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SpankerTanker

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Everything posted by SpankerTanker

  1. SpankerTanker

    20 000 bonus on first purchases for 24hrs!

    Semyon, let play select the exact number of crystal to purchase and more importantly, the amount of money they wish to spend. Remove the custom amount feature was a bad idea. Give back the flexibility.
  2. THerefore, larger amounts of crystals are more expensive for USD buyers than for Euro buyers.
  3. The ratios between Euro and USD are not consistent. Notice that: 2.99 / 3.99 = 0.749 but 69.99 / 99.99 = 0.699
  4. yes, please. The customization feature is a keeper. Pay attention TO
  5. Removing customization of crystal amount is a BAD idea. The current system allows customizing the exact dollar amount (how much the user is willing to spend) not just the number of crystals. Since the packages have been improved, please leave the customization for players who wish to benefit from it. Please. Thanks.
  6. SpankerTanker

    Daily Missions have gone live!

    What does "Finish 1st in a battle" mean ? Points earned ? Does this refer to TDM, CTF, etc. ? Can you finish 1st with points even if team does not win ? More clarification needed :)
  7. SpankerTanker

    Changes in turret and hull parameters

    I agree that Thunder took a hit. Reload time should be lessened/shortened. Splash damage only happens when 2 or more enemy tanks are in close proximity. And this is rarer than not. The increase in splash damage is not a sufficient compensation for the decrease in maximum damage.
  8. SpankerTanker

    Let's Discuss Product Kits

    Why is the cost of Smoky M2 included in the kit although I already bought it?
  9. SpankerTanker

    Let's Discuss Product Kits

    Why should I have to buy Smoky M2 again? Why is the base price not 158300 + 115000? Why is 97579 for Smoky included in the kit price? Thanks
  10. Here is an idea for an update: :excl: Let the points awarded be inversely proportionate to the size of the teams. So that if a team of 9 is playing against a team of 4 (13 players), let the team of 4 get 9/13 of the points and let the team of 9 get 4/13 of the points This will encourage losing players to keep playing on. :) If the Tanki programmers are interested, I can help with the math.
  11. 10 times is too much I think. 7 or 8 times might be more realistic.
  12. The word "Double" should be changed to "Increase" in the case of Nitro. Both Armour and Fire Power are double (+100%), but Speed is only increased (+30%). I think that shortening the recharge time for Armour and Fire Power will only encourage the mindless "drugging" going on in battles. Players who are continuously "drugged" do not seem to realise that their opponents can do it too and that if they do, then it effectively cancels the advantage of the "drugs". To succeed only because one is constantly using power ups, says WHAT are your skills, especially when your opponents are not using them?
  13. SpankerTanker

    Update 270 — balancing of turrets and hulls

    Let people self-destruct if they want to. It is called "self"-destruct for a reason. Just as it cannot be prevented in real life, it cannot be easily managed in virtual life. When people self-destruct cowardly, they themselves suffer a psychological penalty of being a coward and the possible penalty of being labelled as one. If I am in a game where people are behaving less than satisfactorily to me, I LEAVE. That is a practice that can produce beneficial results in real life too. Just let people be. We can't fix people. People must fix themselves if there care to.
  14. SpankerTanker

    Update 270 — balancing of turrets and hulls

    ELIZABETH1122, unfortunately those psychopaths do exist in the game. I have encountered them. I have had "team mates" constantly try to prevent me from destroying enemy tanks. That shocked me. And I have had team mates (using a fast tank) who let me (using a slow tank) pick up a power-ups that he/she was already heading for. And there are some very intelligent players in the game. It is a joy to play with or against them.
  15. SpankerTanker

    Update 270 — balancing of turrets and hulls

    Yes, the self-destruct matter should be given A LOT more thought. I do not believe the technology (software) exists to do it properly. There might be just 1 or 2 ways self-destruct, but there are very many SCENARIOS in which it might be done - and they should be considered.
  16. SpankerTanker

    Update 270 — balancing of turrets and hulls

    No, it should not
  17. SpankerTanker

    Update 270 — balancing of turrets and hulls

    Thanks for giving some light to those offenses. There is indeed bullying occuring. The game is a microcosm of the real world. There are some very well-mannered players (teammates and enemies alike) in the game though. I would like to express my appreciation to them for showing a more gracious side of humanity. We can be honourable while blasting others to molten metal. :) I think the avenue(s) / mechanism(s) for reporting offenses should be looked at.
  18. SpankerTanker

    Update 270 — balancing of turrets and hulls

    Those upgrades are very expensive for us "real money" players. We might feel a little better though if we associate the money with the joy of participating in the game rather than with the virtual "zeros and ones" tanks that we allow ourselves to fall in love with. Upgraded tanks are indeed personal statements of taste in art and intellectuality. Cheer up, friend.
  19. SpankerTanker

    Update 270 — balancing of turrets and hulls

    By pushing the enemy off the map you have earned the benefit of not having that individual tank around to affect you (and your team) for a few seconds (until re-spawned). The kill point would be too controversial plus very difficult to accomplish as no projectile is involved. Points are only determinable when a projectile collides with a tank. Were it not for the projectile issue, I would like the point too.
  20. SpankerTanker

    Update 270 — balancing of turrets and hulls

    Self-Destructs should not affect the team - only the individual, if at all
  21. SpankerTanker

    Update 270 — balancing of turrets and hulls

    Titan and Mammoth ARE to slow!!! There should be "some" attempt to be realistic with the game. No modern hull in "real life" would be that slow in comparison to other hulls. If Titan and Mommoth have that much more power and energy than the smaller hulls, then they should be able to propell themselves satisfactorily fast.
  22. SpankerTanker

    Update 270 — balancing of turrets and hulls

    Should that not depend on the M? of the railgun and the M? of the hornet?
  23. SpankerTanker

    Update 270 — balancing of turrets and hulls

    If the SELF-DESTRUCT happens while destroying enemy tanks (as can happen when using Thunder), there should be no penalty. The application of a penalty should be CONDITIONAL. It should not happen in the case of NORMAL game maneuver. Tanki, please do not rest until this self-destruct issue is satisfactory. The tanker who self-destructs (as when using Thunder) in normal game play, ALREADY HAS SUFFERED the penalty of dying. Please consider. Thanks for the hard work on the re-balancing efforts. The lower speeds for Titan and Mammoth are discouraging though.
  24. SpankerTanker

    Update 270 — balancing of turrets and hulls

    And this actually happens often enough
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