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Posts
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Everything posted by ATTANKER
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I created a battle at skyscrapers, and when everyone left as they do I stayed on on my own as I was already there, and the battle fund was 1000+. So decided to put some mines in case someone came plus I didn't want to capture flags as the score against might put players off joining. So started laying mines just as a player enters and asks for my help. Then asks me to shoot him as he needs to collect repair boxes for his mission. When I realised his intentions was mission not battle, I was a bit betwixted inbetween as to what to say or do, so I figured he must have made his own battle on his own and started collecting repair kits only to realise that it didn't count. Anyway he sees one of my mines and steps in it, and then another. But must have self destructed as he asks me again, so I told him that health isn't a factor its having an active game. So now hes travelling around the map collecting his repair kits, and signs off Thx Bro..but after stepping in the mines I had laid and then leaving the battle, and at the same time before he leaves someone joins my team, which would likely even more so put off other players joining in the opposing team. A bit of a dilemma.
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Totally true..first thing that should be reconfigured, without a seconds thought.
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Missions are just a means to an end really, but still I half an half agree with you.
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Plus, I hope that when asked to play in a particular map that perhaps is unpopular or that I haven't previously visited mainly because no-one else creates these maps and no-one else wants to either, that many players are simultaneously been given the same mission, so that it won't be scarce or empty or hard to find battles in these maps. The last thing anyone wants is not to enjoy completing his mission and it becoming a chore. Though if it wasn't for the missions I wouldn't have taken part in the Forest map, which was actually really really cool, and it was busy which made it spot on. So yeah come to think of it, tanki needs to devise a way of keeping battles exciting by mainstreaming players into particular battles. Sometimes some player or more wants to create a battle or two for the fun of it, and inadvertently kind of messing up all the other battles for that same map in same battle mode. I know obviously that battles are removed from battle list if they are empty but more can be done still.
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This is probably already mentioned in another post in this thread but it would make sense that if collecting a supply is part of your mission than if you already have that power enabled, for instance, you have already collected one Double Armour and you need 4 more, than while it is active and hasn't cooled down yet then if you do collect another it won't count to your tick-box. Likewise if you need x number of repair kits and you have full health and you collect 1 on purpose or by accident it also shouldn't count towards your mission.
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After previously testing both Hammer and Vulcan (and since purchasing Hammer, though now i wish I bought Vulcan), am pleasantly surprised at the mechanics of the guns and how different and unique they are or was from other turrets especially Vulcan with the self-destruct catch integrated within it and how hard it is too rotate this turret while moving the tank makes it a challenge. Though i hope admin find a way to make it more challenging as sometimes it seems like a long distance Twins with Rail and Shaft capabilities, and even at very close range at higher mods its still able to hold its ground. However Hammer which was initially best used as an ambush gun like in hit and runs especially for riders who use very fast hulls and are always on the go, and even better if you plan or quickly improvise what you would do after the magazine is finished, has now had its time reload speed between shots improved as well as restock of magazine also improved in order to become more like a shoot em up gun rather than a cannonball turret to become bit by bit more like a trance weapon for gamers for example like Thunder and a faraway cousin of smoky. So in short its becoming too similar to Thunder, with the only major differences in range, and Thunders splash effect and self damage. I would like to see Hammer have its own niche and instead of constant re-balancing act of reload & restock issue over damage as it seems range, cone dimension and number of pellets has stabilized for now, why not implement something creative for instance like if being fired upon by rivals tanks Hammer can have the defensive capability using its cone of pellets to stop other projectiles from penetrating through its pellets if in the exchange of fire they intercept while also penetrating through, or even when waiting for magazine restock, you can still have the capability to fire back upon opponents but without being able to cause damage but with a much narrower cone and only when you make a direct hit upon rivals projectiles in order of self defense.
