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Posts
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Everything posted by Maf
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Yeah, if the game would notify you of new maps that unlock once you get ranked-up (same way they notify you about new hulls/guns/paints), then all maps would be popular because players would know that those maps actually exist.
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valid Stickers, symbols, decorations on your tank
Maf replied to nuclearpuppy in Ideas and Suggestions
Only the developers know to what degree the Decals will be customised. Players can't answer your question. -
This is impossible to fix. It's yours or the Railgun's internet connection issue. Can only be fixed by improving your internet - the developers can't do anything. It's lag. They are not designed to shoot invisible charges. This is also lag and can only be fixed if the lagging player improves their connection. Applies to all guns. The developers can only add a kick feature for players with high ping, but that might be seen as unfair by low-end internet users. Two main problems with this: First, it would change the gameplay completely, making it unnecessarily more difficult and annoying. You wouldn't be able to do the swift manoeuvres you can do now, because your turret would constantly get stuck on obstacles. It would be a huge disadvantage to Shaft and Railgun. Second, it would increase lag in the game, reduce FPS and increase the battle loading time. More polygons will lead to more complicated collisions and models that take up more memory space. I think it's okay the way it is now, despite being unrealistic. I don't get it. The Yellow bar is the reload bar and even if there was another bar added above health it would again, only make the game unnecessarily difficult. The "health" bar is technically the armour bar.
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The numbers won't give you much, as the damage from guns varies so you can't ever know what guns you will definitely not get one-shot with. The mud and water idea is interesting, but I think it isn't possible to be made well with the current game engine.
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Well, DPS kind of reflects how effective you can be with your gun - for you team and your own individual score. Also, if you calculate it for only the firing time of each gun then I'm pretty sure it won't be fair as the guns with longer reload will seem completely OP, because the calculation will be as if the gun works like in that "cheat" video (from 3:55):
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Yeah, but the most popular hulls at the moment are light hulls, so it's fine. The issue will arise when protective paints will be added. hammer is just about balanced right now, but with 50% paints it will become really underpowered, especially if the best paints will also have good protection from Thunder/Railgun/Smoky/Freeze.
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Awesome! I've wanted to do this for a long time. Keep in mind though, that biggest DPS does not necessarily make the weapon better than others. Twins and thunder shoot continuously, but they both have limited range and Twins' shots are slow, while Thunder has self-damage. On the other hand: Railgun's advantage is that it can shot and stay hidden out of sight during reload, while Twins has to always face the opponent while shooting. Freeze has the help of freezing and Firebird has after burn (+ both of them have huge potential group damage). Isida has a huge advantage from self-healing, so it shouldn't be a powerful attack weapon anyway. Smoky has critical damage. I'm not sure if you included that. I'm not sure what happened to Rico, as it seems to be a fairly powerful gun. I would put it in the top-5 most effective. Despite all the arguments stated above, I would still agree that in close range, full maps with lots of players Twins and Thunder are definitely the most powerful weapons, especially on a heavy hull. You can continually shoot and destroy many enemies in a row, while the heavy hull will allow you to stay alive longer and shoot more tanks. Another big advantage is that with fast-reload constantly shooting guns you can switch from target to target quickly and get the most out of your total potential damage.
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Not really. Thunder shoots constantly with no long reload time and also has splash damage (which only adds to the total damage to one tank from one shot). In a map where enemies are often concentrated in one spot, Hammer will be mediocre, spreading the 72 damage across multiple players, whereas Thunder will deal the damage to as many tank as the splash can reach, having potential to deal 10x the damage from a single shot. Extremely powerful if you are looking down on a gold box drop location - one shot and the whole crowd of enemies is dead and you have the gold.
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Yeah, but Hammer kills the wasp/hornet in ONE shot. You can kill three wasps/hornets in nearly the same time you can only kill one with Railgun.
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That's not being cheap, that's being smart :)
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There are three short range guns in the game and they are all popular despite the fact that anyone can kill them from short range. You just have to get up close to your enemy before shooting and aim well so that you get most out of your potential damage. I played 4 games with it so far and in all of them got a D/L from 2 all the way up to 8.
