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Maf

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Everything posted by Maf

  1. Maf

    Ideas for Turrets!

    It could work for a wacky event mode exclusive turret, similar to B0NK. The problem is that B0NK is super simple in that it just deals damage in a spot in front of it and has a swinging animation, whereas this thing would require development of a complex physical object. Might not be worth the effort.
  2. Maf

    New turret — Scorpion!

    Agree with the rest of your comment, but I'm pretty sure the only time we had protection issues was when Hammer and Vulcan came out, and the protective paints were added only months later. With every subsequent turret the protection module became available on the day of release, and immediately sold for crystals.
  3. Maf

    New turret — Scorpion!

    I like the total polar opposites on opinions in this thread. Half of the people are claiming it will be stupidly OP and way too easy to use, and the other half are saying that they tried it in AR and couldn't hit anyone with the rocket salvo ?
  4. I play with Healing Emitters, so I can't really recommend any other augments since I haven't tried them after the balance changes. @TheCongoSpider will likely be more helpful there. And yes, augments without a price are only found in containers.
  5. Light Capacitors used to be borderline OP, but it got substantially nerfed now. Not sure how good it is currently, but it's meant to be THE augment for people who like quick snipes. The colour signifies container rarity. Blue is rare, purple is epic, yellow is legendary, red is exotic (Ultra Containers only)
  6. It's perfectly balanced:
  7. I feel like the range nerf basically killed this augment. I'd rather have it so that there's no AP on crits, but each bounce adds some amount to the range, so that you can actually use walls some distance away and still have successful hits. If an augment strongly encourages a user to bounce their shots, that actually makes it highly skill-dependent. Unfortunately, at the moment rubberised Vulcan is a far better option if you want to focus on bouncing your shots.
  8. Ok but... maybe add a way to pick multiple modes to get in queue for? ? Say I have missions in TDM, CP and ASL, so I'd be able to select those three modes and play whichever one it sends me to. Or I really dislike TJR, so I select all modes except TJR. Or I just really like RGB and CTF and nothing else, so I just wanna play those two. I think many would find it really helpful.
  9. Maf

    Game crashes and softlocks

    Softlock is generally for situations when the game works as intended, but you can't continue playing because you're physically stuck. This is either because you got yourself into a spot you can't get out of and can't get yourself to respawn, or because you somehow destroyed an item necessary for progression, like throwing away a key for the door. Softlocking is impossible in Tanki because you can always self-destruct to respawn. If self-destructing doesn't work or doesn't solve your issue, it's because of a problem with your connection or the game servers, in which case the game isn't working as intended and therefore you aren't softlocked.
  10. Maf

    Thank You Maf

    Something to do with automatic removal of inactive accounts, I think? Or maybe everyone just hates you now and removed you from their friends list after you got cancelled in 2019 for that one thing you did.
  11. Maf

    Thank You Maf

    Well look who's back from the dead!
  12. I bet an amogus sabotaged the electrical room
  13. As much as I love HE shaft, I think the only way to make it balanced is to reduce effective arcade range. The most overpowered thing about it is the ability to heal a teammate from halfway across the map while staying behind cover. The enemy can't even tell that the tank they're shooting is being actively healed, due to Shaft not having a dedicated healing shot effect, nor a direct beam that connects them to the teammate, giving away their position. But a damage nerf also makes sense.
  14. I'd love to agree with you, but I feel like devs already tried that (in both TO and TX) and realised it doesn't work. A functioning and fair MM system in a F2P game probably also requires a large player base, which Tanki doesn't have. I think they only have enough resources to regularly pump out powerful new augments as a main source of revenue. Skins, shot effects and maps are occasional. The new Rico shot effect is pretty cool though - one of the few times I saw a cosmetic and actually thought "wow, I want that".
  15. Glad to see Shaft RFM will hopefully be playable again. Lifeguard changes are interesting. I'm quite worried that a light hull that can get healed to 50% hp from taking damage every 9 seconds will be quite a nuisance. Magnum nerf is much needed. Thunder Pulsar augment is meh — I think it has potential for way more interesting augments. Curious that the recent Railgun changes seem to completely discourage people from using it in attack, putting it into the backlines with the other long range turrets. It makes sense, though the Railgun users are probably unhappy. Fortunately, I'm not one of them
  16. Eh, they've always been around... I don't think much will change here.
  17. Really had me worried there for a sec...
  18. I get why Crisis is used, but Booster??? I feel like it's been nerfed so far into the ground, that the only people still using it are those who refuse to understand that there can be valuable benefits that don't involve having more damage. Admittedly, I contribute to the problem by playing with Crisis, but I did try drones like Camper, Mechanic, Miner, and they all seem very much viable, and some even borderline OP. Well... yes — Railgun is a long-range turret that's not meant to be effective for an attack role. You don't see many people attacking with Magnum and Shaft either, right? Also, the 50% crit chance doesn't help? I agree with this. I find it quite sad that most turrets lost their unique abilities via augments, which essentially turn one turret into another. But the game does need to generate content somehow, and augments are a simple and effective way to do that. The old camouflage paints are still in the game. You're welcome to use them if you want to, and I'd even argue that some are quite effective for it. Although one thing that significantly reduced effectiveness of camo paints is the addition of outlines, whether from the ultra-long Hornet radar, or from just pointing your turret at the enemy. That's basically common sense. Coinboxes are essentially an inefficient way to buy crystals using tankoins, with a gambling mechanic mixed in. You're basically paying for the "joy and excitement" of mystery rewards. Yes, the rare rewards do exist and you can make a profit if you get really lucky, but, unless you get the 100k prize (which probably only a dozen players ever managed to get), you'll basically get about half of the tankoins back, with a crystal conversion rate of 1 coin = 120 crystals. The rest of the points you listed are mostly either just your personal opinions or issues with current game balance. Not much to comment there.
  19. Maf

    Camper Drone Interaction Changes

    Meh, I wanna one-shot juggernauts again
  20. Slow, then fast, then slower, then slow, now fast again. Make up your mind already Tbh I don't the reason for making it so fast. People will still dodge it, while if you shoot it at a nearby enemy, they won't take enough damage to die. It was much more fun (and mostly balanced) when you could shoot the ball and follow it to get super healing.
  21. Save some for me! My last "win" was on the 17th of January ? (and let's just ignore the fact that I won 163 days total and have the most rep on the forum)
  22. I know, I googled my nick quite a few times ? It's funny, a few weeks ago I was reading random stuff on the internet, and somehow I ended up checking the city of Nampa, Idaho on Google Maps. So I was just looking around, saw the airport, and the next thing I see is (MAF). So I just randomly stumbled upon their HQ while messing around on google maps. Kinda neat.
  23. That's a good point. We'll see how the situation develops in the coming months — another factor that's playing a major role right now is the projectile gravity change (no idea why that was done btw), so the Magnum players who were good with the previous mechanics now suddenly lost all their accuracy skills due to the new projectile behaviour. This will change as people get used to the new settings.
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