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Everything posted by OKDad70
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valid Rico: ball damage increases with every bounce?
OKDad70 replied to DieselPlatinum in Ideas and Suggestions
Ricochet has always been a strong turret, but not generally overpowered through all the ups and downs of everything else. The bounce is the key. I've several times suggested bounces reduce the shot power, very little at first, but more with each bounce. However, I think the bonus for skilled use of bounce would be an incentive for skill development. What I think should happen with bounce is a 2-4% increase in damage for one bounce, and a 5-10% increase for the second bounce, but then 10% decrease for each bounce after. This effect would encourage players to get good at shooting corners and walls, but would discourage sitting at the end of a tunnel and blasting away while the balls bounce between walls. There is already the decrease with distance, and multiple bounces increases distance rapidly. The fact that many walls are not at good angle for bounce is significant and limits Ricochet effectiveness in many situations on many maps. It is a good turret. It has always been on the high side of middle for power, and it is the turret that makes the mediocre player look pretty good. For skilled players, it is almost as good as Smoky. (Smoky has always been the turret that most rewards highly skilled players.) -
MM needs fixed. Ricochet has always been one of the strongest turrets in the game, not because it is OP, but because it is so effective. Poor players become effective. Mediocre players become fair/respectable (some say lucky), and good Rico players are hard to fight no matter the turret or protection. In solo 1v1, Rico is going to win the majority of contests against any other equipment. (Assuming approximately equally skilled players and the map isn't so large that a long range turret has a distinct advantage.) The bounce is the key. I've several times suggested bounces reduce the shot power, very little at first, but more with each bounce. However, I noticed a suggestion that Rico get a bonus for bouncing. It occurs to me that it would be an incentive for players to develop skill with bounce. What I think should happen with bounce is a 2-3% increase in damage for one bounce, and a 5-8% increase for the second bounce, but then 10% decrease for each bounce after. This effect would encourage players to get good at shooting corners and walls, but would discourage sitting at the end of a tunnel and blasting away while the balls bounce between walls. There is already the decrease with distance, and multiple bounces increases distance rapidly.
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Merged to what? Also, I was adding wrong. 1000 instant plus three seconds uninterrupted fills 4000 hit points. How does the drone extending the RK time matter at all? What does extending the RK time mean?
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Marshal Ricosk was just in a DM with all multilevel Legends, including hikmet_supermen (Legend 69). Of the top six spots, only hikmet with a Rail wasn't using short range (Freezes were the top two spots). I'm not complaining about my M3.17 equipment (Dictator-Ricochet) against such players. That's life. I am where I am, they are where they are. (It is DM, so MM doesn't hurt it, but it does seem the MM shouldn't drop a Marshal into battle against a Legend 69. Still, that is a tradeoff I'm willing to accept. Wait time is more of a bummer than playing against overly worthy opponents.) I'm complaining about DM only working for Firebird and Freeze. Sure, a guy with several thousand hours experience can use a Railgun to accomplish fourth place and a high K/D, and a Legend 3 had a respectable showing with Viking-Ricochet. (Rico is OP, but Freeze and Firebird make it look like a chump most of the time.) A couple of Hammers had fair showings. Some are noticing that the turrets have been beefed and beefed. The hulls were reduced to three and haven't been updated since (What was it, 18 months ago, a little more?) We can pick any three protections we want, but we face eight to ten different turrets (most of which are stronger than they were 18 months ago) in any given DM. Even in this battle with multilevel Legends, I saw only a couple of 50% protections, most had no protection against Ricochet, and those who did had less than 35%. It is because most of us aren't willing to outlay significant cash for this game, and protections cost 1.25 million crystals if we do it slow, and three times that if we do it fast. It sure looks to me like most won't do it. The short range turrets are all overpowered. Seriously experienced players are using them to very good effect. I point out the very high level of experience to indicate the best players are using the short range turrets. They have full M4 garages. They can use any turret. They are choosing Freeze and Firebird. Those are the strongest turrets right now, and balance needs to be restored. Regarding cash for the game, I buy a little. I've "contributed" at the level of $100 to $150 per year (USD, of course, mostly at Christmas), but that doesn't buy millions of crystals for boosting protections to full strength. I'm all for Tanki being a financially successful endeavor, but I won't be one who supports at that sort of level. It isn't worth it. It would be nice to have seven unique hulls again, with some serious speed on the small ones. And the Mammoth should be a high-hit-point, stable slug, not a reasonably accomplished melee fighter when the speed boost is activated. We truly need more than three protection modules.
