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dont_you

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  1. dont_you

    Complaint Book

    I had the same problem, the biggest issue being FPS dropping from 60 to 20 FPS on heated moments of the battle. Neither of the following suggestions made by support allowed me to play the flash version again: - Go to tankionline.com/battle-en.html (does not work) - Go to tankionline.com/flash (does not work) - Clear cookies for domain "tankionline" (does not work) - Log in incognito (does not work, same as above) - Clear cookies using CCleaner (does not work, same as two above) The problem is that the problematic cookie keeps being sent over and over. I found a workaround: Install any User-Agent switcher extension to your browser and set the User-Agent to anything else that works (I had success with Firefox 33 for Windows, but anything will do it). Or use the client.
  2. dont_you

    Complaint Book

    Neither option works, still being redirected to HTML 5 version in both cases. That link doesn't work, it redirects me to the HTML 5 version of the game. I use Linux and there is no client for Linux. Thanks for your support anyway.
  3. dont_you

    Complaint Book

    I am being sent to the html 5 version of the game, but it is still unplayable for me (I reported the issues here). Now I cannot play, because I cannot find a way to revert to flash client (even after looking at wiki, forums, help base). The complain is: I would happily beta test your product, but that should be opt in.
  4. dont_you

    Bugs and Glitches Reports [Closed]

    I was just sent to the HTML 5 version of the game. I quickly fount the following problems: 1. I can't join PRO battles without a pass, even when I belong to a clan (so I am used to join PRO battles without a pass). 2. My graphics settings were changed (I have disabled fog, it reverted to on). 3. My control settings were changed (I have set key 9 to drop gold boxes, it reverted to 6). 4. A third of FPS than on flash version (I tweaked graphics to minimum but FPS drops form 60 to 20 in heated moments of the battle). 5. Slight worse graphics quality than flash version (specially translucent things). 6. Text is slightly smaller and not sharp enough, it looks blurred and barely legible (both on game and lobby). 7. I can't revert to flash version to play, it keeps sending me to HTML 5 :( (and no, clearing cookies does not work). Really amazing job from devs, kudos to them. Almost ready!
  5. dont_you

    Overdrives are here!

    On big maps, I can't see a thing when the hornet overdrive activates :mellow: It is supposed to be a boost, but it is actually a big disadvantage. Please allow enemy markers to be deactivated, or make them less conspicuous.
  6. dont_you

    Overdrives are here!

    On big maps, when enemies are far away, the hornet activated position overlay cover most of the enemy tanks. Thus, you can see who they are, nor where are they aiming. It Is a big disadvantage. It would be nice if that indicators can be entirely disabled from settings, or made less conspicuous at least.
  7. I expected Incendiary band to be nerfed, as its users in PRO battles can easily score double the kills and the score than the most skilled player in his team. But those kills (in PRO battles) doesn't come from sustained damage: those kills come from heating damage, as any sub-second touch of overheating firing beam can take 2000-2500 in next few seconds. You get hit, you're dead. Incendiary band would be interesting as some kind of berzerk alteration, when you become deadly when you are dying yourself. The problem is that, when a healing isida next, it can sustain overheating damage forever. It is too good. The -10% damage penalty does not fix that, it still will be OP in PRO balles. Why didn't you reduced the speed of heating to enemies? It heat faster than firebird!
  8. dont_you

    New Missions, Drones Update

    Completing missions is not sustainable anymore: you'll spend more supplies completing them than the reward received. Given that is not possible to be effective in MM battles without using supplies, soon F2P players will run out of stock and become cannon fodder. Add that to the marvelous advantage given by new drones, and is not hard to guess that F2P players will have a hard time in this game. Hope devs balance the things a bit, but seems that they embraced the P2W route all the way :(
  9. You are confused by the fact that reload time varies and becomes *slower* if you didn't used a full charge. Time it with a watch, and you'll see that you cannot fire faster that once every 7 seconds.
  10. Now magnum M4 fires every 7 seconds, independently of the charge level. Compared to previous rate of 5 - 8.5 seconds (based on charge level) it is a 30% nerf at close range DPS and a 20% buff at long range DPS.
  11. Vulcan takes so long to spin barrels that I was kicked for inactivity :mellow:
  12. dont_you

