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Maf

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Everything posted by Maf

  1. Maf

    Magnum Turret Released + Giveaway!

    You want a written manual with all the terms&conditions, do's and don'ts? :D
  2. Took you over a year to find this topic? :D Gift says: "Friend I love you and you probably love me also. If you do, send me a gift back."
  3. Every account Tanki blocks is a potential customer lost. Punishments are necessary, but not so severe.
  4. Maf

    Magnum Turret Released + Giveaway!

    I_already_won was talking about the shoot-and-hide technique, or whatever you call it. The one used most often with Railgun. Magnum won't have to drive out from behind a wall to shoot, since he will just shoot over it.
  5. Maf

    Magnum Turret Released + Giveaway!

    What are you talking about? Why would Magnum ever need to come out of cover? :D
  6. Maf

    Magnum Turret Released + Giveaway!

    Or an elongated Smoky.
  7. Maf

    Magnum Turret Released + Giveaway!

    Actually, Magnum has pretty much the most ordinary and realistic looks compared to some other turrets like Isida or Hammer.
  8. Maf

    Magnum Turret Released + Giveaway!

    Developers claim that the skill required for using this turret will be similar to that of Railgun. We'll see.
  9. Maf

    How much crystals are you worth?

    My mammoth isida m0 is priceless, ok? PRICELESS!!!! (as in "beyond measurable price", not "so cheap it doesn't even have a price" -_-)
  10. Maf

    Magnum Turret Released + Giveaway!

    I've been looking forward to this for a long time! ^_^ What can I say? I pretty much got what I expected. The damage is amazing, but the controls and aiming are a nightmare. Already got used to Z being down and X being up, but at the moment it's extremely hard to get the right power % due to the nature of the mechanism. This should definitely be improved, and I propose three options: Add a new set of controls to set power. Something like Shift to increase and Ctrl to reduce it. Pressing space would fire the shot. Make it so that tapping space makes a shot with the same power as before, while holding space makes the bar go up and down continually so that you can choose the right power. (Simplest and most efficient solution) Increase the time it takes to go up to 100%, so that players have more time to choose the right power increment. Since the charge time gets increased, reduce reload and/or increase projectile speed for balance. And this is definitely necessary. After playing a few hours I already kept finding myself in situations where I know the angle and power required to hit the enemy from my position, but I kept missing completely (or only dealing low splash damage) because instead of 65% I was getting 50, 55 and 70% power. And while I'm at it, gonna write a little guide for Magnum, based on what I found out already. First things first, this is mostly a weapon for defence. Not all maps are suitable for it and it's more effective on certain maps, compared to others. So what you need to do is play on a number of maps and choose the one that seems to work best. Experiment with different firing positions and angles to see what gives you most cover while at the same time provides a firing path to key locations on the map (and preferably a good visual). Once you selected the map(s), you should create a private battle and practice landing shots in the different locations. Shot practice is a whole different chapter. The first thing you need to know is that in an open area with no obstacles, there's two ways to hit your target with a ballistic missile - a low angle and a high angle. The low angle is your preferable choice, mainly because it gives you more accuracy, i.e. if you get the angle slightly off, you are more likely to hit the target than if you are slightly off on the high angle value. I think I might have confused even myself with that, so let me explain it in a diagram: These are the two paths your shot can take - a high one (blue) and a low one (green). The gray line shows the angle of the path at which your shot will travel maximum distance, which is in between the two angles: 45°. With 100% power that distance is far greater than any straight distance on any Tanki map, so running out of range is not something you will ever worry about. So you should always try to use the green path, since that way your shot will take much less time to get to the target and the margin of error is a lot greater. What I mean is that at this angle each degree of the angle makes less of a difference to where the shot will land, while when taking the high path, the degrees matter more. So if you are shooting at a target which requires a 15° (low path) or 80° (high path) angle to hit them, you are still likely to hit the enemy if you guess 14° or 16° for the low path, but you will probably miss by quite a few metres if you select 79° or 81° for the high path. The error is the same (1°), but the effect on the result is greater depending on the path you choose. But keep in mind that the high path is still useful in certain situations. Sometimes you have to choose it because there is a large obstacle between you and the enemy (such as a building), or the height difference is too great. The next thing is the map. You will need a large map with a lot of open space and at least one good camping spot. Maps like Kungur, Serpuhov, Osa, Highways are pretty good, but I find that the best one by far is Stadium. It allows you to camp on your base in relative safety while giving you ability to fire at virtually any point on the map without being exposed. And Magnum works best in TDM and CTF modes, since in DM players will try to kill you from all directions, while in CP you are a liability to your team since you are not capturing points. Once you choose a map and the place from which you will shoot, start to practice landing shots in different points of the map. I spent about 10 minutes on Stadium, shooting the enemy base with 100% power and this is what I came up with: And the same thing for the other side, so all values are mirrored: All shots are done with 100% power, with the exception of those at the flags - the percentages for them are shown below the angle. You could literally make a diagram like this for the few maps you plan to use Magnum on, print them out and keep them next to you while playing. After a while you'll remember all the values anyway, but I think this is a great strategy to start with. And finally, the camera. I noticed that a lot of players are already complaining that they can't see where they shoot. Well, we do have a solution for that, although it's not the most convenient one. What you need to do is use the camera settings to fix your camera in one spot above your tank and allow yourself to see much more of the map. So instead of having either a ground or bird's eye view like this: You end up with an epic view like this: The way to do this is to park in your camping spot, lift your camera into bird's eye view ("Q" by default), open the console, set the camera movement speed to zero, close the console and change the view of the camera again with "E". You'll be able to see where the enemies are and where your shots land, so you can change your next shot accordingly. Unfortunately, this does mean that you can't see your tank or you health bar, so you might get damaged without realising it or your view will shake if someone pushes you. Also, if you die, you need to set the camera back to default (camera speed 5), get to the camping place again and start all over. Worth noting that the console recalls the previous command you wrote if you press the up (↑) arrow, so once you used both commands (set speed to 0 and set speed to 5) once, you can simply open the console, press ↑ twice and hit enter - the right command will be recalled. This is a bit easier and faster than pasting it in and definitely faster than typing it every time :) What's also great is that the aiming interface still stays in the middle of your screen, while the reload and health bar disappear below. So while you can't keep an eye on your health, at least you can aim properly. I hope this initial review and guide helps you with this turret. See you in battles! ^_^
  11. Maf

