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Maf

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Everything posted by Maf

  1. Maf

    Is the new HTML5 better than Flash?

    Interesting. To me the TO mobile version is basically unplayable. Just goes to show that everyone has very different tastes.
  2. Maf

    Is the new HTML5 better than Flash?

    Same. Very rarely I get an actual error screen with a button I can click to reload the client. The vast majority of crashes are just "grey screen of death", where nothing is responding and you have to close the game and reopen it to fix.
  3. Maf

    Is the new HTML5 better than Flash?

    I've switched to the HTML5 client about 3 months ago, and it's definitely playable. I'll try to list the full pros and cons below, based on personal experience. Pros: Interface looks cooler and less like an early 2000s game. Loading times are quite consistent. The game doesn't get stuck loading the garage for over a minute first time when you log in, like it does on Flash. No critical errors mid-game (though check cons below). The interface overall has more shortcuts. if you are a keyboard player, with a bit of practice you can learn to quickly change equipment without even touching your mouse, and you can do it faster than on Flash. Interface doesn't lock when you're queuing for a game. You can still check missions/garage/chat/whatever while you wait for MM to find a battle. There are useful indicators which Flash does not have. You can see when enemies have overdrive ready, you can see indicators for bonus damage, speed and armour (like booster, crisis and defender drone effects), you can see exactly when spawn protection ends for enemy tanks. Outlines for tanks — you see a red outline around the enemy tank when you're aiming at them. This helps with finding players hiding in bushes, or making some precision shots at enemies that have just a small part of their tank revealed. There's a radar. For a long time I ignored it, but within the last couple weeks I learned to use it effectively, so now it helps me quickly find enemies on maps with lots of cover and confined spaces, like Wolfenstein and Yorkshire. Also useful to see check for people sneaking up on you when you're scoping with Shaft. You can see all alterations and modules of enemy players just by pressing Tab. For players with diverse equipment this helps pick a turret from which enemies have fewest protections. I also use it to pick hull alterations, so if I see an EMP gauss I can equip a hull with stun immunity, and if I see shock freeze I can equip a hull with freeze immunity. It also helps that the Tab window doesn't move (unlike the R/V info box) and is easy to read. End battle screen shows more information. Access to Special missions. Container opening interface is nicer. If you open multiple containers, you see all the rewards listed on the screen for good looking screenshots. Paints are sorted into categories and you can "star" your favourite ones to have them listed in a separate category for convenient access. MU levels and progress is shown in the item list. You don't have to open the upgrades window on each item to check upgrade level and progress. Battle list has options for sorting by various parameters. Notifications are less intrusive. Unchecked friend requests are less annoying to see. Fewer pop-ups upon logging in. PRO battles are free. Cons: Longer loading times overall. If you're used to loading quickly into TJR battles and always being first to play as Juggernaut, this won't happen in HTML5. Game seems to require a more powerful PC to have the same performance, otherwise you'd have to lower your settings. For me personally it causes the GPU to heat up like crazy, which doesn't happen on Flash. Crashes do happen, although less often than on Flash (I think). The good thing though is that they always happen at the start of a battle or when you go into the lobby, but never in the middle of a game. No way to check missions mid-game. No way to accept friend requests mid-game. Gifts feature missing completely (though will likely be added later on). Battle chat only shows the latest 6 messages and there is no way to see older ones if you missed something. End battle screen covers the whole window and battle chat isn't available. Tab list takes up more space and is less transparent. May cause difficulties if you try to check it while on the move. Shaft scoping controls are messed up. Vertical aiming is extremely frustrating. PRO battles are inconvenient in a few ways. For example, you always get sent to the title screen when you leave a battle. Damage is sometimes counted incorrectly (though this might be on Flash too, not sure). Interface has a number of illogical design decisions which make it harder to get used to. Lobby interface seems to be less responsive and lags more than Flash. Battle interface is missing key features, such as always being able to see the status of flags (taken/dropped/on base). No ignore option for specific users. No full-screen shortcut. HTML5 may work worse than Flash if you have a bad internet connection. I was sitting far from the internet router yesterday and HTML5 allowed me to play 1 battle and then lagged out, but Flash worked better. To me personally the pros outweigh the cons, which is why I permanently switched to HTML5. Your preferences may be different, so try it out for yourself. Make sure to play HTML5 for at least a little while before jumping to conclusions. The new interface WILL be difficult to get used to at first (like it was for me), but you might end up liking it once you become familiar.
  4. There was a mistake in the announcement. You actually have to win 20 times in Siege, not Assault.
  5. Maf

    Even a tiny bump self-destructs me

    Automatic self-destruct works just like pressing the delete key, meaning that you will wait 3 seconds before self-destruction after it activates. In your case it seems like you're talking about instant sudden self-destructing, which only happens as a result of the anti-cheat system triggering. It happens to everyone at some point, usually when doing abnormal actions like attempting to ride on top of another tank. But usually it's quite rare, so if it affects you often (multiple times per game), then it's likely to be an issue with your internet. Anti-cheat self-destructs lagging players in order to prevent them getting an advantage from lag.
  6. Maf

