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Maf

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Everything posted by Maf

  1. Topic merged It's a known bug that appeared recently. At the moment the only solution is to have your friends invite you to the battle again, and if that doesn't work, then join any random battle and have your friends invite you while you're there.
  2. Topic merged You'll find that a lot of people disagree with you. At the moment the only reason why Railgun is somewhat weak is because the vast majority of players use protective modules with Railgun protection. And the reason they do that is because Railgun is so powerful in the first place. You did all those calculations, but you didn't account for the fact that not every single fight in Tanki Online is two tanks standing in front of one another and shooting head on. Railgun gives the player ability to knock off aim, as well as shoot and hide, thus minimising damage to self. It also has infinite range, allowing the player to hit any enemy in direct sight, unlike the Smoky that you used as an example, which quickly loses damage at range. So if you ask me, I personally think that Railgun is the most perfectly balanced weapon at the moment.
  3. Maf

    Containers: weigh the odds

    Great topic! I'm surprised how close I got with some of my estimates for the prize chances :o By the way, despite my "privileged relationship with developers" it's still impossible for me to get information that isn't released to normal players. So while I did ask about the exact chances of container rewards, the only info I got is confirmation that the more valuable items (like paints) won't come up as often as something like crystals and supplies. And that was already pretty obvious. So all the percentages I gave in my post are personal made up estimates with zero actual data to base them off of.
  4. Very good answer, thanks. If you want to discuss this further, please use one of the existing topics: Let's Discuss Game Balance Lets Discuss Hulls Ideas for Hulls Closed.
  5. What do you mean? The new area on red base is even better for sniping compared to that bridge.
  6. Spoil it? As in, post a picture? I'd love to see that to be honest.
  7. Maf

