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donut70

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Everything posted by donut70

  1. Please make "R" be a toggle on/off rather than a hold-to-view. Even using the tab trick is annoying, takes away game time, and gets reset as soon as you accidentally hit R instead of E when trying to move the camera.
  2. what did you do to hunter? the same health as viking but slower speed? Why? Sure acceleration is nice, but the difference is minimal, and more than outstripped by the top speed difference. Can someone give me a detailed reason why any one with any turret should get hunter over viking now?
  3. Let me specify, I mean the base impact force should be slightly increased. Even with the M1 alteration, the impact force is rarely sufficient to adversely affect medium hulls despite hitting a precision corner shot, though the alteration does allow more consistent deflection of light hulls.
  4. donut70

    Let's Discuss Hammer!

    can we please get a range reduction on this "close range turret" with the damage output of a melee range turret?
  5. smoky needs a better turning acceleration (or impact force if you must keep the arbitrary acceleration/sec equal to top turn speed), and magnum needs to do less damage at close range, (and a bit less overall so that it doesn't one-shot quad-kill 4 hornets without even needing DD.) At the moment it is an even more op thunder that can also shoot over walls. Playing highland with a few magnums is a downright chore with all the spawn killing from across the map.
  6. donut70

    XT-Skins, Drones, Balance Update

    I currently have more trouble with isida than fire or freeze, but most of my issue is with magnum. I suggest making the magnum shot travel at half speed (meaning in flight for twice as long), to make it more like its artillery persona, rather than just being a much stronger thunder that can also fire over walls from behind perfect cover. If not that then make the magnum do less damage at closer ranges than it currently does, maybe linking LAUNCHING shot power to the percentage of max damage. (which just makes sense due to physics).
  7. donut70

    Let's Discuss Magnum!

    magnum certainly seems to be harder to counter than any other turret no matter what distance. Whether or not that is op, (probably) we will have to see.
  8. donut70

    Let's Discuss Smoky!

    I wish the developers would give it more impact force, even with assault ammunition it's only as good as it was before they nerfed its impact, (and I'm sacrificing the crit to do that.) Also, I'd prefer a slight increase to the ACCELERATION of the turn speed, it's been feeling a little too "heavy" since they reduced that. unfortunately, thunder and ricochet are looking like better and better options for pure power with only a slight decrease in the "deadly dancer" abilities of the smoky.
  9. donut70

    Complaint Book

    I would honestly prefer if magnum was taken out of the game. If not then I see 3 options. 1. significantly increase travel time of the shot, (make it take longer to reach its target). If this gun is meant to be artillery and has a splash damage radius significantly larger than the already large thunder, then at least give me a second more in attempting to dodge. Currently, you have no chance. 2. make it "light artillery". By this I mean significantly reduce the damage. Quite simply, the magnum has the most long-range advantages of any turret, therefore it should have the least short range capability to balance it. As it stands a magnum is perfectly capable of brawling and one-shotting. 3. rework maps. All the maps in tanki were made before magnum existed, lots of cover from horizontal fire exists, but very little from vertical. Add more roofs or ceilings, places tanks can potentially close the distance without being bombed, and you solve much of the problem, (also the parkourists will have new places to climb). thanks for listening :)
  10. donut70

    Complaint Book

    Not completely sure if it's just because isidas are abusing it. But overdrive affecting teammates seems plain OP in CTF battles. One team starts to win, this racks up all of their overdrive counters faster. therefore power imbalance begins. Losing team begins to get killed more often, respawning in new spots and generally having to scramble to find teammates to boost (who for all they know are now too worried about defence to benefit from it) and generally can't multiple the effects. therefore imbalance grows. Then it proceeds to all out sieging and the overdrive does nothing for the losing team but let them live 2 seconds longer as they get pounded by eternally fully drugged clumps of overdrived siegers. Honestly if it could be the least bit coordinated. the best tactic is to clump 3-4 guys for defence and 6-7 guys for attck in one big mass together to steamroller through one lane to the flag. Forget about flanking, decoys, and timing. When you can simpply apply 4x the damage the enemy team can reply with. the outcome becomes inevitable.
  11. donut70

    May Holidays, Sales and Goodies Coming!

