR configuration seems pretty good though — you can last a while if you play smart.
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