-
Posts
1 718 -
Joined
-
Last visited
Everything posted by creeperskelly
-
Score cap for standard battles (Updated on August 28)
creeperskelly replied to semyonkirov in News Archive
Another example: Who would want to play this? Why don't you do something to ENCOURAGE people to stay in battle - all these updates do is make people leave faster. -
Score cap for standard battles (Updated on August 28)
creeperskelly replied to semyonkirov in News Archive
This really is just as bad - instead of it taking 3-4 minutes a 15 minute battle is over in about 6-8: This does NOTHING to solve the problem of grossly imbalanced battles. This is why people leave in battle because as you can see even with my top score 53 crystals isn't worth the effort to stay. -
Score cap for standard battles (Updated on August 28)
creeperskelly replied to semyonkirov in News Archive
It's the same thing with Mojang. Long standing game changing bugs are not fixed while crap updates are shoved down our throats. I can't respawn half the time without the screen turning brown and having to refresh the browser. -
Score cap for standard battles (Updated on August 28)
creeperskelly replied to semyonkirov in News Archive
Seems the cap for 15 minute battles is now 10 flags. -
Score cap for standard battles (Updated on August 28)
creeperskelly replied to semyonkirov in News Archive
I had proposed such a thing: Basically it works like pause but keeps you in the round without having to be kicked out. When pressing surrender you stay in battle but are just a ghost - you cannot move or choose to undo the surrender. If enough of your team surrenders then the battle is over. This way the players get to choose when to end the battle instead of the system doing it for us. -
Score cap for standard battles (Updated on August 28)
creeperskelly replied to semyonkirov in News Archive
The thing I just thought of: this is disaster for Isida players as they really need the standard battle time in order to have enough players to heal in order to get a decent score. When the battle ends after 3-4 minutes there isn't much time to do any healing. -
Score cap for standard battles (Updated on August 28)
creeperskelly replied to semyonkirov in News Archive
Who would benefit from capping battles? Druggers. Here's my proof: tankigameking was drugging the whole time and made about 1600 crystals in less than 30 minutes with this scheme. Everyone else was totally shut out. -
Score cap for standard battles (Updated on August 28)
creeperskelly replied to semyonkirov in News Archive
A long time ago in a Tanker's land far, far away we used to be able to set any parameters we wanted - time limit, flag capture limit, etc. We used to be able to give battles cool names like "They Killed Kenny!" Then they took that away - just as they have taken practically every fun aspect of this game away. What is left now is a horribly imbalance drugger's paradise. Then they decided to force a tanker to buy a Pro Pass so if you wanted to get back what was possible before now it requires spending crystals. Loss of random drops, loss of crystal drops, loss of setting up unique battles, loss of daily gifts. -
Score cap for standard battles (Updated on August 28)
creeperskelly replied to semyonkirov in News Archive
They could have tried this on a test server first rather than throwing something in the wild and making everyone upset over something none of us asked for in the first place. -
Score cap for standard battles (Updated on August 28)
creeperskelly replied to semyonkirov in News Archive
Perhaps if people did not drug then people would not leave battles. So, a bunch of druggers show up, run everyone off, then complain about having to wait 10 minutes? All this update does is cut down the number of druggers needed to ruin a battle. In 6 round straight last night one single drugger dominated in Rio and stole battle funds from everyone (I posted these images around page 7 or so). -
Score cap for standard battles (Updated on August 28)
creeperskelly replied to semyonkirov in News Archive
It doesn't work that way because your scores during a battle are not consistent during every minute you play. -
Score cap for standard battles (Updated on August 28)
creeperskelly replied to semyonkirov in News Archive
No, it doesn't work that way. You don't get a chance to build up your score in 2 minute rounds, or, try to build momentum with team mates. It's ludicrous to suggest that you will make the same amount in 7x2 minute rounds compared to a single 15 minute round. Even more absurd is suggesting you'll make the same in 20x3 minute rounds compared to one long 60 minute round where everyone gets involved and digs in for a long fight. I earned 10% of what I normally get during one hour of playing Rio tonight. I have NEVER done this poorly. EVAR. -
