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donut70

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Everything posted by donut70

  1. donut70

    Players VS Helpers is over!

    Helpers got all three.
  2. Finally, FINALLY, we have a guide that can teach people better than noobs! (I guess I'll need to speed up the work on my own guide about any and every skill to becoming a smoky master.)
  3. "Has game balance improved" .....NOPE (Short form of my reply) The most nerfed gun in the game ,(only counting after the rebalance) smoky , just got nerfed again. Meanwhile, the most buffed gun in the game, Ricochet, just got buffed again. And they claim to be "balancing" the stats? How can anyone in their right mind say that the ricochet is not OP? When the user can hit more than half the time, it can literally beat anything* you throw against it. If you want proof just ask my friend about his alt rico account called ricosuks , (his intent with making the account was to show how OPed it was when a skilled player ,{who turns their turret and almost never misses [just like most smokies] } was the one using it). * except for another ricochet of equal or greater skill
  4. donut70

    Spongbozz_xD - Sabotage

    delete
  5. donut70

    Let's Discuss Vulcan!

    Eh,At first i was worried the gyroscope would nullify smoky's deflecting ability, but now i see that the vulcan's gyro fights you when you try to track a circle strafing enemy. That means, i'll only be vulnerable to them in long open stretches, but i know how to handle that already.
  6. donut70

    Let's Discuss Smoky!

    "MUed tiger gets to 50% smoky" Oh snap, enemies won't have to choose between high protection for railgun or high protection for smoky anymore. Definitely going to be seeing a lot of those. BTW tanki has gone back on it's promise for paints. They originally said the MU would not go past 150% the original protection, or no higher than 50%. Whichever one came first. 30% plus 15% is 45%, not 50%.
  7. donut70

    Let's Discuss Smoky!