    Ultra, Gauss Ultra

    Those missions are not meant for casual players to complete. I'm familiar with some people who play 10+ hours per day even without any special events going on. The missions are for them. By the way, Mass Accelerator won't be too hard if you have the right strategy. With things like Shaft + heavy Capacitors + Booster, or Hunter + Striker + Cyclone + Defender combos you can get get 2-5 juggernaut kills per game, which makes 10-30 games or under 4 hours. As for the 100k one, that will take 17 hours minimum, assuming you can consistently get 700 points per battle (which is pretty much a perfect score). Double that to 34 hours if you get the more mediocre score of 350.
  7. This applies to all ranks, where you may be fighting against higher ranks, who have equipment you physically can't buy yet. On the other hand, it would be nice to give Legend ranks some exclusive unlocks. I'm pretty sure at the moment there's none.
  8. 36 kills in DM (out of 30) during the event couple months ago. Personal record ?
  9. The category topics exist for less important ideas, which are not worth having in separate topics. Things like new turrets, new maps and new supplies are pointless to report to developers because they have their own list of potential features that they can work with. For the most part, only new topics get listed in the weekly reports.
  10. Maf

    Weather mode

    RIP epic weather animation gif ;(
  11. Maf

    Independence Day

    Yes, definitely charmed ? These were mine: Those containers were just too scared to give bad rewards when it was RIDDLER_8 himself opening them.
  12. If you read carefully, you'll notice that it only sounds terrible at first, but is actually the opposite. - "The only thing that may beat it in utter uselessness is the Vulcan Hornet combo" Vulcan Hornet is the most OP combo at the moment - "You can even check my profile — I barely ever used the damn thing" It's my 3rd most used turret with 180 hours played - "And in JGR mode it takes SO LONG to just fire a single salvo at the Juggernaut to kill it with little to no effort." Killing Juggernaut with little to no effort So... yeah ?
  13. I don't know how you can agree with me, because I myself don't agree with me. Sacrifice pulled a sneaky on me with this interview and asked to submit a "sarcastic" review of Striker, only to then publish it along with all other review like it's no different ? My revenge shall be brutal and swift.
  14. Maf

    Shaft

    From what it looks like, Shaft shoots some kind of energy projectile, like a bolt of plasma, similar to Twins and Ricochet. But as far as game mechanics go, it fires hitscan projectiles with a range penalty in arcade mode, meaning that the shot instantly hits its target the instant you fire (unlike Twins, but same as Smoky). And if your target is too far away, you will deal very little damage unless you use the scope.
  15. To which the answer is Double Armour (and Defender drone as an option).
  16. I always said this about Wasp — it's a tank made for a niche audience that prefers a specific kind of gameplay. If you have the skills, Wasp can be incredibly effective in all game modes due to its small size and agility. I agree that its overdrive could use a little improvement, but the stats of the tank itself are perfectly fine.
  17. The wiki description is no longer accurate. The recent changes (and the fact that alterations have been renamed to augments) are a clear indication that the purpose of alts has been shifted.
  18. We already have it in another topic.
  19. Maf

    Let's Discuss Tesla

    This. For now let's keep the discussion there.
  20. We're currently re-working the process of approving topics. Most likely we will make it so that ALL topics are published or merged within 24 hours (but hopefully much sooner), so if we don't have time to come up with a decision or find a duplicate topic in that time, we will put the topic "under review", publish it, and come to a conclusion regarding it at a later date. Your topic is the kind of topic where we open it, get overwhelmed by information and can't decide what to do. So ideally it should have been published as under review a long time ago, which I will do right now. Sorry for inconvenience and thanks for waiting.
  21. Only mods with the most gameplay experience are allowed to work in the I&S section. We use our knowledge of game mechanics and the development process to logically judge whether or not a suggestion is viable. Most of the time we make our own decisions regarding the idea's status, and we only decline ideas if they violate section rules, or we are sure that they go against the general direction in which the game is being developed. Sometimes we do make mistakes, which is why all ideas are up for debate. If you disagree with our decision to mark any idea valid or declined, you can ping us in the topic and justify your reasoning. Sometimes we do end up changing the status. By this logic we also approve our own ideas, because our expertise should mean that we know that what we're suggesting fits all the criteria of a valid idea. In case our decision is biased, you can argue about it in the topic like any other idea. Occasionally we will take time to get information about an idea from other sources, like the CM or a developer (usually Hazel Rah). A lot of the reasons we use to decline ideas also come from past livestreams, where devs said that they do or do not plan to add certain features. Sometimes devs contradict their own decisions a few months later, so that makes it harder for us ?
  22. 1. That's a very specific question and I doubt anyone will remember it. You'll have to search around yourself. 2. No point asking "when" about future updates. It will be released when it's finished, which can take anywhere from a few days, months, or not at all.
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