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Maf

Tanker
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Everything posted by Maf

  1. The way I see it is that every module will be broken up into 3 single modules, and you will be able to have any number of single modules for each turret. So for example if you had three new triple modules (not LGC), one with 34% (thunder, rail, rico), one with 42% (rail, isida, striker) and one with 50% (twins, isida, magnum), You'd end up with 9 single modules from 7 different turrets, each of them keeping the same protection it had before. So you could, for example, combine them into a new module with 34% Rico, 50% Isida and 42% Rail protection. But this kind of system has a LOT of serious drawbacks, mainly interface complications, so I doubt that's what devs actually decided to do. Hey! Face off was a good movie! >_
  2. Not for the economy though. Last time we got refunds devs had to follow it up with massive battle fund reductions, which made everyone suffer.
  3. Maf

    Tanki World Records

    Ok we're calling it 164 :ph34r:
  4. I don't think any refund is economically possible. It will make sense if you get all your modules separated into single modules, so you'll be able to reassemble them again, but won't be able to get more than what you had before.
  5. Good point, but I have a feeling that there will be an advantage to having many more modules. For example, maybe the 5 modules will turn into 15 single modules and 26 will turn into 78 singles, so the player with 15 will only be able to make 5 custom modules, while your friend will be able to make 26. I think that's actually the most likely outcome of this update, i.e. you will be able to have multiple identical single protections and use them to make many triple modules. So in order to make all 2184 combinations you will have to buy 6552 single modules :ph34r:
  6. They haven't said anything about kits yet. My guess is that the current modules will be replaces with single modules and price will stay the same. Don't forget that after the update single modules will become a LOT more valuable due to their versatility. If you think about it, those 14 single modules can be arranged into 2184 triple module combinations (if my maths is correct), so I wouldn't be surprised if the price for each of those single modules will actually be higher than the current price for triple modules.
  7. I'm just speculating. To be honest, it does make sense to have some kind of small penalty, otherwise people will ruin the whole idea of MM balance by leaving halfway (e.g. right after completing missions) and unbalancing their team. But developers never said anything about a deserter penalty for TO, so I probably shouldn't say that it may be added. :rolleyes:
  8. No. To access MM battles you will have to select one of the buttons in the main lobby menu (if you use the battle list lobby, then click on the "Battle!" button to view the main lobby). You will notice that the buttons are separated by game modes, so you have to specifically click on "Deathmatch" to be sent to a DM battle. That shouldn't happen due to reasons explained above, but if you do accidentally join the wrong game mode, you should be able to instantly leave with no penalties. At the moment it seems like you will instantly be able to join another battle. Perhaps eventually developers will add some kind of "deserter" penalty, but so far they have never mentioned anything about that for Tanki Online. That test back in August 2017 was far from actual matchmaking. It simply put players into random battles, ignoring their rank, skill level, etc. There was no "matchmaking" at all. This time the system should work properly and the issues should be resolved.
  9. This is actually a sensible idea. You don't even need a "free pass". Just allow players to create battles for free like in the old times, only those battles won't have funds or experience, while PRO battles will have funds and experience just like now. The reason a lot of people were looking forward to the PRO pass being removed is so that they could join events, parkour battles, rank-ups, clan trainings etc. without having to buy a PRO pass, which was especially inconvenient if they play only a few times a month. So having this ability would be great.
  10. I'm almost 100% certain that the MUs will be combined, so you will end up with Fire M4, which you can choose to put an XT skin on. And if you have Hornet XT with no MUs and Hornet M3 with 3/20, you will get a Hornet M3 3/20 with an optional XT skin. The XT skin can be equipped or removed in the garage. Tanki X has a completely different approach at this point. There is absolutely no reason to assume that whatever has been done in TX will be also done in TO. I am 100% sure that DM battles will stay, not to mention that another DM mode (Juggernaut) is coming soon. You're basing your opinion heavily on the matchmaking test that happened last summer. What we had back then wasn't matchmaking - it was just an initial test of a system in its early stage. I strongly recommend that you test the upcoming matchmaking without negative expectations, since devs promised that there won't be issues like playing against high ranks, being sent to the losing team with little time left, waiting for a long time, etc. You misunderstood. There will be 14 single protections, which you can arrange into any combination of three protections, making a custom module. Whether or not you will be able to have multiple custom modules at the same time is currently unknown.
  11. Maf

    Godmode's appeal

    Topic merged.
  12. Maf

    Tanki World Records

    I counted 174 o_O
  13. Maf

    Tanki Picture of the Day - Have any?

