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Everything posted by Maf
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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.
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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.
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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.
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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).
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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.
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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.
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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.
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Wiki? Never heard of it
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Huh? When did they say that? ?
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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.
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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.
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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.
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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.
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No, I'm quitting Tanki. They killed my baby. I can't keep going like this! ???
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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!
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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.
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True, and Dusseldorf is also disliked by a lot of players.
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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.
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While helpers do indeed get rewards, which allow them to get more UCs than average players, the containers they get are identical to those, obtained by normal players. It would be impractical for developers to create a whole separate line of containers just to give helpers better chances of good items. This is the reality, and if you don't want to believe my words — that is entirely your decision. That being said, I disagree with Iron_Man's statement about augments in challenges. That's exactly how accessibility to new items is meant to progress as time goes on. First it might be exotic tier in UCs, then it might become legendary tier in UCs, then it might be added to a challenge, then perhaps it might even appear for sale in the garage. Same thing happens with other items. A new turret or hull is first in early access, then gets added to garage. A new skin might first appear as a super exclusive reward in an rather expensive minigame, but then it might just get added to containers and appear in the shop showcase. When you get an item as soon as it's released, you're paying the premium price to be able to own it earlier than everyone else. Just out of interest, which other games are you comparing Tanki to, in this case? If it's something like Fortnite, then I'm sure Tanki devs will be flattered that you're comparing their game to one of the most popular multiplayer games in the world, but you gotta be realistic and use games with a similar player base, and a similar dev team size.
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What do you expect people to say? Because, I'm gonna be honest, there really isn't much to comment on this. Like, ok — a new paint to add to the 400 (500? 600?) paints that already exist. At least the other animal fur paints have interesting patterns. A wolf is just grey fur. Might as well just use any one of the many grey paints we already have. Metallic, Carbon, Rhino, Phantom, Liquid metal, Vanadium, etc.
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Topic merged
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What are the best situations to activate the new nuclear energy supply for you?
Maf replied to numericable in Archive
I only used one nuke so far in this event to catch a container. I mostly just control the OD box drop and take it every time. -
What are the best situations to activate the new nuclear energy supply for you?
Maf replied to numericable in Archive
I'd use it if it's a close game with a few minutes remaining, where my team is losing and one more successful attack with an OD would turn the score around. I also used a couple for the lulz, to try and get on top of Rio skyscraper with the flag in MM (it didn't work)
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