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Posts
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Everything posted by ATTANKER
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went through the first seven english servers and could only find twos battle for my ranks... one at noise which is a map i never even noticed before, not very noisy you can say, and one at sandbox which only had one participant and i wasnt gonna join because not only do i not like battles that are relatively empty, i also couldnt see how anyone else was gonna join that battle...server 34 it was after server 35 i got fed up and went back to the normal routine...too too many english servers, its not concentrated enough..everything is so spread out...this is how a game like tanki online can start to lose its popularity share (maybe not in russia though)...games tend to lose favour with the users due to tiny innocuous little changes ...i hope im wrong i will have one more scroll through, as the way tanki admins worded it "the game will be suggesting which servers you should play on", makes me feel like im being naughty going on the other servers. Anyway i dont think the germans are gonna pay any attention to these changes..but even they have been put in a worse situation as they would probably use english more then their own native language, but now they got the problem of deciding between which 3 communities another thing if this now the status quo and how things will stand, then i think the rows should be distinct rather then jumbled together
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what the hell...i brought it..70% is too big
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the minutes are ticking....5 minutes left
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time is running out still havent decided.... theres a reason why its 70% off, unlikely any other turrets will get the same treatment more like <70% if i buy, its in consideration of the dreaded rebalance
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i will throw some dice and decide, if i get odd number i will buy and if i get even number i won't
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i had same problem..just exit from top right when you are in your account then relog
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haven't decided yet...34 mins left... to buy or not to buy...that is the question??? lol
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if you have been in your garage before the discount starts waiting for the magic to appear on its own, then you won't see the discount illustration from what i saw, you have to relog in
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just log in and log out again
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countdown *40 minutes left actually 39 mins
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now i got 50 minutes to decide whether to buy the m1,m2 models of firebird
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ok guys and girls, problem solved
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didn't see it....then logged in and out of my acc again and my garage and shop roll was empty of everything, with just a message in information tab saying "Hello ATTANKER" with "Description" typed below
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firebird and ricochet were the most quoted by tankers as being OPed, especially on the forums and in the vote, it was just waiting to happen, whereas freeze also got undone by the recent vote that went against it and that might of been taken into consideration. though i must say that im one of those guys that dont use freeze so of course its the one weapons i have to think about after i managed to avoid shaft in CTF, and though its a pain i respect it alot. i dont think freeze was too OPed either, maybe 5% OPed, but it just seems that all the guys that hate being frozen got their way, but some users dislike any weapons they dont use anyway etc, just freeze sticks in the memory and because its effects lasts longer you feel helpless, but even after they are to nerf it and if lots of users still were to use freeze, people will still vote that its one of the turrets they fear most. its been hard done by, by the devs atleast with freeze in its current state, or as in writing ex-state, users had a chance of being saved if a team-mate came to the rescue while freezer is circling him and freezing, whereas with firebird damage carries on even if the firebird is destroyed, so yeah it will be hard on freezers to get that kill and again the problem of other team-mates nipping in to take the kill in the last second more likely especially, however devs do say in the video that over distance loss of effect will be insignificant now with isda being given a new lease of life, have to say that when an isda comes face to face with firebird or freeze, though isda has to come into close quarters into the high damage range the fact it can get 1st bite at maximum weapon capability while theirs is diminished, all the while regenerating health then isda is gonna be boss. therefore because isda is regenerating while freeze isn't you would have to say ideally freeze should have the better range, (and even firebird), but to compound it all most isdas uses hornets, and 90% or more of isdas are hornets, and thats been buffed, so all in all bad news for freeze, you would have thought it being summer time right now, well if you are in the northern hemisphere anyway, that freeze was having a bad enough time anyway... :(
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my idea before in a previous thread regarding the OP of firebird was instead of its ability to combust opponents at max temperature so quickly, and simultaneously also being able to heat up multiple opponents in the same flame, that if it was reduced in capability in a rebalance that it could be countered by any team-mate going near a burning tank he would also catch fire, but only for the time left remaining his team-mate has to cool down, so if his energy bar is low he could also be destroyed. The problem before was as firebirds impact takes a while to effect, it didn't have an instant impact in game, kills can be taken by others preying on weakening opponents, and runners could take a flag without being hindered or stopped in their tracks so firebird was boosted so it can gain almost instant kills aswell as gradual kills to help it keep up with the other turrets and put points on the board...now it has lost range but DPS has increased in its initial stages, though it will cool down quicker therefore firebird will need to target already injured tanks to get a straight kill. The fact that first aids kits are powered up now is bad news for firebird as first aid healing is now unlimited for a set amount of time
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if u don't like it you don't have to play there...very very simple...its not rocket science in a way its a very good map, and would be more popular but for the time and length it takes to get around especially from bottom to top when required, but the bottom part is where the action lies, but now if u jump down and flip then its a penalty...hmmmmm i won't be playing there either an XP battle using the bottom platform with all the pits and traps and none of the swirling staircases (or some of them) would be epic
