Jump to content
EN
Play

Forum

wildgooseman

General
  • Posts

    128
  • Joined

  • Last visited

Everything posted by wildgooseman

  1. wildgooseman

    from FLASH Tanki Online to UNITY Tanki Online

    Are you saying that Flash Tanki and Unity Tanki will in effect be 2 seperate games? if so... With regards Flash Tanki can you confirm it will be fully supported in terms of programmers/developers maintaining the game/eradicating any new hacks etc and that it will also still receive all of the moderator/admin/technical support currently seen on all of the chatrooms and forums?
  2. wildgooseman

    from FLASH Tanki Online to UNITY Tanki Online

    If you lose all of your garage where does this give an incentive for anyone to move an existing account? Stats such as time in game and gold boxes caught are quite frankly meaningless in comparison. This would also be a huge slag in the face for everyone who has spent real money in this game.
  3. wildgooseman

    Improved micro-upgrades are in the game

    I like that I can now carry on using an item when I'm MUing it. M3 to M4 levels had waiting times in excess of a day on some of the upgrades! Personally I would just say though that I would not spend crystals on MUing anything below M3 or on a paint that you know you will be using at Generalissimo level as the cost for MUs seriously outweighs the cost of buying the next "M" level. If you only partially upgrade a paprameter you will not receive any discount for this when you buy the next level and they will not carry over to the next level. For example Rico M0 to M1 costs 24300 (http://en.tankiwiki.com/Ricochet) Micro upgrades to get this free cost (http://en.tankiwiki.com/Micro-upgrades_Ricochet) Damage 14580 Impact Force 9720 Reloading 7290 Rotation Speed 9722 Range 4861 Total 46173 This total does not include speed up costs if you choose to spend on them. This is my personal view though, it's for each tanker to decide if they want to expend crystals on MUs. :)
  4. wildgooseman

    Improved micro-upgrades are in the game

    If you fully upgrade all parameters from M2 to M3 you will not have to pay anything for M3 when it becomes available as you rank. If you upgrade 1 parameter fully. ie damage, you will receive a partial discount (see the wiki for exact details) Any partial upgrades, ie 10 of 20 steps of damage, will be lost when you upgrade to the next MU level
  5. wildgooseman

    Improved micro-upgrades are in the game

    If you fully upgrade all parameters from M2 to M3 you will not have to pay anything for M3 when it becomes available as you rank. If you upgrade 1 parameter fully. ie damage, you will receive a partial discount (see the wiki for exact details) Any partial upgrades, ie 10 of 20 steps of damage, will be lost when you upgrade to the next MU level
  6. wildgooseman

    Changes in the parameters of turrets and hulls

    Changes to Ricochet: I can't help but feel the changes to projectile speed have been introduced for tankers with less ability to aim. Previously good tankers had a chance of making a Rico user miss them with skillful evasive driving. Now the speed increase, along with the small increase in projectile size, has negated good driving skills. Goose.
  7. wildgooseman

    Changes in the parameters of turrets and hulls

    I had been waiting so long to get M3 Smokey (it's possibly my favourite turret) in a sale but looking at the stats and also seeing it used in battles I'm not sure I will bother to get it. For me the critical hit was what made this turret what it was. However as both the amount of critical damage and the chances of a critical hit have been so heavily reduced I think my crystals will be better spent elsewhere. Goose.
  8. wildgooseman

    Changes in the parameters of turrets and hulls

    Your numbers would be fine if it wasn't that most of the popular maps have distances of less than the maximum damage range. So a standard M3 with double power will do approx 103 points of damage per second. The damage does not instantly fall to 25% after reaching the maximum damage range but goes down incrementally. so based on that it... Max range is approx 46m min range is 184m. Roughly this is a 75% drop in power over 140m. This is close to 1% drop in damage for every 2m, Even if you are 100m away the damage done will still be approx 73% or 74 points of damage per second. As most Vulcan users also have a Mammoth most need multiple hits from more than 2 attackers to try to take it down before it can be healed. It's a disproportionate amount of a team trying to take out 2 enemies. Goose.
  9. wildgooseman

    Changes in the parameters of turrets and hulls

    The changes to Vulcan: Why bother making these changes? It does not alter the fact Vulcan is still way over powered and with drug/isida support is almost unstoppable. Why should any combo be able to sit in the open for a whole battle and after 10 minutes have 40 kills with only 2 losses. Add to this its projectiles spraying at all angles meaning any real aiming is not needed and regular double power drugs, the oposition may as well be attacking with feather dusters.... Goose.
  10. wildgooseman