    The War Ends

    I played actively on the war, and I have some suggestions for improving the next one :) 1. Get a better scoring system I think the scoring system was bugged, I found several evident problems with it. For one, last turn outcome was completly ignored. Final score did not reflected any action from turn 10, why do we need to play it then? It also was extremely confusing, because your actions at beggining of each turn were reflected on score not at end of it, but 24 hours later. So if your faction attacked some territory and your faction won, you get the score reward 48 hours later from the moment you confirmed your vote, making harder to plan in advance. I would suggest a simpler and more obvious system: at end of turn, you get score from territories you managed to capture or defend. You win a territory you get the points, you lose it you don't get them anymore (so to calculate points given for turn n you look at the map at the start of turn n+1). 2. Do not empathize faction capitals Around 20% of players still think that you win enemy territories if you capture their capital, and that you lose immediately if any enemy faction takes yours. Unless you read the small text of the FAQ, that is what anybody will think, as that is a common rule on games of this genre. And capitals had a big red star on it, misleading players to think "Oh, the capital should be very important". I would suggest to completly remove capitals and replace them with normal territories. If capitals has no special value, they should not have a special look. 3. Display clearly territory values Once turn has started, it becomes harder to know which territories had 3 points value, as thin green borders became barely visible. Also, I don't think that displaying territory values using border width is a good choice. I would suggest to simply put a small number (1, 3 or 5) in each territory to easily identify VP values. 4. Give everybody access to RU faction chat Given that most players are RU, most players of any faction were RU too. It was very hard to EN players (or DE, PL...) to coordinate actions with the main forces of your faction. I would suggest to simply give access to RU faction chat, besides your native EN, DE, PL faction chat. 5. Give consolation prizes to 2nd and 3rd place Many players who played actively were actually very sad from losing the war, and then getting no reward at all. I think it would be nice to give to loser factions some kind of consolation prize, say, 10 containers to 2nd place and 5 containers to 3rd place. 6. Display icons on territories being conquered I understand that a cool game interface takes a lot of effort, and that this game is played only few days per year. But I would make a wish, in order to make the game interface show easily what is going on, besides clicking on territories one after other. I would like that territories being conquered on current turn had a little icon of the faction that is attacking it. So if you see an enemy icon on one of your territories, it means that you are losing it and thus needs more defense. Also, if you see your faction icon on an enemy territory that means you are winning it at the moment. Properly defended territories will have no icon. This way, at a simple glance you can know which changes the map will experience at end of current turn. --- War was a very interesting giveaway alternative, I enjoyed it. Hope you make another one!
  13. One of the most common complain about the game is about "druggers". Those "supplies abusers" players are not really abusing anything, as they are really just using a game feature within the rules. But the rules create serious imbalances between players who use the feature a lot and those who do not :D In the past you encouraged the use of supplies. DId you changed your mind? What do you plan to do about that?
  14. dont_you

    48hrs experiment with supplies this weekend

    I liked the experiment. It would be even better if cooldowns were increased by 30 additional seconds.
  15. You are right. So it is like: Shaft current damage at M4 is 2400, charge time 3 seconds and reload time 6 seconds. 2400 / ( 3 + 6 ) = 266 DPS After rebalance it will have 3000 damage, charge time 4 seconds and reload of 8 seconds. 3000 / ( 4 + 8 ) = 250 DPS That's a 6% reduction in theoretical damage. The TTK that wolverine848 wants to know (assuming a cycle "charge-shoot-reload-charge-shoot") changed as: Current: 2400 * 2 in 3+6+3 seconds = 4800 in 12 seconds Rebalance: 3000 * 2 in 4+8+4 seconds = 6000 in 16 seconds
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