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Everything posted by ERADICATIONNATION
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Don't fall for the Light Capacitors meme. On my alt I use Viking/Shaft (both near Mk8) with a Booster and Heavy Caps, and even though full shots take a little longer to charge, I still have no problem being fairly mobile. The trick is to use the Booster to quickly charge up lethal shots; if you have enough batteries and double powers to keep yourself going for a while, then you'll find the experience very rewarding. You can still rack up quick kills without sacrificing your stopping power, which you'll have more than enough of if you need it. Fully charged, I can deal about 16,000 damage per shot with my combo, which is hilarious. It never gets old using it against obnoxious buyers. I think Light Caps are too weak to be effective; I've never enjoyed using them. If I wanted a Shaft that reloads faster but can't insta-kill, then I'd rather just play Railgun instead. I can't speak for Adrenaline, however.
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After playing for a while, I'm left with mixed feelings. I'm happy to see some of my old favorite maps like Scope and Dusseldorf added to the rotation, but the matter of fact here is that 16 on 16 simply places far too many players in the vast majority of the maps in MM. This is a match size that should be reserved for only the largest maps in the game, like Berlin. In all other cases, matches are too cramped to be enjoyable. I would hardly consider the likes of Barda or Serpuhov to be large maps, and such maps are not suitable for 32 players. I found myself constantly tripping over my own teammates, and trying to play objectives was far more difficult. Battles did feel more fast paced, but these competitions, as some others have mentioned here, were essentially just TDMs. In these battles I'm left with no room to breathe, trapped between too many teammates who are mostly nothing more than obstructions and a constant onslaught of enemies. I will remark that this experiment has left me with a feeling of concern, since someone on the dev team thought that cramming 32 players into average-sized maps that are loaded with obstacles was a good idea.
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For me, it's Scope, Esplanade, and Novel.
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What did you mean by this? Well, I did say that I almost felt bad. Perhaps I should amend my statement. I still think the majority of changes they've introduced to this game in the past five years or more have been a miserable failure, as I said earlier. But I also figure that not everyone on the dev team is responsible for the direction that Tanki has been taking.
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For me, it's a close call between Overdrives and Matchmaking in terms of which update gets the title of "Worst Update in Tanki History", but I do think the Overdrives update is the more offensive of the two. A few users here have said that Overdrives make the game more interesting and that they somehow take skill to use. I don't understand how getting killed instantly by a wasp bomb or spawn-camped by a bunch of enemies under a titan dome in my base is supposed to be fun (see pic related). I find events like these frustrating to put up with. And skill? How is hitting a single key at the right time supposed to involve a high amount of skill? If anything, all Overdrives do is enable poor gameplay. Titans can just sit out in the open and spam fire at enemies thanks to their domes of invincibility (I know it's not technically invincibility, but it might as well be), Hunters can just take away an enemy's ability to even put up a fight, and even the worst Wasp players who don't even know how to turn their turrets can get scores of cheap kills by simply rushing into an enemy base and dropping a bomb. Matchmaking does indeed suck, and I very much despise it as well, but at least it's not a cancer on Tanki's core gameplay like Overdrives are. Removing them or reverting them to how they worked before would already make the game much more enjoyable for me. As for the last good year in Tanki, it's difficult for me to say because I didn't play much between 2015 - 2017. The drop-off point for quite a few players seems to fall in that gap, so I can't agree for sure. I've been here since spring 2013, and I'd say the first really questionable update I saw was the very first round of product kits that was introduced later that year in the fall. To elaborate, these kits allowed buyers to access equipment that they otherwise wouldn't be able to for another few ranks. These kits also gave them a large amount of drugs, and so players with these kits almost always dominated battles with other players at their rank. So yes, even back in 2013, Tanki was willing to introduce obviously p2w elements, and I remember there being quite a large amount of backlash in the forum against it. Since then, I think the game has very gradually declined in quality; there really aren't many large updates that I can think of that I would consider outstanding. Things like dynamic lighting and damage numbers are nice, but they don't mitigate some of the more questionable changes like the paint separation update, which increased the prices of many paints in the garage while taking away their utility, or the new focus on monthly challenges, which don't really offer worthwhile rewards for the massive amount of grinding it takes to reach them. Missions used to offer better rewards, too. There are a few other things that I think have made the game less enjoyable, from the simplification of many of the game's maps to a few alterations lacking balance (Incendiary Band + Heat Immunity is an abomination). Overall, I guess the game was still more fun back in the 2013-2015 years, being without trash like Overdrives and Matchmaking and what not, but I think it's been a gradual descent rather than a hard drop-off for Tanki. At the end of the day I'm still not really angry at anyone over at Tanki's development team. I understand it's a difficult task to keep a long-running game interesting, well-balanced, and profitable all at the same time. I almost feel bad for slamming virtually everything they've come up with in the last five or so years. At the same time, though, it's pretty clear that the devs have brought along a number of large changes that nobody asked for and that a large amount of players still do not support.
