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Anyone can share experiences of the shock freeze alteration against an opponent with 50% protection from Freeze? Not enough data in previous screenshots to say freeze is overpowered: Conditions aren't really known, the level of protection of the enemies aren't known (probably none), whether they used overdrives, supplies, etc.
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A couple of ideas to extend game functionality and prolong its limited lifespan. Let me know what you think in the comments. :) The idea is that a supply / feature can be added that will enable you to heal after every kill. After every kill you get healed immediately. To balance this the repair kit is disabled. A force field / rotating damage ring that will deal damage to the enemy whenever they are within range of you, like 3 - 5 meters range. A new overdrive / power-up that rains down meteorites down on the enemy base. Could be added to the planned hovering tank. A supply / power-up / overdrive enabling you to jump briefly.
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Not sure if it was linked already, but here it is: http://en.tankiforum.com/index.php?showtopic=360161 Should it be marked as completed? Yes, the promo codes functionality should be changed / replaced with something else.
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Demise of the game is foreshadowed. However, as long as the buyer community is consistent, there remains an incentive to keep the game alive. Once the buyer community disappear / the game which was made on the flash engine becomes too hard to maintain, the game will eventually close as they would be unable to cover their costs, i.e making below normal profit. (As Tanki X is a seperate project) The creation of Tanki X probably meant less development time on the game. In terms of not listening to the players, the same probably can't be said for Tanki X. Not being able to communicate with the devs easily may also be an issue. It appears they have prioritized their own agendas (profit) over user satisfaction, which isn't surprising - I wonder why?...
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When the developer decides to think for the player, these problems are bound to arise. Too many game-nerfing updates to even mention, there should be opinion polls to see if the community likes the update before they occasionally open the test server, and implement it anyway.
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"Infection" Upon activation of this supply, you are able to infect a single or multiple tank and deal continuous damage to them per second without being in contact of them. Upon them making contact with another enemy tank / killing the enemy tank this effect is immediately transferred to the enemy team mate. To balance this, it will have a long possibly dynamic cool down similar to the Overdrive system. This will help to add more variety to game-play in non-PRO battles, and decrease the chances of the user relying on a double damage / armor and creating a drug war.
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With PRO battles in mind: An idea is depending on the map you can only be allowed to equip 75% of total modules like 2 out of 3 short range modules depending on map. In short range maps at this range users are more likely to be strategically equipped for games, and may use protection as you said for short range turrets in a small map like Sandal, but most likely if the enemy has those turrets and they are effective. Different weapons are good for different scenarios as you won't need to protect from all the weapons in the game - only those the enemy is using the most, and are effective. However, you may see users protecting against a specific weapon, that they may be weak against due to their disadvantaged hull / turret. The idea is to diversify equipped modules, but it could also diversify the game as users will have a fairer chance in combat and those without the same level of protection as their opponents like those in (Marshals and Legends rank brackets) can fare better against their opponents. Short range weapons are designed to deal with your opponent quickly, and are probably better paired with a lighter hull. Other turrets have advantages in range, modules tamper with the ability to effectively utilize these shorter ranged weaponry. Remember, it would also be the same for your opponent, making it more balanced. E.g. With everyone on a map using 50% Firebird protection, your job becomes nearly impossible paired with a lighter hull (please keep PRO battles in mind) Thanks, your suggestion is better and I hope it gets implemented, but I also think both ideas could go hand in hand. I'd recommend you read the idea again and also consider Maf's suggestion. Anyway it's just a rough concept, with PRO battles more in mind: Maybe per bracket the user could only be allowed to equip 75% of total modules like 2 out of 3 short range modules depending on map.
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Valid Diversify Equipped Modules
XLG1 replied to XLG1 in Diversify Equipped Modules Ideas and Suggestions
With PRO battles in mind: It has to be problematic when being proficient at E.g. short range turrets in small battles / maps and your opponent(s) has equipped protection against (the only) 3 melee range turrets. Based on the battle scenario, as there are only 3 - 4 weapons per category (Melee - Long range weapons); It makes game play longer and more unfair. So what I propose is that, per category, you can only equip protection for one weapon of each tier like protection from 1 Long range turret and Medium range Turret rather than having protection from e.g. Hammer, Twins and Ricochet. Why should anyone even listen to you? This suggestion should help to diversify game play. In long range maps especially in PRO battles which is where this idea was aimed at, having protection against all turrets of a certain caliber / range lengthens game play, In non-pro battles increasing the chances of a drug battle to finish things. Appreciate any feedback! Kind regards -
Idea for Supply: Global Targeting System (GTS) Upon activation, automatically identifies the most vulnerable tank and points him out to you, helping to maximize K/D and increase efficiency , rather than engaging a target with protection. Based on a number of factors such as health level, protection level, position, distance away from the tank etc. Would be especially useful in Deathmatches / Team Deathmatches.
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Good idea, but due to the age range targeted by the game, this may be off putting. This is where my idea about the processing in the server being done, possibly even partnering with a cloud gaming service to offer the game, this will alleviate the problem of lagging mentioned in the OP, resulting in fairer, more engaging matches, possibly saving electricity costs depending on usage: http://en.tankiforum.com/index.php?showtopic=367622
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Some users complain about Magnum being 'OP' (questionable, not the highest DPS weapon in the game, has a considerably long reload + the time it takes to adjust aim and power....) I propose for Magnum to have less damage by using short range angle and more medium / long range - if the person uses 0 - 5 degree angle damage is above minmum damage but higher if using a longer ranged scope. Players complaining probably use no protection and low health hulls PROS Will increase the skill of Magnum users make them less likely to use to same angle for shooting with less damage Weapon is used more like intended, med / long range rather than short ranged cheap shots CONS Developers need a reason to nerf the weapon so will most likely decrease damage when its not necessary or reduce splash damage
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XLG1 started following Alteration kits
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Nice, may bring back players to a dismal game. Want to join but preferred turret is nerfed (freeze) when person has protection module freeze effect is reduced so they just turn around and destroy your tank :( If freeze effect could remain the same despite the protection the person may have, damage wouldnt increase / decrease thanks. (no quotes please)
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Am proposing for change to hammer ( pellet spread and reload) A shotgun where you have to reload in front of the opponent isnt really an effective model as the first shot would damage the target. Pellet spread should be at a more immersive / straighter angle like a semi circle area of effect but sightly shorter First 2 shots should have a shorter reload and the third shot should have a slightly longer reload. This would optimize it for short range encounters rather than having to empty out all 3 shots, increasing efficiency. A slight miss results in signicantly less damage which is nonsensical, so finishing the target in 3 shots requires more accuracy than any other weapon. Maybe each shot you can fire after its reload stage so full clip divided into 3 you can fire each after reload by holding spacebar down, but to keep things balanced the reload would be slightly longer so if 1 clip would take 3 seconds to reload it would take 4 seconds with this, but full clip reload would be the same by not pressing spacebar