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OKDad70

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Everything posted by OKDad70

  1. OKDad70

    Changes in the battle creation system

    If someone clicks the battle button, the first priority should be missions. The battle button should always use the highest-reward mission as the first criteria for battle selection (after rank). That might make the battle button more usable. You claim it is popular, but you have not given it time for the newness to wear off. It is still novel. It is too early to make your stated conclusions.
  2. OKDad70

    Changes in the battle creation system

    So far, I do not like this. All battles are pro battles now. You cannot pretend people like the battle button if nobody is in non-Pro battles. I do not like it. Worst part is the defaults leave all parms standard except being longer. If this change sticks, please set the Pro-battle defaults to turn off supplies and MUs. Leave it optional, but have the starting default turn off supplies. Also, have a time limit always defaulted. That is, always have a default time limit set until someone selects to turn it off. I will give this change some time, but I do not like it. Also, you announced the confirmation button would go away. The confirmation button for the garage is still there. It is annoying. It needs to go away. If someone goes to the garage, they want to stay in the battle. The inactivity-timer will kick them out if they stay in the garage, and if they want to exit, they can exit from the garage. The confirmation box for going to the garage from the battle is just nuisance. I believe you did it just to annoy players and discourage them from going to the garage during battles. Please stop it. Please remove the confirmation dialog as promised.
  3. Something is wrong with clicks. I click a different item in the garage, and nothing happens. Some work, some don't. LOTS of patient seems to get it. Clicking repeatedly, slowly, seems to get the chosen item selected, but something is wrong since this last update today.
  4. OKDad70

    CLOSED — Cedric's "Virtual Office"

    Since I expressed my displeasure with how the Halloween Map-experience missions were handled, I owe you thanks for giving us another day. I got the mission and somehow had time to finish it. Thank you. Also, the Halloween map is great. Please add it to the regular map list. It is a very interesting and balanced map.
  5. OKDad70

    New balance changes and other features

    I do not understand how smoky could be nerfed to baby status, yet it has become an overpowered bludgeon. It is slow and ungainly, but it seems to dominate more then ever. What the heck did you do to this game? It really stinks. It just aint no fun!
  6. OKDad70

    Complaint Book

    You did NOT make clear the Halloween map experience mission would be taken away if not completed before Halloween. You do a lot of things you don't explain. You take a lot of stuff just before we think we've earned it. This last update and stupid stuff are wearing me out. I kinda think the game sucks right now. I don't quit because all I have put into it. I'm about to call it a loss and move on. I have 810 hours since the stat started being kept. I have 3,216,642 experience. (No Legend for me, since that is spread over six accounts with different specialties.) I used to love the game because it was fun. The objective seems now to focus on the mediocre and buyers. I suppose that may be on purpose, because the truly skilled players don't need to spend cash to compete.
  7. OKDad70

    Getting Multiple Halloween Missions

    Perhaps, but then they steal it from you. Change it without warning you time is running out.
  8. OKDad70

    CLOSED — Cedric's "Virtual Office"

    Stealing our Halloween Map Experience mission was low, down right dirty! What a scummy thing to do.
  9. OKDad70

    New balance changes and other features

    The simple fact is, the game sucks now.
  10. You stole my Halloween map experience mission! I am getting closer and closer to saying to hell with tanki.
  11. OKDad70

    New balance changes and other features

    Supplies needs match-dependent cooldown extension parameters. That is, when teams are unbalanced, the team with more tanks should have longer cooldowns, proportional to the team difference. The team with fewer tanks should have slightly shorter cooldown until the teams even out. Also, there should be a similar extension of cooldown time when one team gets significantly ahead in score. The two affects should combine. Of course, if you are truly devoted to heavy supplies usage, then please make the motto official, "Use or lose!"
  12. OKDad70

    New balance changes and other features

    The worst aspect of the update was how much slower everything is (except vulcan tracking rate). Vulcan and hammer are still OP compared to the other turrets. I'm trying to get used to viking again, but it is so sad. Viking was stable, now it floats. Viking was agile, now it lumbers. Viking had staying power, now it dies a lot. I don't understand how they made it both more sluggish and harder to handle, harder to drive straight, harder to turn as it used to. What did you do to viking to make it so much worse, while seeming to not change it much? The stats interact in unforeseen ways. None of it is good for anyone who had specialties and skills certain equipment. I'm trying to use twins again. So far, it ain't working. I'm almost as effective, but I must hang back. I can no longer charge in. I could engage by driving between two opponents and kill one, and spin fast enough to target the other. Now, no. I must keep some distance. I cannot split opponents and live long enough to turn my turret after dispatching the first. I find the alteration for twins repugnant. I won't try it under any circumstance. Twins has all the range I ever seem to need, well, that used to be true. I'm not sure I will get used to it. Vulcan is at least as strong, and it is supposed to be sluggish with slow tracking. I still think this is a terrible and fun-killing update. And don't forget the Tanki Online motto: Use or lose!
  13. OKDad70