    the smoky's 1/6th impact nerf is most felt against the hunters and Vikings which I used to be able to deflect if I hit their extreme corner. Now, no matter how close to the edge I go I cannot deflect a Hunter or Viking of average skill. I will admit that light tanks are still susceptible to properly timed corner shots, but it does not turn them as far. This makes it possible for a skilled and properly reacting railgun/hornet m3 to recover from a smoky shot that hit them at the beginning of their 1.1 seconds long glow. This in turn means that smokies now have a smaller window of opportunity and will require even more skill to remain competitive.
  8. (The message I recently sent to Hazel-Rah about this.) WHY THE RAIL AND SMOKY STATS SHOULD HAVE BEEN LEFT ALONE Intro: I do not believe that it is fair to reduce the impact force of the smoky at all, and I think a 10% impact reduction for rail would be better than the current 25% reduction if you really considered it to be overpowered. Reasons-Rails: In CTFs rails usually have no other option but to flip a charging attacker, (or jolt the enemy tank into a wall) because their slow reload makes them ineffective against multiple opponents and after firing they either have to run or have stopped the opponent with their shot. If that is taken away from them then they become defenseless against the hornet-isida, (or other combos) that can absorb 1-2 hit(s) as it comes, then get all it's life back as it kills the rail, or the convoy that knows they can crush it as it reloads. The over-arching problem with the change is that you*,(*or tanki in general) have, in essence, done this. (quote from another player's post) "In order to restore - in a way - the increased ratio of flips over(to before the turret targeting update), Tanki nerfed railgun shot. Less flips over, true. But that is a weakening of railgun in general and considering the large amount of anti-railgun protection in existing paints this change also violated the "deal" for railgun. Well, guess what: I invested real money to railgun too." (end quote) This player is pointing out that to debuff a stat on a specific gun is to debuff the gun itself, and that is unfair to the players who use it, and while it may only be a limited feature for the rail,(hence why a -10% impact might be fine), it is absolutely crucial to the gameplay of the smoky. Reasons-Smoky: "Smoky users will have no chance if they cannot continue to deflect opponents to their previous potential." This is a summation of the problem I am about explain. You may recall in a previous message I gave to you about Smoky, that the Smoky turret has not one single advantage against a Thunder except for it's impact. A thunder can do more damage, can hit the Smoky behind walls, and has a far better range advantage than the smoky previously*,(*before new physics I think) had against it. It isn't just the Thunder turret either. Last time I checked, the Smoky, even with the crit chance, has the 2nd lowest dpm,(damage per 10 seconds is even worse) and only barely beats the long ranged railgun,( as it should due to the range difference and the first "already loaded" shot). The ONE saving grace of the smoky is it's ability to stay alive longer than any other turret if and only if the user can perfectly plan, time, and aim his shots consecutively in the heat of battle to deflect the opponents more powerful hits. This has an interesting effect on it's usage. (here is a quote from another player) Smoky was absolutely the premier turret for the skilled player. Otherwise, it is underpowered, as attested by the rarity of its use in the game. This update will almost certainly decrease the diversity of Tanki Online. Further, I see the light format as the lifeblood of the game. It seems suicidal to nerf the only two turrets allowed in that format.(end qoute) Smoky needs to reward skill. I honestly enjoy how hard it is to win with until you get highly skilled, but I need that reward, that potential for greatness, in my sights. (Otherwise I would just grab the ricochet with it's 3x higher DPM and massacre) Before this update I could make a Viking-thunder miss if I perfectly timed my shot before he fired, and perfectly aimed it at the farthest point of his farthest corner to spin him the maximum amount, but this is not the case after the reduction. I tried to deflect Vikings and Hunters like I could before, but it is no longer possible. Please understand the importance of this, I cannot, through any amount of skill, turn an enemy Viking farther than I already did when hitting their extreme corner, and with the reduced impact that max spin no longer deflects them. I played many battles yesterday to test this, and I came to the conclusion that I cannot protect myself as well anymore. The enemies can now correct for shots that used to be a certain deflection. Lastly, and probably most importantly, the smoky cannot flip any equal M tank unless the tank is already unstable, flying up a ramp top, or completely airborne. Smart enemies need to realize this and take precautions to not be flipped in the aforementioned places. (see appendix) Conclusion: 1st. It is a bad idea to reduce the impact of the smoky because it makes an already balanced and rare gun less useful to those who master it, and I was under the impression flipping was built into the railgun's abilities on purpose. (Especially because of the mentions of flipping tanks by hitting their turrets in the original post about the update, {it seemed to be encouraged}). 2nd. This "fix" tries to get rid of the problem/complaints indirectly and in actuality ends up creating more problems. Honestly, I didn't hear any complaints about the flipping until this update.I think that if ALL the users of these 2 weapons contributed to the polling of this update, this update would not have come. For analogy, if 10,000 people buy a Rolls-Royce car, and it runs great, they say nothing, it's what they expected, but if just one person manages to get a bad Rolls-Royce they are going to raise hell about it being a problem that someone needs to pay for. I think the complaints came mostly from those who didn't know how not to be flipped.(see appendix) If flipping too much actually is a problem then there are other ways you might think about, (or suggest to whoever gives the orders)to fix it. HOW TO FIX/REDUCE THE FLIPPING Solution #1 (main suggestion) If impact against turrets was the problem, why not change that? Why take impact from the impact guns? Couldn't the turret sides be sloped, at least mathematically? With a slope, the impact force will mostly be vectored down. It will not tend to flip, unless you are in the air or otherwise unstable. This will allow the all important corner shot to be left alone, while still reducing the flips and allowing damaging shots to be made on the turret. Solution #2 You could add a 6th supply. It could be on any key from 6-9 to leave room if you ever decide to add more supplies. The supply would be a non-damaging impact/concussion mine that can only be used when upside down and would take 4-8 seconds, (your beta testers could learn the right time) to activate. It could be made 1 of 2 different ways. First, you could have it's impact off-center and self-adjust for the weight of the hull to perfectly flip it back to it's tracks or, if the coding proves too difficult, you could have a centered high concussion blast that would throw the flipped tank in the air. The player would then use his turret recoil to right himself before he lands. However, I still prefer the turret-impact-vectored-down fix rather than this one. Sincerely, donut70 (Appendix)HOW A PLAYER CAN STOP HIMSELF FROM FLIPPING 1. not taking ramp tops at full speed to not be unstable. failing that... 2. not letting themselves be hit on their side at a 90% angle. failing that... 3.turning their agile light tank head on or away from the impact as the rail is glowing, (smoky CANNOT flip a stable tank on the ground). failing that... 4.ramming their tank against something to help absorb the impact. failing that... 5.firing towards the enemy when hit to instigate a barrel roll. finally, failing all that... 6.If they cannot deal with the instability they can switch to a Hunter or Viking and learn to outmaneuver rather than outrun an enemy. P.S. To prove I am not the only reasonable voice among the complainers I direct you to one of my friend's recent posts. http://en.tankiforum...41033&p=4285819
  9. This reduced range of ranks has not helped the players who CHOOSE to join battles against players who are stronger than they are, then whine about how it isn't fair, but it has caused a problem for M2-M3 clans who now find that half their members cannot play with the other half or against other clans because their rank doesn't fit. I suggest that you put the range of rank limits back to how it was, then periodically remind players through your loading bulletins, that if they don't want to play against strong opponents, they need to join or create battles where their own rank is near the top. If you refuse to do this for the normal battles then I suggest you at least allow a greater range of ranks for PRO-BATTLES so that clans are not affected as badly. That's my2cents, thank you for listening.
  10. Yes it is, a m3 hornet on nitro can circle strafe like you wouldn't believe with hardly any chance of tipping. A wasp, while faster and with a higher turn speed, is harder to control due to possibly flipping yourself just from taking too tight of a turn.
  11. Finally an article that explains ways to use the lazer, maybe this will shut up some of the complainers who think it was a nerf. On the receiving end of shafts , I personally think the reduced wobble has more than made up for any undermining of camo from the lazer.
  12. donut70

