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dont_you

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Everything posted by dont_you

  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
  16. Shaft current damage at M4 is 2400, charge time 2.1 seconds and reload time 6 seconds. 2400 / ( 2.1 + 6 ) = 296 DPS After rebalance it will have 3000 damage, charge time 3.1 seconds and reload of 8 seconds. 3000 / ( 3.1 + 8 ) = 270 DPS That's a 9% reduction in damage. But I guess shaft was a bit OP since previous rebalance, so it might be ok.
  17. And please, dear isida users... stop crying as actually isida was *buffed* Highest DPS plus longer healing time... in team battles, a pair of isidas cooperating together will be unstoppable.
  18. Shaft was nerfed from 266 DPS to 250 DPS, its arcade shot nerfed too, and with a slower moving scope.
  19. After update, the sound is muted by default on Chrome. Just unmute it clicking on the "sound" button, right next to the "settings" button.
  20. I've just played several hours with striker. The auto guided salvo is useless against skilled players, and its vertical aim angle is very hard to overcome... but I'm fine with that, those are just some downsides, every turret has some. What I find ugly is that it has very bad aiming while moving. Even when pointing 90° sideways (so acceleration does not affect vertical angle) it usually shoots over the target unless you briefly stop before firing... so avoiding enemy fire becomes pretty difficult. It would be nice if targeting becomes instantaneous, like thunder or shaft... Edit: Overshooting is caused by hull tilting when not pointing exactly 90° sideways. Please consider, as a buff, increasing just a bit the downwards auto aim angle. IMHO, that will make the turret a lot more pleasant to use in a dynamic role. Edit: This turret is terrible as it is now. Bad at short range (due to self damage), bad at medium range (hard to aim), and bad at long range (missiles can be dodged). It is fun, but it feels like a broken Thunder :) Improving vertical auto aim may make a difference.
  21. dont_you

    Quick battles and multi-account management

    I like this update :) But the Battle! button should send players to hidden battles... currently you can see the battle you are in the battle list, so it is possible to place mults, change sides, etc. defacing the main purpose of the mechanism. An important feature to add to Battle! (maybe in player preferences) is a map size filter... some players only play on small maps, other enjoy big ones.
  22. No, It is not a misunderstanding. It is clear that you must complete the mission before Monday, but it does not say anywhere that the completed mission must be *claimed* before that date. I didn't claim missions immediately if I know that I'll be busy the following days, so I keep the finished missions to claim them at a later date in order to keep missions chain. Keeping finished missions for later was even suggested in a recent VLOG... I understand that you made a mistake and didn't removed the map on time, but the fix you applied was very unfair for those who didn't claimed their finished missions quickly.
  23. I finished the Halloween mission on Sunday 30, but I didn't claimed it. Now the mission was deleted and I lost the reward... The announcement says, verbatim: For 48 hours, from 02:00 UTC on Saturday 29th October, till 02:00 UTC on Monday 31st October, we’ll have a special Halloween themed map. This map will be linked to a number of special, extra-challenging daily missions that will reward you with bigger and better prizes. It is clear that you must complete the mission before Monday, but it does not say anywhere that the completed mission must be *claimed* before that date. :angry:
  24. dont_you

    Halloween mission disappeared.

    No, It was not a misunderstanding. The announcement says, verbatim: For 48 hours, from 02:00 UTC on Saturday 29th October, till 02:00 UTC on Monday 31st October, we’ll have a special Halloween themed map. This map will be linked to a number of special, extra-challenging daily missions that will reward you with bigger and better prizes. It is clear that you must complete the mission before Monday, but it does not say anywhere that the completed mission must be *claimed* before that date.
  25. dont_you

    Halloween mission disappeared.

    I finished the Halloween mission on Sunday 30, but I didn't claimed it. Now the mission was deleted and I lost the reward... It was clear that you must finish the mission on weekend, but nowhere was stated that you must also claim it before that date. :angry:
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