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Everything posted by Meowmix56
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Looks like I picked a horrible time to come back to the game. This is terrible. I can't pick maps I enjoy, I can't create maps, and even worse for people who can only afford one set of equipment and have to keep rejoining because the matchmaker put them in a map not conducive to twins or shaft. Worse still it kicks you after after match so even if you are lucky enough to find a good one it is short lived. I was looking forward to finally getting back into the game and seeing what was new.
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It isn't my intention to hijack this thread but I am having the same problem. Started today. I'm not sure if there was a flash update or an update to the back end of tanki but something is very different. I used to play at a steady 60 fps and now it grinds down to 15. I've tried in firefox, pale moon, ie, and even chrome. Will try standalone next in different flash versions. It just seems unusual that somebody else is having the same problem within a couple weeks. Is there something different? Here is my performance screenshot:
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Yes, it is severely pay to win and increasing all the time. Beyond question. It isn't even disputed by the staff. A free player would have to play for over a year to get the m4 equipment I had by marshal. Not to mention drugs can give you multiplied stats. Doesn't seem to bother most people, or at least enough people stick around regardless.
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While it is generous to give me so many free m4s I have mixed feelings on this update. I am not sure I like forfeiting control of my tank for ease of use. Customizing each spec led to some individuality and some people may prefer to keep some specs, such as turret rotation or weight, at a lower level. Aside from that I wonder if this is a good business decision. On one hand you are now forcing people to upgrade weight and power if they want to max out their health. On the other hand the sticker price is much higher. Players will be much more willing to spend 1-30k on impulse to upgrade an important parameter thank to pay a combined price that is much higher. This keeps them broke and makes it harder, on average, for players to save up, because they continually buy incremental microupgrades they otherwise wouldn't. So if they want a new piece of equipment they'd be more likely to spend.
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Would've been great aside from the last part. So begins the downward spiral gradual decline into buyer only items.
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The mods have to tow the party line. It is their job. At any rate I've stopped paying, game experience isn't something I'd pay for anymore the way things are heading.
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I didn't see a gif thread, post some funny gifs. More:
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Definitely is much less variety the higher you go. Not nearly as bad as it was over the summer. For a few months before daily missions were introduced it seemed like people were only playing awful but high efficiency maps like polygon and noise. Now you can reliably see some rio, Serpuhov, tribute, and kolhoz. I think vulcan and ease of raiding killed off madness at some point.
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Taxes are a good analogy. Taxes are necessary for the government to perform essential services. Up to a certain level you can increase government revenue by increasing the tax rate. Past that level any increase will reduce total revenue because of the stifling effect on the economy. This is where tanki is right now with its treatment of buyers.
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If a restaurant charges too much, doesn't give you free bread with a meal, the waiter ignores your problems and the chefs keep putting hairs in your food people stop going. There are a hundred other restaurants in town. At least four or five that serve tanks. Yes it is a business but that does not give them free reign to treat customers however they want and expect you keep coming back. Without a constant stream of free players there is no community, and without a quality free experience no one sticks around long enough to buy. Offering too much of an advantage is a shot in the foot. Personally I've spent several hundreds and these changes are even starting to make me feel alienated. Once they introduce buyer only items it is time to bail.
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Full micrupgrades are a waste. Paying 20k for a 0.001% improvement to a single spec that will never benefit you in any way aside from bragging rights is useless. However that is just the severe diminishing returns. The first 3-4 upgrades offer you some of the best return on investment in the game. For example m3 isida would cost 230k for a 29% upgrade to healing or damage, definitely not worth it. But the first 10% improvement only takes 5 mu levels and costs less than 10k crystals. Except for paints, paints are almost always worth upgrading.
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The tedium is half the point. With daily rewards players could just log in to six accounts every day and stock up. Now you only get rewards if you sit down and play for an hour or more. Besides with the reduction in the likelihood of crystal rewards and rewards with single digit supplies given precedence I wouldn't be surprised if on average the payout was lower. Yes it has the potential to be much higher, but how many days do most people go without getting a single crystal mission? Someone should probably collect data and make a spreadsheet of the average rewards for players on the forum. That said I like the mechanics of daily missions. It can popularize unused maps, it has successfully brought back tdm, and for awhile it revitalized the economy.