    Watch Episode 43 of the V-LOG

    Worst idea ever = unlimited supplies passes. Amateur battles are no longer won by the team that works together best but by the team that drugs the most. Giving these passes to everyone (70 crystals is as good as giving away) is purely a way of getting people hooked on using supplies so that they become buyers. This ridiculous idea should be balanced out by having a 24 hour period where NO supplies (bought/owned/airdrops) can be used to allow everyone to compare the 2. Goose.
  11. wildgooseman

    Changes in the parameters of turrets and hulls

    The changes to freeze: Ridiculously Bad - All the turret change has done is drag every good tanker who can control a turret down to the level of the straight line shooter. Neutral/Good - The lessened hull freezing effect should benefit attackers as a battle could effectively decided by one defensive tank. Attacking freezes will have to work harder to determine how long to freeze a defender for but this should mean the best users will tweak their tactics and adapt quickly. Goose
  12. wildgooseman

    Why do "pros" always drive backwards?

    I've always assumed it helped with stability, when firing rail or being hit as you advance for example, as more of the hull behind you would make flipping harder, especially in a light hull such as wasp. Goose.
  13. This update has been live a while now and the more I play the more it seems that this update was nothing to do with balance and everything to do with revenue for Tanki. Non pro battles are now won by the drugging, over powered vulcan/hammer (using heavy hulls) players and nothing else. Tanki has suceeded in ensuring people have to waste crystals on drugs just to even try and stay alive long enough to move away from the spawn killers. What was a varied game with plus and minus points for all combos has become a camper's paradise. The irony is that Tanki say the majority of users are light hulls, do they realise that they are actually alienating there biggest customer base? Goose.
  14. With all due respect I find your reply, as a Dev, to RustyNail a little patronising. I'm suspect as ordinary tankers we would be admonished if we had done similar. Respect is a two way street and while I understand as TO you may take some of the criticism personally, these forums should be for polite debate not petulant replies. Goose.
  15. Reading through some of the posts here I noticed some comments about improving skills as you rank up. This got me thinking about the tanks I encounter. I find Wasp/Hornet users tend to be highly skilled when it comes to turret/hull control due to the basic need to dodge enemy fire as they try to survive. However I am always amazed by the ammount of users of Hunter and above who can only fire in straight lines as they have no ability to control their turret, steer and fire. While this is expected at lower levels as people familiarise themselves with the game, it does suprise me that this lack of control will stretch all the way through to Generallissimo. The increase in armour just allows those lacking ability to carry on driving straight at you blazing away knowing you will have even less chance to take them down, especially as these players also tend to double armour to compensate for their lack of skill. I already find myself playing more Pro battles to get away from the continuous druggers. The irony being that a large % of Pro batles are BP/XP as these are the hulls the better players tend to use. Goose. p,s, Before I'm accused of being a biased Hornet user, I will say I also use Viking a lot with Hunter & Mammoth less frequently.
  16. wildgooseman

    Gold Boxes!

    I think there should be something within the Tanki programming that players cannot catch the gold box if they have been inactive for a certain ammout of time (say 1 minute with no activity) when the siren sounds. This is because I have been in battles where people are not battling then miraculously appear when thwe siren sounds only to pause out again after the gold drops. In CP battles this often ensures your team has no chance of winning because of these useless inactive "players". Alternatively do away with gold boxes and put the crystals into the overall fund. I know this would be unpopular though with not fighting gold chasers. Goose.
  17. Well that's just peachy. Drugged overpowered turrets like Hammer and Vulcan are now even more difficult to stop. Hornet/Wasp users know that we sacrifice armour for speed and have always had to work harder to take medium/heavy hulls down, this just screws us more and makes it worse. Changes like this make it pointless trying to play maps like Noise as there is no getting away from druggers to try to minimise damage. Personally i think it's a poor tweak. Goose.
  18. I think it's too sensative now. The battles I've been in so far have been full of claxons swapping almost instantly from "you're doing great" to "hurry up" with virtually every tank destroyed! While I agree there is a need to have battles end early, I think when there are full teams (upto 10 players) on both sides still battling it's unnecessary. Mayber there should be a % of team remaining built into the formula too? While I appreciate the clock would reset the constant warning claxons are somewhat annoying. Goose.
  19. wildgooseman

    Kit

    I have jus been to the Kits section in the Wiki and it is empty. The history shows it was blanked... http://en.tankiwiki.com/index.php?title=Product_kits&action=history Has anyone else encountered this problem? Goose
  20. wildgooseman

    Let's Discuss Vulcan!

