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bdeck

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Everything posted by bdeck

  1. bdeck

    labels on Feedback site

    The labels on the English-language portion of the feedback site are in Russian.
  2. bdeck

    Game window freezes but rest of game does not

    Occasionally the game window will freeze on me, even through the end of a match, but everything else keeps working. If I ht the pause button when this happens, it says I will time out in 99.99 instead of 5 minutes. Is there any way to unfreeze it -- clearing a cache or anything -- without exiting the match?
  3. I have a good connection -- just curious about the default server that the system assigns me to.
  4. bdeck

    Do different servers have benefits based on location?

    Often when I log on, the server I would connect to by default has very few players. Is there any benefit for me to join such a server? Such as lower lag time? In other words, does the system place me in a server based on my location in the world?
  5. bdeck

    Issue with changing password

    When I follow the instructions for changing my password, the link in my email is for a Miniclip page. When I click on it, I can see a page that looks like Tanki -- color, fonts, etc -- for an instant, then the page goes white and I get a 404/not found error. I've tried the link in firefox and IE. update: I copied the link in my email and changed the beginning to match the link shown in the "how to change your email" thread and the password change worked as it should.
  6. bdeck

    Tankmen's Day paint protections?

    Does it have any?
  7. bdeck

    Micro-upgrades in progress

    Then offer major upgrades as package deals that cost less than upgrading every characteristic separately. Upgrading one or two characteristics with microupgrades would be cheaper than a major upgrade, but the major upgrade would be cheaper than doing everything through microupgrades.
  8. bdeck

    Micro-upgrades in progress

    I think the devs should eliminate major upgrades and make micro-upgrades the only upgrades. Players could still need to achieve rank to upgrade past certain levels, but that way a player could upgrade the characteristics they want. Same with hulls. Players could just upgrade speed, or armor, or energy, or rate of turn, etc. It would be more fun to pick the specific characteristics we want to upgrade. for paints, certain paint schemes could have built-in protections, and upgrades could be to add more protection % for existing protections and add protection for new weapons. Again, players could be required to achieve rank to unlock higher levels of protection.
  9. Just tried it in TDM -- got points but only after someone else finished off the enemy I hit. That makes me feel a lot better about finishing off enemies or getting the first shot and then having someone else finish the enemy off.
  10. Not silence or any other existing map -- a map designed for such a game. The key question: Can a match be set to end when all checkpoints are captured by one side, or when a certain player is killed or when that player reaches a certain checkpoint? For a demolition match, frangible objects would be necessary -- that may be more involved, and likely needs to be discussed in Russian.
  11. If you deal a lot of damage but do not get the kill, do you get any points?
  12. bdeck

    Let's Discuss Isida!

    Now I wish I'd gotten Isida instead of rico...
  13. bdeck

    Let's Discuss Isida!

    If you're healing teammates but not scoring kills, do you get any benefit in the rankings for crystals at the end of the match?
  14. Rail is a turret that lends itself to stealing and donating. Sometimes I get frustrated when I take the first shot and watch someone else get the kill while I'm recharging, but then I remember how I so often get the kill from some poor twins/firebird/freeze/isidia user who's been blasting away until the moment I swoop in. I think it would be nice to have the game stats reflect total damage dealt instead of kills. That way, no one loses out when a kill is a team effort. That might take a considerable redesign of the game engine, though.
  15. bdeck

    Maps with different victory conditions?

    Apologies if this has been discussed before, but I searched and didn't see it: I enjoy Tanki, but it feels repetitive at times. Would it be possible to build a map or match style where the match ends when something other than a number of flag captures or a number of kills is achieved? For example, a map/match that ends when all checkpoints are won by a team? My idea is this: A long, rectangular map with each side starting at it's own end. As a team pushes forward, it is farther from it's own spawn point so it gets harder to capture and hold territory. The match ends when all checkpoints are won by a side. Also -- a map where one side wants to destroy something and the other wants to defend it? An escort map, where one player is in a vehicle with a weak gun or no gun at all, and others must get that player to a safe point? I'm basically thinking of map scenerios from Counterstrike (kidnapping/rescue, bombing/defense, escort the VIP) and Day of Defeat (demolition/defense, checkpoint capture). Maps where there was a specific goal were very fun. If such capabilities exist, I'd like to try my hand at designing such a map.
  16. Rhat second video was great -- showed some really useful examples, thanks!! Biggest things I see as a rico noob: -- I'm used to long-range sniping with rail, but rico is no good for that. -- I'm used to lining up a shot and shooting while stopped; rico is most effective when the tank driver stays mobile to avoid return fire. -- Coming in close and then firing while retreating works well, but only if the enemy is distracted by your allies or if the enemy is just fleeing and not shooting back at you. -- You need a hull with high hp to withstand opponents' fire while you get enough hits to take someone down. For now, I'm going to stick with rail, but may give rico a try if I get a heavier hull like mammoth.
  17. I would like to see the option to change sides in a battle -- limited to players going from the team with most members to the other side. There are times I would like to even out the sides without having to go out and back in.
  18. A railgun that fires as soon as spacebar is hit, then recharges. Guess that might be thunder or shaft, though. A gatling gun. Basically ricochet's rate of fire but higher damage, less damage drop-off at range, and no bounce effect. It would be pretty deadly up close, but would become less accurate at long range so tht it wouldn't be overly powerful. At range it would still hit hard, but it's shots would be randomly spread out over an area (widening cone as distance increases). Not like twins, which does no damage at range. Twin smokies with no critical hit. Same widening accuracy cone as described above. A mortar. High damage and splash damage, but unable to fire within a certain range. Ideally, the player would be able to specify the range of each shot. Of course, this might not be possible in the current game design. Homing missiles. Again, this might not be possible in the current game design. An amphibious hull and maps with water. Wasp or Hornet with a short-term speed bost that would be compensated by a period of slower than normal motion. Wasp with a Mammoth outer shell that can be jettisoned.
  19. I searched this section to make sure I didn'tmiss something previously, and the only thread dedicated to rico was "let's discuss uncle rico" -- which has very little practical advice. That's why I posted this thread. My apologies if I missed something in another section, but I thought the Gameplay section would be the one I wanted.
  20. bdeck

    Ricochet -- strategy suggestions?

    Just bought ricochet. Previously, I was an exclusive railgun user, and I'm decidedly unhappy with my purchase at the moment. Any suggestions for strategy with ricochet would be greatly appreciated.
  21. bdeck

    Long versus short battles -- impact on crystal income

    Do longer battles make sense if you're looking to get income? I recently played a capture the flag match where the endpoint was set at 100 captures. It took a long time and I joined the match halfway through. The battle fund at the end was a little more than 3000 crystals, and the winning side got payouts of roughly 700 to 300 crystals, depending on rank. If you're looking for income, does it make sense to play such long battles, or will you see similar benefit from getting quick payouts in shorter battles? Alternatively, should you ignore battle and go for crystal chests? Some maps drop multiple chests in close proximity, and a speedy hull could lead to lots of grabs, potentially.
  22. bdeck

    Sales

    Riccochet sale! Please pleae please!!!
  23. Do you earn more crystals in battles when you're higher rank, or when playing in games restricted to higher ranks?
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