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The irony that most of the time they find their way onto the team I'm in, is not lost on me..I should have picked the other team ;)
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Decided to join EN server 2 for a change to get away from the mults and saboteurs that are widespread in the russian servers, even though I would rarely ever go to EN 2 (because battles become unbalanced with low ranks joining, and new players joining and leaving in a lot of these battles), just about find suitable battles in EN 1. But with the new missions introduced decided it would be easier to play there, besides at least I can communicate to the other players. But guess what, we had some friends from ... yeah you guessed it. Came to gatecrash the party. I had 1 or 2 15 minute battles there before this small group entered together (russian players) and spoiled the fun. First battle we lost and team members on my side weren't to be seen, but I didn't figure anything dodgy was going on. Second battle and we are leading 34-26 with 3 or 4 minutes to go, and everything just fell apart and match just reeked of cheating, so this time had to take screenshots Next battle after highlighting the names of the 2 mults, another mult instead appears This happened for 2 more battles (against the same guys mainly) before I just gave up. I can't say 100% there was cheating absolutely going on because I have no proof. Just the coincidence that the mults always came on my team, and the timing in which they seemed to pop up.
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We can't do anything about mults and saboteurs who break the rules of the game, and yet admin haven't made much of an effort to counter this notorious deliberate manipulative tactic that causes players time, efforts and fun to be wasted and be in vain. But the least we can do is talk about it and comment on it. Tanks lagging happens to many lately, so its not like its unnoticed, or your informing posters something not known, besides laggers can be seen in the description logging in and out over and over again, and not losing their place in the battle, so they are easily differentiated from pausers who only want to pause, inactive tankers (intentional or not) and tankers hiding in the garage and general multers. Some players have a low score and a low rate of score/per time unit, and that's no problem too, that happens all the time. Someone who gets no score and is just trying to get opposition flag or creating a distraction for his team-mates or puts his tank in the way of opposing tanks trying to stop them is all good. If you don't agree vote No, and if you are uncontent with the community, make a thread, but then you will sound like what you yourself don't want to hear, or even make a thread about something you like to talk about, its so easy, but the problem with forums is unconstuctive commentary posters make about posters not liking something within another post or thread. I don't know what you expected coming into this thread, no one forced you to come here and read up, but there are lots of threads about cool aspects of tanki online and players talking about themselves and what they enjoy etc. You know you sound like someone who has come to sabotage this thread..lool :ph34r:
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If we are being tasked to catch these supplies I really can't see how they would then want to remove them especially with the testing and fanfare gone into this. Supplies are an ends to a means within the battle itself, providing also a different tactical perspective and empowerment to tankers which without which might be detrimental to the game as opposed to crystal boxes, plus they are so common enough anyway, it shouldn't be a problem. Crystal boxes was different as tankers were getting obsessed with them and not just everything they can purchase with them. The suspense and sense of anticipation of what the value of the next box will be when they did introduce the drop zones was getting all consuming...even the most forthright were getting distracted hahahaha, I was starting to think the winner was the tank who collected the highest aggregate value in crystals hehehe, and it would have got worse as many would have seen it as a way to hone their gold box grabbing techniques. Once tankers get use to daily missions I doubt there will be queues waiting on drop zones..it was probably just during testing tankers wanted to complete their daily missions and get a taste of whats to come...anyway we wait and see.
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*Hull will lock for all turrets and not like I said before when your rotating turret (and not just Firebird or Freeze either, though these are the only ones I would hold down continuously while firing and driving..Twins for some of you too) but while trying to turn the hull left while at the same time holding down spacebar...unless your going backwards/forward in reverse. driving backwards/forward in reverse/back to front has nothing to do with camera angles, if your playing about with your camera angles while your in the thick of the action, your not going to be able to take aim and make hits properly (but again depends on which camera angle you prefer and what turret you use). You only play with your camera angles when you have a window to do so and usually either when your stationary or you are moving but have time and your in the clear and not in the firing line of rival tanks, so you can get a gauge on where they located, and its done quickly. You should know that
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Everyone ignore canadarules
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Noticed at Polygon CP, although it happens everywhere, that there are some players who I don't notice on the map and there stats remain unchanged for a good few minutes because they are either on pause or in garage (but they make sure to get a few kills first) and even when they do show their tanks they stay on the fringes of the battle (then they might pause again or return to garage), and it varies to each of these kind of players how much interest they actually take in the outcome of the battle, with some having utterly no interest at all. However if a Gold Box was to fall they would appear back in a flash, and they use this tactic frequently and its mainly the same players over and over again. So therefore if one does fall while any one player is in the garage, during that time they should have Gold Box notification disabled and muted but only until they return to the game again, or maybe you can't use any supplies 15/30/45 seconds after returning from the garage or unpausing yourself, might be unpopular yes but still its an idea (although in pro battles with supplies not activated this isn't gonna make much difference).
