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spino.ska

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  1. spino.ska

    Let's discuss Wasp!

    Does it flip? :D
  2. spino.ska

    Let's discuss Wasp!

    A little bit yes, but not so much compared to other hulls... At least it is quite cheap to MU
  3. spino.ska

    Let's discuss Wasp!

    I love wasp (I have M2), but it should have better acceleration IMHO. It is the fastest hull but it has the worst acceleration. It takes forever to reach top speed...
  4. spino.ska

    Let's discuss Wasp!

    Thanks for your answers. - right, just what I meant but I wrote it in the wrong way :) I agree also on health kit: really annoying!!! - before the laser update I used shaft a lot. now I dont enjoy it as I did before. I liked shaking aim, it required some skill. But it's a personal opinion. - let's hope they are really working on an update (I missed the post you linked, thanks!) - yep paints will be added, soon I hope. - indeed I am aware that it is difficult to balance a battle. But the problem comes 90% with players. It is really too easy to surrender and find another battle... Ok time to do some homework :)
  5. spino.ska

    Let's discuss Wasp!

    Rage quit is the way to adapt ourselves :D What I really hate is that auto-aim modification is really unbalanced, because only wasp and hornet have the flip disadvantage. Medium and heavy tanks have no problems (I have viking and I flipped just a couple of times) Imho the game has got really worse since I started playing last year. - smart cooldowns+supplies modification increased the use of drugs - shaft has been nerfed with laser sight - auto-aim ruined wasp and hornet - the new weapon has no protective paints yet - it is hard to find balanced battles in CTF. People just leave as soon as the score gets a bit worse... But no problem...when I will not have fun anymore, I will find another game :)
  6. spino.ska

    Let's discuss Wasp!

    Not possible without MUs (135 base damage VS 136 base protection). But with MUs it is quite easy to see that happen. Railgun damage > wasp protection when micro upgrading: 157 damage VS 146.2 protection when both fully MU. However, the real problem against railgun now, thanks to the ugly and unbalanced auto-aim update, is that even the noobest rail user can easily flip my M2 wasp. Example: I have wasp M2 fully MU in protection. Last night I was playing with digital paint and, while wearing double protection, a M1 rail kept on flipping me...many times. I was quite in full health after the shot, but flipped...nonsense! Too unbalanced.
  7. The idea is really good, but some improvement is needed. As mentioned above, sometimes the alarm sounds near the beginning of a match. Some other times, the battle had a tennis score (40 - 0 and counting) and alarm did not sound. Here a couple of rough ideas: You could also add a check on players number, not only on score. For example, if score has a huge spread (compared to battle lenght) and number of players in loser team is << than the other team (but > 0), alarm could sound. Or something similar... Another idea could be to add another check, based on map dimension (or better on distance from the flags). If losing team leaves in a huge map, even with a wasp+boost hull it will be difficult to raise score that fast, even if all players are helping. So, accumulating score rate could vary depending on map dimension. Anyway, keep on with this good mod! :)
  8. spino.ska

    New turret already in the game!

    Today I saw a VIKING being flipped...nonsense!
  9. spino.ska

    New turret already in the game!

    Right. In addition I can tell that now wasp flips not only when the shot hits laterally, but also when it hits the front or the back of the hull!!!
  10. spino.ska

    Let's discuss Wasp!

    Hey wasp users, how do you feel after auto aim modification? I flip quite every time I'm hit...
  11. spino.ska

    New turret already in the game!

    Auto aim is terrible... come on... I have wasp M2 and I risk to flip every time I'm hit! That's unfair! Wasp is useless with this modification! You should have let us try this in test servers, like any other modification!!!
  12. spino.ska

    New turret already in the game!

    I agree...with wasp M2 enemy flipped me like hell even without this update... Another negative aspect is that firebird, freeze, isida (and shaft for sniping shot) have no advantage of this modification...it would be nice to have some improvement for these turrets, too.
  13. Love this post! I've been playing tanki only since june of this year, but I'm a "sniper" player since Quake Team Fortress (1996), and what you wrote is the ESSENCE of sniping :ph34r:
  14. If the purpose of this modification is to penalize excessive campers, well, the goal has been reached. I also don’t like players who stay 90% of the time in scope mode, just waiting. It is an annoying way of playing. The problem is that “dynamic” shafters are also penalized. I shoot most of my shots as soon as I reach full power or even at ½ or ¾ of the charge, because I choose my targets before entering in scope mode. If I lose the target, I cancel the shot. I almost never stay in full power more than 2 or 3 seconds. So, here is my suggestion: laser sight and steady aim could start 2 seconds after full charge, and reach full visibility (laser) and stability (aim) in about 2 or 3 more seconds: 1) shot at partial charge: NO laser sight 2) shot at full charge, within 2 seconds after full charge has been reached: NO laser sight, aim still shaking 3) after 2 seconds since full power has been reached: laser appears, aim begins to get more stability 4) after 3 more seconds: laser reaches full brightness, aim reaches full stability In this way fast aim snipers will have the chance to stay invisible (as long as they shoot within 2 seconds since full charge has been reached), while “scope campers” will be exposed because they can’t aim that fast. I’d like a feedback, thanks in advance!
  15. I agree when you say that shaft uses mostly double power. I do not agree when you say that shaft got a boost from the supply update. Let me explain my point of view: before smart cooldown, there were few full druggers and many not-druggers, at least in battles I used to play in. Believe me, I had to use double power only very few times. If the battle was too unfair because of druggers, I simply disconnected to find another one. Now, with smart cooldown, players in drugs are increased in number. Plus, duration of powerups has increased on average (45 seconds both for garage and box supplies). Plus, boxes do not disappear, so it is quite easy to have at least 2 powerups active at the same time. The result is that now I have to use double power many more times that I did before, but it is a matter of survival! So, double power for shaft is now often mandatory if you need to do some acceptable defense. IMHO shaft was a little OP before smart cooldown, not now.
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