Jump to content
EN
Play

Forum

Maf

Advanced
  • Posts

    23 563
  • Joined

  • Last visited

  • Days Won

    265

Everything posted by Maf

  1. Maf

    Interesting player profiles

    No, that was long before crisis or even any drones. Around 2016 I think.
  2. Maf

    Interesting player profiles

    I remember once seeing a Legend guy with nothing but Mk1-Mk3 equipment, but he used like 100k DDs (and under 1k of other supplies).
  3. Better than nothing (or -80% I guess), but still pretty bad. I'm more concerned about the other Hopper changes, but will wait until tomorrow before jumping to conclusions.
  4. No, it specifically only talks about the upwards angle, for shooting down flying tanks. I'm curious to see what these changes will actually mean for flying Hoppers. I have hope that flying will still be possible, albeit extremely difficult.
  5. Maf

    Solo Juggernaut back!??

    This is before MM. A lot has changed since that video, including DM becoming less and less popular. It also didn't fit into the overall new model that the game has moved towards.
  6. Maf

    Solo Juggernaut back!??

    It was just unpopular. I remember some guy asked in the Vlog "Why did you remove DM? I loved to play it occasionally to test new equipment" and Opex was like "exactly — you only liked to play it occasionally, as did most other people"
  7. Maf

    Solo Juggernaut back!??

    Unlikely. The test server often has weird and crazy things, which are added for testing purposes. There's no reason to assume that it's preparation to bring those things onto the main server. In case of Solo Juggernaut — developers were quite clear about the fact that they don't think Solo modes fit Matchmaking that well, not to mention that SJR had its own issues involving abuse and exploitation. That being said, it's always possible that they changed their mind, though I don't see why that would happen. They already have a perfectly suitable compromise of bringing SJR back as a special game mode during holidays.
  8. Maf

    Tackling Hopper in CTF.

    This is actually a surprise to me, so I tested it. And yeah, it's pretty bad. The acceleration does indeed look to be the same (you can see how it takes about the same time to stop and reverse at the end of each clip), but the drastic difference is in how the hulls turn. Due to Wasp's better grip on the surface, it can make swift and sharp turns without slowing down or drifting all that much. On the other hand, Hopper needs to slow down to almost a complete stop in order to make the turn, otherwise it would massively overshoot, which usually leads to awkwardly crashing into walls and reversing. This is why I liked the LT Hopper PT Rico combo so much — I could use the recoil to quickly change direction and make sharp turns, becoming far more agile compared to using just the hull's acceleration.
  9. It's quite difficult to resist the urge to go on a rampage when you're given what looks like an ultra-powerful tank, which is, in reality, far weaker than it looks. For this I proposed an idea a while time ago — give juggernaut a one-time bonus shield that gives 50% more HP when it spawns. This shield would be impossible to heal or recharge, but it would provide a reasonable "cushion" for a freshly spawned juggernaut, to give it a better chance of surviving longer than a few seconds in case of a bad spawn.
  10. I'm pretty sure Juggernaut doesn't actually have any supplies active, or at least its supplies work differently from those on a normal tank. There's no reason to change the way this works, but if you're asking to "MAKE THE JUGGERNAUT'S SUPPLIES ACTUALLY ACTIVATE", then what you're really asking for is to double Juggernaut's armour and damage, and increase its speed by 40%. So the real question is — does Juggernaut need such a massive buff? I personally disagree. I played Juggernaut a bit in the past few days, and from what I can tell, it's pretty balanced now. There have been some games where Juggernaut got destroyed within seconds, and other games where it survived for over 10 minutes with seemingly no way to defeat it. It all depends on the player's strategy and their team's support (and the upgrade lvl of your currently equipped hull).
  11. Maf

    Tackling Hopper in CTF.

    As far as you're concerned, no — there are absolutely no counters to Hopper, it's the one and only most overpowered thing in existence, and it will plague Tanki forever and ever and no one be able to do anything about it. Ever. Feel free to move on, your job here is done.
  12. Maf

    Tackling Hopper in CTF.

    Tesla balls, Jammer, stun, EMP augments/overdrives, Striker with "Hunter" augment. Also high impact turrets, because Hopper's terrible acceleration makes it hard to compensate enemy shots knocking you around. In the end it is just a light hull, so as long as you keep an eye on the radar and anticipate the hopper coming, you should be able to just kill it before it escapes.
  13. Maf

    Is it a bug or feature?

    The cause of this is usually poor internet connection. Does your game lag often? If you have slow internet and/or you're far away from the router, this issue will happen a lot.
  14. Wiki? Never heard of it
  15. Huh? When did they say that? ?
  16. Maf

    Is it a bug or feature?

    It's definitely a bug, most likely caused by the desync of data on your client vs data on the game servers. The game on your own PC shows that you're back in the battle, but the server didn't receive the command that you left the garage, and therefore still thinks you're in the garage. How often does it happen? Reloading the game should fix it.
  17. Maf

    DaringDeer YT

    One of the most intense battles I've played in recent months. It's a shame Opex decided to destroy my combo — it's clearly not as OP as it may first seem.
  18. Still, customisable overdrives would make gameplay more confusing in multiple ways. It doesn't fit in with the game. That being said, we do include some declined ideas in our weekly reports to developers, and yours definitely made it in.
  19. Perhaps we didn't explain it well enough, but we declines ideas which don't really fit into the game's development model. So by saying "devs don't plan to add this" we actually mean that the thing you're suggesting doesn't fit in with the type of changes and new features that devs made with recent updates. In case of your particular idea, adding customisation to Wasp's overdrive not only requires a whole new UI element to be created for just a single overdrive, but it introduces unnecessary complication to both the users, and the people in charge of monitoring game balance.
  20. No, I'm quitting Tanki. They killed my baby. I can't keep going like this! ???
  21. No problem, I just wanted to explain why posts like these usually don't get any traction. Developers have plenty of ideas for paints, as well as textures which they could just take and use, so merely suggesting a new paint idea is pointless. Welcome to the forum!
  22. Maf

    Ideas for Maps!

    I frankly disagree. I know how much people hate hoppers and want to see them suffer, but invisible self-destruct zones (just like invisible walls) are generally bad level design. Instead, a vertical wall could be placed there, to provide a physical barrier. On that note, I also think that there should be a 1-3 second delay before self-destructing from a kill zone. It won't allow players to abuse it, but it will prevent inconvenient deaths from accidentally driving into a kill zone when you didn't intend to. Instead of dying instantly, you would have a couple seconds to get back into the playable area before you die. But I guess that's a whole separate idea.
  23. Maf

    Ideas for Maps!

    True, and Dusseldorf is also disliked by a lot of players.
  24. Maf

    Ideas for Maps!

    On the contrary, I think Desert just needs a major revamp. It's definitely on my list of worst maps at the moment, since it's just a flat playground with a bunch of boring obstacles thrown around. It's the only map in MM which is 100% flat. Would be nice to have some multi-level gameplay introduced there, such as adding a couple ramps and platforms on the sides of the map to turn those edges into proper routes, similar to the Valley map.
×
×
  • Create New...