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Maf

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Everything posted by Maf

  1. Maf

    Typical Day in Tanki

    I have nothing against people who prefer PRO battles, but you can't willingly go into PRO battles and then complain about the unique problems it has. Having uneven teams or not enough players joining rarely happens in MM. MM definitely has a P2W problem, but I feel like supplies are easy enough to come by these days that condenscendingly calling those battled "drugging festivals" is an outdated point of view, which stopped being relevant around 2018. The main problem a F2P user would have to deal with is drones and OP augments. Judging by the post above, OP is having this problem in PRO battles just as well. This is exactly why I stopped playing PRO battles soon after MM was released. MM has its disadvantages, but at least you're not spending the majority of your time staring at the lobby, waiting in empty maps, and jumping between battles. @Gabe2607 I'm genuinely curious why you're so strongly against playing in MM.
  2. Maf

    Typical Day in Tanki

    > refuses to play the main game type > goes to niche custom games instead > surprised when they don't offer him the best experience > shockedpickachuface.jpg
  3. That's the whole point of the suggestion - some basic mice do have the back/forward buttons, but you can't configure them.
  4. Not quite 10 yet, but thanks anyway! I joined Tanki in summer 2011, joined the RU forum in November 2011 (my forum registration date), but, because EN forum was part of RU forum back then, my acc ended up being created here too. I actually started actively posting on EN forum in August 2014, and became a forum mod in December 2014.
  5. The augment seems fine, but I'm more concerned about the confusion of Thunder having two augments that both follow the scheme of "Vac___ Shells" Anyway, why "vacant", and not just something like... "rubberized"?
  6. Maf

    Assemble a Tank

    Very good analysis, thank you.
  7. Maf

    Assemble a Tank

    Should have made the UI like this: Missed opportunity, smh my head
  8. Not sure how practical it would be, but seems like a good idea. Though keep in mind that mobile version is considered as "feature-complete" and will have no more updates beyond changing it to HTML5 (already work in progress) and ensuring compatibility with PC.
  9. Just to emphasise my point above: Augments make initial turret designations completely irrelevant. Short range turrets can become long range, and long range can become short range. Also it's no secret that augments somewhat boost equipment power, while some legendary tier ones are outright blatantly OP. For example, in case of Heavy Slugger, the only disadvantage is 20% slower turret rotation speed (basically a joke), so you end up with DPS of a short range turret and range of a medium-long range turret. It's absolutely ridiculous, and a far bigger issue than Shaft RFM.
  10. Meanwhile Heavy Slugger:
  11. If you actually add a Monty Python reference, the P2W will be forgiven. At least from my side, I can't speak for everyone else
  12. Knowing how it is with them, the UI is probably made up of a dozen different incompatible elements, so creating a setting that toggles all of them off and on would not only be difficult, but it could break the whole interface in unforeseen ways. But, for the most part, this feature request is in relatively low demand, doesn't bring in revenue, and isn't critical to the integrity of the game. So its priority is very low. Either way, we'll report the idea to them again just in case.
  13. I'm so glad I can finally bring back this dead topic. Guys, it's only been 8 years since I posted it. I'm sure the option will be added any day now!
  14. Ok just forget about the blocking. My other points are more important.
  15. That's a whole different issue entirely, not related to Juggernaut or TJR mode. If healing turrets are a problem, it would be relevant to any game mode. What do you mean there's no incentive? The incentive is protecting the juggernaut to win the battle. I've seen this strategy used many times - I'm trying to shoot or lock on to the enemy juggernaut, but his teammates are getting in the way and messing up my aim. Either way, even if you just stay mid-field and shoot approaching enemy players, you'll be almost just as helpful to your juggernaut as a healing Isida. Going back to your original idea though, I agree that it makes no sense for score earned as juggernaut to count towards trophy missions. Seems like a bug.
  16. Not really. You can still help your juggernaut by blocking and shooting at enemies, who are trying to attack. By the way, Healing the Juggernaut is already discouraged by the way the score works - score for healing is given based on % of health healed, so if you heal a heavy hull from 1 to full (4000 HP), you get something 10 battle points, but if you heal a Juggernaut from 1 to 4000 HP, you only get about 4 battle points, since it has 10k HP and you only healed 40% of it.
  17. I think this is what the core issue is with Juggernaut, rather than the fact that this is done to farm score for Trophy missions. IMO, the solution is to just completely remove the ability for teammates to heal their Juggernaut by any means.
  18. What is the purpose of this? The way I see it, now if I'm low on health, I have to go into cover, activate RK, wait 3 seconds and then go into battle. Starting tomorrow, I'll have to wait up to 8 seconds until my health restores. Does this not slow down gameplay and make it more stale? If you're gonna do that, at least make it so that healing no longer stops when taking damage. Or perhaps it will stop, but only after you take X amount of damage (e.g. 1000) after starting repair. Edit: I tried playing today and the repair kit change doesn't seem that bad. It's noticeable, but not entirely game-breaking. The most annoying thing is when the RK gets activated by accident (picking up a box or from a teammate with Mechanic), and I can't use my own RK in the next 8 seconds, where it could have been much more crucial. I still believe that the healing shouldn't stop if you just take a tiny bit of damage though. RIP attackers with light hulls.
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