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Is "Tick" still a valid time unit? A tick used to be a quarter-second. There used to be various parameters defined with ticks, and ticks were defined in a place or two in the wiki. I cannot find reference to ticks any more.
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The repair kit wiki does not explain that repair stops with damage. Damage in the game calculates (accrues) for each tank once per game tick (0.25 second). Specifically, damage is calculated four times per second and applied at the end of each quarter-second tick. Accordingly, when activating a repair kit, the 1000 hit points are applied within microseconds of clicking the "1" key, but the 1000 aren't added until the end of the then current tick. I'm not privy to how damage is prioritized, which is applied first, but one can suffer less than 1000 hit points and still destruct if the fatal damage is somehow applied before the 1000 hit points repair are applied and accounted. Here is the important part that needs to be clearly explained in the wiki. If one is under attack when activating the repair kit, it will usually apply the 1000 hit points at the tick, and then add 250 hit points more at the next tick, but if under fire from Twins, Vulcan, or any of the three short-range turrets, that is all. Repair stops. Sometimes 1250 extra hit points make the difference. Sometimes only the first 1000 are accounted. An unluckily timed shot from anything stops the repair-time, too. I suspect most experienced players known this, but they probably need a clear explanation and remainder. The repair-time also stops if tank health reaches full. Further, the drone that extends the repair effect is limited in utility. I'm not even sure I understand how it is supposed to work. (All drones need more thorough wiki pages.) If a heavy hull at M3.20 (4000 total health points) is down to, say, 1 hit point remaining, activating the repair kit gives it 1001, then adds 250 more per tick (1000 per second), so at 4 seconds, it is fully repaired and repair stops at 4000 hit points restored. I'm not sure why the drone adds two seconds to the repair time. A light hull is fully repaired in two seconds or less, a medium hull is repaired in three seconds or less, and a heavy hull is repaired in four seconds or less. Thus, the maximum possible duration of a repair kit's repair time is four seconds, so it is not clear why the drone is said to extend duration by two seconds (and four if fully upgraded). The repair kit time is three seconds, which is excess for light, and 100% for medium, and then adding one second make the repair time 100% even for the heavy, but some how the repair duration is supposed to be extended one extra second (three extra if fully upgraded). The short version of my suggestion is to add detail about the repair kit operation and "ticks" to the wiki.
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If 40%+ protection, Firebird isn't a problem as long as you are able and willing to use repair kit. Freeze, of course, is still the strongest turret in the game regardless of protection module. (40%+ against Freeze just increases frustration; who it frustrates depends on attitude.) Yes, Freeze is worst, but Striker was less problem. Now it is big problem if it is there.
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MM, right. 85 seconds to get in a battle, roll forward, kill one of the opponents but corpse blocks me from hitting the ball carrier. "Touchdown", battle is ended, 7 to 0. Wow. No stars, but at least I only wasted about four seconds on that battle, not counting the time to get into it. MM sucks. Really. It just isn't working.
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My point is the Striker was already OP. Shaft is what it is and always has been. The laser fixed most of the problem with it. Striker still isn't a problem in most battles because nobody has figured out how powerful it is. They will. Maybe it will be put back before it gets disruptive.
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The biggest mistake Tanki has made in the last six months, including screwing up Firebird and Vulcan, is the buff on Striker. Dolts! Striker was one of the strongest turrets, but it required exceptional skills. Highly skilled strikers always had good days. Now, Striker is just too easy to use and too overpowered. Even with 40% protection and double armor, it can take out my medium hull if all four rockets hit, and with the new lock on and super speed, they always seem to hit. I often wonder if Tanki's intent isn't to frustrate and infuriate their most experienced players.