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Sure they do, but that doesn't make any of the modern trends like battle passes or matchmaking any greater in quality. I think it's sad that this is the kind of crap that sells. But my post above was just to show that Tanki already has absorbed many of these trends; it was partly a response to other posts like: The point is that Tanki already has begun to follow this example, and the overall experience of the game certainly hasn't improved, at least, not in my opinion.
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Fortnite's not the only game Tanki has taken inspiration from, either. Automated matchmaking systems are commonplace in most online multiplayer games these days, having replaced the dedicated server systems used by games like Quake III, and Overdrives are more or less comparable to specialized character abilities seen in games like Overwatch. Tanki already has borrowed from popular, modern trends, and I think it's been for the worse.
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Huh? The use of "I have" is correct in the case of "I have used this OS," and your suggestion would have made for a more awkward sentence.
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Sigh...
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why is Xp/BP special but not other combinations like firebird/wasp or twins/titan etc?
ERADICATIONNATION replied to LeonardoDiCaprio in Archive
Ah, that 2014 footage. Good times... -
Didn't the old forum show the ranks of its users? If so, is that something that could be brought back? I'm a General, by the way. I've been stuck at this rank on this account for an eternity.
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Even if that was true, that's not a fault that intrinsically belongs to a Battle List system. If anything, the grind of earning crystals and experience feels worse in MM because of how similar every single battle is.
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That's a pretty weak analogy. I'll try to improve on it: A Mexican restaurant opened a decade ago and offered free chili alongside drinks and other side dishes that needed to be purchased. These offerings built a loyal customer base and brought the restaurant an unexpected amount of success in its first couple years. However, after a while, the owners decided to gradually add an increasing amount of fecal matter to the chili recipe while decreasing the portions it handed out. Naturally, this turned away many patrons, though some remained, since they enjoyed eating...well, you know. The owners also expanded on its purchasable goods, adding items such as fancy glasses and silverware for the remaining customers to spend money on. The most devoted customers could eat their fecal matter with golden forks if they wished. Some of these illustrious items could only be obtained by chance, too. Who would support such a business? There. Not perfect, but I think it's adequate.
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why is Xp/BP special but not other combinations like firebird/wasp or twins/titan etc?
ERADICATIONNATION replied to LeonardoDiCaprio in Archive
Yup, Railgun players are always the most arrogant for some reason. This thread, for instance, is just a circlejerk. MUH SKILLTH!!!!! The XP/BP players that bring themselves into normal battles are nothing more than food for my Shaft. Sometimes, I single out these players and target them exclusively just to piss 'em off. Feels good, man. -
Why not? The Battle List was superior to MM in almost every single way, unless you just like really short, repetitive, forgettable, unbalanced battles on the same handful of maps.
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I really don't think Tanki needs any new hulls.
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What would make the HTML5 version awesome FOR YOU?
