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Everything posted by Maf
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Yeah it's confusing after the drone change. Now if you have a fully upgraded Brutus, pretty sure the damage boost (double damage) is greater than what you get when activating a 0/20 Booster.
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The second icon is a "boosted damage" effect, which is a bonus that further increases damage. This effect is given via activation of a specific drone — either Booster, or Crisis. More information here: https://en.tankiwiki.com/Drones
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Doesn't really work for two reasons: This effect becomes pointless at the highest ranks, where almost everyone has fully upgraded drones anyway This effect is biased towards certain drones. Booster, Trickster and Defender works, but what about everything else? Engineer? Miner? Trooper?
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This is my take on it. First of all, "most effective" doesn't feel like a reliable way to judge a turret, since all turrets should ideally be equally effective (i.e. balanced), so if some are more or less powerful than others, it means that a future balance update is likely to change that. I feel like all turrets have maps and situations where they would be more effective than anything else, but I guess my chart above is based on a sort of average. Also worth noting that all turrets' effectiveness increases with skill, so they could be anywhere along a diagonal line, based on the user's skill. Turrets like Smoky, Thunder and Railgun are effectively "point and click", and I feel like they are extremely effective in most battles. Thunder and Railgun have some nuances, making them harder to use. Striker and Magnum are both very effective and difficult to use due to the long projectile travel time, and things like lock-on mechanics and ballistic trajectory. I consider short and melee range turrets to be less effective due to the fact that their range limits their ability to reach enemies before getting shot, but this is arguable due to the large amount and high frequency of small maps and/or maps with lots of cover. Melee range is easy to use because of the simple mechanics, with Fire and Freeze being a bit more difficult than Isida due to the need to use their status effects in a good way to maximise effectiveness. My placement of Vulcan is mostly for personal reasons. I feel like it's the easiest and most boring turret in the game, where you just equip heat immunity, find a spot with a good view of the map, put a brick on your spacebar and turn your turret toward any enemies coming into view. While this may be effective, I think all other turrets outperform it by a lot, and it's definitely least effective of them all. This is obviously a subjective opinion. P.S. @ThirdOnion would be nice to have a link to all the turret images as well. Editable Google Slides file: https://drive.google.com/file/d/1seyq46WANtPO9PTPA-1jeBFQRAxSlLB3/view?usp=sharing
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Hi and welcome back! Not sure what you mean — other than the winter/summer variants, there's only one MM version of sandbox. The other, classic version is in PRO battles only, though it does occasionally get featured in special MM modes. This is from the recent supplies update: if you're not using a drone or your drone is not fully upgraded, your damage and armour supplies will only give partial bonuses, starting with 50% and 33% respectively) Those are shards. More info here: https://en.tankiwiki.com/Shards The projectile deals damage, and applies AP and freezing effect to enemy tanks. More info here: https://en.tankiwiki.com/Overdrive "Armor destroyed" is the AP effect, which means all incoming damage ignores any protection that you have, which could be armour supplies, modules, or a Titan's dome. More info here: https://en.tankiwiki.com/Armor-Piercing_(AP) There are multiple ways to get containers for free, but the biggest one is from Shards — you can claim 1 free container per day from the in-game containers page. Unlocking protection module slots costs tankoins, but most modules can still be bought and upgraded with crystals. The only exception is Armadillo, which is available in ultra containers only. Jammer effect stops you using overdrive. More info here: https://en.tankiwiki.com/Jammer Yes. I have no idea why. This is subject to opinion, but I personally think autoshoot is a fair mechanic that gives mobile players a chance to compete with PC players, since controlling the game with just 2 fingers puts you at a disadvantage compared to keyboard and mouse. On mobile — yes, to get stars in battles you have to complete mini-missions. If you get first place without doing those missions, you get no stars. On PC it's still the same as before — players higher on the scoreboard get more stars. Yes, but it costs 5000 tankoins to unlock. A lot. All of them are in Ultra containers. Most are status effects augments (such as stun Striker or freezing Rail), but there's some special ones as well, such as healing Shaft, vampire Isida, and blunderbuss Hammer. You can check all augments here: https://en.tankiwiki.com/Augments
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Hopper Striker "Ultra HD" redesign? ? ? ? Saw it here
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Hi. It seems you're somewhat misinformed about what's happening with your accounts and what we're offering to do. Due to a forum bug that happened in 2019, the link between your in-game account and your forum account was lost, so when you tried to log into the forum again, it created a new account for you, which has the same name but none of your old content. You don't have access to your old account (and content/messages), and we cannot give it to you. However, what we can do is merge the two accounts (old and new) to bring the content from your old account into your new account. We will change their registration date, so that it remains as it was before — 07/10/2014. In the end you will effectively have your old forum account back. Is this what you want us to do?
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Does anyone remember the old exp bar whether the bar would glow green for a few seconds every time you gain xp?
Maf replied to awesomepeter in Archive
It was pretty good, but I'd prefer a more practical way of being informed when I gain score/exp, such as numbers jumping up in the corner of the screen, similar to damage indicators. -
I prefer Ares OD being the high damage effect it currently is. I played enough with Crusader, and it's annoying to face a team of heavy hulls with AP immunity, who don't die from the icicle AND don't even get APd. Ares is a great counter to Titan domes in that sense.
