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Dirtfloor1

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  1. Dirtfloor1

    Rugby, Assault updates

    Why isnt Rugby played on the stadium map?
  2. Dirtfloor1

    Let's Discuss Overdrives

    How about an overdrive that lets you see the enemy health \
  3. How about a hydraulic ram that comes out the top of the turret or the hull . Mostly used to flip yourself back over if youre upside down. It could also be used in parkour and for getting tanks off your topside and for helping teammates catch gold boxes. Its not a projectile its just a like a spring loaded ram that comes out really fast to flip yourself over and then retracts really slow to recharge. Sort of like the old Robot Wars the way the flipped robots would right themselves. Also make the head of ram pretty big so if its up it makes a good target for shaft or rail. you could make it into a supply if you wanted. This could balance the injustice of losing a kill when you self destruct because now you have a chance to right yourself. If it cost 50 crystals everytime you used it then you would still pay a penalty for flipping but in crystals, not in stats. also - add a paint program or an easier way to upload an image. us old timers struggle with the new ways, also- make the barrel brake on magnum bigger so it can be hit easier with shaft or rail. Those magnums are out of control.
  4. Dirtfloor1

    Tell us your cool ideas for new «Overdrives»

    overdrive should completely change the map youre on. everyone suddenly respawns and the flags go back to home base. maybe whatever tank is winning on each team at the 10 minute mark gets an overdrive but only once . Picture this--Highways... tied 3-3 and the enemy is about to capture your flag.....poof.....suddenly on Chernobyl and both flags are back. SAVED!
  5. Dirtfloor1

    Tell us your cool ideas for new «Overdrives»

    maybe it should double everything you already have activated. if you have double speed maybe double it again so your going 4x faster. and same with armour and damage lets go nucular
  6. Dirtfloor1

    Tell us your cool ideas for new «Overdrives»

    maybe it should knock out all the enemies supplies
  7. I LOVE my Lucky Star :wub: * I'm using English spellings. or I used English spellings.
  8. There is a strategy involved in using supplies. The experiment made the supplies unpredictable. Rail is extremenly vulnerable because at spawn it cant shoot right away and with this experiment you cant sheild up right away. I was spawn killed using rail so many times I quit. Also, there is no point in DA when you have less that a quarter health if you cant health up at the same time because one rico shot can still kill you anyway. Going up the second ramp in highways with the flag on your side you have to health up or you will get shafted for sure. There are millions of scenarios where supplies are strategic. I am sick up people saying supplies are not strategy because they are. This experiment took away the ability to count on the supplies when you need them. If you hate supplies then pay the 5000 crystals per month and join a pro battle.
  9. I like the idea that Assault mode is all about surviving for a fixed amount of time.
  10. Dirtfloor1

    New Year 2016 festivities in Tanki Online

    I love this map. Its fun and well put together but when I play Blue I just accept the fact that I cant win. The scoring is ridiculously bad. 1 point every 10 seconds mean that the most a blue team could score is 90 points in 15 mins. Blue NEVER has the potential to win with 100. The success rate per flag carry seems to be pretty high. Half of all attempts will be successful. Lets assume 30 seconds per carry, That means the Red team with 3 flags can score 135 points in 15 mins. That is why Red always wins. Its unbalanced. Try this scoring system ~ Score 2 points per flag. With the same 50% success rate Red team has the potential to score 90 points in 15 mins THEREFORE ITS A RACE TO 90 If the Blue team can run out the clock and defend 15 mins they win. If the Red team can score better than average they win. If they score less than average they lose.
  11. First of all, Fantastic writing. I love this map. Its fun and well put together. The scoring is ridiculously bad. 1 point every 10 seconds mean that the most a blue team could score is 90 points in 15 mins. Blue never has the potential to win with 100. The success rate per flag carry seems to be pretty high. Half of all attempts will be successful. Lets assume 30 seconds per carry, with a 50% sucess rate. That means the Red team with 3 flags can score 135 points in 15 mins. try this scoring systym Score to 2 points per flag. With the same 50% success rate then in 15 mins the Red team has the potential to score 90 points. THEREFORE Its a race to 90 If the Blue team can run out the clock they win If the Red team can score better than average they win.
  12. Striker is a junk weapon. It should fire at least one shot when you let go of the spacebar after the aiming laser,, I couldnt even get a lock on a pile of reds going after the gold. everyone was movving too much and it would start over,, total nonsense.
  13. Dirtfloor1

    Ideas for Turrets!

    have it like twice as fast as a wasp and have it so it can drop 1 mine every 5 seconds, give it the regular protective paint but a weak hull then make it slow down a bit every time it gets hit. It could use the double armor and the speed boost and the mine could do double damage when that power up is used. Better yet make the mine do splash damage like a thunder. The point of the tank would be to Capture flags and out maneuver the other turrets. It would have to be a fast fast tank. It could be micro upgraded and maybe give it a choice of different mines to use like splash damage or shrapnel or oil slick or time delay . Maybe not the regular mines but have that as another capability. Have it have its own special mines that it could buy. This would use all the features of a regular tank and just like the regular tanks it would take a lot of crystals to make it good. I personaly like this tank and I would use it a lot. I would also be good in death matches and CP on big maps. It could set up a strong hold behind enemy lines and blow up anything that comes close. and make it low so it could actually hide behind those half walls in Rio
  14. Dirtfloor1

    Ideas for Turrets!

    How about a tank that's really really fast and handles well, make it look like a Ferrari or something. Give it wheels, not tracks. Have it able to drop mines fast but no turret and no other way to destroy the enemy . It would be used for capturing flags
  15. Dirtfloor1

    Wishing i didnt rank up so fast ......?......

    i absolutely agree. At the higher ranks its hard to get good battles in the time slot I play in. I play right near the server update and thats 8pm my time. I have another account with a lower rank that I use when there are not as many people playing so that I have a better choice of battles. I play when there are less than 9,000 people and my noob tank is ranking up fast. But on the upside my stats are great because I'm a generallismo playing at warret officer levels. The people at the lower ranks have no idea how good they are going to get. I like playing at the lower ranks. the tanks have more personality. tanks miss the shots they get mad they drive off cliffs, they drive right past the enemy flag mid field, they destroy you out of revenge, and personal battles on teams are frequent. At the higher ranks the skills are so dialed in by everyone. none misses the shot, if you make a mistake you know it and you will be destroyed. no second chances and you never get lucky, its all skill. everyone at the highest rank has EARNED the title and everyone is lethal.
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