ERADICATIONNATION replied to theFiringHand in Archive
My biggest gripe with the HTML5 version of the game is the interface. Compared to what we used to have, it's remarkably inefficient and poorly laid out. In the old UI, you could have the chat window visible side by side with your battle list or full garage and still be able to quickly access your missions or friend list. It was simple and to the point, and it lead to much faster, easier navigation as a result. In the new interface, everything gets its own page for some reason. This makes navigation far more cumbersome; it's inconvenient to constantly have to go back and forth through several screens to access different menus. In addition, the new interface has a lot of wasted space in its layout. There are plenty of places where more information could be displayed to the user, and taking advantage of this wasted space could reduce the needless complexity of the UI. For instance, the new Battle List is just a bunch of crap packed together in the center of the screen. It's somewhat hard to read and it doesn't even have the courtesy to show you what map each battle takes place on from one screen. In the old battle list, you could highlight a battle from the list, and you'd see more information about the battle in a much more visible manner in an adjacent window. Why isn't there a window like this in the new Battle List? Why can't the devs just move the list itself over and give us an old-style information window next to it? This would be a much better, simpler implementation than giving every battle on the list yet another separate page. -
I guess I should check these things before posting. Thanks man.
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I've been with this game for seven full years now. I'll try my best to articulate on what I dislike most about nu-Tanki: 1. Overdrives: Overdrives suck my balls. Who asked for Overwatch-esque hero abilities in this game? I don't care if these allow me to grab a couple cheap kills in a match, I can't stand being shut down by Hunter or seeing a drugging Titan put up a dome of invincibility (might as well be, anyway) in the middle of my base. The ability to be overpowered myself a couple times per match isn't worth the sheer frustration that results from the constant use of Overdrives. It seems the only way to counter these is to pray someone else has the right hull at the right time. Otherwise, there can be no victory. I often hear players say that Overdrives make the game faster in pace and are thus beneficial. Well, getting killed instantly by a Wasp Bomb or shut down offensively by a Titan Dome isn't my idea of fun. I'd rather these just be removed altogether (but of course, that'll never happen). 2. Matchmaking: I'm pretty sure nobody asked for this either. Each battle in this system takes place in the same generic template on the same small handful of maps, some of which just aren't suited to certain game modes. There are many great maps left in Tanki, but they're left out of the usual rotation. I really miss playing on maps like Esplande and Dusseldorf. Usually, the balancing in this system is quite poor as well, resulting in matches that are often too easy or completely hopeless. Overall, matchmaking has reduced progression in this game to a repetitive slog, and it offers no advantages over its predecessor. The old battle list allowed players to freely choose what maps, formats, and opponents they wanted to take on. Each battle you played felt more memorable as a result. Obviously, the battle list still exists, and I'm grateful that pro-battles are now free, but if you want to take advantage of Tanki's new emphasis on missions and monthly challenges, it's worthless. Most battle-list matches are parkour or formatted battles anyway, though I guess you won't even be able to earn crystals in the latter anymore. On a side note, the new UI makes the battle list fairly unruly to navigate, but I'll get deeper into that later. 3. Lootboxes and Other Consoomer Trash: So once again taking a page out of the popular online games of this era, Tanki has introduced lootboxes and other EBIN collectibles into its economy. I don't really give a crap about cosmetic skins and stuff like that, honestly, but where I do find fault with this model is when progression starts to be locked behind the randomness and exclusivity of these lootboxes. Unfortunately, this fault is starting to seep into Tanki, as Alterations are now lootbox-only. I stand corrected--I didn't realize the devs went back on this decision. Do I care if some dumb kid spends an abhorrent amount of money on cosmetic skins? No, that's his problem. Do I care if a useful upgrade for my turret of choice can only be earned by chance through containers? Yes, yes I do. However, this isn't the first time pay-to-win elements have interfered with Tanki's core gameplay. After all, product kits allowed buyers to purchase equipment that they normally wouldn't have access to, effectively rendering rank meaningless and rotting away the game's balance. Listen, I know Tanki is a business and needs to make money, I've heard that lecture plenty of times. Where I think Tanki has continuously failed is in its sacrifices of gameplay elements in favor of pay-to-win opportunities. The devs seem to have a very hard time balancing these two aspects (or they just don't care). 