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Next step: Remove audio effects and music and make it available from containers only. Useless unnecessary updates. Make new color effects (red, orange, WHITE?, black, rainbow or something) to make players "Stand out" in battles instead of removing existing ones.
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Can't use 2 alterations at once.... Wanted Rail to stay with faster horizontal tracking and high caliber ammo so bad.... it felt like the old rail :/
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Animated Paints are: 1. IM A DISCO ZEBRA!!! 2. Fidget Spinners....... o_o why 3. Stars we got at school for being good, now an animated paint! 4. Octopus Tentacles paint? (we all know what we all thought it was at first xD ) 5. Glowing Fungus version of Swash paint.... 6. Synergy Paint with animated gears, less red details, will look like insects on the gears from far away
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valid [Gameplay] Action/Request Indicators in Team Battles
Captin_XLAB replied to Captin_XLAB in Ideas and Suggestions
It's been quite a while since I started this topic now... Another improvement to it - Just like the overdrive or supplies icon, all these icons: Skull icon when someone pressed delete (the same one which appears on the small box that says "self destructing in..." Upside down arrow when someone is flipped Red or Blue Left-Right arrow when someone wants a flag or ball pass (red blue dependant on team) Green (+) sign when someone is critical on health and needs isida support Red/Blue and green switching (+) sign when someone needs critical healing Golden star when someone wants to activate overdrive and help players Can be next to the supply icons appearing below a tanker's nickname. Sorry, my bad, didn't realize the image sizes were this large. -
Some alterations for turrets could include very slight level of special abilities of other turrets. Thought out, yet rough ideas here. I did NOT think the values through properly. All turrets should also have alteration indicators next to them in battle, or have different visual effects. These M3 Alterations, if implemented, should be displayed next to a player's nickname in TAB Menu as well. RAILGUN: Fast Scope OR Laser Aim (shaft like effect) • quick and precise aiming on holding space • more damage with scope (not more than the normal max damage) • more impact force with scope • WILL HAVE A LASER (light blue/deep blue/purple/golden/white depending on M0/M1/M2/M3/XT) • NO PENETRATING ON LASER/SCOPE SHOTS • Normal Railgun Delay in scope/laser mode, light hulls can easily dodge • -10% Max Damage, -10% Min Damage (normal shots) • -5% Penetrating Power (normal shots) • Long Charging Time in laser/scope mode RICOCHET: Chemical Destabilization (smoky like random critical hit) • Critical Hit Chance (about 10%) • 2x Damage on Critical Hit • -15% Normal Damage SHAFT: Long Range Penetrating Shells (railgun like effect) • NON Scope shots have railgun like penetrating power • Scope shots - added moderate penetrating power (about 50%) • Greatly increased range • reduced max and min damage in scope and quickshot mode • increased reload time ISIDA: ElectroMagnetic Pull (freeze like effect on enemies) • limited slowdown effect on enemies - If say Hornet M4's manuvering speed is 150.0 and normal speed is 11.50, it'll slow down to 140 and 11.10 when Isida is attacking with the alteration. • directional turret rotation slowdown - If the Isida is attacking exactly from behind and the victim's turret is exactly in front, it'll be very difficult to turn for the victim - BUT if the victim's turret is facing where the isida is attacking from, it will be turned towards the isida and make it easier for the victim to counter attack. • more energy consumption while attacking SMOKY: Explosive Shells (thunder-like effect) • explosive effect on every shot • small range explosions • huge explosions on critical hits • low explosive damage (reducing exponentially with distance) • max critical damage reduced FIREBIRD: Corrosive Fuel (freeze like slowdown effect) • slowdown effect (tank tracks melting due to heat) • limited slowdown • maximum temperature -25% • heating damage -10% per second TWINS: Perfect Plasma Stabilization (ricochet like bounce effect) • bounce effect added • bounced projectiles have low damage (30% of normal damage) • range of bounced projectiles is very low • normal damage reduced by 20% per shot FREEZE: Acidic Mix (firebird like after-damage) • afterdamage added • very slight damage to ANY tank which touches the affected tank • slowdown effect moderately reduced • very low after-damage HAMMER: Double Barrel Shotgun (twins like effect) • total number of shells doubled • one shell shoots diagonal bottom-left, the other shoots diagonal bottom-right for more impact when enemy is in front (auto aim) • greatly improved auto aim (upwards/downwards) • maximum range reduced • two shells fire at once • damage per shell -50% • effect of double damage is 1/4th per shell STRIKER: Vertical Homing Missiles (magnum like rocket paths) • locked on fired rockets follow arial paths for extremely difficult escape • easy to dodge by being under anything • normal rocket reload time increased by 25% MAGNUM: 1. Flaming Projectiles (Firebird-like after damage) [same as some people suggested] • burn damage • burn effect reduces greatly with distance of victim from where the shot hit • burn effect is very slight • range same but normal damage also reduces greatly with distance of victim where the shot hit. 2. Electrocuted Projectiles (freeze like slowdown) • slowdown effect added • same negative effects as flaming projectiles WARNING: 1. All these alterations must be VERY SLIGHT. 