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Everything posted by Lord-of-the-Snipers
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Let’s discuss the adjusted parameters for Railgun, Smoky and Shaft
Lord-of-the-Snipers replied to semyonkirov in News Archive
No, he 's not stupid. Yes, to a certain extend you could adapt to this new auto-aim flip: there are ways to avoid flipping. To make a long story short it 's a matter of experience. If you once learn the trick you can stay upright the next time....in certain situations! You can adapt whatever you want but shots at the side which were not always avoidable did flip you. Only when moving you have a small chance to recover from such a shot. Standing still you 'd simply flip. And a combined recoil of your own shot and an just earlier impacting shot could also flip you easily. Even completely backwards. If you didn 't flip in this situation and pranced and recovered you 'd lost so much time that you often also were doomed. And the "don 't expose your side" story is correct in one versus one, and less plausible with more players at each side: you simply can 't always avoid exposing your side. Circular hulls are simply not introduced yet in Tanki Online. You are mostly playing XP 's (Parma) if I 'm not mistaken, and in XP everybody has the same chance of flipping. With or without the auto-aim update. This was not the case in regular battles where other combo 's profitited from this sudden light hull weakness. And let me be clear: you didn 't flip every minute like some wrote, but you certainly got flipped more. As a sidenote I think that you especially had a huge benefit of this opportunity to flip tanks because you are simply a XP-Pro. So now instead of two shots, you could defeat your lesser opponents with just one flipping shot, instead of the more common two shots. If I 'm wrong about this, than plz. explain to me why flipped Tanks were so great? And now all XP/BP players do mostly need two shots again: I don 't see why that "ruined half Star Series players" as you wrote. Care to explain? edit: played with Smoky M1 and M2 and they are still doing well. Impact force is still very usable, and shooting opponents off-aim is also no problem. A nerf is never nice, but IMO it 's not half as bad as some claim. But we do need a nerf on Hammer 's impact force. Ok, after TO sold some more Hammers I guess... -
No picture, really?
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No, it isn 't. :rolleyes: (hint: look above your own post...)
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Yep, we really want it! Right Now! at the beginning of March is ok too... :D
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Fun battle with my alt.account in Desert DM. O.U.F.A. was there too and instead of letting him/her? play it was a constant O.U.F.A. wanna be friends? O.U.F.A. are you nice? Hmm...I would rather have enemies than fans! :D Just silently kept on fighting and my beloved M2 Thunder (with M2 Hornet and Prodigi) did the rest. :)
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"Just Walk Away"...that 's a coincedence! Whenever or where ever I hear Celine Dion I also run walk away! :P
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Let’s discuss updated rank limits for higher ranks
Lord-of-the-Snipers replied to semyonkirov in News Archive
Just curious: did O.U.F.A. also like to play with you? Don 't get me wrong: that is certainly possible! I hope (for you) the Devs can create something in Private/Pro battles to make it possible to play together with the higher ranks as Tankers like you (and myself) were used too. -
Let’s discuss the adjusted parameters for Railgun, Smoky and Shaft
Lord-of-the-Snipers replied to semyonkirov in News Archive
Up till now after some playing I 'm ok with this update. Dreaded the nerf of Smoky 's impact-force and ofcourse as a Smoky player I don 't like any nerf on that turret: it 's still doing a good job and the impact-force on enemy hulls is still there. Didn 't play long enough to be able to say that the flipping (and prancing) of light hulls got reduced but a friend who plays Wasp wrote me he definitely noticed it. Don 't like it that the Hammer 's impact force didn 't get reduced, but that is more likely related to "Tanki economics"... I 'm pretty confident it will be nerfed too in a nearby future. -
Let’s discuss updated rank limits for higher ranks
Lord-of-the-Snipers replied to semyonkirov in News Archive
Good update! Ofcourse it will affect a number of players who like to play for example with lower-ranked friends, or skillful medium-ranked Tankers who like to challenge the M3 equipped high-rankers with (much) lesser material. (on a sidenote: both examples are mostly not contributing to balanced gameplay in team-battles but are never an issue in DM) Especially Parkour and Clan players will not like this update. Very understandable! Maybe Tanki could help them out with an extended range in Pro/Private battles? Though it 's not such a good update for the Tankers I mentioned above, it is a very good update for the IMO much larger group of Tankers who just want to have a much improved chance on a balanced battle. Let 's face it. How many battles are balanced nowadays? A lot of CTF 's for example go like this: Team A which by chance happens to be stronger than team B captures the first flag. The exodus at