    New balance changes and other features

    Howdy BabySam, I disagree. Isida suck. I hate them. I don't think that is harsh. If Tanki won't make it a dedicated healer, then I won't mind if they delete it entirely. Tanki is a game. I think isida is a bad aspect of the game. I've mostly used twins on viking. In my alt accounts, I specialize on other equipment. I have never had trouble with shaft or rail. Sure, they get me from time to time, but I go get them. Hunting shafts is the most fun aspect of Tanki. I've always known the only reason Tanki has the shaft is because they are so fun to kill. Hammers can be problematic, but one can deal with them. Vulcans, now that the impact is reduced, are no problem. They were no problem before unless you had to drive distance in their line of fire. When an enemy becomes problematic, I have always started hunting them. They soon cease to be a problem, except isida. Isida always won unless I had the drop on them. Always. I could never force them to change tactics or turret. I always could with every other turret. Rico used to be the hardest. Now, it is hard to tell. Twins and vulcan have significant buff. (Though twins is now lumbering brute, not agile punisher. It was fun. Not fun now.) As to isida now, it seems to still be effective and annoying. I fought a team with two heavy shafts and six isida. The team I was on was more typical, and we won, but only just. This isidas attacked in two or three and grabbed our flag more than I expected. The shafts were effective at first, but I switched protection and started hunting. They quit being much effective. The isidas still stayed the way they were. Twins was always in the middle in the past. An aggressive twins that knew to always press in was effective. That is the way I fought, and many others have proven the same against me. However, other turrets could use their advantages to keep me and other twins from being decisive. My twins-viking was almost always in top 3, first often enough. After the changes, not so much. The overall effect has been to levalize everything. Skill no longer matters. Supplies matter. Welcome to the new Tanki Online. Motto: Use or lose.
  14. OKDad70

    New balance changes and other features

    Well, I've taken to playing with vulcan. The twins, heck, it is just too disappointing. I am starting to get used to the viking, but it is just erratic, squirrelly, floaty. It doesn't always do what I want, and it rarely does what I could make it do last week. Still, I'm starting to get used to it. It simply is crap compared to what it was. Titan, my other well MUd M3 is fair. It still seems to have more erratic driving, but it is about the same. Maybe a little faster feel. I will probably be using it more, but I like CTF best, and titan is a bit too slow for flags. Also, how the hell could they nerf isida so much and it still be so common and so effective? Please lower the attack range more, and add reduction with range (for both attack and heal). If you aren't going to delete isida, you need to increase its team-heal capability a little. The fact that isida is still effective after that nerf shows how totally overpowered they were. Isidas with drugs were unbeatable. Now, they can be beat, but they are still above average in strength of attack and effectiveness. And, every round I play proves to me more that this update took away disadvantage of being half-hearted player with mediocre skills, and it took away the advantages to being serious player with focus and effort to develop skills and specialties. Supplies are ubiquitous. The game motto is truly, "use or lose."
  15. OKDad70

    New balance changes and other features

    Okay, point taken. I agree with you overall. Still, I just dislike isida too much to care. I'd be happy if they halfed all its parms again, or just deleted it. I've always thought the key to fixing it was to reduce its attack damage and range, but increase its team-healing versatility. Your suggestion would be along the same lines. It seems to me the isida was intended to be a healer, but it has never been implemented that way. It is much more a vampire. So, whatever. I'm still trying to make up my mind if I am going to struggle through these changes or just give up and go back to being an old man that doesn't play computer-games again.
  16. OKDad70

