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Everything posted by Maf
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Does it come with full autopilot? ?
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Might sound cool at first, but what does it actually do? Since you have two turrets, presumably it fires twice as fast. We already have a rapid firing Railgun augment - Scout. It also nerfs the Railgun damage, otherwise it would be too OP. So do we really need a "double Railgun" augment?
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Hornet tending to its eggs inside a nest it built in my attic More pics: https://imgur.com/a/57KPtS8 And a video:
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Tanki X was originally meant to run in browsers like Tanki Online, but this idea (and the whole TX itself) was doomed when browsers announced that they aren't gonna support Unity. At that point Tanki X was already nearly finished, so devs decided to go ahead and release it as a standalone downloadable game. But being in-browser was its main advantage, so with that advantage gone, TX indeed succumbed to competition from the many other similar and better games.
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Honestly, doing that is just common decency.
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The good thing is that there's a whole bunch of parameters which can be adjusted in order to account for balance: Damage Rate of fire Speed of projectile Range of connection Addition of various restrictions (e.g. no more than 4 links in the chain) But even with the current settings it is way too early to tell how this turret will perform in battles. For example, the projectiles are very slow, so you can just stay away from them to avoid getting attacked. Or an enemy Tesla can use the same chain of projectiles to damage you (and your teammates nearby) by shooting at the other end of the chain. Honestly, seeing the potential for gameplay application of Tesla's mechanics, I think it will become the most skill-dependent turret in the game. We'll have to wait and see.
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Fieldmarshal looks best, in my opinion. Well it was, about 8 years ago.
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Source: dude trust me
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Yes, definitely harder. I think in its current state where you have to do all missions AND earn 1000 stars on top of that (or more if you missed some missions), the silver tier rewards would only be justified if they still gave good stuff, like cosmetics and augments. I have powerful equipment (allowing me to get 1st place) AND premium account, meaning I can get 6 stars in 9/10 battles, yet even with that I found it tedious to grind the 1000 stars for the pass. Definitely wouldn't do it without buying the gold tier.
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I missed a couple days of missions, but managed to catch up via battles, though it was obviously easier for me since I get 6 stars quite often. I think I'll have around a hundred stars extra by the end.
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Yes, but only on test server 3.
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valid Better Aiming system for Gauss and Striker(Salvo)
Maf replied to Newton_Error in Ideas and Suggestions
So, more specifically, are you suggesting that the aim retention should be increased for TO mobile only? -
Ok, so in that case we might as well "cut out the middle man" and ignore drones altogether. You're effectively just suggesting that along with their current buffs, Hornet and Dictator should get boosted supplies for a short period of time. I'm not sure about the balance if it, but seems like a decent idea.
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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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