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Ourobouros

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  1. The night mode is great fun, and adds an interesting twist to the game to help keep it interesting. Thumbs up on that one, Tanki developers. Now, I'm extremely displeased with the Shaft laser scope. Yes, I can understand the frustration with the unannounced and unexpected kill shot from a Shaft-equipped tank, but so what? That's the same for real-world scenarios involving snipers. In fact, that's the whole reason snipers exist in the first place. There's plenty of arenas where sniping is just flat impractical and counter-productive for various reasons. There's no anticipation for a long-range shot by a Rail, Thunder, or even Smoky. In fact, I've personally been intensely frustrated by a Thunder amplified with a power-up wasting my tank with a single shot from a great distance, on occasion as soon as my tank solidifed after respawn. It already had a relatively well-balanced set of advantages and disadvantages. The wobble still required the user to adjust on the fly and allowed opponents to occasionally dodge a bullet, so to speak, so it wasn't an invincible turret by any means. The proposition that a couple of Shafts can defend a narrow pass as suitable justification for this update is fallacious. Most hulls with an armor power-up can withstand a large percentage of single Shaft hits, well enough for a second undamaged hull to come flying through. Here's an idea. Instead of a solid beam, what if the impact point is illuminated by a bright dot with some sort of backscatter glow, so it can be seen edge-on without completely betraying the tank's position? As it is, Shaft is now a completely useless turret.
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