    Firstly, why can Vulcan shoot at a near 90 degree angle from which the barrel is facing? This makes trying to take evasive action pointless. Secondly the high rate of rife coupled with the very slow overheat means that this gun has made some maps pointless. For instance in Noise a Vulcan perched on one of the red teams external ramps cuts every to pieces before they can even get out of the blue base. Yet another over powered gun (like Hammer) designed to make people have to spend money on paints to try to protect yourself and drugs (in non Pro battles) to try to stop one when they drug. Goose
  21. wildgooseman

    Elite tank for rent

    Why would you get your crystals back? You would not get your money back if you rented a car for instance. Goose.
  22. wildgooseman

    Elite tank for rent

    Being on the cusp of M2/M3 equipment and battles, XT is one of the worst ideas you could think of. Trying to kill XT hulls who are M3 and drugged with M2 guns is almost a pointless exercise, All this so called promotion has done is made people spend crystals renting equipment that they will lose and others have to drug to try to kill them. If the idea of XT was meant to be a "fun" reward to tankers, it's failed big time If the idea was to encourage tankers to buy crystals and spend real money on the game then I guess it's been a success for Tanki. Please drop this idea from any future plans. Goose.
  23. wildgooseman

    More updates to the battle list

    One other thing I would like back is the ability to create private battles without having to go Pro. This is private battles are good for clan training, parkour and battles when you just want to fight and hang out with your friends. I'm sure I'm not the only one to find it annoying as heck when you try to create something in parkour and a person joins who has no interest in it and destroys what you are attempting. Thanks, Goose.
  24. wildgooseman

    Night Mode for maps and Shaft’s laser scope

    In my opinion I don't think the changes to shaft are good. For me the whole point of shaft is that you need to be stationary to snipe to get full power from the turret. The laser beam now penalises the shaft user because as soon as he starts to build power for the shot the beam is like a huge flag identifying wherre he is. Now thunder users sit semi concealed pumping shots into the general area until the shaft user is destroyed. Aditionally the skill of using the shaft was manouvering the floating site onto the target, no matter how little of it could be seen, and then hitting the target. Now any person using shaft, no matter how bad they were with it can point at a gap and wait fir somethng to drive past and hit it. For me these changes were not needed and what was once a turret requiring skill and guile to use has been dumbed down beyond belief. Sorry Tanki but for me shaft should revert back 2 weeks and these updates abandoned. Regards, Goose.
  25. wildgooseman

    Join the experiment with crystal drops

    I have to say removing the crystal boxes has been good for game play as tankers now have to battle for funds rather than be crystal miners. However the big drawback in this for me is you must complete a battle to get any funds. This penalises people who for whatever reason cannot complete a battle. There are also some battles set up which are ridiculously long, eg 999 CP/DM, 99 flag battles with no time limit, 5 hour battles etc. Of the 3 versions of crystals/golds I would rank them in this order, with the best being 1st: 1) Go back a week and re-instate boxes of 10 only and have them disappear as before (I would also reset supplies to this method) with them falling randomly. I would also go back to giving the gold box pre warning as while this did momentarilly stop play it gave everyone a chance to try catching it. This would give everyone a chance to earn some crystals in a battle, 2) Crystals into the fund with no boxes. This encourages everyone to fight to win and has made battles far more competative. The downside of this it does encourage druggers to come into a battle with a big fund and try to effectively steal the pots away from those that have built it up. I think if this was the preferred method to go forward with a percentage (say 20% to 25%) goes to the losing team to ensure everyone receives some crystals as there are no boxes to pick up. The gold box has become a lottery in this version as who ever is sat under it catches it, no chance is given to anyone else to catch it. 3) Crystal boxes up to 100 in value. Quite frankly in my oinion this idea is a disaster. I joined one battle in Rio which was to 100 flags. The score was something like 67 - 30 and I joined the losing team more with a mind of scoring XP than funds. We were able to win, with only losing 2 more flags, as the opposition team had 3 players camped on the road and 2 on the roof purely there for crystals and not taking any interest in battling what so ever. The remaining members of the team were pleading with them to play but they would not. In other battles Mammoths were camped on the crystal drop points with double shields giving no chance for anyone else to capture crystals. Virtually every battle I joined for 2 days was ruined in this way, Finally as general point please take away the premarked zones and let all supplies, crystals and golds go back to the random method with them disappearing if not collected. By not making supplies disappear this is encouraging druggers. Most people much prefer a skilled battle with only airdrop drugs rather than unskilled battles played with people who have to drug to play. I know some people are saying "bring back the crystals or I quit" but I think more people will abandon Tanki if battles are ruined by crystal miners than would quit due to not picking up a few crystal boxes. Regards, Goose.
×
×
  • Create New...