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Everything posted by the_enemy
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Until Tanki decide on yet ANOTHER "rebalance" and nerf the hull or turret you had been enjoying playing with, and been doing well with. This game is no longer fun. You plan what you want to upgrade, and Tanki just keep changing things under your feet. I have a garage full of mostly useless hulls and turrets now. :angry:
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Yes it's called Hedgehog Hana (or sometimes Hana-Chan). African pygmy hedgehogs are the most common breed for having as a pet, and most importantly it looks like one. And it's the size of the owner's hand despite being an adult, so it's definitely a pygmy.
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It isn't just any hedgehog. It's an African pygmy hedgehog. I'm going for the kit answer. I'm surprised no-one's mentioned the fact that if you don't have Mammoth M2 specifically, you would have no hope in doing this yourself. And my friend's account is also affected by the erroneous "No linked email with this account" even though he has one linked. Every year, new Game, new mess ups making it possible for only some to have a chance
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So I've been playing CP for a while now with these changes. My verdict is that the changes are bad :(. For example, earlier I was in a 3x3 Island CP, but only 2 on each team. My team were winning a lot and had held the point the vast majority of the 10 minutes of the 15 minute battle. Then 5 minutes before the end, one more person joins on the other team and they all drug. I drug too to make it less unfair. But the score: 48-0. So we were winning most of the game, but got *zero* at the end. Unlike most of the battle, they were able to keep and hold the point consistently, rather than it swapping between teams more earlier on. Some people would say that the stronger team won - but that's missing the point. The balance of the game is now entirely shifted to the last 5 minutes of the battle. What happens before that is irrelevant. This makes CP ripe for invaders. The purpose of the update was meant to even out the teams, but it has perversely made it worse - a battle that was even most of the time got lost disproportionately. I had been open-minded, but having actually played quite a lot of CP battles now, it's clear the CP update is a FAIL. Need it be entirely reverted? That would be better than at present - as others pointed out, why not make CTF mean capping a flag deducts a cap from the other team? It's the same bad logic. But at the very least, don't make the rate of point loss the *same* as the rate of point gain. Make it half or less, so the losing team still has hope, but it doesn't skew the whole battle. Until there are changes, I will be avoiding CP.
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I hope the number of deaths, D/L ratio and so on excludes parkour mode! Even the amount of hours you play, because otherwise a clan leader might look at stats and think that you've got low XP for the number of hours played.
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Things like the highest kills/flags in a battle will be skewed when there are potentially idle/paused players and one team is dominating the other - making the statistic almost pointless. And also differences between maps - there's a big difference between a flag capture in Island, versus one in Dusseldorf. Also, viewing someone's friends list would definitely be pushing loss of privacy too far. Also, highest D/L would be infinite... you only have to join a battle close to its end, and not die for it to be infinite. Accuracy would be a hard one to do given the behaviour of some turrets. My wish list would include Favourite map, Favourite mode, and Best score in each map/mode (so you (and others) can see which map/mode you are most succesful at)
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Although the V-log mentions it initially supporting "PCs and Macs" that will also include Linux, right? Since it's supposedly meant to be straightforward in Unity to export it for Linux (or Chrome's NaCl) I hope at least Linux will be included even if maybe not initially as well tested.
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Actually, one thing that might help is if, as well as the burning, you also couldn't fire it again if you've already overheated until you've cooled down most of the way, added to someone's earlier suggestion of the firing rate going down as it gets hotter too. This is a bit like real life where a machine gun jams if it overheats. This would add a bit more skill to using it, as then players couldn't just hold space down for ages and ages without risking becoming defenceless.
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It did sound like an interesting idea before it came out. But having played with it on the test server, I think it would not be a good addition to the game. Even if it's not quite as OP, with vulcan around I think it will have a negative impact on gameplay. It definitely takes way too long to overheat, and it's too simple to just use a repair kit to fix that. There's going to be a lot more camping, and lighter hulls have no chance against it, not just due to damage but due to the knockback. I hope tanki changes their minds and drop the idea.
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Obviously it depends on what else you use the internet for, not just tanki. What OS and version are you using? Once we know that, we can find an appropriate tool to measure how much bandwidth you are using over, say, 1 typical day. Then just multiply that by 30, for approximately the number of days in a month.
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pls dictator
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I have never had a response from a moderator with /vote against mults (nor fly hackers or other cheaters). If tanki are going to remove this, then they need to appoint more moderators. I suspect that many of the moderators are Russian, which means they will only be around during the times when Russians play. That doesn't help those of us in Western Europe (or North America).
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Railguns are listed as doing a variable amount of damage, e.g. 93-139 for M2. Someone told me that the damage of a railgun that you actually get depends on where on the enemy tank you hit. They claimed hitting the tracks does more damage. Another post in a different forum says you get more if you hit from above. But a post elsewhere in this thread says it is random. Anyone know for definite what controls the damage?
