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Maf

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Everything posted by Maf

  1. What makes you think that?
  2. Maf

    Complaint Book

    Topic merged
  3. Maf

    It pays to drug...sadly

    Good point, didn't know that.
  4. Topic merged I don't think it's necessary. Usually if you do have time to log in, then you probably have time to do the missions (I mean, some of the easy ones can be done in less than 5 minutes), so this feature wouldn't even be particularly useful. At the same time, I think the penalty is fairly balanced, so losing the progress of the current week isn't so bad, especially if it's only a couple days.
  5. Topic merged Very improbable idea. First of all, if you got falsely blocked, then you can usually get unblocked if you appeal to an administrator or talk to tech support. It's counter-intuitive to add this because the only purpose of this feature is to counteract a problem. And instead of adding something that counteracts a problem, it's much better to solve the problem itself and remove the need for this feature altogether. So instead of allowing players to unblock their accounts (and potentially forcing innocent players to pay a lot of money even if they didn't do anything), the issue of falsely blocking accounts needs to be removed by reworking the blocking procedure. Second, it makes a corrupt system where anyone can buy their way out of a violation if they have enough money. Rich "buyers" would be able to use hacks as much as they want because when they get blocked, they just pay for an unblock and continue playing/hacking. It's just not good for the game and its players.
  6. Maf

    It pays to drug...sadly

    Pretty sure if you get a DM mission and change it, the mission you get won't be DM.
  7. Maf

    It pays to drug...sadly

    Tanki is certainly aiming to be a fairly simple shooter without much tactics, but tactical play does exist and can be used. Although if were looking for tactics, you definitely went to the wrong place to find them. Of course there are tactics and ways to use them, but not in a Polygon DM. If you want tactics and interesting gameplay - go play CTF, maybe also CP and AS. DM is just a place for mindless grinding, when you are simply in a mood to shoot some tanks without putting much thought into it.
  8. Maf

    no kill for person who drops gold

    Correct, such a change will not be implemented as it breaks gameplay and is simply unnecessary. In the future, please post idea in the Ideas and Suggestions section. Closed.
  9. It's intentionally made like that. Also, flags always returned automatically, including in CTF. It's just that in CTF it takes 30 seconds, but in AS it takes 3-10 seconds.
  10. Completed As far as I know, this has been fixed on Rio. Do notify me please if this issue is still present anywhere else though.
  11. This is a fairly common bug caused by lag. Refresh your page and it should be fixed. Just watch out for the damage numbers and if you don't see any numbers when you attack or heal - reload the game to fix it. Please post bug reports in the Bugs and Glitches topic Closed.
  12. AS mode needs a lot of reworking at the moment. The points system simply doesn't work. Either the flags on some maps need to be moved around a lot, or the maps need to be changed to fit AS mode, or the whole game mode needs to be reworked completely. Because at the moment there's very few truly balanced maps - most are either too easy for red, or too easy for blue.
  13. Well, I see that the flags have been moved off the bridges now, but the base is still in the same place, making it slightly easier to capture, but still nearly impossible to win (assuming that blue team is actually competent). Needs more work. By the way, each capture is now worth 5 points instead of 3.
  14. 31. The points always go up to 90 in 15 minutes, so it's 30 flags for draw and 31+ for win.
  15. Highways balance is completely terrible. The location of flags and the point is all in favour of the defenders. Not only do the reds have to go all the way across the bridge (or at least halfway to grab the flag and do a risky jump) and survive all the fire from red snipers and long range runs, but they also need to drive all the way up the hills, surviving all close range defenders, push through one of the two ramps that lead to the base (and are usually covered with mines) and actually manage to capture the flag, which may be difficult if a heavy hull is sitting right on the point. So either the flags or the point definitely need to be moved. Imho, the flags can stay where they are, but the point gets moved to the ground right in the middle of the map (under the low bridge) and blue spawn points are moved to the lower area, while reds can spawn on the hills on either side of the map. P.S. The EXP per capture should definitely be increased. In order to win, the red team needs to capture 31 flags, so 31*5 is only 155 total EXP per team, whereas in a standard battle there's usually at least 3 captures per game (with exception of some maps), which is 300+ EXP per team.
  16. Topic merged I think the reason flag returning was disabled is because in the vast majority of situations returning the flag is a disadvantage for the blue team. I remember during the new year AS battles players would keep insulting teammates, who returned the flags, since it allowed the red team to launch a new attack faster. To compensate for the fact that you can't return the flags, they now only take 10 or 15 seconds to return automatically (compared to 30 in CTF), so you just need to make sure the enemy doesn't get close to the flag during that time.
  17. Well, I just played assault for a bit and from first impressions I gotta say that it's more balanced than I thought it would be. Red team won a few times on different maps and so did blue. The maps really do seem to have a massive role in which side will be more likely to win. On some it's easier to defend, on some it's easy to attack. On Massacre the point is inside the base area and everyone spawns right there. It's easy to see enemies approaching and even if you don't take them out then, you can just block them with your tank. On Solikamsk the point is positioned in the middle of the blue base, so it creates an interesting gameplay tactic where light hulls can jump onto the point with the flag from above, forcing blue to mine all the ledges around the point. On Wolfenstein there's 4 flags and 4 directions which enemies can come from, which makes it really difficult to defend, especially if red team has Magnums, which are constantly lobbing bombs into your base. Forest seems pretty balanced, as it also has multiple access point from all directions, but only two flags. Magnum does seem to be the most effective turret for both teams. It's especially useful if blue team are all crowded together and don't have many Magnum modules. In that case it's good to have 2-3 Magnums camping mid-field and constantly firing at the point to clear the defenders. I'll probably do a more detailed guide later, like how I did for the map changes.
  18. Happens in CTF too. No big deal. It's even less of a deal when you realise that each flag is worth only 3 points, out of the 100-point cap. So it seems like devs expect red team to capture 30+ flags in one round in order to win, therefore not capping one flag because of the time limit shouldn't make much of a difference. Might be wrong though, will have to test tomorrow. One thing I wonder though, wouldn't this mode be a lot more difficult on lower ranks due to tanks moving slower and therefore being less capable of capturing enough flags quickly in order to compete with blue?
  19. Like football. Players switch sides halfway through the match to ensure the game is fair. The reason this is needed is so that on case some maps are slightly unbalanced, both teams will get a chance to play on the stronger side. Wouldn't hurt to implement this in other game modes too, but not sure about that...
  20. Didn't take that into account... Yeah, I guess it would.
  21. That's at the END of every round. I suggest that teams should change sides in the MIDDLE of every round, as well as at the end.
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