    We don't talk about that. My... acc got hacked. Yeah... Hacked :ph34r:
  14. Well, I did say that it's just one of the options. So instead of increasing damage it could be just removal of the random damage, making damage dependent exclusively on the projectile's velocity at time of impact.
  15. I would ban everyone and laugh hysterically I would fix all the issues with existing features and finish everything unfinished and then continue doing what devs are doing now (MM, Mobile, HTML5 etc.)
  16. Maf

    Is tanki dying ? Lets discuss

    Pretty sure whatever has been (or will be) posted here has been said and discussed in this topic and many others like it, so I really don't see the point. Oh well, here we go again... One of the reasons for the reduction of player numbers is seasonal change. People go on holidays during summer and spend less time online. Happens every single year to every game and website. Numbers will go back up in September. Yes, the game is less popular now than back in 2014, but this does not mean it's dying. It's becoming outdated and people are leaving, but having hundreds of thousands of active players every month is far from "dying". Developers are actively working to help the game become popular again. The release of Matchmaking, Mobile version and other features is supposed to attract many new players to replace those, who left (while still keeping the old, dedicated audience). Any online MMO game has an expiry date and can't remain relevant forever. The fact that Tanki still has thousands of players online after 9 years is extremely impressive, especially if you consider the fact that it was never meant to be a big MMO in the first place. Devs shouldn't do anything to bring old players back. Normal people don't play the same game for years - they get bored and move on. Instead of doing everything to please the existing audience and make them stay, developers are focusing on refurbishing the game to make it more appealing to new players. Probably not 2014-popular, but it may still gain quite a few new players. A lot of 2000's MMOs already went through this process where they lost popularity, then had a massive update that made a bunch of changes and started becoming popular again.
  17. OK, I agree. My idea is not the best. Actually, I think a better alternative is a similar idea that, instead of making damage proportional to projectile flight time, would make it proportional to power, which is actually a much more sensible feature. That way easy short range shots would get a significant nerf due to being very slow, while more difficult long range shots with higher power would still give out decent damage. And in order to prevent this being abused through 0 degree 100% shots, the minimum angle of magnum should be increased to 10 degrees, so you would have to either use it as proper altillery/mortar, or tilt your hull in order to shoot straight. Both of these methods require more skill than simply launching a 0/100 shot at a nearby enemy. Not only would this make effective use of magnum require more skill, but it also indirectly reduces Magnum's DPS, since to get higher damage the player needs to spend more time charging the shot up to full power. I feel like this is a pretty significant nerf, so in order to compensate for it, Magnum would get an increase to its max damage (something like 15%) and/or the damage range would be removed, so that all shots always deal the amount of damage you'd expect.
  18. You'd be able to change it in settings and set a button that you won't (or less likely to) accidentally press. And if you do press it, pressing it 4 more times to get back to default view doesn't seem too problematic. I think the spec-like UI key is much better than an option in settings, not to mention that it already exists, as opposed to an option that would have to be developed first.
  19. It does work on maps with tight bases, like Wolfenstein, Polygon and Highlands. On those maps there's almost always enemies defending the base, who will take damage feom the shots.
  20. Nope, she just left this community and moved back to the RU forum.
  21. Maf

    Tanki World Records

    Guess who's back? Back again. Hex is back, tell a friend. :ph34r:
  22. I presume that for those who got eliminated it's game over, so they collect whatever they earned in that battle and move on to the next match. Also to make it more interesting, later rounds would have shorter and shorter respawn times and shorter battle lengths, because it wouldn't be particularly interesting to fight 1v1 for 10 minutes.
  23. But if a bunch of people create these maps, then there will be a lot more maps for Matchmaking to put people into, meaning that maps will take longer to fill up, or some won't fill up at all. This ruins the idea of matchmaking. Also, I'm pretty sure the majority of players prefer to play battles with supplies and find no-supply battles to be less interesting. I mostly agree with them. Playing without supplies is fun only if you have a competent team (preferably in a call) versus another competent team, where you can communicate well and develop more complicated tactics and strategies. In battles with random players (some of who can't even turn their turrets) such tactics are impossible to apply, therefore things like supplies and overdrive exist to make the battles less stale.
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