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Everything posted by OKDad70
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Overdrives stink. Hunter OD is weakest and they nerfed it.
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MM is broken. Fix it.
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Odd complaints about modification levels. I'm not sure how anyone figures this hurts them. It won't detract from anything. It simply evens out and tightens up the midranks so one doesn't start playing M2.10 BGenerals when just beginning the LT ranks. (My 2LT has already faced three-star generals with M3 equipment.) I heard complaints about midranks for years, and I've complained about them plenty myself. It is too little, too late, but it is a good idea. Why was it not implemented three years ago? You might have saved Tanki if you had made it so people didn't get so discouraged slogging between M1 and Marshal. If changing to 7 modification levels will stop early M1s from facing late M2s (and occasional M3s), then it will be a good thing. It will be good to see one's progress a little more tangibly regardless.
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I do think the Damage mission is disappointing. It looked promising. It seems it is mostly just a bludgeon.
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I asked a question. Why won't you answer? If you answer, I can go to the suggestions forum and make a reasoned suggestion. Are old players respected, or is this just a forum for new and young players?
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I suspect C-Spider is correct, and I trust he wouldn't claim to have checked without checking thoroughly, but I was hoping for an official statement and perhaps an update in the Wiki. Anyway, since I'm unworthy of that clarification, perhaps someone could state officially if it is reasonable for Tanki to show a player's full stats in the Profile. Can the Profile show average wins? Average ranking on winning teams? Average ranking on losing teams? Average ranking in all team matches? Average ranking in DM? Averages associated with specific turrets and (separately) specific hulls? Format averages to go along with the format hours-played? Average match completion percentage? Average DNF? Average intentional/confirmed battle abandonment percentage? Average play against other ranks and higher-modification tanks? Any of that? Efficiency is a nice indicator, but it is so rank dependent. 51000 for a 2LT is only a usful indicator compared to other 2LTs. All Generals have higher than 51000 efficiency. There is no comparison. And efficiency is such a complex computation that it isn't much more meaningful than gear score. K/D is a good indicator, but there is no nuance. A determined sniper can keep a high K/D while often letting down the overall team. K/D with completion percentage and team-win percentage would be much more quantitative and informative.
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I know nobody, especially any dev, cares, but 2LT Slowdeath required nine MM to complete the missions. That was two in Assualt (40k damage), four CP (I forgot the specifics), and three more general for 2000 score. The six format and two Quick had me at 1980 score. Of course, in that ninth battle, I kicked butt and had 595 score. Oh well. (The game is so random: 85 score in the first and 595 in the ninth. It isn't like I did anything different in any of the battles.) BTW, that first Assault battle was perhaps the worst ever. On Blue, and Red reached 70 in three minutes. I don't think it could have been worse if all of us were working to help Red score as fast as possible.
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Why do you think I asked? Can you please confirm with programmers who know whether the Hornet overdrive ignores all protection or just the two listed?
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Given Hornet overdrive ignores double armor and moduels, does it also ignore bonus from active drone?
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The same complaint regarding 2000 score. That requires 9 or 10 matches. Sure, I can score over 500 when I am lucky, but I'm pretty sure the average score per 7-minute MM team match is close to 200. I've been watch a long time. You see most matches where half the players struggle to get to the star level. Very few exceed 200 score in most matches. Level one averages about 1.5 matches for a reasonable reward. Level two seems to be between 2 and 5 matches for an arguably lesser reward, but still reasonable. Level three rewards are often small compared to 7 to 12 matches required to earn them. When missions can't overlap for differing format requirements, 15 or more matches can be required and time playing can exceed two hours, a time most players simply cannot afford. Overall, the only good rewards come for playing one or two matches to achieve the first and second. There would be no point in getting the third if not for the weekly sets. Seven matches for the third level is too many, unless significant overlap of formats can be programmed in. More than seven matches for rewards are unjustified unless the rewards increase significantly.
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Regarding 2LT Slowdeath, my Hunter M1.10 has 2294 hit points. My Firebird M1.10 does 479 per second, less any resistance the opponent has. You can work out the maths for yourself. I sincerely doubt you manage to complete a 40k damage mission in a single team match. I wrote my complaint after requiring 9 or 10 matches to complete the format damage mission of 160k. Look at my profile. I'm better than average. My daily missions were such that it required 14 or 15 total matches. Happily, I had sufficient time. I often do not have that much time.
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The first principle is that you must not fool yourself — and you are the easiest person to fool. Richard Feynman
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160k damage in one mode is too much. Mediocre reward for about 10 matches for good players in one mode, maybe 15 matches for a weak player, and that doesn't count however many more matches required for the other missions.
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Slowdeath has not received reward yet. When should I get worried?
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Hunter has the weakest overdrive. Why did you nerf it? Most overdrives can kill as many as are present. At best, EMP keeps one alive in the midst of three or more opponents. After dispatching one, maybe two, they kill you anyway. Hunter range is unbelievably short already. Far too often one or more tanks are out of range when it seems clearly close enough. Why on earth would you nerf the weakest overdrive?
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This is where we asks questions and clarification for Evil War, right? Why no answer? Why no clarification?
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Battle pass, I have one now. Is it good for Evil War? At time of writing, current challenge ends in 2d 21h. (Server reset on the 31 October, before 1 November.) Evil War clock says 6d 6hr. That seems to add to 3 November, not 1 November. What's it all mean? And, battle pass, given the challenge ends before the war, is it still good for war?
