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spino.ska

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Everything posted by spino.ska

  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.
  16. Well, if we have to follow this path, does shaft "shaking aim" make sense? In the game there are nanotech, railguns, freeze, protective paints and so on...but "engineers" were not able to design a stable crosshair!!! :) Shaking has been added to counter balance shaft power, and it's ok, even if it is quite out of place.
  17. I had another idea!!! Assumptions: 1. A single DOT is too difficult to see: no benefit for player who has been targeted 2. A whole beam (starting from shaft barrel and ending to target) gives a benefit to the target and, at the same time, is a penalty for the shaft user. Well, the idea is: The beam could be just 10 meters (30 feet) long, starting from target tank (or wall/building). In this way, the player is aware that he has been targeted; other players will see the segment of the beam and will know an approximate direction to discover the shaft, but not the exact location of the tank itself. I think this could be a WIN-WIN solution. What do you think?
  18. It is called suicide...even if there is no shaft in opponent team :D
  19. spino.ska

    Who is the oldest tanker?

    I guess you played Microprose "M1 Tank Platoon", for Amiga, in the 1989 :)
  20. spino.ska

    Let's Discuss Shaft!

    I like your idea of the red dot, but someone says that it could be too difficult to see, especially if it is pointing in front of you.
  21. I think an example is good, because I can't figure well. In my mind, if I think to aim to something close to me, I fear that my crosshair will be too far from the target. But maybe it's just my imagination (as Cranberries used to sing hahahaha). I mean this: I will be able to set my crosshair in a spot that was quite impossible to reach with wobbly aim. Maybe in this case I am the one who need to post an example :) Ok I get your point of view, I guess I can agree on these :) Here I don't agree much but it's just a point of view. Someone gets angry, someone else does not :)
  22. I’d like to comment shaft modification (I am a shaft / isida player), taking cues from Hazel-Rah words: I could agree with these 2 suggestions if Tanki was a First Person Shooter. The problem is that the game is in 3rd person so, even if the opponent is hidden behind a house/wall, he can see the laser beam aiming at the other side of the house/wall: he just has to slightly adjust camera view, if necessary. Same if the shaft uses a “vision blocker” or aims at the ground/ceiling nearby or at the back of the tank: opponents can see the beam (or at least a part of it) thanks to 3rd person visual. I think this is quite unfair. Another negative side-effect is that the enemy will understand if shaft is in scope mode or arcade mode. I sometimes “fake” to be in scope mode, especially in maps like monte-carlo, to trick my opponents. With laser sight this trick will no longer be possible. Steady aim modification: small perk compared to the loss of “stealth” benefit. Besides, newbies shafters will benefit much more of this mod compared to skilled shafters. I have a suggestion if you really decide to implement this modification: make the laser sight appear only when full charge is reached, not while charging, and add a bonus for damage at full charge. So partial-charged shots will still be stealth shots. Example: Shot before full charge is reached: no laser appears, nothing changes (as it was before the modification). When at full charge: laser appears, scope does not shake and max damage is increased (for example 10%). So, if I decide to expose my position, at least I have a small bonus if I succeed in hitting the target. Or, better, as M1-A2 already suggested: let a red dot appear, not a whole beam. Personal thought: I guess that this modification was invented because players complain against shaft. Well, I think that it is always easier to complain against something instead of trying to improve ourselves. When I use wasp+isida, shafts are not my worse nightmare. Of course they kill me, but I can live with that without whining...it's part of the game.
  23. spino.ska

    Let's discuss Wasp!

    Finally I ranked and got wasp M2!!! It can jump monte-carlo without speed boost!
  24. spino.ska

    Join the experiment with crystal drops

    I really like this update, especially in CTF: teamwork is improved and the additional reward in battle funds goes to players who really fight for the team. With crystal boxes instead, absurdly a player could earn crystals doing nothing for the team, or worse being a burden. I have a question for players who want the boxes back, just to help me understand “the big picture”. How many crystals did you succeed in earning (average), for example in 1 hour of gameplay, just catching 10 cry boxes? I don’t collect boxes so I can’t really speculate a value. A “win win” solution could be to enable crystal boxes only in DM, since every player is on his own there.
  25. spino.ska

    Who is the oldest tanker?

    Nice thread! Anyway, I am just 38 :)
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