    THE GAME: winners

    "an error has occurred, you have reached your downvote quota" You should be ashamed of yourself. THE ANSWER IS CAPTAIN and i have the picture and clue trail to prove it. Stop misleading these kids who don't know any better.
  13. alright boboiii, ask a youtube guy named AbsoluteZero, he is a gismo who has no trouble either.
  14. jomama_tanker I suggest looking at the edit I added to my first post that you replied too. I also want to mention that your reply dismissed without rebuttal my points on the fairness of the update in favor of complaining about how unrealistic it is. (I agree a visible laser on a sniper is unrealistic, but being realistic isn't the point of tanki in the first place. being fun and fair is.)
  15. donut70

    More updates to the battle list

    Alright Semyon Kirov, Tanki developers, and tanki CEOs who actually make the decisions. I have read about the recent updates as much as I could and I am now prepared to write. PRIVATE BATTLES and the REMOVAL OF 500 CRYSTAL FEES FOR SINGLE PRO BATTLES: I would like to reference DidYouKnowThat's post, which made it very clear that putting private battles into the payed pro-battle category is a RESTRICTION and not a SOLUTION. I highly doubt that you can give me proof of players raising a hue and cry about privates battle ruining tanki. In fact, free private battles were one of the most useful and appealing features to low ranked start up clans, parkourists, tankers who preferred playing with friends, and mid-ranked players trying out formats for the first time. Now players must pay 5000 crystals a month to take part in private battles. This is especially bad for clans who need to practice without interference. While I myself can afford a pass each month, several of my starladder tournament excluded players, (m2 rail is my minimum requirement) cannot afford to spend 5000 a month to practice or participate in a war when that is almost equal the amount they get each month. The 500 crystal fee WAS affordable, yet for no stated reason at all you have removed this helpful and flexible feature. In short, free private battles previously had unanimous player approval, and the choice to charge for them has been received with almost unanimous disapproval. This leads me to ask. Why, what are your reasons for this? I FORMALLY REQUEST FOR YOU THE TANKI STAFF TO STATE THE REASONS FOR THIS CHANGE. NAMES OF BATTLES and FORMATS IN GENERAL: I greatly appreciate the planned implementation of built in format controls for the XP format, but I cannot fully enjoy it unless you plan to continue adding formats. My suggested format would be the 6 vs 6 LIGHT format . the one that allows 5 rails and one smoky for each team, and is the official clan war format of Starladder . Names like "light hulls only" or "smokies only" introduce new formats. NOTE: I will edit the 2nd portion. I am just saving it for now by posting
  16. TO ALL SHAFT USERS WHO THINKS THE LASER NERFS THE SHAFT. I have seen many shaft users who are not hindered by the laser at all. I suggest looking up YouTube videos that show tips on how to trick the enemy with your laser. I also know that you have to be in scope mode for a full second before your laser evens comes on. They won't be able to react if you aim at the enemy in arcade mode, then drop into scope mode for the kill shot after 2 seconds of charging. EDIT: It has come to my attention that no less than 4 youtube guides on the shaft's laser already exist. Here is the link to one of them https://www.youtube.com/watch?v=hfvPPdYHOVo Please notice that this is of a mere sergeant using what seems to be an m1 shaft,( when the spin speed is low) and he displays no hindrance in his abilities caused by the laser.
  17. donut70

    V-LOG Episode 25 is live!

    well guys congrats on finally beating the previous record of 210k crystals set by the winner of the old crystallizer contest.
  18. donut70

    Let's Discuss Ricochet!

    The developers need to face the fact that they have given ricochet a rather insurmountable* advantage in dpm compared to everyone except the firebird, (* assuming equal skill here). Don't tell me that it is fair when the clip is depleted. If a rico user has allowed that to happen,( without having fought 3 tanks at once) then they truly are a noob player. I fully realize that there are skilled players who use this and are dominant with it, I am not calling the turret a noob weapon, but that it is overpowered to the point that some actual noobs never need to use it to it's fullest extent in order to win. Even the unskilled players using rico are a more deadly enemy then a skilled opponent who is using any other turret.
  19. A sherman's cannon COULD destroy a tiger, it just had to be a direct shot on the back of the tiger, (least armor thickness).
  20. m2 smoky, if you have skill that is.
  21. donut70

    [Issue 29] A Guide to Camouflage

    my dad likes to randomly blast those lost temple spots with his thunder, most of the time he manages to kill a shaft or 2 with the splash.
  22. I know from experience that hornet on a flipped mammy will work.
  23. donut70

    [Issue 29] Main Topic

    wonderful job guys, I now need to plan a new name for my own smoky guide, but it was entertaining and well thought out.
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