    Analysis and comparison of the new map changes

    Greetings! I'd like to discuss in more detail the map changes that were released in last week's update. Most of you are probably aware that the changes were necessary to make the maps more suitable for gameplay with 20 players, which is the number of players developers deemed most suitable for standard battles. Because of that, some smaller maps, like Polygon, had to be enlarged, while the size of some larger maps, such as Solikamsk, had to be reduced. Some of the changes were not particularly significant, like the new ramp being added on Osa or a couple and a couple new barriers on Serpuhov, so I won't mention those here. But 12 of the maps had major elements changed, added, or removed, which, in some cases, completely changed the gameplay on those maps. In this topic I will compare all of those changes. 1. Forest Pit in the middle removed. While at first glance it may seem that only the hole got removed, the map actually became significantly larger around the perimeter, but the number of players did not increase. This means that the map will be less busy and there's better opportunity for stealthy tactics and general maneuvers. The two cliffs on the sides of the map are now separated from the outside border, forming a passage between them. This can be used to hide when attempting a stealth flank attack, or it can be used as an effective camping spot, which I have already seen multiple players do in DM. Worth noting that the flags have been moved closer to the middle of the base, shortening the distance between them. So while before the update every alternative path from flag to flag had a similar length, now there are clearly two tactics: either rush straight ahead and try to take advantage of the shorter distance or go the long way around and have a lower chance of encountering enemies and a better chance of being unnoticed right until you grab the enemy flag. There are also two new repair kits in the corners of the map, so if you are holding the enemy flag in your base during a flag exchange, that's a new source of repair in case of emergency. 2. Highland Increased base area This map already got one pretty big update a while ago. Before then it looked like this. Basically a straight line with a courtyard in the middle, and two raised camping areas. But even after the update the map still felt extremely crowded when played with full 8 vs 8 teams. This newest change did add more space to move around, although I wouldn't say that the new areas make it easier to steal the flag. Their purpose appears to be nothing more than new camping areas for the 4 extra players, since the total maximum number went up from 16 to 20. There is still the same number of entrances to the base with a single bottleneck near the actual flags, so it's unlikely that capturing a flag on this map has become much easier. Although it's worth noting that there is an alternative exit path from both sides. If you grab the flag and see the main path blocked by enemies, you can turn to the right and drive up onto the new hill. If you get lucky and don't blow up on mines placed by hill campers, you can drive right past all the enemies and jump down into the middle-side of the map, from where it's a fairly easy way back to your own base. As for supplies, two new "sets" have been added - one DA, DD and Nitro on each base. Interestingly enough, the reds' camping place has a DD, while the blues' one has a DA. Also, blues' new DD is basically in the middle of the map, so this small detail might actually make the red team a bit stronger than before. 3. Highways Bases shortened Ever since becoming popular due to the change in the battle creation mechanism, Highways has been notorious for its difficulty in CTF. In order to capture a flag, you had to: Survive all the Shafts and Railgun, who sniped you from across the map while you were trying to tumble down the hill Manage to get up to the other base and fight off any enemies along the way Avoid all the countless mines on the ramps leading up to the base Somehow grab the flag that was being guarded by two Titan Isidas Escape the enemy base Drive across the map without flipping on the hills, while fighting off pursuers. Still somehow have enough health and supplies left to at least drive as far as meeting your healthy teammates To do that you had to be either insanely lucky, insanely skilled, or insanely overpowered. Or better - all three of those things (yet you still wouldn't be guaranteed to capture). Luckily, this has become slightly easier now, as the flags have been moved one layer down. It's still going to be hard to go through steps 1, 2, 5, 6 and 7, but at least you will probably no longer have to deal with the flag being completely blocked by mines and heavy tanks. The bases getting shortened is a slight disappointment to me personally. It used to be one of my favourite challenges on this map - to drive into the enemy base, hide at the back and kill as many enemies as I could before they finally managed to get to me. The funniest thing is that once I managed to get in, farming kills was a piece of cake, since the camping Shafts and Magnums had no idea from where they were being hit, since they never expected to be hit from behind. Another interesting note is that the narrow ledges on the sides of the hills are now self-destruct areas. This can be blamed on me personally, since I loved to go there with Wasp Magnum and effortlessly bomb the enemy base from below, often being able to remain unnoticed for the entire game. I send Hazel a PM, asking to make the area more accessible, and he called me a bas.. bad boy, and said he will block off that area completely. I'll be honest, I never actually expected him to hold true to his word :P 4. Industrial Zone Numerous smaller edits Industrial Zone had two areas changed. The biggest edit is obviously the removal of the smaller tunnel, that led to the inside of blue team's second building. Not sure what the purpose of this change was, as it only made the map less interesting, in my opinion. Perhaps developers thought that the tunnel was too confusing. The other major change is the increase of red's far camping tower. It now has a much longer platform and some decent walls, which is a massive advantage for any Magnum sitting there. To compensate for that, the other camping tower next to the base no longer has cover, which makes anyone sitting there more vulnerable to enemy fire. A few other minor changes include a new hole at the back of blue's base, a wider driveway between the double ramp and blue's building and the red flag being moved to the left, which actually makes red base harder to attack. 5. Massacre Larger bases Here the change is pretty obvious. Each side got a proper base now, so rather than spawning in some hole and being too scared to come out, you now spawn in a proper base that, while not providing THAT much protection, still feels better than before. The bases are no longer reversed and each flag is at its team's base. Not sure if I like this change as the inverse flag positioning made the map more unique, but I guess this makes things less confusing for newbies, while the old inverse version will most likely always remain in PRO battles. Another subtle, but arguably the most important edit is the fact that red base no longer has a hill spanning the whole width of the map, behind which they can hide and play peek-a-boo with blue. This definitely made gameplay a lot more fair, since being able to hide behind the hill while reloading or holding the flag with no chance of exposure to the enemy campers was rather OP. 6. Polygon General increase in size Probably the least liked and most controversial of the map changes from this update. Of course old Polygon, being one of the most popular maps and one of the best for getting high funds, was defended by a lot of players. Some of them complain that developers are purposefully making maps larger to reduce fund growth, while others simply don't like the new design and claim that old is better. Whatever the opinions may be, the truth is that Polygon gained a lot of new ground on the flanks, and what's interesting is that the flanks are no longer flanks, but have actually been turned into new bases. So gameplay on the map has basically been rotated 90 degrees. Whether or not it's a good change, I can't tell. But the map is definitely more suitable for a 10vs10 battle than the old version, and the pit in the middle is still the same. The fact that the number of points was increased from one to three is also suspected to be a deliberate method of reducing battle funds, however it's more likely that developers are simply trying to diversify the gameplay by forcing players to act smart and watch after all three points, rather than play the mindless "spawn, drive forward, die, repeat" game. 7. Rio Larger bases Despite already having 20 maximum players, developers thought that the map was still a bit too small. So now the teams have larger bases, each with a full set of supplies. The red flag also got moved down from the upper platform to be more like blue, and the two narrow ramps on the platform got merged into one wide ramp. Fairly straightforward that will hopefully make gameplay on this map more balanced and tactics - more diverse. 8. Silence New areas on both bases Another massive change to a popular map. Like Highland, Silence already went through a major rework before. In fact, it had quite a few changes done to it, including addition of the surrounding landscape, merge of Silence I and Silence II, addition of tunnels and opening of tunnels (since at first they were closed-off self-destruct areas). Red team gained a massive advantage from this update. They now have a solid base/camping ground instead of the flimsy bridge, so now it's much easier for red to take cover and fight back those annoying Magnums on blue team. Red team's snipers can also much more effectively disrupt blue's defences, as the blue flag is clearly visible from the new raised hill. So while the number of entrances and exists remains the same, gameplay should still become more dynamic and balanced here. Both teams also got a set of supplies in the newly added area. 9. Solikamsk Removed tunnels on either side of the map This is a significant, but still pretty straightforward change. The map was too big and had 24 maximum players, so the size got reduced and the number of players changed to the standard 20. Not sure why it had to be the side pathways though, since I always thought those were a very interesting element, which allowed for stealthy tactics. But I suppose it was the most logical and straightforward way to reduce the map's size. At least this wasn't like the previous change from a few years ago, where the whole map was completely reworked and turned into an unrecognisable mess. #Only90sKidsRemember 10. Tribute Numerous improvements for red base Tribute got a few major improvements to the red base, which was quite a bit weaker than blue before the update. The DD box was moved further away from the middle, a new building was added to provide cover, a wall was added on the corner as a new potential camping spot, some walls under the bridge have been removed, and a new access point has been added, proving a new route to attack the blue base. Blue base also got a minor improvement from the outside walls no longer being straight, thus providing extra cover for defenders and/or flag holders, who could previously be shot from the other side of the map while hiding behind a house. Also, interestingly enough, the floor of the dry river bed (yes, that's what it's supposed to be) is no longer green. For better visuals, I guess... 11. Wolfenstein Castle rework Wolfenstein got a bunch of its houses moved and replaced a bit, but perhaps the most significant change is the red base, which is now completely free of houses (at least on the raised bit) and has a few small walls instead. Seems like red base was considered overpowered before due to large amounts of cover, so let's see how good the balance is now. All of the castle ramps got barriers on the sides now, which will hopefully prevent players from flipping on them so much. Additionally, the castle in the middle got a slight redesign and is now symmetrical. 12. Year 2042 One side of the map shortened Not sure why this was necessary, but the left side of this map got shortened quite a bit, which resulted in removal of two buildings, a parkour platform and a raised camping base on red's side. Not too many comments on this one. Parkour won't be happening in standard battles anyway, while the removal of the tall house is actually good news for gold hunters, since the corner drop over there will no longer be hidden by the building. Also, a bunch of new containers have appeared here and there, providing extra cover, and blue got a second repair kit on the roof of the small building, which is strange since red only has one repair kit on their side. That's it for my analysis of the biggest map changes from this update, so I hope you found this topic interesting and maybe even useful :)
  8. Maf

