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Posts
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Everything posted by Maf
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This depends on regional laws. If it's banned in UK, for example, it probably just means that you can't buy/open lootboxes while using a UK-based IP address.
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My point is that coinboxes can yield good rewards, especially if you open a few of them. Tankoins can be saved up, but I'm telling you (and everyone here) that if you choose to gamble with coinboxes, you should expect to never get the tankoins back, despite there being a decent chance of it happening.
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I don't see why anyone would complete the whole 99 levels without buying the battle pass. To me it would make sense to either go all out and complete the whole thing with premium and battle pass, or not try to do it at all and play casually.
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I bought less than 100 coinboxes. As another example - just now I spent 1000 TKs on coinboxes and I kept getting all the TKs back. I even had more than what I started with at one point. In the end I opened maybe 300 coinboxes and got tons of crystals and supplies out of them, but eventually I wasn't able to get back the 1000 TKs I originally spent.
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Why bother with rank limits on modifications when you can micro upgrade
Maf replied to xxz45 in Archive
I always said that MUs should be limited based on rank. So instead of instantly unlocking the next modification via MUs, you should be limited to the base modification at first, then 5 MUs after a couple ranks, then another 5 after another couple. But the modification system changes will basically serve the same purpose. -
Interestingly enough, while it's extremely unlikely that you'll get more tankoins from opening these containers, they do seem to be an effective way of getting crystals and supplies. I spent 600 TKs on containers and got around 300 000 crystals and 250 of each supply (obviously less mines and batteries). This is much cheaper than buying them from the shop directly. I did also get 2 sets of 100 TKs and 1 set of 300 from opening around 100 containers, so it's definitely possible to get those rare rewards.
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Well, I think we can agree that it's OP at the moment, so it needs a nerf. The most annoying thing about it is the long supply cooldown after attack, and the fact that if you are 1 mm into its range you get the full effect, but being just a tiny bit further away you'd be completely safe. I don't think I'm cutting its range that much, since tanks still get affected, just to a lesser extent if they are far away (but a greater extent if they are really close). I think allowing it to work through walls would compensate for the range cut quite well, though it might get really annoying where you suddenly get hit with the EMP when you couldn't even see the Hunter nearby.
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The game overall is really fun, but the big issue is that the amount of fun you can get out of it depends on how far you've progressed through the ranks. If you are a Legend with a full garage and everything upgraded, the game will be fun since you can explore and experiment with all the various combos, try something new after balance updates, and take full advantage of the game's mechanics without worrying about managing your resources. But the lower you go, the more issues you have to face, such as carefully choosing which equipment to upgrade, struggling to fight against higher ranks, carefully using supplies as to not run out of them, deciding how to spend crystals, etc. It's been a long time since I played the game at low ranks, but I feel that it's quite difficult at the moment, especially for genuine new players. Title changed to better reflect content
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In my opinion Hunter is fairly balanced now, but it's really annoying when you get deactivated, but the Hunter dies and you live. So I think devs should only reduce the supply cooldown from 30 to 15 or even 10 seconds. Another interesting balance mechanic would be to increase the effect based on how far away you are from the Hunter when you get hit. For example: <10 meters: all current effects, but tank stopped for 4 seconds and all overdrives get disabled. Possibly damage dealt to tank. 10-15 meters: tank stopped for 3 seconds, supplies sent on cooldown, still able to shoot and turn turret 15-20 meters: tank stopped for 2 seconds, only active supplies removed and put on cooldown, can't activate supplies until you unfreeze, still able to shoot ant turn turret 20-25 meters: tank stopped for 1 second, only active supplies removed and put on cooldown (but you can still activate others), flag/ball not dropped, in-range Wasp bombs and Titan domes are not disabled but instead fuse extended and duration reduced respectively. This would be logical too, since the intensity of an EMP decreases as you move away from the epicentre, according to the inverse square law.
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This is definitely not a turret idea, but it does make an interesting mechanic for a new drone. It could either be dependent on tank health (e.g. 20% more damage when you're at less than 10 hp), or on total damage taken, such as maximum 20% damage buff if you receive 10000+ hp damage (thus requiring use of Isidas and repair kits for full effect).
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Absolutely nothing wrong with Mechanic and Dictator at the moment. Perfectly balanced ?️ (guy in second place had same combo btw) Full album from the last 1-2 hours of games: https://imgur.com/a/gjjVIfw
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That's fine with something like Twins or Firebird where it's fine if you waste your shots for a couple seconds. But it's unfair to turrets with long reload, mainly Shaft and Railgun. Imagine you time it slightly wrong and fire while they're still invincible. What should have been a one-shot ends up being zero damage. There should definitely be visual indication. OK boomer
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Red outline? Is that a fancy HTML5 thing that I'm too boomer to understand?
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OK, I tested it and I must say it's quite underwhelming. The concept is good, but two major flaws: Time is too short - I'm pretty sure it's less than 2 seconds There is no visual indicator. I want to know exactly when a player is vulnerable so I don't waste my Magnum/Shaft/Railgun shot. So definitely needs improvement.
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It's a good and long-awaited feature. I haven't had a chance to test it yet, but looking forward to when I can, hopefully tonight. Based on the info I have, it seems to be pretty smart - they even accounted for the possibility to abuse it. Since the timers for the two types of spawn protection are independent, you can't just stay semi-visible by going inside a teammate and then materialise at the enemy base and kill everyone while you're invulnerable. It won't work because spawn protection timer starts after you spawn and ends X seconds later, rather than being dependent on when you stop being transparent.
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Turn 14 is final.
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Well, more like the old Flash client (and whole Flash version of the game) will be shut down and replaced with the HTML5 client that will have the new interface.
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The new modifications update aims to fix exactly that.
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So this statement is a lie? Therefore the colour text isn't a lie, so the statement is true, meaning that the colour text is... a lie? Hmmm ? ? ?
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I feel like with good resource and time management you can save up enough crystals to use drones and supplies non-stop while having some left over for MUs and new purchases. Can't say for sure though.
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Replace Santas Capital with Berlin and suddenly history repeats itself ?
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Client will soon be fully replaced with HTML5 interface. We no longer accept ideas for it.
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You can sort by "Map name" in the HTML5 version. It doesn't completely solve the issue since it uses the custom names as well, but it does work for the most part since the majority of battles don't have custom names anyway.
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