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Everything posted by Repair-Kit
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Thanks Tanki - just made good use of paypal and a x2 crystal card. That's me set for my m3 viking and inferno paint next rank, and with a bit of luck m3 twins - when I eventually get to Marshal that is.
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hehe, m1 wasp, m2 smoky with holiday paint.
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deeejaybeee commentary on Iran ctf match
Repair-Kit replied to Repair-Kit in deeejaybeee commentary on Iran ctf match Archive
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Major General HolyNoodleness to the rescue...
Repair-Kit replied to Repair-Kit in Major General HolyNoodleness to the rescue... Archive
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This proposal has nothing to do with one's ability to play the game but as you mention it, it takes more skill for a non-drugger to beat a drugger. I suggest it is you who needs to learn how to play and stop hiding behind the cowardly drug overdoses you so endorse. Tanki change the game dynamic all the time. Most ideas, suggestions never get a second look, I don't suppose this one is any different but it's good to discuss and get fellow players opinions, even if they're pompous buffoons.
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Under this proposal, there won't be any more or any less points available in any ctf battle, It would stay the same. The crystal reward for the battle would also stay the same. I think what you meant to say was, 'if there are less points with drugs in ctf battles, then no PERSISTENT DRUGGER would create ctf fights'. I would certainly create ctf battles, supply-rich or not because ctf battles can be very enjoyable, and judging by the results of the poll, I would not be alone. Drugs enable a drugger to capture the flag which carries a lot of points, this would remain unaffected. And you can still crush people and make killing waves. This proposal isn't asking for any change to that regard.
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Altering the points received for a kill by -1pt per drug won't stop people buying them. The proposal is for CTF only. Do you have statistics for players buying drugs? What research have you done to conclude that tanki's loss will be "huge". Can you put a figure on it? No? Thought so. My guess is a change might actually encourage those disillusioned players who feel it necessary to break from tanki, frustrated with being on the receiving end of seemingly endless waves of rabid junkies, to return and maybe buy upgrades.
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No it doesn't. The point of drugs in CTF matches is to allow you to capture the flag more easily. The frustrations felt by those supply-poor players are a massive turn-off to tanki because if they're unable to compete then what's the point of playing. Nobody is suggesting a drugs ban or cap, just a points solution which rewards skill and penalises cowardice. Which attribute do you have cgd1? The latter probably.
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Thanks, That looks ok, could do without the big palm rest though. Looks like that can come off. Seems expensive. That looks very expensive and will add £50 per year to the electricity bill :P
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Hi, It seems like most who took part in the poll agree mchen and I guess you're right too. What we have to do is come up with a solution that makes game play fairer for the majority, preserve game balance and doesn't detract from Tanki's main objective which is money making, although "leeching" is much more descriptive. Discuss the subject long enough in threads like this one and maybe one day they'll take note and implement a modification or two. Maybe not but it would make those on the wrong end feel better. And if we were to gain an additional point or two for killing smack-heads even better :P
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Anti-Ghosting Keyboard - recommendations please.
Repair-Kit replied to Repair-Kit in Anti-Ghosting Keyboard - recommendations please. Archive
I hate the fact that my keyboard lets me down at times so I'm looking for a comfortable, cheap, full-size, comfortable anti-ghosting keyboard. Recommendations appreciated. Thanks, ps. I know I said comfortable twice, very important that one, :D -
You've obviously not been in a game where half a dozen druggers come in for 3 hours, smacked up to the eye balls every attack they make. "use supplies wisely" - that's a laugh. I think you're just an ignorant hacker who has found some way of getting infinite supplies. Good this, "I think" game isn't it. You can say anything that has no bearing on reality whatsoever just to make a nice soundbite. Ever thought of being a politician? Course not, I think you have to have an education for that. Oops, there I go again.
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Yesterday's and todays allowance.
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As I say, I'm not against druggers per se, I'm just looking for something that redresses the balance against those who seem to have an unlimited supply in long drawn out matches. Saving daily allowance isn't good enough somehow as I never seem to get enough to make a difference. If the scoring can be changed for TDM, allowing those who contribute to the kill to also get a share of the points, then I don't see how my suggestion, or variation thereof (like your idea DidYouKnowThat), is that far off the mark. 7 votes so far, 6 for change, 0 for no change, 1 don't know Seems pretty conclusive what Tanki players want.
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That's not in dispute. I do when I get them. I don't blame druggers whatsoever. So your input here was pointless. Your guesses are worthless and wrong. Well done you. I'm not talking about daily bonus. I'm talking about a whole team that manages to drug up wave after wave after wave, 100's of waves. How people manage to acquire that many drugs is beyond me. Now my proposal doesn't stop drugging whatsoever. It just makes things fairer points wise. This aspect was missing from your reply. Probably too stupid to understand.
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CTF Scoring Solution to Drugging?