4. The Paint Separation Update: So a few years back, Tanki decided to split paints from their protections. I don't really mind this change in principal, as I can now use whatever protections I want with whatever appearance I want. That's all good. However, the implementation of this update was questionable. Paints, which are now purely cosmetic, are overall MORE expensive than they were before the update, and that was when they had protections bundled in. I remember in a V-log, it was stated in response to some backlash that the new system was comparable to a relationship between watches and watch batteries. The argument was something like this: Watches (representing paints), while having expensive and cheap options, are purely cosmetic. Batteries (representing protections) are what make the watches tick. The point was that the protections have priority as a functioning unit and the paints are just for show; this was supposed to justify the ludicrous prices of some of the paints in the garage after the update by reestablishing them as "luxury items." A more accurate analogy would be the devs selling me a watch and a battery separately when I used to be able to get the same components together for half the price. I'm still dumbfounded. I also miss being able to have four different protections at once, as some paints (and later, modules) allowed. 5. Changes to Maps: Over the years, many maps in Tanki have seen a number of revisions, some of the most drastic ones being for maps like Polygon and Massacre. For the most part, these changes have been for the worse, eliminating some of the more interesting elements from them. For instance, Subway used to have this awesome secret tunnel that could take you across the entire map deep into the enemy base. Serpuhov used to have these narrow ledges you could ride on as an alternate route into the blue team base. In Massacre CTF battles, the enemy flag was located in your base, and you'd have to carry it into enemy territory to score. Elements like these were always fun to explore and take advantage of, and I feel like the simplification of Tanki's maps has made them less interesting to play on. In a somewhat unrelated point, that new map, Archipelago, is just painful. 6. The New UI: Generally, I am not fond of the new interface of Tanki. It's rather drab and there's a lot of wasted space in places like the menus and the battle list. I brought up the latter before, and I can't stand its layout. There's just a bunch of crap packed together densely in the middle of the screen. It would be nice if I could see which maps battles are occurring on and each battle's settings immediately from the main screen. You know, like in the old UI. I don't understand why I should have to cycle through each match on a separate page just to see map information. In fact, in the new interface, just about everything gets its own page, even though it's not really necessary. The interface feels like a burden to navigate as a result. In the old days, you could view all aspects of your garage at once, have the chat window visible, and still be able to quickly access your missions or friend list at the same time. The in-game interface is fine, I guess, though it's more bloated than the previous one. I don't know why that radar thing was added. That's about all for now; I'm just rambling. There are some other things I'll address when I feel like it. Correct me if I got anything wrong.
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update Modifications - UPDATED 14:00 UTC on 17/01/2020
ERADICATIONNATION replied to Marcus in News Archive
Alright...I don't see what the point of this is. You guys make the claim that this change will allow a better flowing upgrade path, but really there's not much difference between this and the previous system. In fact, at a glance, it seems worse. Before the update, I had a fully MU'd Viking M1 on my alt account. Theoretically, I could have had a fully MU'd M2 after reaching the rank of Lieutenant Colonel. Now I have to wait until Major General to reach the new Mk6 level, however, which is inferior to the old M3 level. I dunno man, this just seems silly, especially if you're gonna make every tank look the same regardless of level. All this seems to do is make the game more convoluted than it already is. Why not just decrease some of the XP requirements between ranks if you're concerned about players getting bored with stagnant accounts? Oh, I forgot one thing. Needing to buy every prior upgrade to reach a certain level? That really sucks. That's a clear downgrade, guys, a removal of a solution that was implemented years ago. -
No, I think that ability was removed a couple years after 2013. I figure it was removed to make railgun more unique as the only turret with a penetrative shot, but if anyone has a different reason I'd like to hear it. I really miss having it for shaft, and would love to see it return.
