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Everything posted by Maf
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Topic merged I agree with you in some aspects, but keep in mind that we do get balance changes every now and then, so it's possible that your turrets will be buffed in the future. I think Hammer's and Isida's main advantages is that few players use protection against them, so you should be able to use them quite effectively. Also consider buying some alterations for Hammer, since they often help quite a lot.
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There's an excellent video tutorial with instructions on how to do it. It's a pretty cool feature!
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No, but I have ways to check whether or not you and A.19 are accounts belonging to the same person. And you are not the same person.
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Can confirm.
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Moved from Game Discussion
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In this case it could definitely be a mobile player, because they are 1) more likely to not turn their turret, and 2) have horizontal auto-aim, which allows them to hit you even if their turret is pointing slightly to the side.
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My personal favourite thing is finding a player that doesn't turn their turret, ramming their side and pushing them into a corner/wall, and then just sitting there watching as they helplessly shoot the empty space in front of them because they can't turn their hull to face me ?
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Being able to move both turret and hull gives you a massive advantage. You're right that turning the turret OR hull usually gives you similar rotation speed, so it doesn't matter (though there is significant difference in rotation between different turrets). But if you turn both hull and turret at the same time, you can double your rate of rotation, which could be the difference between life or death in situations where you're being attacked from behind and need to turn to fire back quickly. Turning your turret also allows for more advanced manoeuvres like peeking from behind obstacles and driving forwards while shooting backwards at enemies in pursuit. All-in-all it's one of the most important skills to have in this game, and you have to master it if you want to be able to compete at higher ranks.
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An item without alterations. Currently only applicable to hulls, but potentially also some turrets. Though there are exceptions, for example Rico, which I feel has the best parameters without alterations.
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True, but it's possible that they're changing the alterations model to one where the default item is often weaker, but with alterations you have to choose which kind of upgrade you want to get. Since you can't equip them all at once.
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There is nothing special about this turret. New turrets must introduce new gameplay mechanics, while this is just a weird mix between Hammer and Smoky.
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I don't think this is the end for Titan. Considering it's still able to counter Wasp's bomb and on higher ranks it's fast enough to get far from the blast radius, I doubt it will suffer much from the bomb blowing through the shield. This is more of a buff for Wasp's OD, which was much needed. Hunter got a buff, so not sure what you're talking about there. As for Freeze and Fire, I feel it just makes their default settings weaker, but these changes have zero effect on those playing with "Corrosive mix" and "Incendiary mix" alts. Either way, Hail Hornet! ? I have a feeling that "resistance" is a cheaper version of "immunity", but it will be easier to obtain. Either way you can only equip one alteration at a time, though I do wish some alterations wouldn't make one another obsolete.
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Alterations are also new. No containers had them before.
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Exactly. Just like in TX or other similar MMOs.
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Planned for a future release, but HTML5 conversion must be completed first. After that's done, I think ranked MM will be quite high up on the priority list.
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We've had this suggestion in I&S before, and I don't remember what its status is as of right now, but I don't think it has a chance of being implemented. Pretty sure the star distribution is intentionally made this way to ensure that the number of stars given per battle doesn't exceed a certain number (26). If stars were based on score, all players could potentially receive maximum stars in every battle, regardless of placement. On the other hand, the current system also allows multiple exploits. The fact that a mere 70 score potentially grants you 3 stars (if the rest of your team did worse) is quite an advantage. And then there's also the possibility of exceeding the default star amount by getting the same score as someone else on your team. So in an ideal scenario, if all 16 players get just 70 score each, then they all receive maximum stars with minimal effort. Obviously this won't happen due to lack of coordination in MM battles, and I'd say that overall both systems would work in a similar way and each has its own advantages and disadvantages. tl;dr I don't think making stars depend on score is particularly better than the current system, so there's no point changing it.
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Batteries would still be used at the same rate, but the difference is that you'd be able to activate your drone's ability at any time, assuming it's recharged. So no more self-destructing to avoid Lifesaver getting triggered, and no need to hesitate on whether or not to pick up DD while using Booster because no enemies are nearby, because you can just use on the drone on demand whenever you actually need it.
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It would make a lot more sense to just add an activation key for drone abilities, which would work for ALL drones. I'm not sure why devs haven't added it - one possible reason is balance purposes, because being able to always activate your drone on demand would lead to them being even stronger.
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Working on it.
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He left by his own initiative, because another business opportunity came up. Since then we had community managers Cedric Debono @theFiringHand, then Nives @r_Nives5, and now Cedric Debono again. I do recommend you read the topic linked by @DieselPlatinum, as we made it specifically for returning players like you ?
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You know, since it's an alteration, then maybe it will have a disadvantage to it as well? But on the other hand, it might actually be fine because right now a single Firebird module protects from both raw damage and burning, while after the update it will only protect from damage, so they will still burn well unless they also have the fire resistance/immunity alt.
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This isn't a new game mode - it's a completely new spin-off game. A game mode is supposed to fit all the other modes in a sense that you join it and play with equipment you have in the garage. AFAIK, It's impossible to make tanks move twice as fast due to constraints of the physics engine. Increasing movement speed makes things glitch, and it would also be impossible and annoying to control. Modifying the terrain is not a capability of the current map architecture. If such a feature was implemented, there would be no reason to limit it to just one game mode. See movable parts in maps. The boosts and switches are an interesting idea, but once again - no reason to restrict them to a single game mode. Such a global feature should be released in all game modes.
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The biggest benefit of SCCM is that missing a shot doesn't set you back as much compared to longer reload settings. That way even if you have lower DPS, it can still be just as good as the default settings.
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For the vast majority of people this pandemic is less of a tragic disaster and more of a boring quarantine order with not much to do at home. For this reason many online services are giving special offers and doing special events to help people pass time at home. Tanki also jumped onto the hype train, for which I cannot blame them.
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I personally disagree. Given Juggernaut's massive weight and size, flipping it is quite a difficult feat, so if you manage to pull it off, I think your team deserves the free point. As a juggernaut you just have to be careful not to get too close to the enemy juggernaut unless you have your own OD ready to push him away.
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