Repair-Kit replied to Repair-Kit in CTF Scoring Solution to Drugging? Archive
Drugging gives a player and their team an advantage, sometimes unfairly if your opponents are consistently doing it. I've seen countless complaints about how people can't compete with supply rich opponents but nothing ever gets done, probably because it's detrimental to the tanki business. Here is a proposal for an alternative scoring system, specifically for ctf matches, which preserves balance while making things a little fairer at the same time. For druggers, Instead of 10 exp pts for a kill, make it -1pt per drug used at the time. So if all 3 drugs are in use, a kill would only be worth 7 exp pts. Conversely, for those without drugs, killing somebody who is using their supplies would gain +1 exp pt for every drug their enemy employed, making 13 exp pts maximum for a kill. Druggers against druggers would stay the same no matter how many each player are using at the time. Points for capturing the flag remains unaffected. Druggers get their reward from demolishing others and winning a larger proportion of the battle fund. There is no need to reward them with the present rate of exp pts too. Edit: 9th/Apr/2013 43 votes cast Yes, 62.79% No, 23.26% Neither, 13.95% -
Here's a bit more info based on my game-play. I've just played 5 hrs straight and amassed a whopping 6066pts in a fast and furious Silence CTF (80flags) battle.An extremely good haul by my standards. Extrapolating then would mean I would have to play 34 hours and 20 minutes before my purchase of the Score Multiplier pays for itself. After that time has elapsed, based on the 6066pts I just earned, I could expect to my Score Multiplier to give me an extra 364pts for every hour played. The numbers here are based on one game and I would guess, as this was a good game, that on average, I would have to play around 40 hours before the Score Multiplier pays for itself. Meaning, play on average 1 hr 20m every day to break even. More than that if I want the Multiplier to go to work. So given then that you would have to play so long, and given that the Multiplier costs so much and only lasts one month, there doesn't seem to be any incentive for anyone to buy it. Tanki might want to review this one. Hope this post helps someone.
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Obviously. Both Multiplier and buying Experience are ways to increase your Exp Pts. I was more interested in the viability. I worked out that having a Score Multiplier and if you destroy less than 4,167 tanks in one month, then, you would have been better off buying experience instead. That would take me 1 - 2 hours of play. How about you? So another way of looking at this is, given that it takes 1 - 2 hours to get 1,389pts, you'd have to play up to 60hrs hours a month just to break even. How often is that going to happen? I've been pretty dedicated over the last 3 months and there is no way I'd waste crystals on buying a multiplier at this current price. The only time I'd consider buying experience at this price is if there was a sale on for something I wanted at the next rank up, but only if it was financially viable, so to speak.
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Score multiplier vs Buying Experience
Repair-Kit replied to Repair-Kit in Score multiplier vs Buying Experience Archive
Is it worth getting the score multiplier at it's current price of 12500 crystals? If you could spend a similar amount on experience you'd get 12500 pts, so the question is, how many points do you need to earn before it gives you an advantage over just buying experience directly, which is currently 1000 crystals for 1000pts? Let's say you earned 41670 pts - the score multiplier would add 30% giving you a total of 54171pts. That is 12501 pts more than normal. I'm not sure what a month is in tanki terms but if it's 30 days then you'd currently have to be earning over 1389pts a day to make this multiplier work for you compared to just buying experience. How much game time is that for you? I'd be interested in fellow players feedback. Let me know if my maths are wrong please. -
Having no evidence concerning Iraq has never stopped Americans before! What gives? ;)
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Oh my lord. Where can I buy that? Take my money now!
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Embarrassing way to rank up to Brigadier...
Repair-Kit replied to Repair-Kit in Embarrassing way to rank up to Brigadier... Archive
Not for my little old Wasp/Smoky combo, I mean the poor sap I just destroyed doing it! :lol: Time for a M3 Isida I think. -
I use firefox and get 50fps, ie is 60fps but I find it's harder to control for some reason.
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Hopefully my suggestions will be noted. 1. Have a cap on drugs used per player per game. The cap would be dependent on the game variables or user defined at the creation of the game. There is nothing worse than to spend two hours getting a battle fund up, working hard just for a bunch of rich folk to jump in and steal everything. Drugs in a game can be fun but i'd say it's a big turn off for many players who don't have the financial resources of an oil tycoon. 2. Have a 5minute timer for anyone holding the flag. If they don't capture within that time, it reverts back to its normal position. This will stop spoilers. 3. The distribution of crystals at the end of the game should take into account the length of time a player has been in that game. Players see a large battle fund and hijack the game for the last half hour can really hurt a player's prize when they have been there since the beginning. 4. Take points off tanks that self-destruct. 5. If I go and purchase something from the garage for full price and then in the same month there is a sale, tanki should do the ethical and fair thing and refund us the difference. Either that or give us more notice that a sale is coming. 6. As well as gold boxes, have vouchers that periodically fall. 5% off your next hull or 10% off your next weapon etc. 7. Take note of players birthdays and give them a gift on that day! 8. Mines last longer after you are destroyed. Say 5 seconds longer. I would love to see all these implemented.
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There is nothing more infuriating to your enemy than sitting at the top platform in Silence with a Smoky. The op was not asking for advice, merely asking a question. Reminder: This is a game that people play to relax, switch off or have fun. There is nothing "man"ly about playing this game flower! Clint Eastwood would have been a better choice given the op's name. B)
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