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I hope they know what sarcasm is otherwise next rebalance you gonna get us into trouble :lol:
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Everyone receives a share of crystals win or lose except someone who is multing or just inactive. Furthermore multing is for the purpose of scooping battle funds one way or the other, but not always for that reason. Sometimes a tanker might not like members of a particular team so might using unethical and treacherous means to burden or handicap his/her team, or perhaps a very competitive match is taking place that has been going on for a good while and is almost at an end, but someone leaves or gets disconnected and someone else joins and straight away decides they want to have a 5 minute break or go the garage before resuming. If you join a battle or start in the beginning of one and don't move for the first 30 seconds you should be automatically removed. Solutions like this would help out current situations like when your involved in a 1 way battle and the other team have all left and you can't be bothered to sit there till the end so decide to become inactive and do something else for the remaining 4 mins 59 secs, but at the same time you don't want to remain in that battle for the next round as your afk or on another website or whatever and don't want to disadvantage your team, and perhaps someone else wants to join and play in your place while your being inactive. To avoid raiders best go to small or PRO battles as they are unscrupulous and its hard to distinguish those who fight fair and those who fight dirty, as both sets have a tendency to be on the look out for big margin scores, when one side is becoming totally vacant, and perhaps one member of the raiding party might use underhanded means unbeknown to his fellow team-mates. But the best way is early finishing of battles when new system is introduced (hopefully), or even get some good friends who you can battle with in case raiders do come.
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5 min pause in a 15 minute battle (which is the most popular and frequently used battle length) doesn't make sense first of all. Mults may have come from the term "Multiple" accounts but now its use is far more widespread and rightly so. Any one tank who purposefully tries to disadvantage their own team is therefore a mult. I have seen some mults who make a kill or two so not to be conspicuous, then disappear hoping to give their own team a disadvantage then until there name is mentioned by team-mates will pop out again. Then when the game is about to end and the score table displayed will exit so their performance (or non performance) will not be seen by the majority. I can understand a player who realises hes in a hopeless battle being outnumbered, outgunned, destroyed over and over again, team-mates leaving and has been in that battle for several rounds but wants to wait for the end to receive the crystals due and decides to become inactive or hoping to remain in the match to play in the next round or hoping that a gold box might fall. The update regarding unbalanced matches in being outnumbered one team to the other as well as early battle finish is long long overdue. This update on its own will help solve OTHER problems automatically without having to address them directly, why it hasn't been reworked and addressed is mind boggling, its the no 1 problem in tanki online. They must have their reasons or 1 specific reason for laying off trying to resolve this problem as opposed to not being able to provide a perfect system, however if a new system isn't up to standard they could always cut it and try something else, but its been totally neglected. You would think they would be up for improving this aspect of the game, and try to make battles more equal and fairer, as this would make tankers happier, save time and also with more competitive battles surely they would see more supplies purchased too for example (I wish I didn't have to say that but putting myself in their shoes). Tankers leaving battles doesn't satisfy their own team or the opposing team, it was better when we could adjust battle parameters like inserting a flag capture limit, but now unless your in a PRO battle its all time orientated, apologies for going off topic.