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Well the sale is coming up on christmas and it's in their interest to get the most money out of the first sales from people, who want to get it ASAP. You didn't get a 50-70% sale when the new X-box One or PS4 came out, did you?
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Just tested the Hammer on M0 grade (my alt. account rank is Sergeant). I think that in terms of visual effect it's one of the most subtle and boring guns in the game, however visuals are definitely not everything. The gun has amazing power at close range (the potential damage from one shot is similar to that of Railgun), but that power is balanced with the reload time and distance limit. Here are the main features I saw so far: The gun does incredible power at close range. Wasp m0 loses more than 90% of its HP from one shot in the face. The range is very limited - slightly more than that of Twins. The damage from each particle does not decrease, but the shots only go as far as the range and disappear if there was no target in the way. There are 20 particles in each shot. The particles spread out at about 1m every 5m, so if you are shooting from 30 meters away your shot will damage enemies in a 6 meter diameter circle in front of you. It's impossible to tell whether an enemy Hammer has 3,2 or 1 shots left in his magazine. The gun makes a sound every time a new shot is ready to fire and every time your gun fully reloads. The gun is a beast if you understand its mechanics! using it effectively isn't as easy as you may think. There are two things you need to learn to balance when using this gun: Distance - the Shotgun has limited shooting distance, therefore it's in your interest to get as close as possible to the enemy and have more shots hitting the target, therefore dealing more damage. If you are battling against Twins you have to decide whether to start shooting from far and deal less damage of go agains his fire, get closer and deal more damage at the cost of your own health. Similar thing against fire/freeze/isida - do you let them get closer and damage you, allowing you to kill them in 2 hits, or do you shoot them from far away and have a higher chance of not being able to kill them in 3 shots. Reload - when you kill an enemy with 1 or 2 hits, you have to decide whether to wait and find another enemy and use the remaining two shots on them or waste the one or two shots (fire them at nothing), be helpless while you reload and then have three shots ready for the next encounter. This is important to decide when you are close to the enemy base: shoot blank and wait with a high risk of getting killed or go in with less firepower? The Hammer is quite a difficult turret that requires a lot of thinking and strategy for most effective use. It can be useful in defence as well as attack and in my opinion is definitely a more powerful weapon than the Railgun on smaller maps (which I think are more popular).
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I remember how I got first place once on XP Bridges CTF using Railgun m0. I had Hornet m3 though and that battle was before the fund distribution update, so all I had to do was to finish off damaged enemies. This would be a lot more difficult now...
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The problem is that whoever takes the nitro will win the race. I only see this being done with drugs on so that people can use their own nitro whenever they want to.
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valid Stickers, symbols, decorations on your tank
Maf replied to nuclearpuppy in Ideas and Suggestions
Oh I can guarantee you they won't be free :D -
And how on earth is the gold box orange notification chance in the top 5 of the year? :blink:
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valid Stickers, symbols, decorations on your tank
Maf replied to nuclearpuppy in Ideas and Suggestions
Valid Will most likely be available in Tanki X. A selection of stickers and decorations to buy and put on your tank. Most likely clan logos as well. I highly doubt that they will be able to be custom-made to avoid inappropriate symbols. [vsfx] [ftr] -
Hazel-Rah is only responsible for gameplay related updates like the rebalance and other gun/hull modifications. It's entirely possible that he was agains this update, but the other developers still agreed on adding it.
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He meant highest %. I don't think it should be counted. Not impressive enough...
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It's not lag. It's most likely a keyboard or key binding issue...
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Flooding makes the chat more difficult to read and is a violation, whether it was a joke, mistake or a burst of anger. People need to control themselves and respect other chat users, so there shouldn't bee much "letting off" for flooders. By the way, most flood bans are given by the automatic anti-flood system, so you can't really blame mods for that.
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And it costs something like a million crystals to fully upgrade...
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