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Everything posted by Rohrmeister
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Hi Ninja-T (long time no see by the way, Mr. FreezeWaspPro ;)) I like the idea and have propsed something simmilar; it is called last man standing (limited lifes, you get points for each kill, in the end the fund is shared equal to the points you've scored). As the fund is predictable in this battle mode, you can even pay-out the crystals for each member that loses all its lifes (or they stay in and see another tanks perspective if they like). It was one of the first proposals here.. so I guess our idea is a good one if it comes more often! :) cya, Rohr'
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increase of realoading speed would make it really more usefull. But imagine using double demage with Nitro then.. a deadly overpowered combination..
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Imagine it like fishing. You stick a bait on the hook and hand it out in the lake. Then you wait... Be sure, enough players will get baited and realize when it is too late ;) but it is ok from Tanki, each individual has to learn. Some learn in advance.. others out of mistakes :)
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psst - don't say this too loud! Else you will get a swarm of stalkers :ph34r: following you, trying to spot the ladies :wub: here! :D :D
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Let's discuss increased HP for heavy and medium tanks
Rohrmeister replied to semyonkirov in News Archive
I still own you some calculations and examples.. but I got carrier away by playing today. Will come.. cause I am self interrested in which combinations of tanks, weapons and paints this is an issue. -
The picture is not even sent each time. All possible pics are for sure distrubeted in the battle loading phase (or even before). And during the battle it is just some more bytes tanki sends to your client.. naming which of the pics is to be shown above which tank. The servers don't even have to make any colision detection or so. You won't notice effects.
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I know, therefor I introduced voice comminction in the clan I used to lead. But without a lot of discipline, it turns useless imediately. So to share a voice channel with non-clan members/nonfriends is not usefull. For the chat they at least have to pause gaming to type.. so flodding is limied by the desire to drive around. On voice they just talk and talk and talk... xD But as you say - other story
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I see.. you aim for another target. Now I got your point. So if we don't coordinate, we simply "talk" and express emotions.. like beeing pissed, upset, gratefull, ... Then you don't need to differentiate between my-team-only and both-teams visibility, don't you? - In the chat I don't need emoticons either.. I just liked the idea of having universal communication there to coordinate the battle. I would preffer a system where you enter a shorttag and it translates to the users languages. This concerns around the commands I proposed for the in chat messages above. But this is another story and has - as I now got your point - nothing do do with your proposal here.
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totally agree, mabe I have not made my point clear: I make some assumptions and give some examples: Emoticons _above the tank_: Casual: - Hello - Goodbye - Thank you - Good job! / Nice shot - (more to come) Battle info: - Heal me/help me - Attack with me / follow - (more to come....) So.. back: emoticons over tank: Each one looks different. You type "!heal" and your right battle info emoticion updates with a red-cross-heal logo. You type "!nice" and your left casual battle info emoticon updates with a thumb up This works no matter which chat (team/battle chat) you type it in. And is is clear and simple. My enemies can per default only see your casual emoticons.. while my teammate sees both above my tank. - Emoticons in chat: Emoticons like "enemy attacks left" are not usefull above my tank. Everyone has to read it, not only the ones who see me. Same goes fot stop, ready, go.. therefor emoticons in the chat would be usefull. Chat emoticons visible to all: - !stop = stop/pause game - !go? = ask if ready - !go! = commit start Visible team internal only: - atack left - attack right - attack center - defend left - defend cetner - defend right - all go - all defend, ... Also here it is no matter in which chat you type them. As each emoticon needs its own command.. the system can "know" to whom to present it. I think this is very simple and straight forward.. all you need to remember are the commands (which you need to remember anyways). What do you think?
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Why differentiate? Most (all?) causuals need to be visible to own team as well as the enemy. Battle info is pure team internal. Make two emoticons over the tank (one causl/public and one team internal for battle coordination). As each emoticon is activated via another chat-tag the system can know anyways which one is which cathegory, and which of the two emoticons is needed to be updated.
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exactly
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Let's discuss increased battle fund for lower ranks
Rohrmeister replied to semyonkirov in News Archive
If I may try to interpret this, it is the following: 1. column: rank number 2. column: crystals added to battlefund after update (per whatever. Most likelely per point scored) 3. column: former crystals added to battlefund (per same "whatever" as in 2.) 4. column: increase in crystals added to battlefund due to update (per whatever.. u know..) 5. column: increase in crystals due to update (per whatever) in percent -
Exactly this kind of translation would be very great for the top 20 things we need to talk..
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Let's discuss the updated system for earlier battle finish
Rohrmeister replied to semyonkirov in News Archive
Idea for efficient tests This type of update is for sure hard to test, as soo many different things can happen. What about having the system active in the background, and writing logs when/why/statistics/... the thing would trigger an earlier quit (without actually starting the timer) So you can "test" it under real live conditions, without harming users. Perfect for testing would be if you can watch it in some kind of spectator mode (with horns and warnings) while the users don't notice it. -
Nice to see you proposing somethng here :) I like the idea. As I like to sneak up enemies base, I would use this :ph34r: most if the time. And if a girl is spotted I bet the battle is full of those :wub: Great would be, if it still works on a dead tank that was just killed. Must be cool so see a :angry: over a dead tank when I killed one, or to post a :P if I made a thunder self desctruct by shoting my wasp :) If the emoticon is visuable only after I respawned, then the "communcation" gets lost. sounds like real fun :) ps: Please make sure, it does not clong up the visibility of my aim, like the flags do today for their carrier (link)
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Let's discuss the updated system for earlier battle finish
Rohrmeister replied to semyonkirov in News Archive
Well it is really a complex thing to make a good system on this issue. But I bet they will find a solution. -
Let's discuss increased HP for heavy and medium tanks
Rohrmeister replied to semyonkirov in News Archive
So may I ask what is your favorite weapon and hull? -
It could deal less demage instantly, but deal more of it over time. And it could make the target slower over time (demage hull and turret) But.. this would then be a pure support tank.. as it could not kill "instantly"
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Workaround: If you cant respawn a workaround is to hit the reload button of your browser. You will join the same battle and will keep your points. Of course you are not able to fight for 2 minutes.. but it is better then loosing everythng.
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edited first post with a more prceise description.
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Let's discuss increased HP for heavy and medium tanks
Rohrmeister replied to semyonkirov in News Archive
capital I and small L look the same -
This video on the homepage is soo awsome :D :D :D :D :D :D :D :D :D :D
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you should report him in the voiolaters section. I dont think that there is room for a bug where only you can't kill only him.
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Let's discuss the updated system for earlier battle finish
Rohrmeister replied to semyonkirov in News Archive
This is such an awsome example, of how inmature this system is today. I like the intention of the idea to end battles sooner very very much - but it works a "little.. strange" by today. -
Let's discuss increased HP for heavy and medium tanks
Rohrmeister replied to semyonkirov in News Archive
yep.. noone of the speed junkeys (like me :)) will buy a titan just for the health it provides. Which means the "official" reason & intention will fail to work out. That is pretty obvious. But although so many people see it like that, they introduced it. Seem to be for the reason of money. Especially for druggers using double armour and health, this some more HP are a blessing. But unfortunally this change of HP changes gameplay for lighter hulls with rail, as they have to give large hulls one more shot. One shot for rails lasts 6..7 seconds.. nice time to die in between. But as hulls are chosen to suit your gamemode,map, favorite game strategy... so much fun will be lost in higher ranks, where the change of HP is "large". Therefor I don't like it.. it knocks of game balance (which was quite fine last year in december, before several updates messed it up)
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