2. The turrets should still feel like themselves even when these alterations Other Alterations [M1 / M2] RAILGUN: Optimized Charging Caliber (less charging time before finally shooting, less damage) • delay which is between pressing shoot and the gun actually shooting is reduced by 25% • overall damage reduced by 20% ISIDA: Electromagnetic Healing Speedup • one third or two third of speed boost effect on healing allies <=||=> Has no effect on enemies. • uses slightly more energy when contacting a full health ally with isida • uses a lot more energy when healing an ally STRIKER: Three Quarter Lock-On • lock on time reduced by 25% • only three rockets fired on full lock on • reload time after lock on increased VULCAN: Powerful Gunpowder • a lot more impact force • self heating damage greatly increased MAGNUM: Heavy Projectiles • a lot more impact force (can easily flip light hulls) • range of damage increased • rapid power up time (difficulty in specific power combinations and due to heavy load on the spring) • reduced overall projectile range (due to weight)
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SYSEIK is right, • MM MUST be optional. • MM can be mandatory for low rank players and new players, say from Recruit to Warrant Officer 1, because players below that rank are not good at selecting battles. >> Simple ways to improve regular battles (can be applied to MM as well) Note: These are just rough ideas. 1. EQUIPMENT RESTRICTION: • If in a battle, the best possible equipment is M2, the player who wants to join, MUST have at least an M1. • Fully upgraded M0 equipment would also qualify as M1. • ONLY ISIDA should be free to use, even if M0, for it's healing capabilities, and would be easy to identify as saboteurs. • If a player has shop-purchased equipment before the available rank, it should not be allowed to use if the equipment is more than half micro upgraded, in the current rank to lower rank battles. 2. LET PLAYERS SELECT MAPS FOR BATTLES. And program MM to work with more popular maps before calling it a good update -.- 3. IMPROVE REWARDS FOR LOSING TEAMS. So that people won't just run away as soon as the enemy team starts winning. 4. LEGENDS VS LEGENDS: All players above Legend rank (Legend 3 imo), usually have a fully upgraded combo, a lot of protection modules and crazy no. of supplies. They're too powerful for lower ranks, they must battle each other only. (With the exception of Legend 1 and 2 imo) 5. GROUPS VS GROUPS: Players who play in groups are, use your common sense, much powerful as they're much much more coordinated than random players in any team. It would be reasonable to put teams made up from groups of 2 vs other groups of 2, same with 3 and 4 player groups, against each other. Will be much easier from a programming point of view as well. 6. LIMITED NO OF ISIDAS PER TEAM: Isidas, due to their special healing capability, when are more in number in any team, make the team VERY powerful. Each team must have equal or limited no. of Isida players to maintain balance. 7. FULLY UPGRADED EQUIPMENT INDICATORS: Players having fully upgraded equipment, should have any sort of mark, or a red filled bar in the equipment view button (R or V by default). These indicators must be on battle lists too, so they can be viewed before entering the battle. 8. EQUIPMENT BALANCED TEAMS: Say, a team can have 8 players. 2 of those players should be preferred for players with better or fully upgraded equipment, 2 of those players must be equipped with Isida, as healers, and should be equal no. of healers in both teams. 4 of those players could be having any other allowed equipment and would be fine. This way, both teams would be equally powerful and there'd be far less no. of takeovers and players leaving battles. Again, these are quick thought, rough ideas. Bottom line still is, forcing MM is unnecessary, it'll destroy Tanki as we know it. The game won't feel like itself anymore and will eventually die. Devs, just this one time, LISTEN to what players feel about the "update" and if they say it shouldn't be forced on, DON'T force it. Note - The moment you start unnecessary penalties for leaving battles, Tanki is as good as dead from that moment on.
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Well said. I feel the same and I'm quite sure most other tankers think the same too. EDIT: Yeah there are many problems with MM but I get your point. xD
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Just put into a Silence CTF with M4 Generals. Potato Team, instant loss. Take EQUIPMENT into consideration as well? Put kit buying M3 before Marshal rank players against each other to maintain "BALANCE" ?