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Again the complaint book is the source of my complaint. Saw a mod lock a thread and redirect here. Please delete this as it is no more than a containment thread. It tries to contain all complains in some back corner where people never actually read them. Not even the community. It stifles discussion and is detrimental to forum health.
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My experience is that a majority of generalissimos seem to drug constantly and without reason. Expensive to keep up. Whereas in other ranks, even field marshall and below there are usually only one or two druggers per team.
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Here is a link for previous versions of standalone flash. Adobe calls them flashplayer projectors. http://www.adobe.com/support/flashplayer/debug_downloads.html I think the one linked on the forums is based on 11. The current official is 18. I tend to have the best luck with 13.
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This is a great idea. It gets money from players who have played a long time. Even if they own the turret they will want a new shiny one and buy microupgrades to make it competitive. It does this without giving an advantage. Keep up the good work.
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I am the furthest thing from a twins expert but my gut says get impact force to half and then focus on range.
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Shaft has a high skill cap. No autoaim sniping like rail, have to think strategically about where everyone is, has variable damage with charge time so you have no know all your paints really well to know how long to charge for a given enemy. Slow reload so timing is crucial to miss or flip. More than any other turret shaft performs a support role. To really be effective it needs a team to distract the enemy. The laser isn't that big of a problem. Can hide it on most maps and it keeps shafts from being lazy in one spot. I much rather they fix the bug where your turret rotates after death. The devs have buffed shaft with every rebalance. Right now it can one shot an m3 viking without drugs. With drugs it can one shot an m4 viking with a 29% shaft paint such as prodigi. Of course when giving supporting fire this also means less charge time to finish off a damaged opponent.
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I'd love to hollow it out and build my next pc inside it. Have a cool retro looking case. Also I'm not sure what you're asking, they list the components as follows: Siemens Nixdorf Scenic Pro C5 133 CUZ: K445V413-BEV01 HDD - FUJITSU LIMITED MPD3043AT Not tested for bad sector No operation System ! CPU - INTEL PENTIUM 133 Mhz WITH Heatsink RAM - 32MB Edo Ram Floppy 1.44' - Not tested ! CD -
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I doubt they'd want to drive people away, especially people who have paid a lot of money since they are the most likely to pay money in the future for every new gun, paint, or privilege that comes along. More likely they've had less oversight with unity development going on so they have bungled a few things. For example most capture points maps with more than 3 points still aren't playable with the new limits. Regular paying customers are an asset in pay to win games and it'd be pointless to toss them away. That said things are looking grim as far as unity transfers. What information leaks out feels more like they are stringing us along to keep everyone from quitting until a last minute announcement.
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Score cap for standard battles (Updated on August 28)
Meowmix56 replied to semyonkirov in News Archive
Also in ctf what is to stop a winning team from just holding the flag until the end and driving up the fund? -
Score cap for standard battles (Updated on August 28)
Meowmix56 replied to semyonkirov in News Archive
I disagree. Most battles were heavily one sided. People would leave long before a battle would end as there was little incentive to stay and be farmed. Strong players and buyers would greatly favor joining the winning side of a battle while losing teams would be shunned. It is a huge problem and tanki would benefit from the devs solving it. This idea has the potential to fix it, at least when taken together with daily missions providing another reason to stay on a losing team. Without giving away more crystals like my preferred solution of just increasing the rewards to the losing team. With proper balancing you wouldn't even notice it unless the map was genuinely one sided. However it will take a bit of balancing and the current numbers are obviously too low. Also using a gap between the teams rather than overall score. And of course different limits depending on the map What I don't get is why this wasn't run through a test server beforehand. Otherwise it does nothing but frustrate the community. -
Score cap for standard battles (Updated on August 28)
Meowmix56 replied to semyonkirov in News Archive
Thank you. This was a great idea and badly needed but the numbers are far too extreme. It will be nice once it is properly calibrated though. -
Score cap for standard battles (Updated on August 28)
Meowmix56 replied to semyonkirov in News Archive
Thank you for addressing what is, to me at least, the single largest problem facing the game. The changes seem so simple and I haven't logged in yet to see how they work but thank you for doing something. It was badly needed. Hopefully this fixes it. -
Madness CTF - When your team controls the bottom so half of your team ends up fighting among themselves to carry the flag. Then the guy who was willing to push people out of the way and follow flag carriers around to push them into holes ends up eclipsing the score of the people who actually did anything.
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