    New balance changes and other features

    NobodyUKnow70 has nearly half-million experience and about 120 hours play time. NobodyUKnow70 uses only the starter kit equipment. Only hunter-smoky. Well, I am surprised that it didn't change more. The stat differences made me fear it would no longer be worth playing at all. It is sluggish and unresponsive, but it is surprisingly effective still. It is half as fun, but about as effective as before. Of course, my overall 3-million-plus experience help me adapt quickly to the changes and sluggishness, but I no longer seem to generally be able to dominate at those mid-ranks that NobodyUKnow70 is at. Supply-use can run me out of battles now. That never used to be a problem. Now, on the opponent's fourth health-pack on my fourth assault, I figure there are better battles. I understand gizmos have nothing else to spend crystals on, but mid-ranks didn't used to drug all the time. Now, always at least one double, and I have to overcome a repair-kit to get the kill, either with one of my own, or with overwhelming skill. With my specialization on the hunter-smoky, I often managed. Since the update, it is rare. Since I don't buy supplies, I just start dying a lot after my own repair kits run out. (At least until they run out too, or decide to stop using.) Overall, the smoky nerf and hunter changes only really matter to the skilled players. Those skilled players dedicated enough to stick it out and redevelop skills with the sluggish equipment might rise again. However, I think a lot of smoky players will switch to thunder. Players who like hunter can probably get used to it, but many will likely switch to a light or heavy hull. The mids currently have very poor characteristics, except maybe dictator. It is about as unwieldy as ever, and players who have grown to like it will probably stay okay with it. The DR format may help the dictator popularity, too. I don't know. I don't buy pro pass, though I am wondering. If supply use remains so high, I may have to buy pro pass and look for no-supplies battles. Though, experience tells me there are none, at least not when I play (late evening USA). Tankers always say, "buy pro pass; join no-supply battles." However, there simply are no pro battles at low ranks. There are few at mid ranks, and they are not as popular as people pretend at the high ranks. For all the complaining about supplies, most tankers use and join standard battles. I'll close with the reminder of the new Tanki Online motto: Use or lose!
  17. OKDad70

    New balance changes and other features

    BlackWasp777 et al.,For your consideration, Isida should not even be allowed in DM. DM format should simply not permit isida turret on player's tank. Smoky and thunder cannot enter XP. Isida should not be able to enter DM. The self-heal, even after the this mod to only 10%, is a function no other turret has. It was an absurd advantage that let the average supply-rich isida score double any other player in small-map DM. With the new emphasis on supplies, it hardly seems to have diminished by the nerfing applied to the isida. Sure, it is nerfed, noticeably, but there are still too many on most battlefields. Isida is not fun. It has no qualities I find acceptable. The rule has always been, and always will be, shoot isida first. If one has isida in view, shoot it. Don't shoot others until the isida is destroyed. Surprisingly, after this update, isida is still effective and annoying. If Tanki deletes isida entirely, I, for one, will not miss it. I seem to be pathological about isida. I honestly hate it. Occasionally a friendly isida proves worthy, but most are just in the way and complicating combat. Sure, when I have an effective isida teammate, I appreciate it, and I try to shield it. I try to cooperate with it, but most of the time, such efforts prove futile.
  18. OKDad70

    New balance changes and other features

    Cedric Debono, perhaps you will start a new thread for discussing how everyone feels now that they've had a chance to play it a little. I still assert that these modifications took the fun out of the game and set mediocrity and supplies as the dominant theme.
  19. OKDad70

    New balance changes and other features

    Riconot has played a few rounds with hunter-hammer. Well, it is still a decent equipment set. It amazes me, though, how good everyone seems to be all the sudden, especially with all the health packs. I find hammer to be hard to use for overall team play. Fine for DM, not so much supporting a team. It does not seem to be as OP as it was. Facing hammers and fighting as hammer has me saying there isn't much difference, but it is more pedantic, slower and less dynamic. Why does it seem slide was decreased, but the hulls, hornet, hunter, viking, and titan, all seem to be more squirrelly? The hulls are slower to respond, harder to drive, and much more prone to being diverted by a shot. The changes would seem to make them more stable, but they all seem harder too drive, harder to make respond to the dynamic needs of battle, and more prone to disruption from fire or other battle circumstances. Nothing works right with the hulls. Everything is off, messed up.
  20. OKDad70

    New balance changes and other features

    I completed a couple missions with vulcan-titan (M3s, vulcan just a few MUs, titan 30 MU). Vulcan must now be considered OP. This combo has its strong points, but my style had become highly dynamic and aggressive. Old viking was well suited to that. Not titan. This combo (vulcan-titan) just has to be attentive, alert to targets of opportunity. People nag about twins just needing a brick for the space bar, but a titan with zeus protection and a double-armor makes vulcan a continuous damage dealer with little fear of self-destruct. Slowly meander toward opponents. Be careful to keep trained on targets, and the kills count up quickly. Ricochet is still okay. It is a turret that one cannot afford to ignore in DM. However, the twins just might be the new OP champion. OP is a function of how successful the turret is and how hard it is deal with. I have long maintained that rico is the most OP. It is the turret that is easiest to be successful with, and it has always been hard to deal with. (Isida are a different category. They stink. They reek. Drugging isida were beyond OP, they were true god-mode-on. They had to be nerfed. May they rest in peace (forever).) I used to say twins was middle. Initially I thought it underpowered, but as I got better at it, I realized it was in the middle, and people called it OP when they met nimble, aggressive twins. Now, I think twins must be rated OP. However, nimble and aggression no longer matter to it. Just put a brick on the space bar and find targets. It seems to work best when twins doesn't get close to opponents. At least, that is what I have been seeing, and twins are becoming more common. The twins I knew and loved is gone, but the new twins seems to be more popular with jock-types. As a nerd, I am not sure I can strike up my relationship with the twins again. Tanki, Cedric, I sincerely resent what you did to the game. It hurts. Didn't you know you were going to frustrate the skilled players and reward the half-hearted players of mediocre skill? Didn't you know the changes to kits and supplies and cooldowns would make the game motto, "Use or lose!"? Yeah, it breaks my heart. I truly loved the twins. The brutishness of the new twins just ain't my thing.
  21. OKDad70