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In my experience, the team that attacks more in CTF wins. Attack. That usually means inflicting lots of damage hustling between flag points or hunting the snit that is trying to hide your own flag. In team matches, snipers like to lose, and chickens like to hide. Don't be a camper for your team. Don't be a chicken. Whether it helps or not will likely make no difference overall. The average (mean) number of players per day keeps going down.
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I appreciate the inflict-damage mission. Good addition, at least if you watch it carefully and tweek it. (I hope it will encouarage some balance. Too many want to hide and snipe or hang back and wait.)
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I gave up on the DM mission last night. Never got in. Timed out six or seven times. There were ~2200 players per the start page. 5500 players online a half-hour ago. In forty minutes, got into one DM that ended after one minute. I managed 4 kills. It is impossible to complete DM missions at present. 40 minutes on the MM battle page, only one match. Good grief. Edit: It has been well over an hour now. Time outs, multiple exit-reset. One 1-minute DM in over an hour of trying. I have a DM mission. It is impossible to complete. Players online dropping by the minute. Down to 3900 now. That used to be enough to get into matches. Edit2: Over 90 minutes. Still no joy. Down to 3400 players. It is noteworthy that the average wait time has listed as 30 seconds since I began. "Slowdeath - Third Lieutenant" by the way.
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It is becoming impossible to enter some modes. I've been trying to get into deathmatch, and it keeps timing out. It even indicates the average time is over three minutes. Of course, the fail-timer usually goes off in less than 2.5 minutes. The Quick-battle option needs to bring up a couple of radio buttons. One should allow for exclusions, and one should allow for extra allowances, like DM. That is, when clicking "Play!" for a quick battle, have a radio-button set open that allows one to click DM as allowable instead of just team modes. It would also be nice to exclude Jugger. [i'll exit if I get in it. Then I'll pick a specific mode, so I don't get stuffed back in the jugger mess.] MM in English-speaking time zones is getting impossble to play. As player numbers continue to dwindle, it will become a bigger problem.
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I reiterate, if put in TJR, I will exit. If put in a second time, I will wait the extra for a specific battle mode. I will not play Jugger. I will not stay in Archipelago map. I am likely to exit Massacre. Pushing these formats is counterproductive to Tanki goals.
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There is no summary. One still has to view the Russian Wiki for totals. I agree, but you do realize there are only a handful of players like you who can play more than 12 hours per day, right? Playing so much, you must have a feel for how many battles are totally lopsided with little competition. What proportion of battles are even and challenging? I usually play less than 10 battles per day, rather than 100 like you, but I think it is about 1 in 5 battles (~20%) that are actually challenging and balanced. You assert 30 times on winning team with 100 battles. It has to be closer to 50 wins per hundred. It has to even out with such large numbers. Besides, I'd give most teams the edge when you are on it. Legend 64 and over 100 hours per week has to put you among the best active players. The primary problem of MM is lack of any balancing in picking teams, and the fact players so often leave the battle. (That probably cannot be fixed, so the balance one has to or the daily numbers will keep going down. Oh well.
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While Ninja indicates it is being worked, the English Wiki is not yet updated for October Challenge. There are empty tiers on the free/silver set. It is essentially identical to the September Challenge. The pass/gold set includes an extra 12,000 crystals and 200 extra of each regular supply. There is also one extra paint in the gold (no shot effects in either). (Batteries and containers are the same.) I've found I collect about 1200 stars with Premium. Last month, I wanted the Hunter Prime, so I put in extra time and managed 1796 stars. It was a bit much. I don't think I'll be doing that again. However, the extra 200 repair kits make it tempting, because those are had by 1442 stars. I think I won't pay the cash for the battle pass and gold set, but if I happen to be approaching 1400 stars with time to spare, I might. My premium runs out before the end of the month, so I may not even make 1200 stars. At midranks with Slowdeath, I'm losing interest again. Random matters more, and opponents equipment can outgun me significantly. (Slowdeath is M1.10 now with four 25% protections. Opponents can be M2.10 with more protections and higher protections.) I also run out of repairs kits regularly now, and batteries. The five hundred batteries of the challenge are only enough for about a week if trying for 1750 stars. (10 battles per day is 70 batteries per day, time seven days is 490, so ten to 15 MM battles for stars per day uses them all up in less than a week.) It is not possible to earn enough repair kits, and even more impossible to earn enough batteries, to keep oneself supplied. One must get used to having the drone unequipped, and playing a significant proportion of battles without repair kits, or one has to buy. I haven't gotten desperate enough to buy Tankoins for supply and battery kits, but that is why I have Premium, and why I forked out the cash for the gold-set battle pass last month. Years ago, I felt the game was worth a little cash, here and there, and for my birthday or Christmas. Now, all the focus seems to be on pushing players to spend for upgrades, new stuff, or repair kits and batteries. Spending cash seems so coerced and such a cop-out. The game is so random now. I can score 30 kills in DM, or struggle for 12. I can lead a team in first, win or lose (especially lose, it is easy to be first on a losing team), or I can miss the star cutoff, especially if stuffed in the battle late. My skills help me do well, but too often is just doesn't matter. Anyway, the Challenge is about the same as last, but with more on the Gold set. Choose and plan accordingly.
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