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DEVS, I CHALLENGE YOU. Make new event = NOSTALGIA WEEK. Restore Tanki to ANY time most players vote for. Then take a look at server load graph, watch your sales go rocketing up, watch all the players be super happy and full of life, and fun again. And after that week, rethink all these updates and how you killed the game.
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Matchmaking is the Thanos of Tanki Online. xD FACTS: 1. MATCHMAKING SUCKS. 2. ITS UNNECESSARY FOR HIGH RANKS. 3. IT WILL NEVER WORK AS INTENDED. EVERY SINGLE TANKER likes battles to be exactly like they used to in 2014-15. - Players create the battles, choose the map and the time limit and the score count. - Everyone's free to join whichever battle they like. No of players online in 2014-15 went from usual 250,000 to barely 40,000 (even on events and sales). Take the freakin hint, devs? This unnecessary crappy system you're trying to force into the game against every player's will, is suitable only and only for low rank players who can't decide where to play. Go ahead, keep doing this and watch the game disappear. RIP Tanki Online: 2009-2018
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valid [Gameplay] Action/Request Indicators in Team Battles
Captin_XLAB replied to Captin_XLAB in [Gameplay] Action/Request Indicators in Team Battles Ideas and Suggestions
Some short range weapons with better firing rate can just shoot a little or some light hulls can dance around their teammates to indicate these things. Some players understand (that feels great) and most players just don't. This way, it'll be much easier to coordinate with the team. And this way, coordinating with players who speak in a different language will also be much simpler. There should be different indicators for tankers in team battles for: • Requiring healing (or critical healing) • Requesting players for flag taking assistance (or indicating that you're going for the flag) • Requesting a pass (flag or the ball) • Requesting players to gather around for an overdrive • Requesting "back on track" assistance for side-flipped players • Warning teammates of incoming enemies to their base or any other important things you can think of. The indicators could be activated using any configurable key, and when they are activated: • for healing, all players equipped with Isida will see an icon over the player who requested healing (like a green or red for critical [+] ) • for a pass, whoever has the flag/ball will see an icon over the player who requested it (like a left-right swap arrow) • for players to gather around for overdrive, all players of the team in a small range will see (a golden star icon) on the player who requested it. • for the warning of incoming strong enemies, all players near the base will be alerted (This could be done with text on top left of the screen?) • for side-flipped teammates who require help in getting back on their tracks, there could be an icon over them (like a white downwards arrow) ((There should also be skull icon over tankers who pressed DELETE and are about to self destruct, to avoid more teammates from trying to help them)) Most of these indicators should work mostly in a limited short range to avoid confusion and too many icons on large maps or players at far away distances. Long range should only be for critical healing assistance and only for players who have the flag or ball. I think short range should definitely be for a pass, overdrive signal and side-flipped teammates (and also the self destruct icon). Some more things can be: • A set of players planning to attack, defend or cover-fire (which could be seen in TAB, with icons next to nicknames) • A few players planning to go for the flag or the ball • Players deciding which of them are focusing on which control point in CP mode These icons could be just like the ones which indicate where a control point or flag/flag post is, or where the ball is. (means can be seen through buildings and walls, and for short range, is indicated by a small length colored laser like that of shaft, or light on the turret or hull, or just an icon next to the player's nickname above their tank) There can be more ideas for RGB mode, like push forward with full force or retreat back, and which path to attack from, attack or strongly defend for the incoming enemies, etc, and ASL Mode is quite simple (when it comes to attack/defense). These things would greatly improve team performance in all game modes (ofcourse except DM), specially the most in CTF and RGB. TDM and CP modes are less dynamic (they don't have flags or a ball), so indicators like healing, playing which position, help me im flipped, etc will work good there. These will definitely be great for high rank players, but can't say much for low rank players. (These could be included in a separate gameplay tutorial for new players to understand it better) The only downside I see to this is that there could be mults who use these just to annoy their teammates, or new tankers who have no idea why they're using these indicators. This was just a quick idea and more players might be able to think of more improvements to it. :) -
Captin_XLAB started following [Gameplay] Action/Request Indicators in Team Battles
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Category Ideas for extra information to add in the Tab score table
Captin_XLAB replied to BlackWasp777 in Ideas and Suggestions