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Tanker's Day 2018 [September 8 - September 17]
ERADICATIONNATION replied to r_Nives5 in News Archive
Has anyone actually done the math on the star hunt? So for the highest tier, one needs to earn 1000 stars. One can earn a maximum of three stars per battle, and since battles take ten minutes each, a maximum of six battles per hour exists (although this is an ideal situation). Therefore, one can earn eighteen stars per hour (six battles per hour x three stars per battle). 1000 stars divided by 18 stars/hour means that one must play for about 56 hours (55.56 is the exact figure) to earn one to two cosmetic items. That's over six hours per day (56 hours / nine days). Of course, that's a best case scenerio. Not every match is a good one (MM still blows, fight me), and it is hard to imagine any player scoring three stars for 336 (56 hours x 6 matches per hour) consecutive matches. Wew lad. -
New Day New Way to Play: "Buyers", "Druggers" & "Griefers"
ERADICATIONNATION replied to LittleWillie in Archive
If the only thing you got from my post is "I hate drugs" then once again it appears you have missed my point entirely. I don't know why I expected any other result, though. Let me see if you can follow this. It's one full sentence, and I know that pushes your limits, but try your best to get the point: Ready? Here we go... Many players hate drugs, these players have no good alternative and must face other players who use them on a constant basis, and therefore resentment towards drug using players exists. Or, even simpler: Players who don't like supplies hate how supplies are forced onto them; therefore, a stigma exists around supplies. Now, I'm expecting that you'll just spin that into "I hate drugs", screech, and tell me to "sod off" again, but it's okay. Progress does not come immediately, and as I said before, I'll repeat this for your tiny little mind as many times as necessary so that you too may come to understand this simple circumstance. -
New Day New Way to Play: "Buyers", "Druggers" & "Griefers"
ERADICATIONNATION replied to LittleWillie in Archive
Many people think supplies suck. I gave you reasons as to why this is. Thus, there is backlash against players who are dependent on them, and terms like "drugger" exist. Do you follow me so far? Don't strain yourself, now. Now, what you're telling me is that supplies are an integral part of the game, and should be used to their fullest. Anyone who doesn't like or use them is an "emo" whiner (is this 2005?), apparently. And yet, you don't get that if people didn't like supples in the past, they certainly won't like them now as they become an even bigger influence on the game thanks to mechanics like drones and overdrives. Naturally, terms like "drugger" will persist, especially if they're going to be forced on unwilling users who would rather play without them. After all, not many options exist for those players, and there's going to tension if they are constantly told to "suck it up" by obnoxious shills like you. Telling these players the obvious statement that supplies exist is going to accomplish nothing positive. Now, I understand. Words are hard. But it's OK, I'll be patient. I'll repeat this as many times as I need to if that's what it takes to drive a point through your dense little skull. -
So basically the only response you have to complaints about an uncalled for, inconvenient system that achieves nothing is "git gud". Hilarious. Once again it appears everything I type out for you goes over your head, and the only retort you have is "well, maybe you should be better. Who cares if the system sucks and isn't necessary?" What a joke. You tell me that MM exists to get "more game" running from the player supply. Since when was the supply of matches a problem? I could always find what I was looking for from the battle list, and the list had the benefits of being more user friendly while allowing for greater freedom of choice and visibility. However, when I first joined this game, any player could actually create a match, even without a pro pass. If a diminishing pool of matches was really a problem, then why couldn't this practice have been reinstated? "Use your imagination and you might surprise yourself. Then yuo wil rank out of the problem are in your rank and you will find you are the 800lb gorilla in the matches." This epitomizes how you try and squirm away from the argument. I told you what the problem with this is, and I'm not going to reiterate it for you, no matter how mentally challenged you may be. Yeah, you're a shill. You post constantly and are an apologist for the worst trash Tanki has introduced yet. What do you have to gain from this? What are you doing? Telling me to sod off...where do you think you're going to get with that? You're nothing more than a pretentious little shill...I neither respect you nor take you seriously.
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