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good question! in the beginning i thought that thunder would only get penalised when shooting a wall to SD, and not in self defence against oncoming opponents so long as you hit them and dont hit the wall to hit them :P....loooool..(so long as the programming could differentiate between wall and tank, im no gizmo whizz kid :blush:) but Semyon says they will apply to everything now...eeeek i wonder what came first in the Devs thoughts; SD penalties, or the thunder upgrade... well atleast titan and mammoth can't push us off the map seeing they are so slow now they are practically frozen, i felt that they was already too slow...and the example given by freeze to mammoth is kind of invalid seeing that mammoth won't leave base no more and freeze can only be effective hiding near his flag...not the place where opposing mammoths will come to cool off.....hmmmmm......but yeah i get it...freeze can still kill 1 mammoth with 1 charge which is pretty neat to my surprise, but he will have to be multing to get anywhere near him :P lol freeze use to even be able to stop tanks jumping off the edge or even pointing at the wall to SD...hehehe...what can i say all armour for medium hulls now also enforced, coupled with first-aid kits active in time instead of to full bar, and isda multi abilties...i wonder what came first? i wonder what came first firebird and freeze downgrade or isda healing powers upgrade or where they even considered together seeing that its likely isda wont have to heal many guys with burns or frostbite in the near future...however i think its a really good idea because isda guys can stand around waiting for the action if they are more team orientated (instead of the runners that go for the flag/kill etc) and this update will keep them busy...obviously this isda update wasn't done with DMs in mind though with their healing powers and close range powers they was in good shape anyway
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agreed, but TDM on its own and not compared with DM and CTF is more popular then some other MMO games on its own when taking all servers into consideration, plus popularity shouldn't be a factor regardless
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saboteur alert!........whatever next, if the game wasn't so massively popular mults and saboteurs would have been taken more seriously and there would be a deterrent, cba to make videos, votes, complaints, doesn't do nothing. even 1 guy today called me "stupid" because i was trying to get the other teams flag, needless to say he had 0 kills, i think he was friends with some of the other team...but maybe not...loooool...he wasnt even moving, but if we was coming with the flag back to base he would start moving to block us...some team-mate but yeah in the case of TDM this update is gonna have big repercussions bordering on corruption from tankers who like being spiteful to their own and going renegade, or enjoy playing the spy
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from my last post in regards to ricochets overpower, from where i say they can tweak the vertical angle/gradient radius of fire...perhaps instead reduce its range...i cant see why twins should be very close range and has lower impact force and doesnt bounce like ricochet, aswell as a relatively shorter range than what ricochet has (doesnt just bounce but its like a pinball in some places hence ricochet - i suppose because you can get self damage from back fire thats where they tried to balance the weapon but only inexperienced users will more times then the average ricochet user discharge charges back on their tank, its not like thunder where you get a splash effect which is unavoidable)...i just think the weapon is too complete, its made twins thunder and smoky surplus to requirement in some cases...yeah fair enough at kungur or berlin or dusseldorf you can understand the limit of its range, but all weapons should have their pros and cons and ricochet doesnt have many cons JMO
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when he says a shower of gold boxes i hope he didnt mean it as a figure of speech, but literally a shower, i mean its a party after all..... cant wait....
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yeah its a silent killer, bad enough its damage and penetration power but now even its impact force is mega....even railgun lasers from my own team mates makes me jump...lol....but i think it only needs a slight tweak without upsetting the vast hordes and masses personally i didnt like the rebalance as it left turrets not in equilibrium, even if you use more patience and skill then your opponent and make more hits you can still get destroyed in a 1 vs 1 face off...this is definetly true in my case when i face ricochets...their overpowered stats and performance stand out so much i cant believe that i havent gone into a battle with ricochets only yet...luckilly paints come to the rescue to keep me from drowning but its not enough, they need to tweak their gradients of fire, its enough they bounce up down left right (i would like to say nerf their impact force too as i can't get a hit in sometimes, but then all those guys that brought a ricochet in the sales will get upset...even i brought rico for the first time...lol i had no choice...50%...but i dont use it)
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but i think shaft now is very well balanced...they can still take me out in one shot in scope over and over again, even though they can't enter scope mode until only at full charge (buying me time to slip under their radar to get cover and across or into the battle field in CTF battles), but that hardly makes that much difference as they couldn't snipe (since the rebalance before) until fully charged anyway and being snipers they have plenty of time as most prefer taking things easy and carefully, but improvement in the turret came mainly down to increase in turret rotation speed out of scope mode...and thats not just snipers in my rank or higher destroying me...plus arcade mode has improved slightly giving the user split second choices in the heat of battle and a decision as to whether they should use arcade or scope (and i think users like that) but luckily arcade mode isnt that strong enough to make sufficient damage or to cause the turret to be Overpowered but buys time for the sniper and can be a life saver if opponent has low health just want to add that what i think might not and won't be entirely applicable for other users in all cases, as some turrets (aswell as hulls) perform differently at various maps, for instance shaft users would probably/invariably perform better at seruphov or berlin for example then at silence majority of the time in a set model
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smokys fun to use but before the rebalance was better...but it doesnt rock now when manouvring tank in a different direction to where the turret is pointing, or while on the move with hull and turret at different angles rather then in a straight line (turret front or back) its too hard to make a hit, from close up or far....shots go so wild (and far shots can be as low as 5-10% damage, so u need to hit 10 times in some cases to get a kill with little impact force and a slower reload rate then ricochet for example, so target has plenty of time to get cover (or fire back) whilst being damaged so little, and even if he did get a bit damaged its likely another team mate will get the kill)...plus the gradient now for the shot is very very flat especially when someone is above me, while ricochet and railgun for example can stay flat even when the tank is on a gradient and when the tank is on a flat plane can generate high angles at target maybe you meant to say smokys a bit rocky :blink: lol :D
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double battle fund/crystals not XP...i think anyway
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