    New Map Has Lag

    If you are on the test server, then please don't post issues about it here. On test servers lag is common and very likely, as it is usually used to test updates, which have not yet been finished and optimised. In fact, we no longer accept problem reports on the forum at all, so if you have any issues with the game, please use the Help site to either find a solution or make a new post about it. Closed.
  9. Nothing changes in the way you report. You still have to send a chat message with "/vote nickname" and the report will only be sent if over 25% of players complain. Don't worry about jump hackers, since this update also affects anti-cheat, which should now automatically prevent jump-hackers from using their jump in the first place :)
  10. The thing with removing all friends after you leave for a year is slightly annoying. Some people do come back. But the rest of the rest of the changes are nice!
  11. Maf

    Tanki Olympics

    The game rules do not allow discussion of politics on the forum. With that in mind, we will not allow this topic to remain open, as it clearly makes nationalistic statements by accusing all Russian/Soviet people of treating drug use as a normal thing in sports. Whether that's true or not - doesn't matter. The reality is that supplies exist in a bunch of different games made by publishers from all over the world, and while their names and specific mechanics may be different, it's absolutely certain that they make the game more interesting, and battles - more dynamic. I will tell you right away that supplies in this game ARE made in a way that encourages players to buy them for real money and thus generate revenue that supports the game and its developers. That's why supplies can't be made free for everyone and why someone with a lot of supplies is usually more powerful than someone without them. But that's not a reason to accuse developers of purposefully making their game unfair. Free players get plenty of options that help them avoid being dominated by "buyers". You get supplies from missions, you can buy supplies with a 50% sale, you get 3x supply rewards from weekly mission chains, or you can avoid supplies altogether by playing only PRO battles with supplies disabled. Yes, it's true that you can't play many hours a day in standard battles using supplies non-stop and still have enough supplies/crystals without buying them, but that's the reality of a free-to-play game. So if you want to play comfortably, you have two options: either limit yourself to 15-20 minutes of battles per day (just enough to complete a mission and keep the chain going) in order to only use a few supplies, or you can play as much as you want, but buy supplies with real money (and support the developers). Please discuss supplies in this topic. Closed.
  12. Topic merged The old maps will definitely not return to standard battles. This is because developers changed them to be suitable for 10x10 gameplay (and generally more balanced), so they are here to stay. It is possible, but unlikely that there will be two versions of the maps in PRO battles, but we'll see what happens. I personally don't think it's necessary since the new map versions are either a great improvement (e.g. Highland) or not that big of a difference (e.g. Bridges).
  13. You should scan your PC with anti-virus, because it sounds like you accidentally picked up a ton of malware that's flooding you with ads from within. You're pretty much the first person to complain about this, so the issue seems to be on your end.
  14. Valid I'm sure if developers would be able to add it in-game, they would have done it. There's probably a technical reason or adding ratings on a separate website. Most likely it's to do with server processing power.
  15. Topic merged But then there's also players who often switch between Zero and whatever other modules, so your idea would be very inconvenient or them. I think it's best to do what this topic suggests, i.e. allow players to make their own module order.
  16. Maf

    Tanki World Records

    Only reward paints which were never available to buy for crystals or money.
  17. Maf

    Tanki World Records

    Updated. Got application via PM.
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