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Everything posted by Maf
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A Buyers Perspective: My opinion on recent Tanki Fund Giveaway. Why I am now losing interest in this game.
Maf replied to VALENTINO_LOVE007 in Archive
I found it funny that the original post almost exactly copies my exaggerated representation or people complaining about everyone getting the fund rewards for such a low price. But fine, I suppose my reaction can be percieved as provocative. I've removed it. Though as a proponent of balanced gameplay and equality between free players and buyers, I'm not gonna lie that I'm happy to see the former enjoying their new toys while the latter complains about it. Touché -
A Buyers Perspective: My opinion on recent Tanki Fund Giveaway. Why I am now losing interest in this game.
Maf replied to VALENTINO_LOVE007 in Archive
Provotactive OR political. In your case it was the former. Also, rule 2.3.3 -
A Buyers Perspective: My opinion on recent Tanki Fund Giveaway. Why I am now losing interest in this game.
Maf replied to VALENTINO_LOVE007 in Archive
Literally this ? -
That doesn't seem right. You sure about that?
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I don't know for sure, but I think they aim at the closest available part of the tank. So if your turret is pointing at the space above the centre of an enemy tank, but the enemy tank is well within the auto-aim depression angle, the turret will only auto-aim downward the minimum required amount, i.e. at the top tip of their turret, rather than the middle of the tank. So if the enemy tank is moving, the chance to miss is higher.
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I feel like it's not even the projectile speed, but just the way it's aiming. If it aimed at the hull instead of the turret, shots on moving targets would miss less often. Or just increase projectile hitbox, I guess.
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Buyers in MM after the tanki fund giveaway:
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Which one? There's a whole set of patch notes about a plethora of different things. I'm definitely glad to have chat back though.
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CHAT IS BACK WOOOOOOOO!!!! oh how i missed trash talking at my enemies <З Of all the changes, I'm actually most excited about the dead tank despawn delay. Will be interesting to see piles of dead tanks blocking the way to gold boxes and such. Heavyweight augment might become essential now.
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ngl I never expected that this would actually happen
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Oh you're right, sorry for the mistake. The correct amount is 150.0 We do love precision here at Tanki ?
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ok boomer
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I'm surprised this is being done. I've been declining ideas for night mode in MM for years, stating that the dark map will be hard on the eyes and generally unpleasant and frustrating to play in. Night mode in its current state seriously lacks artificial lighting that would make the battlefield nicer to look at. I'm not sure if people will want to play in those maps after the initial novelty wears off. So.... a crosshair? Interesting. I bet a bunch of old-timey boomers are gonna complain that this takes all skill out of aiming. A cooler idea would be to make garage more customisable. I understand that loading times may be an issue if you stuff it full of a bunch of random props, but how about making various garage themes (either for sale or as contest prizes)? Also would be cool to have some or all of our owned turrets, hulls and drones visible in the background. Perhaps also a plie of unopened containers, depending on whether or not you have any stored. That last bit would also serve as a cool indication for available containers, as opposed to just a notification on the containers menu button. Interesting. I remember such a feature being suggested for Shaft a while ago. 400% damage sounds OP as hell though, so it better be at like 200m distance at least.
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Thanks for quoting this 7 year old post, which totally definitely doesn't contain outdated information, because Tanki is the same as it was back in 2015 ?
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Absolutely unplayable
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But the end result is the same — you get a powerful ability after gaining some amount of points. And keep in mind that an ability that gets unlocked by gaining kills is a direct benefit for strong players, which will only increase the power gap between F2P and P2W. It's the reason why overdrive charging was changed from being based mostly on score, to being dependent on time with a smaller bonus from score.
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I'm pretty sure this already happens in CP. At least that's exactly my thought process when I play on big maps.
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It is. I'd rather just see some improvements to CP/SGE.
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Topic merged It's a cool idea, but the problem is that we already have Overdrives, which are a very similar feature — get score and kills, and after a while you're able to activate a powerful ability. I realise that the kill streaks you propose have some significant differences that make the feature distinct from Overdrives, but I feel that adding them, when Overdrives already exist, would be too much.
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valid hammers Ultra Skin to be the hammers prototype?
Maf replied to The_Black_Pearl in Ideas and Suggestions
I just realised what this reminds me of -
Because most players are free during weekends, so that's when they play the most. It makes sense to encourage everyone to play even longer by making weekends a bit more interesting, with prizes and special game modes. I don't think we've had a single weekend this year where nothing at all was happening, and that's a good thing. If the word "Ultra" seems unfitting, you can just substitute it with "fun".
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Surely you mean more desirable in long range?
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Ok yeah, I see what you mean. To be honest, after considering that they not only added Helios with its current parameters, but then also buffed it, makes it really hard to keep believing that actual balance between augments is the real goal here. In the end, I never claimed that Helios is a balanced augment — my first reply in this thread was sarcastic. As for how it should be nerfed, I feel that it gets an enormous benefit from crits, so that would be the first thing to change, with one or more of the following options: Remove crits completely Reduce critical damage (or at least make it the same as normal damage) Reduce critical chance I think removing crits completely would be a bit much, because Helios already struggles whenever enemies start equipping rico protection. But if crits aren't removed completely, then they should be severely nerfed either by damage or crit chance. If not crits, then I like yellowghetto's idea of only being allowed to fire when the bar is fully recharged. If it doesn't force you to unload the full clip, then there would still be significant distinction from other long range turrets. The bounce should be removed for sure. And I also think that reload could be made longer, so that Helios users can't just run into the enemy base guns blazing, and would instead need to stay back, fire from a distance, and hide behind cover to reload.
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So let me summarise your points: If developers put a balanced augment into exotic container tier, they're conning players by making them spend money, thinking it's OP. If developers put an overpowered augment into exotic container tier, they're conning players by ruining game balance and making buyers OP. Is that right? ? I'm not sure where you got the "always" part. I bought one mega bundle with the Blaster shot effect and 290 ultra containers, and I got Helios from the containers. It's the only big bundle I ever bought, and I spent 7 months saving up tankoins for it. You won't see me using Scorpion or DC/RT skins anytime soon.
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