    Artillery Turret

    In real war there is no such thing as "overpowered". There isn't some magical Hazel that reaches down from the sky and weakens all of an army's weapons when he sees that they are overpowering the enemy. :D In war the stronger side simply wins. So yeah, no point comparing Magnum, Shaft or any other turret to real versions.
  12. Maf

    Artillery Turret

    Again with the 4 posts in a row though... Why can't you MultiQuote?
  13. Under review Valid [rtng] Similar topic: Completely remove K/D from the game I agree that it's a pointless figure that sometimes leads to players making a wrong judgement about you, but at the same time it's just a number on your profile, so I don't see any real issue with having it. Besides, it's interesting to know your overall K/D so I don't think a lot of players would be happy about it being removed.
  14. Maf

    Tanki Online mobile version

    Topic merged
  15. Maf

    CTF Farming

    You're probably right, and I'm not sure what else to add at this point. You ask "how is it fathomable?" and the answer is simply that developers just didn't get around to making a good system that would prevent abuse of uneven teams. The introduction of the "Battle!" button solved the issue partially, as games fill up much faster now and the unfair advantage usually only lasts a couple minutes at most. If the teams still stay uneven and one team dominates, then there's the auto-finish feature. The problem with adding this is that it will restrict people's gameplay, so I think it can only be added as an option for PRO battles. And the idea for this was already posted here, so I don't really see the point of this topic, neither do I see why you didn't post it in the ideas section in the first place.
  16. Maf

    Question about bans.

    Answered. In the future if you want to ask a question about the game, please refrain from creating new topics and use the official Q&A topic or the Q&A site. Closed.
  17. Hey, I don't judge... ¯\_(ツ)_/¯
  18. I never said it was "excessive".
  19. That's not a reason to prohibit it in the game.
  20. Maf

    CTF Farming

    You say "easily correctable", but I say it's just another way the game could be abused. Let's say that a system is added where if 25% or more of the enemy team leave, then the flags are locked and can't be taken. So what I can do is, get 8 friends together, create an 8v8 battle, wait for enemies to enter, and throughout the game whenever I see that the enemy is about to do a successful attack, I tell 2 of my friends to leave the battle so that the flags get locked. And as soon as the situation becomes more calm and the risk of losing the flag is gone, they come back and we continue playing. You see the problem? We already have a system where experience farming from flags is prevented (if you capture a lot of flags quickly, you start getting less and less experience from them), but I doubt that anything like what you suggest will ever be added.
  21. OK. So who cares if someone wants to change their name for whatever reason? It's not like it offends you, right? Public dating is already not allowed in chats (such as asking if there is anyone of a certain sex and age in the chat), but there is nothing wrong with letting these people do whatever the heck they want in private. Besides, I don't think "tanki dating" comes even remotely close to serious relationships. It's just a thing people do for fun, for variety, much like clans, clubs, format battles, rank-up parties and events like StG.
  22. Maf

    Artillery Turret

    Read the post you replied to - we're talking about Mammoth Isida on Hill map. The map is so tiny that there simply isn't any medium or long range there. A Mammoth Isida barely needs to move in order to reach the enemy with their beam. That's what makes it so powerful there. And what about a Mammoth that also has a medium/long range gun? You won't beat him because he'll simply shoot back and kill you. They are just about balanced now, but you want them to be buffed even further, which would make them significantly overpowered. You're still posting way too much here. I understand that this is your topic and that you want to reply to everyone who posts here, but please make sure that you use the MultiQuote feature (numerous people already explained how to do it above, PM me if you still have issues with it) and don't post anything that's not related to the Magnum turret (a.k.a. Artillery), such as this post about heavy hulls being weak.
  23. But we confirmed that this is already planned, so it's a valid idea in this case. A bit of an exception. Although I'm half expecting Hazel to come here any minute and say "this is not planned" like he did with that other idea -_-
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