Score cap for standard battles (Updated on August 28)
creeperskelly replied to semyonkirov in News Archive
I remember that - thinking how ridiculous that the round was so short and that the gold box siren went off at the last moment. I don't think I've seen this much hate for an update in battle chat. A 5 flag limit for CTF is plain stupid. As you saw nearly every round was over in 2-3 minutes due to the drugging tankigameking and Koka-Kola taking all the flags so quickly. This caused them to get lots of crystals while nearly everyone else received nothing. After one hour and earning only 100 crystals (compared to at least 1000 per hour before this) if this update isn't removed then I'm done playing. -
Score cap for standard battles (Updated on August 28)
creeperskelly replied to semyonkirov in News Archive
No, it's a ploy to make us PAY for longer battles. -
Score cap for standard battles (Updated on August 28)
creeperskelly replied to semyonkirov in News Archive
So now all it takes is one single drugger to quickly reach the cap for the map and take 99% of the battle fund. -
Score cap for standard battles (Updated on August 28)
creeperskelly replied to semyonkirov in News Archive
I think we all need to boycott Tanki. -
Score cap for standard battles (Updated on August 28)
creeperskelly replied to semyonkirov in News Archive
As you can see the reason for doing this crap is to pay out fewer crystals: I haven't done this poorly since the very first time I played. -
Score cap for standard battles (Updated on August 28)
creeperskelly replied to semyonkirov in News Archive
Next round: Totally freaking ridiculous!!!! How is this fun?????? -
Score cap for standard battles (Updated on August 28)
creeperskelly replied to semyonkirov in News Archive
This is P-A-T-H-E-T-I-C. Worst update I have ever seen. -
Score cap for standard battles (Updated on August 28)
creeperskelly replied to semyonkirov in News Archive
Tanki players interviewing Tanki developers: -
It seems now that Freeze has less freezing effect but gives out more damage - sort of like a colder version of Firebird. I almost never get stopped in my tracks now, but, I have noticed that if a Freeze is literally next to me it can kill me before I can kill it. There is something just weird about how it works because if the Freeze is a tank or two distance away from me it seems to have almost no freezing or killing power - it almost has to be side by side to really cause damage.
-
I have all of mine except making Colonel because I was under the ramp on blue base on Rio when I killed someone and it caused me to rank - due to the absurd camera angle when under objects it was impossible for me to get a screenshot of it. :(
-
"In the Unity version of Tanki Online ranks will no longer have a purpose. From what I have heard - there won't be any ranks at all. From Mafioso.
-
The problem is simple: at lower ranks the cost to buy a tank is relatively cheap. When you progress it becomes hideously expensive. As I noted many times on the forums it can cost around $700 USD to "buy" a fully upgraded tank - paint, turret, and hull all MU to M3+. At low ranks the equipment is very cheap so it is more plausible to get out the credit card for what is essentially a $20-$30 tank at that point. But what fool spends $700 in real money by the time they reach the high ranks just to upgrade their tank? The choice at that point becomes spending thousands of hours grinding away at tanks just to get the small rewards in battle, or, spend real money. The frustration mounts as you reach higher ranks because of the vast amount of XP needed to rank coupled with the great imbalance of power. Mixing ranks in battle along with mixing M1/M2/M3 just makes it worse. Fewer battles = less opportunity to win crystals = more of the imbalance. It won't matter if Unity is the best thing since sliced bread with parts flying off tanks when they get hit or weather effects or whatever else might be possible - the imbalance (through drugging and uneven power of turrets) and high cost is what drives people away eventually.
-
Really it's very easy and takes only 5 steps: 1. Buy kit. 2. Buy drugs. 3. Press number 3. 4. Drive around and shoot. 5. Profit!11!!1!!
Jump to content




























