    New balance changes and other features

    Riconot completed missions today as M2 wasp-freeze (a few MUs). M2 freeze is powerful, but not overpowered. Freeze has been the strongest turret for a while, but it just doesn't seem to be too hard to fight. My freeze skills are modest. A skilled player may be hard to beat. I see too few to tell. I assume any freeze player will be better now, but is just doesn't seem overpowered. M2 hornet is different. It makes it hard to use the sluggish freeze. Hornet is quite different. Overall, I think it just will take some getting used to, but old hornet was better. Not stronger, but better. Restated, new hornet is not weaker, but is not as good. Perhaps tomorrow Riconot will play as hunter-hammer. If so, I will write about it.
  22. OKDad70

    New balance changes and other features

    It seems inarguable that this update frustrates the skilled specialists beyond belief. The most unique features of equipment were altered and shuffled or just flattened. Wasp and viking are good examples. Some say they were "beefed," but skilled specialists seem to all agree the hulls are now annoying, practically useless. I favored twins. My twins-viking (well MUd M3s) was simply fun! I danced around medium and heavy opponents and sparred directly with light hulls. My rapid pounding and constant motion and rapid turret targeting used to get me called "hacker." Now I'm ranked enough to be playing mostly players with much more experience. They know I'm not hacking, but they often still express annoyance. It was fun to rampage through a half-dozen opponents and destroy them all (sometimes). Now, if I manage such an assault at all, it is from hanging back and keeping them in each other's line of fire. I cannot charge in and dodge and slay. It just doesn't work now. Now, the combination is a pathetic, slow, sluggish drudgery. It seemed my killing potential was about the same, but my tactics just wouldn't work. There was just no response when I demanded of my rig. Turning and turret turning were simply infuriating because I could not do now what I could do yesterday. I had a nimble and responsive rig. Now it is a lumbering brute. I'll say again, the field has been leveled. Poor players now have less disadvantage, especially if they will fork out $20 for 1500 supplies every few weeks. Skilled players now have little hope. Determined players may find new skills, new advantages, but the fun I had was taken by this update. Cedric asks for more time. I will give it, but I am not optimistic. I've played for over 30 months, with roughly 800 hours on my six different accounts, each with a different specialty. I have seen the ups and downs, and I've stuck it out. I've read the whining and complaining and thought most of it unjustified. Some of it was justified. Some of the changes were simply bad. This update seems the worst by far to me. It took out the fun.
  23. OKDad70

    New balance changes and other features

    Alt-account Riconot has fully MUd M1 firebird, and 9/50 M2 hornet. I cannot say I can tell the difference, other than the hornet being obviously a bit more squirrelly, not as stable. Drifting is different but should be easy to get used to. It gets knocked off course easy. I use freeze and hammer some on that account. I haven't tried those yet. I'll write about those after more time. I still think the update is bad. I think it has changed the nature of the game. I think it levels skill, making it easier on poor players and less advantages for those who have developed skills and specializations. It mostly makes it no fun for my M3 equipment. Everything seemed just slug and plug, especially since most of the tanks seemed to be heavies, and most of the turrets were thunder. Maybe people will adapt. Maybe things will come round. It seems like it isn't too adverse for the low ranks. There is small hope, but it is hard to be optimistic.
  24. OKDad70

    New balance changes and other features

    Battle fund is increased? I cannot tell. Didn't the vlog say sale? 30% off supplies that I never buy is no sale. Supplies sale just confirms, use or lose. Please. At least sale the MUs. As is, no fun. None of this is fun, at least not for the high ranks, unless maybe they have unlimited budget for supplies.
  25. OKDad70

    New balance changes and other features

    Twins is just slow! The loss of turn acceleration ruined it. Ruined it!
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