team B starts. The empty places in team B often get filled up with lower-ranked and lower-equipped players than team A has. So when time goes on team A becomes even stronger and team B has no real chance to get back in the game. Those battles often end with a dreaded zero for the loosing team. Maybe some players think that 's no problem: I think it 's terrible and could kill the game in the long run. Ofcourse not all battles follow this scenario, but much too many do. By limiting ranks and equalizing equipment and skills you got a much better chance that the first losing team B in the example above gets good replacements if players of team B do leave. Not to mention you already start of more balanced which could mean that much more players decide to stay and fight the battle till the end, because they feel they have a chance at a comeback. That 's what Tanki is trying to achieve here IMO. And looking at the bigger picture I really think it 's a good update that was very needed. Good job Devs! -
Let’s discuss the email notification system for crystal purchases
Lord-of-the-Snipers replied to semyonkirov in News Archive
Nothing "shocking": just a good update. -
Let’s discuss Aleksandrovsk and new opening ranks for maps
Lord-of-the-Snipers replied to semyonkirov in News Archive
Great Map! Glad it got added. :) -
Besides having the nasty habit to highlight the sentences in my post that are helping your case as eternal Wasp-defender... There are some things why I still really like you! For one...uhm...eh...well....yeah.... Hmm, I better come back with all those points later. I 'm sure there are many reasons...must be... :P Goodnight Trom! ;)
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Not going to react anymore. Wasp is better in your view: ok.
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My own preference is Hornet, but that is related to a personal weapons choice and my own playstyle. My preferences are Thunder, Rail and Smoky an you don 't need the fastest hull around with those weapons, the Hornet has other qualities...again my opinion and experience if someone else thinks Wasp is better: fine with me! -_- If I get overal the best results with a mainstream hull? So be it. Really don 't care about looks or being special: again a personal thing. I would gladly drive around with In Love paint if that happened to be a great paint... (though I thank the Devs it isn 't ;) ) If close-range weapons would be my favourites I would be using Wasp, no doubt. Played quite a while with Wasp/Isida (good chance I return to it) and I 'm surely going to play XP/BP with Wasp M2 at Colonel. Why? Because Wasp M2 is a lot faster than the Hornet M2 and IMO is better than a Hornet M2: that is in XP/BP. The Hornet M2 is too slow against the other M3 's in XP/BP, but does a fine job IMO in regular battles. I will return to Hornet in XP/BP when it becomes a M3. And that 's all... :) edit: play XP/BP with an alt.account @The-Rail-King
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True, but also making them HUGE targets that simply can 't be missed at the same time you mean...? :P
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Ok, I give up! Let the word "Wasp" spoil this once great topic again :( I will even start it: wasp, wasp, wasp, wasp...puke...wasp, wasp...
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I was not referring to the auto-aim topic at all. It 's just your total belief in the superiority of the Wasp that I find amusing. :rolleyes: I could be mistaken but that superiority thingy is something I see more often with Waspies than any other kind of Tankers. Inferiority complex?... :P Though I dearly like the Hornet, I will never believe or say that it 's superior to any other hull. It 's only a matter finding out which hull suits your weapons choice and playstyle the best. In your case that 's obviously the Wasp: fair enough. Devs simply did a very good job in balancing them hulls, you know -_-
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What have I done... :wacko:
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NOOOOOOOO...... :D
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Can 't we just get the word Wasp banned from this great Hornet topic? Something like **** everytime someone even dares to write down "Wasp". Imagine the relief... :P
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Yes Hogree, it does sound really ungrateful, but it would be great to read about January 2014 - June 2014. :) Reading this TO history is also great for remembering a Tanker 's own progress in Tanki Online. You simply did the job too good...your mistake! ;)
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Different people, different tastes
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^...and Free Willy!
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What happened with the original DNA. (later you had more DNA 's) He had his own advice centre on the forum for a while. He used to play XP/BP 's with Wasp/Rail. He 's still playing?
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Starladder combo is interesting but I agree with @Loackie here. But, you are right that having a M3 Rail in XP/BP 's already at Brigadier is a huge advantage at that levelled playfield. One more point added to the light M3 kit. Ok..ok... :P
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