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I assume we all saw this: https://en.tankiwiki.com/Gear_Score They updated. Score is calculated by what you have equipped. No reference to which piece of equipment. No reference to what else is in your garage. M3.20 Turret 2000 M3.20 Hull 2000 Drone 20MU 1000 50% protect 3000 (1000 per module) 300+ supplies 1800 (300 per all six supply item) Total = 9800 Add 80 for XT 160 (assumes both hull and turret are XT) New Total = 9960 Add for paint up to 39, so 9999 max. Note the last 199 doesn't matter in any way to effectiveness potential. (I agree it adds to "cool" factor. There is some prestige to it, and the GS is hardly more than a prestige ranking.) Note that supplies cannot be used at a rate of 20 each per <10-minute battle; so, 300 each is entirely meaningless. Assuming linear proportion, 15 each supply would be 90 GS points, but just as excessive as the 1800 for over 300 each. Given these last two considerations, nearly 2000 of the gear score are entirely meaningless, especially at high and low ranks. Consider a sergeant, with M0.3 turret+hull who bought a 1500 supplies kit. GS will be 1500 points just for the supplies. The turret and hull count for 240 GS points. Assuming he has no modules yet, the GS is 1740. If a true newby, he doesn't know how to effectively use the supplies, and an opponent with a GS of 250 is approximately equal, but 250 v 1740 sure looks scary! At all ranks, even the highest, some players refuse to use supplies, or use them very frugally. They have thousands of all supplies, but those 1800 GS points in their total are meaningless compared to the skilled, effective, efficient supplies user. A 9800+ GS player may be highly skilled with one or two turrets, but she frugally MUd a new turret through all 20 steps while playing with the favored turret(s). Now she is new to this new turret, and despite the exact same score, is much less effective. (This objection applies equally to the old system.) Equipment scores and MU evaluations don't consider skill, but they do let you know what you are up against. Note that an M3.20 light hull is worth the same 2000 GS points as the M3.20 heavy hull. Sure, you know what you are up against when you see the difference, but the GS tells you nothing. An M3.15 item is only marginally less effective than an M3.20 item, but hull and turret combine for 400 GS points difference. Accordingly, 400 GS points difference is marginal, especially if the difference between two GS scores include different paints and XT skins. Of course, an M3.2 turret is significantly less effective than an M3.20, and the 720 GS points difference is significant, but it can be masked by differences in supplies, an M3.20 hull, XT skins, drone differences, protection differences. There are just too many variables. Yes, GS is quite nearly meaningless. I think part of it was to get players to quit worrying about the "mechanical" differences. (The player counts most.) The rank is an easier approximation of an opponents effectiveness against you, and it is at least as meaningful. We need a measure, probably a set of measures, that quantify a players common (typical) effectiveness in team battles, but it is a complex evaluation that requires at least some subjective expertise. It isn't something that can be captured in K/D, nor crystals, nor wins, nor score placement at battle-end. Those things matter, but it is all that and more. Sacrifice, determination, tactical awareness, strategic competence and flexibility, garage options, effectiveness at changing in garage optimally. That and more. Consider the propensity of zero-star awards in battles during star events; a per-battle effectiveness is extremely difficult to determine with an automatic algorithm. Quite active players are too often shorted a star because they just didn't do well enough in that particular battle. Overall, oh well.
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The "bored" factor is because you have so little control over your fate.
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Why not? He has accomplished something. Containers are poor gambles but sometimes pay off big. You and I may not value it enough to justify the effort, but others have different circumstances and priorities. I think Tanki is dissing the average players and favoring the extreme players. Good for the extreme players, but it sucks for the rest of us. If Tanki gave a small supplies reward for, say, 10 stars, and 1 container for say, 25 stars, and another 1 container at the 50 stars level, then kept the rest the same, it would make more sense. As is, it is only for those who are willing to spend extra hours per day on a game they often only play for an hour or two per week when no special is going on. Getting a few players to play a lot more is unlikely to improve the overall player experience, even for those who play at the extreme since they are likely to experience burnout. Still, it isn't my salary on the line. This event had an excellent sale set, but it was short, and it included only double battle fund. Triple battle fund used to be a thing. Also, for a 9-day event, why not an escalating set of sales, starting out small and growing to the last two days (or vice versa)? Why no extra gold boxes? Probably to keep us hungry. Perhaps hoping there was just enough incentive to keep us playing and to loosen up our money bags a little extra. Again, I don't begrudge them for making some money to pay the bills. I'm just not always in agreement with how they do some of it. I'll probably play through winter. If things continue to get more frustrating, I'll probably stop playing again. My hat goes off to those with multiples more hours in game than I have, especially those who have stuck out so many dramatic changes over all the years.
