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Maf

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Everything posted by Maf

  1. This is a good point to keep in mind when you're playing any game. Sometimes it's worth to just stop the grind and think "am I enjoying this?" "would I have more fun doing something else right now?". It's common to get burned out on one particular game after being super into it for months/years, especially if it involves doing a lot of repetitive grinding for a reward that isn't worth the effort, so at that point it's a good idea to stop, do/play something else for some time, and come back after a while when you start to miss the experience. Who knows, maybe by that point the thing you were frustrated about gets removed, and new interesting stuff gets added?
  2. Sounds very interesting, though likely complex to implement. But I'd much rather see this than another boring status augment. Keep in mind that it would have to be pretty OP to get people interested enough that they would actually buy a lot of containers to try and get it, because devs need to justify the time spent creating this augment (as opposed to a much simpler to implement status augment). I'd probably remove the slow rockets from disadvantages and just keep the slower-than-normal lock-on on single tanks. Or how about this: the more tanks you damage with a single rocket, the higher the chance of that rocket dealing critical damage to all targets.
  3. Maf

    How old is my account?

    @lost8302 Hello. Accounts merged!
  4. Maf

    Where are my old messages?

    @LeEvilMay Hello. I merged your accounts!
  5. Maf

    Ideas for Turrets!

    That's because rugby balls aren't exciting. I honestly wish they would improve the throwing mechanic — make the ball fly faster, farther, and possibly even add a variable throw strength by holding and releasing F. The grenade launcher turret could combine the ballistic trajectory and variable of strength of Magnum with the bounce mechanics of Ricochet to lob the grenades into really interesting places — over obstacles and around corners. It could also have some interesting augments, such as RRE (like Striker), extra bouncy shots, multi-shot with long reload, etc.
  6. Maf

    Ideas for Turrets!

    Pretty sure the same can be done with a grenade launcher, but I really doubt there would be any turret with such complex shot mechanics, like enemies and teammates being able to shoot at the projectiles to knock them around. Also, you're setting some very unrealistic expectations for your teammates ?
  7. Maf

    Mults and Saboteurs

    Quite possible for individuals, but I don't think 9999-GS groups have any issues completing these missions, yet some of them still quit battles when they start losing, like I described above. Why zero? In an even battle anything can happen. Like I said, that particular game was 0-0 for pretty much half of the match, with both teams getting very close to scoring multiple times, and the only reason the enemy scored was because they got super lucky. I've played this game for many years, and I've managed to pull off incredible comebacks from seemingly hopeless situations. In some of those battles I've had strong teammates proudly announce in the chat "this team is trash" or "nothing to do here", then bail, and then we won the game at the end. The trick is to not give up. I dislike players like this. If your teammates are "noobs", it usually means that MM picked you as the strongest player on your team (the carry) and you're expected to have the greatest effect on the battle result. When you leave, you often just ruin the balance for that particular battle. Obviously you have no obligation to finish every battle and you can leave at any time for whatever reason if you don't want to play. But always leaving if the enemy gets ahead early on? Come on.
  8. Maf

    Ideas for Turrets!

    So basically a grenade launcher. As far as I know, something like this has been planned for a long time. The only difference is that it will only bounce off walls and possibly friendly tanks, but will explode upon direct contact with enemy.
  9. Maf

    Mults and Saboteurs

    It's fine when the weaker players leave, since they don't contribute much to the battle result and I totally understand that they might want to leave as soon as they complete their mission, or they just get frustrated from having to fight buyers with thousands more GS points than them. What really triggers me is when a strong player (or worse — a group), that was clearly chosen by MM to be the "carry" in that battle, immediately leaves the instant their team starts losing, thus ruining any chance for a balanced battle in that round. Just had one of those a couple days ago, on Berlin RGB. Two clans in opposing teams — 4 people in enemy team, and 3 people in my team. Including myself, that makes an even 4vs4 fight between players with top-tier gear. I was looking forward to finally having an intense, balanced battle. The score was 0-0 for nearly 7 minutes, both teams getting very close to scoring a goal. Then, one enemy player gets extremely lucky and somehow drives past our defence, barely scores and dies. No big deal, right? We'll just fight back and score two goals in return! Nope — our team's group immediately bails, gets replaced with some mediocre players, and the enemy scores another 6 goals within the next 4 minutes. Smh my head It means the account is deactivated.
  10. Maf

    Mults and Saboteurs

    Just goes to show that you couldn't care less about having civilised discussions, and instead keep parroting the same old arguments, despite them being invalid for months at this point. I've seen enough.
  11. Maf

    Mults and Saboteurs

    By K/D and score mostly. Anyone with less than 0.4 K/D and <150 score halfway through the game is a mult in my book. I don't mind it as long as the enemy has the same number of similar players — they can do their own thing for all I care. The only time I do mind it is when they get in my way ?
  12. Maf