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valid Decrease the number of mines in the game
Maf replied to r_Fish.tank980 in Ideas and Suggestions
Wall climbing aside, hover hulls do have an advantage where, when coming across a minefield, they can bounce up on the first mine and fly over the rest of them. This is particularly effective with lightweight augments. A normal hull is less likely to skip over mines, and more likely to flip from the impact force. -
What are you talking about? This game IS a product. Always was, always will be. It's the main product of AlternativaGames, which generates the majority of their revenue and supports their business and employees. Of course they are trying to get as much money out of it as possible, while also maintaining player happiness (a.k.a. customer satisfaction) to keep them interested. Yes and no. It's not a case of being "simple minded", but instead it's millennia of evolution, which shaped our brains to work the way they do. This is just how we process and filter the abundance of information that we're bombarded with while using computers and phones. If we are given too many choices or shown too much unimportant stuff, the brain subconsciously decides that whatever we're doing is not important enough to focus on it. I should note that my neuroscience knowledge only extends as far as watching a few Vsauce videos, so all I said above is just my personal interpretation of this update, but I think it's a reasonable theory.
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Not anytime soon I guess ?
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Yes, this is what I implied with my post as well. I'm not sure if such a side effect is intentional (and I don't know if it's effective), but seems likely.
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"Some dude" = a lot of potential new users/customers, who have dozens of apps advertised to them on a daily basis. If faced with even a minor frustration, such as seeing too many buttons on the interface and having to figure out what they do, they won't think twice before switching to a different app. That's what the competition is like on the online app/software market. This is not important for the type of users in question. An experienced player will figure out the system and take necessary steps to save crystals and avoid situations where they are forced to pay more. On the other hand, a casual player that's not too invested into the upgrade process, will just press the upgrade button whenever they see that there's an upgrade they can afford. Having less buttons actually does help them make decisions faster.
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Likely overlooked by devs. Actually, better to post it in the bugs and glitches topic.
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But that's exactly the sort of situation the OP is taking about. Either way, who cares how people choose to play the game. If they want to create 30 accounts and collect a free container on each one of them every day — let them. If they want to spend 10 thousand hours sitting in parkour battles on their one account — let them. Doesn't do any harm to others.
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I agree with you, but our situation is different because we're already familiar with how the upgrading system works. A new user can genuinely find it difficult to grasp, which could contribute to them losing interest in the game.
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Well, if you already got into that situation, then your best bet is to just wait for a daily mission with a crystal reward that doesn't require you to gain experience, i.e. finish a battle or pick up supply boxes. Yes, it would cause you to "mult" in battles, but this is no longer banable, and MM is full of such players anyway. Actually, forget that. With the shard update you can just wait a day or two and open free containers, from which you're quite likely to get 3500 crystals or more. But the update wasn't meant to benefit players financially. It's meant to simplify the UI and make it less confusing for new players, at the expense of making equipment upgrading less flexible.
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Devs announced plans for a "ranked matchmaking" a while ago, but from what I understand, it's only in the long-term bucket list right now.
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I'd rather lose without hopper than win on a team where someone uses hopper in Rugby/CTF.
Maf replied to r_Fish.tank980 in Archive
This is the Crisis drone, which allows you to use only one supply at a time, but the supply power is boosted and you can rapidly switch between them. The DD is weaker than Blaster, DA is the same as Defender, but Speed boost is better than Trickster, increasing the hull's speed by 70% on top of the standard Speed Boost. The drone can be used with any hull, but people found that it's most effective when combined with Hopper. Here's a video, for reference. Shows a normal tank vs Speed Boost, vs Trickster, vs Crisis. Your feedback is valuable, and it's particularly important when you're commenting in official news threads regarding recent updates. However, there is an important distinction between your feedback being taken into account, versus your feedback directly dictating changes in the game. The latter does not happen for a multitude of reasons, but that doesn't mean it's pointless to comment on and criticise these things. -
I'd rather lose without hopper than win on a team where someone uses hopper in Rugby/CTF.
Maf replied to r_Fish.tank980 in Archive
Hoppers or not, I want to have battles where both sides are well matched and have equal chances of winning, resulting in a very close game. A quick 5-0 is never fun, unless you're just grinding stars/missions I guess (but even then I wouldn't call it "fun"). Being one of those fast hoppers, I usually leave the battle if I manage to score 2 or 3 flags/goals with little to no resistance. -
The official statement from developers included two reasons for removal of DM: one was that it was unpopular, and the other was that it didn't align with the rest of the modes, all of which were team-based after Solo Juggernaut was changed to Team Juggernaut. DM is currently available in PRO battles (which still give funds and EXP if the battle is public), and during events.
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Few pics from the recent BBQ event Russian chat admin GVA
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Oh yeah I know what you're talking about, and yes - it does happen quite a lot. But I'm pretty sure it's an issue with the game servers themselves, rather than a case of HTML5 vs Flash.
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Have you tried changing the theme manually to the dark one? The button to change it (labelled "Theme") is in the bottom-right of the page. Select the tankiforum-new-dark option and see if that's better.
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