    So, if I attack an enemy flag with full supplies from a mix of pickups and activations, grab the flag, use a health pack on the way out, and STILL have all 5 supplies (including a 2nd full heal) ready in case of emergency from a shaft shot or a sneaky firebird ambushing me...good grief. NO ONE will be able to stop me from taking a flag and getting back to base while I have my zero booster ready. (Of course, the reverse is true of enemy attackers.)
  12. eeiobhlogedtwstnxv Anyone able to make sense of the bolded letters?
  13. I have Jade on my main account, but not on any of the others. Regardless, Jade gets nowhere near 50%, so it's not much help compared to Griffon TA M3+ I am a smoky specialist, and I refuse to grant my skills to hammer while it remains the most OP turret I have seen since Isida with 50% self heal, that would just be unfair.
  14. We are missing a paint with protection from thunder and hammer together. There is not one in either the double or triple modules. Currently, these are the two most game dominating turrets. We need protection.
  15. Why did you interview Riddler_8? He's a known laughingstock.
  16. I honestly agree with this post, (though less with the "this post" that he linked). My worry is in how a team will break a siege now if they HAVE to pick up boxes in order to use more than one supply.
  17. 1. I fully agree. Mines are my favorite, (generate the most fun) supply to use, despite the fact their use is so limited. Also, they give you a last ditch "surprise! ..Boom!" defense when you're about to be pinned with the flag. 2.I fully agree again. Nitro allows me to also have a lot more fun since my play style (Hornet & Impact/Smoky-Equipment Deflector/ Flag Rusher-tactics) is based around just how fine I can hone my reaction, precision aiming, and decision-making times. Personally, I wouldn't have a problem if nitro was beefed again to 50%. I may be biased on that though. (My Tanki Driving Motto - "Anything I can control is too slow.") 3.I also wouldn't have a problem with Supply kits giving repair kits in a 1 to 3 ratio, but again I may be biased as I never buy ANY* supplies. (I spend the crystals saved on permanent equipment upgrades instead, and in the long run, M4 with 1 or 2 supplies can beat M3 with full supplies). *I once bought 9 mines when they were on a 90% sale. 4.I'm much less sure about this one. How I use them: DD to charge and slaughter, return flags from DA+SU cappers, or break defenses while lighter runners grab flags. DA to run flags, counter DD, and not be spawn killed by jerk DD shafts before my smoky can deflect them, (I have jade AND Griffon TA- 43% modules, and I can STILL be OHKOed) With Smart Cooldowns- If I see one of them while I am spawning, I will pick it up, activate the other, and begin an immediate flag attack run. Grabbing or activating nitro on the way. (Solo capping doesn't faze me.) I could NOT support weakening either one of these. Your issue seems to be with both DA and DD together, (and how they cancel) than either one apart. SOoooo... 1. I suggest looking into the possibility of blocking the use of DA & DD together. Meaning, you can use one or the other, but not both at once. I do see problems with this idea, hence why I suggest examining it first and thinking of good ways to implement it. OR 2. Making it skill based. Maybe by requiring certain parts of a tank to be aimed at for the full effect, otherwise only 50% increase, or something else. Admittedly I don't have many ideas for this either, just listing possible alternatives to blanket nerfs. Alternatively. I have seen someone suggest a limit of total supplies allowed to be used during a whole battle based on the minutes. I think 1-2 of each per minute should be more than enough. This method allows "Missioners" (those who get supplies from missions only) to play 1-2 battles per account, per day on nearly full speed supply use without being either outgunned, or attritioned out of their drugs while getting their missions. Buyers would, of course, have enough supplies to play multiple battles without worry, but would still have to use their per-battle supplies tactically to avoid blowing them all and not being able to prevent a resurgence in the last few minutes. (Note: may be susceptible to raids unless total supply use of joiners is decreased proportional to time remaining. )
  18. I support the new system for supplies, and people regularly call me a drugger. (Just using what I get in missions folks.)
  19. I am a smoky hornet user. Vulcan dictators with an isida behind them normally rip me to shreds without a thought. Except when this glitch happens. A few days ago it happened to me The Event : Industrial Zone CTF, Both flags have been taken. I attack the Vulcan Dictator holding my flag when he is at a chokepoint with an isida behind him. (but his teammates are elsewhere ) I cannot get the angle to hit the isida, so I decide to shoot the dictator and hope. The Vulcan spins up and starting shredding my health (I had full supplies, but Vulcans DPS is nearly unmatched) and I expect to die soon. Then he stopped doing damage even though he was still firing. I would have assumed I was lagging except that damage counters where still popping up with each of my point blank shots. ​ Not willing to question my good fortune, I shot him about 8-10 more times with DP on (I assume the isida was still healing) and killed him, then returned our flag before the Viking isida could grab it, (the vengeful isida promptly killed me.) Possible Reasons and Alternatives: 1. it was the above mentioned glitch and he restarted firing without me noticing, (possible) ​2. He was a dictator, I am a hornet, and I had rammed into his side. I might have been low enough that he was shooting ​over​ my tank. 3. Something weird with lag and ping. (I had 60 fps and 100-200 ping).
  20. donut70

    Shop Kits at 20% - 40% off all weekend

    Man, who ever does the artwork at tanki headquarters cares a healthy amount for attention to detail. If it's just one person, tanki lucked out. If it's a team, keep it up. EDIT: Does anyone know if there is an official tanki scrapbook of the collected artwork anywhere in the forum? Also, thank you to whoever supports tanki with real money. For my part, I hope my dedicated free advertising is sufficient since I don't buy, (I'm proving that tanki is not a pay-to-win game.)
  21. donut70

    Changes to Striker and a cool new format

    And they don't do that already with Polygon CP ? xp/bp format optional.
  22. donut70

    Changes to Striker and a cool new format

    Actually. I would love to see the light format from the starladder days become an official tanki format. Second most fun I've ever had in tanki.* ​For those unaware, Light format was a 6 vs 6 battle that allowed 5-6 railguns and 0-1 smoky per team. The railguns were allowed to use wasp,hornet,hunter, or Viking, and the smoky was only allowed wasp or hornet. Paint limitations were such that either team's total protection from railgun was not allowed to exceed 100%, (smoky protection was uncapped). ​If the paint algorithm would be too difficult to figure out it could simply not allow paints with more than 20% rail protect for any player. ​*The single best battle I ever played was for the 300 astronauts battle in the moon silence map. But sadly, that is likely impossible to repeat.
  23. donut70

    Changes to Striker and a cool new format

    Go home RIDDLER_8. You're drunk.
  24. donut70

    Changes to Striker and a cool new format

    Why not? Seriously, is it that hard to make a new format that you will only do it for the railgunners and the newest turret?
  25. donut70

    THE GAME winners announced!

    I think the guy was referring to the above-minimum-points prize being smaller this time, since in previous seasons they've been spoiled with 50 of each supply. I have always thought that was way too much. 20 seems perfectly fair to me. Especially on my master sergeant rank account where suddenly I'm the only player with medkits. ​And as for this field marshal account of mine. I get so many supplies from missions and 5th week chains that I can't even run out of repair kits if I'm not stupid with them.
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