    Mults and Saboteurs

    Well, in that case the definition greatly depends on where you draw the line on "meaningful contribution". I don't really judge individual players on how they perform, but I instead look at teams overall and see how well the number of "mults" on each side balances out.
  13. Maf

    Mults and Saboteurs

    "Multing" is when one person is playing on one team, and then they log in with a second account, and put the second account into the enemy team, where that account stays inactive and takes up a slot to make the team weaker. This is only relevant in PRO battles, where one can actually choose which battle and which team to join. In Matchmaking it's extremely difficult to get into the opposite team intentionally, so I highly doubt that there's people persistent enough to do that for a tiny unfair advantage. Most of the "mults" you see in battles are just people playing badly for whatever reason.
  14. Maf

    Ranking up

    The reward you received is correct. As of the recent update, all ranks give the same reward — one normal container. If this is taken from the Wiki, you just need to give the editors some time to catch up with the recent updates. The pages simply haven't been updated yet. Closed
  15. Maf

    Hacker Invasion

    Wait, that's a thing??? What the heck.
  16. Maf

    Hacker Invasion

    I voted for "almost never". At high ranks I don't even remember the last time I saw a hacker, and it's been years since a hacker really messed up my game. The worst I've seen in recent years is some jump hackers taking gold boxes, but even those are extremely rare to see on high ranks, and they don't really bother me. The situation today is nothing compared to something like 2012, when you had hackers teleporting between bases and capturing hundreds of flags per minute, or sitting in a corner pressing spacebar, which automatically killed every enemy on the map. During that time is was hell. These days most "hacks" are either intentional game mechanics (or side effects of certain game mechanics), or visual bugs caused by lag. For example, Striker may look like it has "vertical angle shot" hack, but in fact its elevation angle was intentionally made to be 45° recently, which looks strange in-game; heavyweight augments cause tanks to glitch through other tanks, which looks like ignore hacks; Crisis drone looks like speed hack; Lifeguard drone looks like damage reduction hack, high ping causes movement and knockback to not display correctly, etc. etc. Important clarification — chat violations and game violations are dealt with by two different teams: chat moderators and battle moderators, respectively. Even if the chat moderators didn't "mess around all day" giving out profanity bans, they can't just go and deal with battle violations instead. That takes a separate set of skills and permissions. I agree. I thought hack bans were already forever, but I guess it was changed to a month at some point.
  17. Does a turret being popular necessarily mean that it's too powerful and needs to be nerfed? I don't think so. In fact, I don't even think that it's particularly popular — I played a lot in the past few days, and I found myself using Smoky protection maybe once every 5 battles. The Smoky status augments are more annoying than the turret damage itself, but pretty much the same goes for most status effect turrets we have now.
  18. New personal best for crusader OD kills in MM
  19. Some winter special mode pics
  20. Decided to celebrate the end of the festive season with an epic opening of 30 coinboxes! ?
  21. Well, looks like you're currently going through a... ( •_•)>⌐■-■ (⌐■_■) ...crisis.
  22. I personally found it to be rather useless. I know how fast my turret reloads, so I press space/LMB as soon as I know it's ready to fire. The outline almost never turns red for me because I don't waste any precious milliseconds when my turret is ready to fire and aimed at the opponent. On the other hand, what would be useful for this mechanic is an indication of two things: range and spawn protection. In case of range, I noticed that with turrets like Striker the outline doesn't appear at long range, even though it's still very much possible to deal full damage at that range, despite it being harder to do due to long rocket travel time. For turrets like Shaft, Gauss, Thunder and Smoky it's also possible to deal some damage at long range, even if significantly less than in effective range. Therefore I think that the orange outline should be shown around the enemy tank whenever you're aiming at them and they are outside of the effective range, but you will still deal damage if you hit them. As for spawn protection, long range turrets currently suffer a lot because the spawn prot is so long that it's often completely impossible to know from a distance if the enemy is protected or not, because you don't even see them spawn (e.g. on Serpuhov they spawn behind a house and drive out into the open while still protected). This is particularly bad for high damage weapons like Shaft snipe, Gauss salvo, and especially Crusader OD. Even in close range it's often hard to see exactly when the flashing spawn protection icon disappears, so you end up wasting shots because you fired 0.1 sec too early. In order to solve this, the enemy tank should have something like a white outline whenever you aim at them while they're protected.
  23. Well, there's Hopper... If you want to practice parkour, no one is forcing you to use Hopper or this hull. You could just ignore its existence and continue using conventional hulls to do complex parkour tricks. But a hull like this would be fun for parkour amateurs, who just want to do some simple tricks, but don't feel like assembling a skilled crew and spending hours attempting the same jump over and over again.
  24. Maf

    Catch the Snowman

    It was actually possible recently. If you bought any of the eSports bundles during the Tanki Fund events, you received all of the rewards from the tiers that were reached by the community, and additional module slot tiers were reached. You could have had it for 990 tk if you bought the cheapest bundle. But congrats anyway
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