Some short range weapons with better firing rate can just shoot a little or some light hulls can dance around their teammates to indicate these things. Some players understand (that feels great) and some players just don't. This way, it'll be much easier to coordinate with the team. And this way, coordinating with players who speak in a different language will also be much simpler. There wasn't any category called "Ideas for changing gameplay" so I could relate this nearest to this. There should be different indicators for tankers in team battles for: • Requiring healing (or critical healing) • Requesting players for flag taking assistance (or indicating that you're going for the flag) • Requesting a pass (flag or the ball) • Requesting players to gather around for an overdrive • Requesting "back on track" assistance for side-flipped players • Warning teammates of incoming enemies to their base or any other important things you can think of. The indicators could be activated using any configurable key, and when they are activated: • for healing, all players equipped with Isida will see an icon over the player who requested healing (like a green or red [+] ) • for a pass, whoever has the flag/ball will see an icon over the player who requested it (like a left-right arrow) • for players to gather around for overdrive, all teammates in a small range will see (a golden star icon) on the player who requested it. • for the warning of incoming strong enemies, all players near the base will be alerted (could be done with text, top left of screen) • for side-flipped teammates who need help in getting back on their track, there could be an icon over them (white downwards arrow) ((There should also be skull icon over tankers who pressed DELETE and are about to self destruct)) Most of these indicators would work mostly in a limited short range to avoid confusion and too many icons on large maps or players at far away distances. I think short range should definitely be for a pass, overdrive signal and side-flipped teammates (and also the self destruct icon). Some more things can be: A set of players planning to attack, defend or cover-fire (which could be seen in TAB, with icons next to nicknames) A few players planning to go for the flag or the ball Players deciding which of them are focusing on which control point in CP mode These icons could be just like the ones which indicate where a control point or flag/flag post is, or where the ball is. There can be more ideas for RGB, like push forward with full force or retreat back, and which path to attack from, attack or strongly defend for the incoming enemies, etc. ASL Mode is quite simple (when it comes to attack/defense). These things would greatly improve team performance in all game modes (ofcourse except DM) Specially the most in CTF and RGB. TDM and CP modes are less dynamic (they don't have moving flags or a ball), so indicators like healing, playing which position, etc will work there. These will definitely be great for high rank players, but can't say much for low rank players. (These could be included in a separate gameplay tutorial for new players to understand it better) The only downside I see to this is that there could be mults who use these just to annoy their teammates, or noobs who have no idea why they're using these indicators. This was just a quick idea and we all might be able to think of more improvements soon. Tell me if this is good :) -
Device 1: Desktop Case: NONE! Because Open Builds are Awesome xD CPU: Intel Core i7 7700k @4.7GHz OC Ram: G.Skill Trident Z 16GB DDR4 X.M.P @ 3333 MHz OC Storage: Samsung 850Pro 256GB SSD [sATA 6Gb/s] (Partitioned) Secondary Storage: A total of 6TB HDDs, 3 Internal and 3 External, 1TB each [i have years of tanki recorded xD ] GPU: ASUS STRiX 970 4GB GDDR5 [bIOS OC: 1455 MHz Core; 3825 MHz Mem; 1212 mV] Monitor: LG Flatron E1942 19" [Native 1366x768; Custom DSR 5300x2980; Tanki Res: 2048x1152] Keyboard: Dragon War X Q2 Gaming [semi Mech] Mouse: Dragon War ELE-G8 Lightning Blue @3200dpi Internet: Mobile Data, 4G. (Speed's bad but ping is great) OS: Windows 10 Pro FCU x64 [RS3 Build] / Windows 7 Ultimate SP1 x64 [v7601] Tanki FPS: 60 all the time, even with [That graphics mod]. Would be 120+ if there was no limit xD Cost: Approx $1200 spent over 6 years. (Actual cost $850 in US) Picture: Down Below
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Im glad I saw this update coming... Backed up my friends list by copying every nickname into a text file. Good with the server optimization concern... These fly hackers were everywhere in the last 2 weeks. Almost every battle, flying at golds. Next thing I request devs to focus on, is saboteurs in battles. Even at low ranks. Create some algorithm to detect if the player actually is sabotaging the team AFTER that player's been voted by all other players for it, or to be kicked. (Depending on time in the battle, time remaining, score, equipment, etc) Then, apply some equipment restrictions to battles. At many ranks, players have fully upgraded M's (according to their rank) and on the other hand, others have non upgraded lower M's. This creates a huge difference in battles and is unfair in all types of battles, and those players are a huge loss to teams. RIP old friends. :(
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Fix previous problems before adding new updates. Write scripts to remove mults like this. They'll also be there after matchmaking system, just sitting there and making good players rage and laughing at them. Open test that script. If player's XP is less than 100, as compared to the top three or five team players and player's amount of time in a running battle is longer than 8-10 minutes, the player should be kicked out right away "Your score was too low for being in the battle any longer" The algorithm and conditions can be thought through, that's a developer task. Look at this CRAP: This diversity, that a 2nd lieutenant can also be a dumb fire m1 hornet m0 but also a fully upgraded totally skilled smoky m1 titan m1, is what's wrong with the game.