-
Posts
23 603 -
Joined
-
Last visited
-
Days Won
271
Everything posted by Maf
-
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.
-
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.
-
Meanwhile Heavy Slugger:
-
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
-
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.
-
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!
-
Topic merged
-
Ok just forget about the blocking. My other points are more important.
-
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.
-
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.
-
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.
-
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.
- 61 replies
-
- 18
-
-
-
Why does the screen suddenly drift when I use the mouse to move it?
Maf replied to Mihoyo in Game Discussion
I also experience this occasionally, but it only happens once per battle at most, and usually flips my whole camera around a full 180 degrees. Your version seems a lot more annoying. We'll report the bug, but there's nothing I can recommend for a fix, I'm afraid. -
My point was more that if everyone in Tanki Online is camping, it doesn't make it not "Tanki" Online anymore. If anything, it would be more like an actual tank game. That being said, I do not intend to downplay the problem of camping in Tanki. I completely agree that having both teams sit at their bases does not make this game more fun.
-
No one is asking you to sit in battle and spam supplies for no reason just to complete the mission. The idea is that you play battles normally, and the missions will naturally get completed on their own. The only difference is that you may need to play more than you usually do, or choose game modes/equipment that you don't normally use, if you want to claim ALL the rewards. You have 10 days to complete the missions. Surely you'll use 100 of each supply by the end of it even if you're just coming on to complete daily missions, right?
-
To be fair, you don't exactly see tanks rushing into enemy lines in real life ?
-
So then you should have suggested to nerf the EMP augment, not the other way around. Best to leave all feedback about recent updates in the relevant patch notes topic.
-
Probably did it as a precautionary measure in case someone decided to try and "out-earn" him right at the end.
-
If you do it for AP Magnum, it also needs to be done for all Magnum status augments to keep things consistent. Although, I personally disagree with the idea as a whole. Many players are already very precise with Magnum, and now that it even has the projectile flight path indicator, landing direct hits with Magnum is not that difficult. Giving out guaranteed status debuffs on any splash damage would be way too OP. It also rewards poor aiming - why would we want that?
-
That's why I joined a clan for like 1 month back in 2017, then left and never joined another clan again. To me it's only a downside, because I end up with an ugly tag in front of my name.
-
Well, there was that one clan update that added the option to increase number of members. In my opinion, it was extremely disappointing for a "clan update" and pretty much none of the other requested features were added. But I have no idea when there will be another update to clans, if ever.
-
Citation needed. I'd say these supposed better rewards are just confirmation bias - you're opening a lot of them at once, so the chance of getting at least one legendary/exotic is greater, so therefore the "opening session" is more likely to leave a positive impression than smaller sessions with fewer containers (which are usually obtained for free). Personally, I opened quite a few sets of 200 containers from purchased bundles, and IIRC at least 3 of them didn't have any exotics. At the same time I've gotten exotics from opening <10 free containers, and I've gotten 2-3 exotics from some sets of 100+ ultra containers. I'm fairly certain there's no bias.
Jump to content






































