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The overdrive has a bug. It probably isn't directly fixable. It needs a monitor that doesn't drain it if it doesn't actually take effect during the next 0.25 second tick. It is all too common to press the shift key and only destruct, yet the overdrive timer is reset to zero. The effect doesn't show, the health points weren't added, and the supplies didn't activate, yet the timer is reset to zero. This is not a tactics issue. While it can be the result of an uwise decision, it is more often the result of the fact that damage is calculated in 0.25 second ticks. The overdive is activated and registered in a few microseconds, but the damage and supply activiation takes up to 250 milliseconds. Please implement a monitor that checks to NOT reset the overdrive if its function was simply not implemented in game time. If my vote can count, please remove the overdrive and nuclear supply drop all together. Aside from the frustration of the bug, the overdrive and the nuclear power drop are counter to good team play and exacerbate team strength imbalance.
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Glitch in garage with protection modules. They show locked when not. Seems not a problem, but it sure causes problems with trying to change the protections. Fix please. The last update caused other minor glitches and discrepancies, less readily defined. Please fix.
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Is there any word regarding fixes to the bugs ang glitches in the last update?
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Please fix the glitches and freezes this update has caused.
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Please fix the glitches and freezes this update has caused.
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You did it again. Marshal Ricosck dropped in DM with three minunets left. Against Legends (no complaint of matchup), I managed five kills. No stars! Your implementation of the rule is disgusting! Stars depend too much on others. Stars are subject to luck. Stars are frustrating, especially when Tanki arbitrarily decides you weren't active.
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The key is the forum cannot be trusted. No confidence. No point in trying.
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Your "active" participant criteria is total crap! You dropped Riconot into a hopeless TDM with four minutes remaining. In the three minutes it took the other team to get to 100 I helped end the spawn killing and started turning the tide. We were too far behind to hope, but we had turned it. I helped! I earned 103 score in those three minutes and didn't get one star! I participated fully, actively, and effectively! Total crap requirement. I understand the reason for the requirement, but you are implementing it so absolutely asininely that it is frustrating and discouraging. I really cannot express my disgust at you. You put me in a battle with no hope. You gave me no credit despite actually helping. Stars are a bad idea. Further, you have implemented poorly.
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Your "active" participant criteria is total crap! You dropped Riconot into a hopeless TDM with four minutes remaining. In the three minutes it took the other team to get to 100 I helped end the spawn killing and started turning the tide. We were too far behind to hope, but we had turned it. I helped! I earned 103 score in those three minutes and didn't get one star! I participated fully, actively, and effectively! Total crap requirement. I understand the reason for the requirement, but you are implementing it so absolutely asininely that it is frustrating and discouraging. I really cannot express my disgust at you. You put me in a battle with no hope. You gave me no credit despite actually helping. Stars are a very bad idea. Further, you have implemented poorly.
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The Vlog describes as minor update, but it introduced some major bugs and glitches. Fix!
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This time I took a screen shot, so I can prove it, but nobody cares. Mods delete comments with no record, no indication. Thus, nothing can be trusted. Mods can steer any discussion in any way they want by deleting those they disagree with. The numbering isn't affected by deletions. There is simply no indication. No reason given even. No trust. No confidence.
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Comprehensive complaint: I play all of these: Account Kills Experience K/D OKDad70 115,392 1,734,239 1.68 Ricosck 72,363 1,060,995 2.31 NobodyUKnow70 33,096 504,834 1.87 Riconot 23,502 348,964 2.14 DH.98 20,857 316,460 1.87 Sarek_V 16,043 236,288 2.47 Total 281,253 4,201,780 1351 Hours played since the Profile was implemented. Got me beat? Sure, I know it doesn't count for much, but I play every day, usually about 30 to 60 minutes, more on some weekends. Nobody cares what the older, more committed players, the more consistent players think, but maybe the venting will help me some, since I can't hope it helps Tanki. I started in early 2014. My sons had already been playing for over two years, and they talked me into joining. My older son, Donut70, is a Smoky specialist. I tried a lot of different things with OKDad, and always found myself being very aggressive, playing to fight close-contact melee. Viking/Titan-Twins suited my preferences. I was getting good enough with that agile high-turn-acceleration combination that I could take on three, four, sometimes five opponents at once and drive off. Of course, shortly thereafter, Tanki