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creeperskelly

Tanker
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Everything posted by creeperskelly

  1. Wow! Thanks. Though it is a 7GB download including textures it's amazing!
  2. Waste of time to continue posting feedback. They simply do not care. They don't listen. They could care less what we think.
  3. Thanks for the score caps!!! Just more dead battles to choose from. It's true - developers don't care and don't listen.
  4. Ultimately the main reason why Polygon CP is most popular is because the number of kills in one round is insanely high trying to capture that one point compared to any CTF map in the game. For example I take screenshots of every round I play. In a typical CTF round about 100 kills are made. In the most recent Polygon CP round I played over 500 kills were registered. This is why the battle fund is so high. So even if you are on the losing team the battle fund is so high that you're likely to get several hundred at least.
  5. The idea is to get rid of mults just looking for gold boxes - people who join and have scores of 0 or very tiny scores compared to the average of the active players. Either win or lose if the gold box is added to the battle fund it partially nerfs the mults. You know who most of them are - the ones constantly asking "Did gold drop yet?" or "gold plz admin!!!!" Usually when I see this in battle chat I quickly hit tab and most of the time players who put that in chat have very low or absent scores. A good balanced team will have scores similar to one another - it means everyone playing is active in the battle. The only time I see scores that are hideously out of norm are extreme druggers or players doing nothing.
  6. I made a suggestion like this before - the gold box gets added to the battle fund and the player who gets the gold box gets a reward - but only if their team wins and if the player's score is near the average of all players on a team (depending on time spent in battle too since a player just joining could get penalized wrongly). There is a flaw in the Pause system I have discovered - you don't need to pause in and out of battle. You can sit there for 15 minutes and never have to do anything. A player can join a battle, pause, and not lift a finger until the siren hits. A flawless way to do nothing other than wait for a siren.
  7. Before this update: a team full of druggers drives everyone off and has to wait 15 minutes to get the battle fund. After this update: a team full of druggers drives everyone off and only has to quickly hit the cap limit to get the battle fund. Could someone explain how any part of this update benefits players?
  8. More rounds in Rio CTF ending at about 10:00 with a team full of druggers dominating 10-0. Just another worthless update for the majority of players that once again rewards druggers.
  9. The spawn killing is the third worst issue behind relentless drugging and teams that don't match in terms of players and strength. Naturally, as you say, pigs will fly before Tanki does anything to fix the serious issues with this game. I have given up. Once I rank to Gismo I'll quit. The reduced strength of health and power is one idea; prohibiting ALL garage supply use by the team with more members would be another. I keep hoping someone will come out with a clone of this game - a group of people that understands customer service and feedback instead of continually insulting players with ridiculous solutions to problems nobody wishes to solve.
  10. This does nothing to solve the teams being uneven. What it does is encourage and reward those who drive off the other team. Honestly - if your team is such a jerk to drive off other teams then they should have to wait the full 15/30/60 for their "reward" Now when the other team leaves the team with more people just caps a few flags to end the round.
  11. It's almost as if asking for feedback is just a reverse troll on all of us - the illusion that feedback matters when in reality it's all ignored. If they really listen to the players in this thread then this update should be removed completely. It just isn't working. If it isn't removed then it just proves asking for feedback and taking the time to give that feedback is just a waste of time.
  12. I don't know how long you have played Tanki but we used to be able to set many parameters ourselves - even giving battles cool names such as "They Killed Kenny!" Then they removed almost all customizations and forced us to buy a Pro Pass just to be able to do what used to be free. The more freedom they take away the more the battles become out of balance.
  13. It would be nice if the maps were larger and expanded. It looks like they could make Rio with more streets and buildings. If it's just copying everything over to a new engine without making any improvements to maps it seems like a lot of work for nothing. It will be just pretty graphics with the same gameplay problems that exist now.
  14. That's the problem. Trying to solve that problem by punishing a set of two teams that are balanced with a score cap really just ends up irritating everyone. You end up ruining good battles by trying to solve a problem that is only created when teams are outnumbered. Instead of caps they need to stop rounds when one team grossly outnumbers the other. Also when when that round ends the teams MUST be forced to balance when the next one begins, otherwise, the problem persists.
  15. Um, often times I have a higher score than the top score on the other team, but, end up losing because the set score is lower (whether it is CTF or CP). This happens because of using Firebird or Isida. The individual scores have nothing to do with the round score. Also, as you pointed out 99% of the time lopsided battles are due to teams which are grossly uneven, or, uneven coupled with druggers on the team with more players. They can't figure out how to solve the first problem, and, refuse to address drugging. I have played video games since the 1980s and I have never seen a game with such gross imbalance as Tanki. It is the worst I have ever seen for imbalance.
  16. You see - this hightlights the worst flaw about Tanki - if the red team has one player how is it allowed that blue has so many? Then, when the round ends the same situation exists again - the blue team switches to red, and, automatically outnumbers anyone on the other team. This is the kind of thing that makes me shake my head when this update came out - it does nothing to address this problem.
  17. creeperskelly

    Announcing Masters of Parkour 2015 Winners

    I can see receiving no compensation, but, losing all creative/copyright/ownership to the work? Wow, that's really rough.
  18. The big flaw for capture limits is this: When a round ends with teams of 10 v 5 the next round starts with teams imbalanced again - the team with more players captures flags while the other team members pound the weaker team to pieces - so the team with more players assigns one or two to cap flags. This gives them a good battle fund while shutting the weaker team out - because the team with more players can reach the flag limit quickly it ends the round faster - thus - allowing them to rake in the crystals easily. Unless the issue of imbalanced teams moving into the next round is solved this update really achieves nothing. When a round ends with 10 versus 5 the next round needs to start with 5 versus 5.
  19. And we all know why they are lopsided and unbalanced, but, they refuse to consider our solutions, so, they come out with these silly workarounds.
  20. This would be a rough idea of what it might look like:
  21. Actually that is what we were doing - just going around and fighting tank to tank - a few rounds of Rio saw this kind of action too just now, but, it doesn't really put off the inevitable - if one team starts approaching the cap limit people on the other team start bailing. Ultimately the biggest problem of all is uneven teams - whether through sheer numbers or sheer numbers + drugging. I hate the latter; with the former if people can agree not to drug then it makes staying more worthwhile. There needs to be some solution to people leaving and causing the remaining players to become vastly outnumbered. I had thought of a suggestion and how it could be implemented: as people leave a sort of "turret bot" appears in pre-determined locations in the base with fewer players - one "turret bot" for each unfilled slot. They cannot move other than aiming and shooting, but, they can shoot at opposing tanks when in a limited range, and, just like tanks they can be destroyed and respawn.
  22. We all know the one major reason why battles are out of balance, but, they will do nothing about it because it produces too much income.
  23. And just to be fair it works just as bad when winning too because people leave knowing that the capture limit is close to being reached: So, it's not fun this way, either.
  24. This is another example:
  25. The problem is people leaving when they realize it is hopeless. Now that they know there's a capture limit there isn't much incentive to make people stay. If the focus here is on capture limits why even have time limits in the first place? It seems almost all battles now are over before the time expires. Just make the battles X number of flags in length and get rid of the timer. Or, the best solution of all: give us the ability to choose time, capture limit, or both - like we used to have. I think that would be the best solution!
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