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Everything posted by Maf
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Why? If for balance purposes, something else can be nerfed instead (damage or charge rate). But it lock-on weapons don't need to have a lock-on timer. The icicle could automatically lock on either to the nearest enemy, or to the enemy directly in front of the shot.
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That is a good point, except for the first sentence. Pretty sure visual effects require a lot of work to be done properly if you want them to look decent, and the artists team is hella busy with a lot of things right now, including remastered maps and HD skins.
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Honestly, I was never a fan of the icicle thing in the first place. Felt like a cheap copy of the Ares OD, and a tank shooting a sharp icicle sounds like something a child would come up with (no offence, devs). The laser idea does seem pretty cool. However, it does require significant resources to develop and implement it, compared to making a homing icicle, so I don't think devs would go with this option.
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Well yeah, obviously. What else do you think "locking on" could mean? ? Just slap a "quantum nanoparticles" label on it and you got your explanation. But an overdrive is meant to be powerful, right? Things like charge rates and damage numbers can be balanced after the fact. But I'd much rather have a near-guaranteed hit with reduced damage, than high damage that just phases through tanks and gets wasted a lot of the time.
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Well, in that case the logical thing to do is to add lock-on to Crusader shots. The feature already exists on Striker — just need to apply it to Crusader projectiles.
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I don't think it's that simple. There have been multiple bugs in the past which were fixed (or claimed to be fixed) by a change that was unrelated to improving latency. I think it's likely that there's just some object collision issues that cause the impact to go undetected. Well... git gud (jk I miss it all the time too)
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I just want the icicle to stop phasing through enemy tanks. That fix alone would be a decent buff. Also, Crusader's OD is mostly on-par with the other hulls at the moment, and the current OD mechanics require quite a lot of skill to use effectively, which is nice. I think it's Paladin that needs to be nerfed instead.
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Oh man I remember this. I think last time my character was an elongated muskrat
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If you're talking about Paladin, its OP feature is the overdrive, not the handling. How many Ares and Hoppers do you see nowadays? Just try playing with them for a while smh
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Well I'm gonna stop you right there. You can't form an accurate opinion about something without trying it first. It's easy to see an item's advantages when that item is being used by an opponent against you. It's much harder to see the weaknesses without trying the item for yourself. This is especially important when the characteristic in question is a hull's handling — there's simply no way to explain how frustrating it feels when the hull you're controlling is just refusing to make the moves you expect from it. You have to try it out.
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The go-to movie weapon when you need to have a dangerous looking enemy that deals the least amount of meaningful damage.
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You must not have played with hover hulls much. I've been using mostly hover hulls ever since Ares came out. I felt the acceleration nerfs myself, and let me tell you — they are PAINFUL. There have been countless times where I lost a flag or died simply because I couldn't turn a corner fast enough, which either caused me to stay in the open for a second too long, or caused me to crash into a wall and lose my momentum. If we take Hopper and Wasp as example, Wasp may not be able to strafe side to side, but it is vastly superior when it comes to navigating tight spaces and making sharp turns. Here's a comparison I made a while ago: This is part of the reason I loved playing with lightweight Hopper and PT Rico. Yes, the flying was the main advantage, but being able to quickly change direction by using the turret recoil as propulsion was extremely effective and I wish I could have it back.
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Being able to dodge shots easily via strafing is one of the hover hulls' intentional advantages. This is compensated by multiple disadvantages, most notably absolutely atrocious lateral acceleration and massive turning circles.
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Topic merged
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Speedrunning the "300 points in Rugby" mission in 99 seconds ? As I always say — the "B" in "Tanki" stands for "Balanced gameplay".
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If you're playing for the sake of your team and you're trying to win the game as Juggernaut, then camping in the base is the most effective strategy. It's not fun, but it's the only way to stand a chance against all the enemy viking overdrives and crazy augment/drone combos. Death zones would work, but it's the wrong approach to solving the issue, in a sense that it's proposing a solution to a consequence of another problem, instead of the solving the original problem. Original problem: Juggernaut is too exposed when outside the base so camping is the way to win Consequence: People camp with Juggernaut in order to win Your solution: Punish Juggernaut campers to prevent camping Alternatively, you could solve the original problem to prevent people wanting to camp in the first place, such as giving the Juggernaut bonus OD charge if he kills a freshly spawned enemy, thus requiring him to leave the base in order to claim the bonus, or simply removing/editing maps on which hardcore camping is possible.
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planned A way for MM group members to suggest game modes to play
Maf replied to yellowghetto in Ideas and Suggestions
Planned MM group chat will be added in the near future. -
One tank that was 100% inspired by another game is Juggernaut (and its turret - Terminator). The design came from the game Command and Conquer, which has a strikingly similar tank with a rather ironic name: There's also this thing, which is apparently just a cool design by some random dude, but looks pretty much exactly like a Hopper Striker. Future Ultra HD skin, maybe? ?
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I'm surprised none of you posted the Polish Hornet Gauss: P.S. I don't think any of the Tanki Online tanks were inspired by it, but it did make it into GTA V though.
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Can't believe I just got this ultra rare reward!!! Finally, ONE THOUSAND CRYSTALS! Less than 1% chance!!! ?
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I don't think this should be implemented. There are already effective ways to deal with minefields, the biggest one of course being Mammoth OD. Alternatively, you can also use Titan OD, equip a Spider module, or just target and destroy the owner of the mines.
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valid Self damage penalty for healing turrets should be reworked
Maf replied to JustBlackWolf in Ideas and Suggestions
U̶n̶d̶e̶r̶ ̶r̶e̶v̶i̶e̶w̶ Valid -
Valid I'm not sure how that could be implemented with a reasonable budget. Making corners completely and permanently destructible would be a gargantuan task that requires changing the way buildings and their collision boxes are processed by the server. Alternatively, they could make it so that tanks can phase through building corners with a visual effect, but then it would look a bit like that one scene with ghost riders smashing through glass in Harry Potter (but the glass itself doesn't break). Looks kinda weird and low-budget. Playing around with physics might be an option too, which includes things like the "slight pushback" you mentioned, or perhaps low friction that allows tanks to slide off the corner in case of most collisions, instead of getting stuck on them. Either way, it's a decent idea, but I don't see this being implemented anytime soon, if ever.
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The wiki still showed the supply symbol for nuclear energy and described the drop box.
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