started changing everything. They annoyed me thoroughly by instituting the self-damage on the Twins, forcing my to buy the alterations or change turrets. They flattened all the turn speeds and accelerations, making everything pretty much the same as everything else. I refer to it as The Great Leveling. They went from seven unique hulls to three (and made the stable Viking floaty). They changed supply mechanics significantly. In short, all the skills I'd built up over nearly three years were useless. I tried the Vulcan instead of Twins and found it an effective change of pace while I slowly changed some of my tactics and developed the new skills for the sluggish new Twins and Viking. Then they started changing everything. Adding, changing, more changing, added the disruptive Overdrive, etc. The game got too frustrating and I took a year off. There were about two dozen elder acquaintances who played Tanki at the time. All but two of them quit before I did. (They both (husband and wife) still play but post complaints to our Facebook group from time to time.) I started back up at the end of June this summer. It took a bit to feel I had any skill again. I'm back to having little trouble completing 1st-3rd missions. It often takes three or four matches before I am lucking to be on the stronger team, but being in the top three is doable again. Sadly, the fun hasn't come back, just the frustration that had me quit last August. I gave up on the Vulcan. The fiasco of Vulcan overheat and then total alteration repeated the Twins changes. I'm not willing to buy the alterations. I no longer see Vulcan as worth playing. Anyway, I've always felt Ricochet was one of the strongest turrets, and my first secondary account was Ricosk (because Ricos Suck!). As you can see from my K/D, that M3.17 Boar kit is doing just fine. It is sometimes fun, but competitive battles are rare, and trouncing overmatched opponents is rather shallow. Being on the trounced team is no fun at all. Still, I'm playing Ricosck every day, and usually at least one other account. NobodyUKnow70 was my attempt to prove that patience and practice could move an account through the ranks as satisfactorily as cash-outlays. It was working, until the Great Leveling. Playing with only the starter set was fun and satisfying as I developed skill and success with it. It isn't much fun now. The recent Smoky buff isn't noticeable the way I play. Riconot is my short-range account, Firebird, Freeze, and Hammer. (Isida stink.) Still fun, but only because Firebird and Freeze are absolutely the strongest turrets in the game right now. DH.98 is Mosquito. It seemed a fun idea. It was. It seemed I might, if time wasn't a problem, develop some BP skill. After The Great Leveling, the Rail-Wasp lost its allure. Now, with three to five turrets that can one-shot it in any given match, given only three mountable protections so at least four remain able. DH.98, had an impressive K/D for a while. The Rail has always tended to pick up a couple of double-kills per battle. It helps keep the K/D high, but there just isn't enough to work with under the flattened parameter set and the new extra powerful turrets. There are exceptional matches, but typical matches with DH.98 are spent mostly respawning. Sarek_V (Sarek of Vulcan) resulted after I spent a couple hours on the test servers with the then new Vulcan. There was a while it was relatively easy to catch a Wasp and turn it into a spinning top. Vulcan had its limits from the beginning, but the original concept was too good not to use at least some of the time. Sarek was a lot of fun, and it had a K/D >4 for a while. Sarek's K/D was a little below 3 when the Firebird buff happened, and K/D suffered rapidly. I went from overheating about once per 7 matches to overheating at least twice in every match, often more. Burn can give you an SD when an opponent takes all but your last couple of hit points, and the burn finishes you off on that next 0.25 second. Hurts the K/D bad. Overall, it is frustrating. What used to be a lot of fun and matched my style well enough has become mostly an exercise in patience. My main complaint is the game ain't fun. Of course, there are the MM problems. People say go Pro, but Pro battles have never been my thing. There was always so much waiting unless you had a group of friends together on Skype. It always annoyed me when a Pro battle had no alternate options set. Seriously, what is the point of that? Map variety had gotten good, and now we use mostly the same handful of maps over and over. Massacre has its positive attributes. Short and medium range turrets can be fun if you can stay under cover from the Shafts and Rails, but the terrain and those invisible barriers!!! Fix it! And, it is a pathetic map for Assault, at least for the Red team. Another frustration is hitting the Shift-key and exploding anyway, with no apparent activation of the Overdrive, yet it is reset to zero. Lazy programming if you ask me. Quite frustrating. It is fundamentally wrong to activate protection and repair yet die from one more Twins ball. No biggie if the Overdrive is still at 100%, but it is usually reset to zero. Sucks. Tanki seems to be focused only on "new." New features, new tweaks, new turrets, new supplies, new paints, new, new, new, most of which cost many crystals or outright cash. It seems to keep the revenue flowing in. Good for them. Really. I'm glad they are remaining financially successful. Still, it seems a bit more stability would go a long way in keeping customer loyalty. It all amounts to more frustration than fun with little hope of improvement. Bummer.
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