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D3rgy

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  1. D3rgy

    Maybe I'm just new but...

    Hmm interesting. I haven't spent nearly as much time in the team arenas. Maybe that'll help.
  2. D3rgy

    Tankionline needs new maps

    I can definitely see that. I'm also curious, what do you think about the size of the maps? It seems to me the size works alright until you get about a dozen ppl. At about that point it turns into spawn point ganking. I also think having tanks spawning on top of each other is kinda lame.
  3. D3rgy

    Maybe I'm just new but...

    I've only played for 3 days, but I've played other tank games...It seems like the action of the game (tank speed) could stand to be about 10% faster...half of the time you can't even get away from the spawn point before you get jumped. Upping the tank speed would expand the 1 on 1 combat style a bit as it would allow for more figure-8 style maneuvers, jukes and wrapping an opponent (despite the 360 degree turrent it could still be effective, hell half of you guys don't even use your turrets). The combat as I've seen (after 3 days granted) seems very standoffish and primitive. Not being able to use your turret should make you stand out as a complete n00b, but it doesn't in this game. Having all the tanks so slow sort of acts like the great equalizer. If you can't juke (because it throws off your shots way more than your enemies) and you can't wrap (because you're too slow)...you're basically reducing the combat system to who gets the jump. It seems like the tanks get stuck on every little corner...like a physics issue or something. If you hit a wall at an angle you shouldn't stick to it. They've got ricochet physics for weapons...just a hint of ricochet with tank physics seems like it would help slide off of walls. If the tanks are going to flip over so easily, it'd be really nice to have a way to flip them right side up again. I know the flipper mechanics can be buggy and no real tanks have them, but the idea of having a tank so easily made hapless seems a bit antithetical. If you are going to spawn on top of buildings, they shouldn't be so tall that getting off them without flipping is ever problem (unless increased distance due to tunnel systems or something). A one story fall should be nearly impossible to flip on. 1.5 story fall, sure maybe you should flip. But a tank falling the equivalent of 10 feet and becoming completely immobilized until its destroyed is absurd. Obviously realism isn't the main concern, but it is a pointless distraction. The ghosts from destroyed tanks linger a long time, and are as sticky as the walls. It really contributes to a general sluggishness in playability...
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