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Maf

Tanker
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Everything posted by Maf

  1. It's actually beneficial to wait until you're about to rank up, then join a battle and rank up at the beginning of it. That way you earn crystals for that battle while getting nearly zero experience, which helps you keep up with equipment upgrades as they unlock.
  2. There will certainly be a trophy mission and augment for every turret and hull. It's just that they only released two for now.
  3. Or it does nothing at all
  4. While definitely not as versatile as vampire isida, rubberised bullets are actually OP on some enclosed maps. Like maps with tunnels (Silence, Scope), or maps where the enemy team sits in an enclosed base (Industrial Zone and Chernobyl ASL)
  5. In the V-log, developer Opex-Rah said that the rewards from those missions will not be available by any accelerated means. The missions have to be completed legitimately. So the only way someone could get those rewards today is if they were given directly for testing or other purposes. Are you sure you saw these exact augments in the battle? It's possible that you saw Opex-Rah himself testing them out. I'm not sure why only two such missions are available at the moment, but the plan is to have such missions for every single turret and hull, at the same time. I'm guessing that, right now, those two missions are just an initial trial to check if they work properly, or something like that. There is no "plan" to finish it really. You just play. A lot. In fact, let's do some math: Let's generously assume you earn 1000 points in every 13-minute battle; That's 5000 13-minute battles to get 5 million battle points; 5000 battles is over 1000 hours of gameplay; That's around 45 DAYS of non-stop playing in battles to complete the mission. That's with 1000 score per battle. The average player will actually be getting closer to 350 points per battle, so multiply that total number by 3, to 3000 hours. The vast majority of players don't reach 1000 hours in a game at all, let alone with a single turret or hull, so 5 million battle points on any single piece of equipment is something that probably less than 5% of players will ever achieve. I'm not even gonna consider the idea of completing ALL of these achievements. With 16 turrets in the game (and possibly more to be added), good luck giving up a decade of your life to get some augments
  6. Yup, making Premium more desirable was definitely one of the motivations for this change. Personally, I like it a lot. After star rewards were nerfed in special and weekly missions, missing a set of daily missions meant that you had to earn 180 stars manually. At a reasonable average of 2 stars per battle, that's about 18 extra hours of gameplay - a massive amount of catch-up to do in two weeks for missing just a single day. Nowadays you miss a day of missions and you just need to play 4-5 extra battles to make up the difference. Admittedly, I do have Premium and strong equipment, so 6 stars per battle is pretty much guaranteed for me, but I still think it's a good change overall.
  7. Maf

    Legacy turrets

    I respectfully disagree, I think I'm hilarious.
  8. Maf

    Legacy turrets

    Valid Ok but... hear me out. What if, instead of giving those old effects for free as part of all existing Legacy skins, they are added as separate items and given as grand rewards for the next P2W event, and later on in exotic category of ultra containers, eh? EH? (dear devs, I think I deserve a raise)
  9. Feels like 2013 again
  10. Maf

    Ideas for Game Modes!

    So how is that fun for the players on the "swarm" team? I haven't played CoD zombies, but I imagine that the zombies are server/computer controlled bots, while the players are the ones defending against them. Everyone wants to play as the powerful badass, fending off wave after wave of mindless hordes, but who's gonna want to be part of the horde itself? That's why this mode would work far better if both teams are equal, or if the "horde" part is made up of actual bots (as we know, bots in tanki are already in the works).
  11. Maf

    Ideas for Game Modes!

    It's a cool idea and I've seen it implemented with other games. But what's the point of forcing one team to use a specific combo? And why not make it so that both teams can convert enemies to their team by killing them, so that it becomes a constant back-and-forth that's equally fun for both teams? It does require development of a new system that allows dynamic team switching, which could be complicated, but it's a really fun idea for an event game mode, much like Arms Race.
  12. Maf

    Ideas for Turrets!

    That just sounds like Thunder with Hyperspeed augment and a bit of Magnum mixed in. I don't think the mechanic is original enough to justify adding a whole new turret for it.
  13. Why not just add these as a new type of mission? It's pretty obvious that devs would like to keep the equipment-specific missions in their current state, as it forces players to try new equipment and spend crystals/tankoins/money to upgrade items they might otherwise ignore.
  14. Maf

    Gold rush

    Good game, everyone. It was a close match, but the Shamrock Squad managed to snatch victory out of the jaws of, well... victory. How exciting.
  15. Valid Only if you can opt out of it. I couldn't care less about eSports matches
  16. I have a few theories why that doesn't happen, or at least didn't happen yet: While the maps are being "remastered", developers have to stay true to the original map's design as much as possible. Those original maps are built by placing "prefab" elements on a grid, resulting in this orthogonal style where everything is at right angles. With HTML5 they could build maps that are more organic, but they likely wouldn't be received well because the gameplay would be too different from the original. That's why only the inaccessible outskirts use this organic design style. Large and open areas like the ones you see on the outskirts of Sandal likely wouldn't work well in Tanki's gameplay. Long range turrets would dominate and slow hulls would struggle. A lot of the outskirts you see are actually non-collision objects, meaning a tank would go right through them if given access. This can be seen in Parkour format. You may think "What's the big deal? Just enable collision!", but it's way more complicated than that, and it's far easier to create simple geometric shapes for collision objects (buildings, ramps, walls) in the playable area while keeping all decorative elements outside of the playable area, which allows artists to be far more creative with their design, and greatly reduces the amount of testing needed, speeding up the map's release.
  17. Maf

    Gold rush

    Interesting...
  18. Not saying that you're wrong, but it's usually not as simple as that. The question "Is Tanki Online dying?" is not for this topic, but feel free to check out this post for a decent explanation of whether Tanki is actually dying and if it's because of "bad updates".
  19. No idea. My first guess would be that more complicated/interesting overdrives are harder to get, or become available later. Though looking at the unlock ranks, it just feels arbitrary. But having this forced idea of different value and rarity definitely helps keep new players interested. Instead of having everything unlocked and available right away, a new player might be looking at the unavailable equipment and thinking how cool that item must be if it unlocks so much later compared to other stuff, so it would be fun to try it out. Thus they keep playing.
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