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Lots of reasons to point the turret in the opposite direction than to the position we assume to be the default one that we not only start any battle in, but continually respawn in to. I didn't start off driving with my turret facing the back off the tank, and than driving forward in that position, definitely something that took a while to get a grasp of, but lots of battles at Seruphov played no small part in that. Anyways lots of the reasons have already been mentioned above, and as a smoky most of the time (now that's a versatile turret), getting used to swinging 360°/720°+ etc with my turret i learned that in some situations i had to follow my turret first whichever way its pointed and thereafter the hull became just a means to and end for the turret of use, though this doesn't apply to all turrets of course. The timing between each successive shot was perfect, and im constantly swinging between backwards forwards swing right swing left and so on and so on. If i could master this technique with ricochet than that will be the day. Now there is no backwards or forwards, and if necessary will drive in reverse with hull and turret pointing forwards, everything goes. Obviously its not as easy as im saying it, and mistakes and missed shots happen due to complicating my approach but its good fun and a challenge to do what you and your opponents don't expect. Now to answer the question, from my own experience. I find the most important reason bar none to driving your hull forward while back to front with the turret pointed to the back of the hull as follows. I very rarely on this account use firebird or freeze, however its imperative that for firebird and freeze to be at their most effective and reach their full potential, the turret has to be mounted facing the back. These turrets depend upon a tanker who has good skills with his hull in harmony with his turret to reach the optimum performance for these turrets. Weaving, circling and zigzagging at close proximity to opponents doesn't need me to tell anyone how to use these turrets, thats obvious, and that they depend alot on the movement of the tank to get the kill/s and keep your own health. Finally and this really is all it comes down to, but when manoeuvring your hull while turret is in the so called normal direction "front to back" and your going forward simultaneously while using your firebird or freeze you will find that while discharging weapon, the hull locks and you can only move straight or back or right and you cannot move left especially while rotating your turret, this is a big problem. But if your hull is "backwards" you will see how much extra freely the tank moves as you can simultaneously use your turret rotating front, back, left, right, in, out shake it all about, while at the same time your wheel spinning is making them dizzy HTH
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PLUS I DONT KNOW WHY BUT MY VIEW LATELY ON THE TOP OF THE SCREEN WHEN IM AIMING WHEN USING RAIL, SMOKY, THUNDER OR RICOCHET FEELS INHIBITED, OBSCURED WHEN SOMEONE TAKES FLAG CAPTURES SAVES FLAG ETC...THAT NOTICE GETS IN THE WAY
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this update has its good points still like showing all the battle types together instead, but it lacks clarity massively but i think its more undermined by the fact when you create a battle your scope for setting conditions of the match are drastically reduced it should be the other way round
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tanki needs to something for the top ranks like m4+ and call it tq.1..2...3 etc most generals and high rankers who spent money especially during the offers will just make new accounts where they can find lots of battles that are full at all the same popular maps that they are use to using like silence and seruphov etc at the lower ranks, and start spending less knowing that they got their main account always there to use still now high rank battles are not concentrated neither numerically or graphically,,,yeah theres lots of battles in server 1 and whatever...but the distinction before gave perspective of whats going on and know thats gone too..like the crystals, not that i cared about that but this is too much this game is becoming common..its just for playing and hard to get into now
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personally i disagree with alot of the recent changes..but i can understand them in the general interest and i think this update suits me better as a gamer looking to join straight away but tbh this update makes tanki seem smaller and usually I dont like foruming here anymore as i feel tanki doesnt really consider consensus as they got their own plans anyway anyway the interactiveness of the tank with the arena, environment and dexterity of the tank in close combat with other tanks haven't improved and the only updates we get now are little reshuffles.....tanki online isnt evolving imo...just going sideways atleast instead of showing the length of the battle....show how much time is left...i dont think any of us care if the battle was 1 hr or even 15 mins long..just how much time is left.i think thats common sense
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Tattoos on the floor... load of rubbish! now im gonna kill more...
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just went through servers 36-40 to make sure..found one battle at 2042 in server 38 for my rank but it was empty, zilch, no-one not even the creator, and the rest had nothing i can join, i didnt specify but i was searching in the CTF modes from all servers on english communities from 28-40, just to be clear, anyway they are the most popular battles, so if i cant find in CTF what chance will i have in other modes
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