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I've played (and play) M2 with Generalissimos, and come respectably up the score table. It's not just the rank, but how you play that shows whether you get their respect. If a lower rank acts as a noob then they deserve to go. The other big problem with lower ranks is constantly getting in the way because of their desperation for crystals, and especially with TDM when they don't mind seem to mind dying if it means they get cry. It only takes a couple like that to lose a TDM badly. I think the voting system should stay personally. Even at my rank, I still have to put up with mults, saboteurs, noob WOs, etc. from time to time.
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has responded with: So the devs were already aware of the bug, but I guess they're focusing future effort on Unity, so it won't be fixed. While it's not the answer I'd like most, it's an answer, so this topic can be closed now.
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To set people's minds at rest, it does appear to support Linux (otherwise I would also have to stop playing tanki). Just google for: unity game engine linux and you will see! It also can run as a browser plugin, although you would still have to have the rights to download and install that plugin.
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A few extra things I've thought about: Shooting two (or more) tanks at once is good, however I've noticed that if you do that, it does less damage to *both* the tanks. So if it's important to get a kill from one tank (especially a flag carrier in CTF) then it may be better not to have them lined up. Shooting through your own team also seems to reduce damage, also dead tanks. Careful not to fire sideways if someone is also firing at you (and never at all with wasp). Especially at lower ranks, the rotation speed is slow, so use a lighter hull so you can turn the hull faster instead. If you're jumping down from somewhere, like the blue base in silence, try to time it right so you hit an enemy on the way down, not just so you land the right way up. Maybe even wait a little bit until there's a good candidate.
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Your own internet connection can be fine, but it could be at any point in the chain of connections between you and the tanki servers. Most commonly it depends on how well connected your ISP is. You can find out the actual ping time by using network tools like 'ping' or 'traceroute' (also known as 'tracert' on windows). Traceroute in particular will show you the ping time to every hop along the net between you and the tanki servers. The server names to ping are, for example, c1.tankionline.com for server 1, c2.tankionline.com for server 2 and so on. Try this next time you have bad lag and you may be able to find out where the problem lies.
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Lag can happen even on a fast computer and your own internet connection working fine. All it needs is for there to be some delay at any of the points on the network between you and the tanki servers.
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has posted exactly what I've seen, including the greyed out players in the list. I wasn't claiming it was a cheat or a hack. I am claiming it is a bug because, at the software level, it is preventable. Once these "invisible" players exist in a battle, they never go back to normal until you completely reload the battle. But since it can happen at any point in the middle of a battle without you knowing, they can happen out of nowhere. It's a bug, it should be fixed and it can be fixed. I guess I'll PM . Like any good software company, they will have a bug tracking system I'm sure, and it can be reported in there.
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In reference to this post which is locked: Invisible tanks - tanki bug? Trust me, I'm a software developer myself, I know what does and does not count as a bug. Having to reload the page is a workaround for the problem. However the problem should not happen in the first place. It is a bug. It needs to be brought to the attention of the devs. If it's due to a temporary network glitch, then it probably means that the client<->server protocol is too reliant on specific packets not being missed. If my theory as to the cause is correct, one solution would be to have a timeout on when players who have joined have been left in a pending state for too long - that would be an indication that some sort of resync is needed; or alternatively as a fallback, noticing that a player which the client thinks has not joined, has performed some action (movement, or at least destroying, etc.). If you think it would be more helpful, I can directly PM but I was hoping there was some less intrusive way to make the devs aware via this forum. J
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I had it two days ago too, in a Polygon DM having just fired but missed someone with my railgun.
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Make sure you associate your account with an email address (use the settings button at the top right) so that your account can be recovered if it's hacked.
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i suspeckt my acount has been hacked,but i cant change pass.
the_enemy replied to r_the_shadow_wolf0 in Archive
At what point does it say "link corrupted"? Have you tried clicking on the "Lost nickname or password" button? By any chance is it the link you were emailed that says is corrupted? If so, make sure you paste in the whole link. Some email clients may wrap the link onto the next line and when you click on it, won't take the whole link, so instead try copy and pasting the link into your browser, rather than clicking on it in your email. -
I have discovered what appears to be an intermittent bug in tanki with surprising results - it can effectively make tanks completely invisible. It's happened to me twice today even. The first thing I noticed was that I was getting damaged and eventually killed by someone I couldn't see. I initially assumed it was some sort of new cheat. But it turned out it was happening with multiple tanks. Not every tank, which surprised me, but it appears now that it was happening with tanks that had recently joined. Then I noticed another effect which is certain to be related: pressing TAB for the player list showed that some players' names were sort-of greyed out. And it was those players who were invisible to me. It wasn't just enemy tanks either, but some of the ones on my own team too. The text at the top right with the battle progress (who killed who) did have all the names, including of the invisible ones. I rejoined the battle (just with reload in my browser, so I didn't lose my score), and all the previously-invisible players were now perfectly visible and normal. I should have taken a screen shot of the player page, and if it happens again, I'll try to get that and post it here. So it seems this is some sort of bug in the client. I don't know if it may be triggered if the network is temporarily flaky, but I didn't notice a specific reason for it to start. Just in case it makes a difference, I play on Linux. Can someone make a dev aware of this please? Thanks! J
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