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Everything posted by Maf
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Problem resolved. Closed.
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It can take us up to a week to approve some topics, as some ideas require clarification with developers before we can decide whether to approve or decline it, while sometimes we're just busy with real life things and don't have time to check ideas. Sorry if it takes a while, but we aim to get all topics processed ASAP. If you still don't see your topic a week after you posted it, feel free to PM me and ask about it as sometimes we simply remove topics which violate section rules (and you don't get a notice for that).
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Moved from Game Discussion This is a known issue, which developers are planning to fix.
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Facing the hard truth : Coping with Mults, Sabotage and Cheaters
Maf replied to r_Damn_Slow0 in Archive
Like I said - I'm not sure how the system works exactly, but it might be that all enemies have to not get any score for a minute straight AND you need to cap a couple flags in a row, before the score you get for flags starts reducing. I'm sure it's good at distinguishing between a situation like what you described and actual power-levelling or unfair battle. -
Facing the hard truth : Coping with Mults, Sabotage and Cheaters
Maf replied to r_Damn_Slow0 in Archive
Sorry, but you got it all wrong :D This is actually a whole different system I completely forgot about. Its purpose it to prevent/reduce the effectiveness of power-levelling on inactive opponents. Basically if it's a balanced battle where both teams are getting points (not necessarily flags - even just individual points from kills), then every captured flag has the full amount of points, i.e. number of enemies x10. But if one team starts capturing flags one after another, the number of points the players earn from each flag starts to decrease rapidly to discourage players from capping flags against a weak or inactive team. I'm not sure about teh exact variables such as how quickly the score per flag decreases and how active/inactive the enemy must be to affect the flag score, but that's how the system works in general. -
No, none of the progress you make on your account from now on will be deleted or reset. If you have any more questions about Tanki X, please ask on the Tanki X forum using your Tanki X account. Closed.
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Under review [grge]
- 10 replies
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- augments
- equipment stats
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(and 1 more)
Tagged with:
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Sorry, but developers can't just add new servers for each country and language because each of these new servers needs to be a whole separate community with it's own CM, news, mods, forum, etc. As you can see, Tanki is slowly expanding to other countries, as seen by the recent addition of Spanish and Polish communities, but it's a lengthy process and new communities with servers for them will only be added when necessary. I do understand that you want better means for players from the same cultures to meet each other and play together (similar to the existing conversation clubs, but more official), but adding new servers is not the solution. Closed.
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Facing the hard truth : Coping with Mults, Sabotage and Cheaters
Maf replied to r_Damn_Slow0 in Archive
Depends on the amount of enemies. The amount of points you get is the same as killing every enemy once, so 150 points is for capping a flag when the enemy team has 15 players. You get less points if you were not the only one carrying the flag, for example someone took it, carried out of the base, dropped it and you picked it up and capped. -
I noticed that also when I saw the page. It's actually quite a big error, so I already informed the Wiki admin about it. Unfortunately I don't have editing power.
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Facing the hard truth : Coping with Mults, Sabotage and Cheaters
Maf replied to r_Damn_Slow0 in Archive
That's not how it works. You don't get more points for kills if you have the flag. You get more points for killing the enemy who has your flag. -
Under review Planned
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To give players something exclusive so that they can make themselves stand out in battle. Don't ask me why they stopped adding them for the rest of the turrets and hulls. Seems completely illogical.
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Topic merged No point having it separate in the I&S section. I guarantee you that developers already have this in mind and it will either be added in the future or there's no point in it because all hulls are similar (so by adding alterations you'll just change one hull to be more like another).
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Changed idea slightly. Developers won't add the actual values and prices to the garage because it's mostly unnecessary information that will clutter up the interface, but they can add links to the Wiki pages with the information, for those who want it. Just like they did for turrets and hulls. Also, why were you suggesting it to be added to the forum?
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Depends on how skilled you are at shooting opponents' corners. With enough practice this alteration could help you defeat enemies without taking any damage at all. And the Shaft one is good for beginners, who simply sit on one spot with a charged shot and wait for an enemy to appear. So the reload time doesn't matter since they wait for a minute between shots anyway.
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Depends whether you know how to use them. Shaft's alternation is literally a damage increase, so I don't see why that would be useless. Smoky's alternation is a bit more complicated as it takes away some of the damage but gives you ability to knock the enemies around easily so that you can make them crash/flip/fall as they move and miss when they shoot you.
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I personally don't want to move over to TX anytime soon, or at least until they add ALL features from TO into the new game. At the moment you can't even create battles, so the new game is kinda like early-stage (2009) Tanki Online, but with much better graphics.
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#WindowsMasterRace
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Wow. This guy. If he enters your battle and he's NOT on your team - you run like hell :D
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