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Rohrmeister

Tanker
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Everything posted by Rohrmeister

  1. We talk about a graph that represents concurrent sessions, not the total number of accounts played per day. I think at least those three things happened: - players played longer on that day (in hours per account). this increases the number of concurrent sessions without need for more players, just because they overlap more. Don't underestimate that, this effect is huge. - not each account is online every day. But on such a day several players that would not be online, will come online. So players which spread out over the week are now concentrated. This increases the number of concurrent sessions also very much. - Some multed as this pays off at those days. I consider the first two effects to be much stronger then the third one. So you consider the multrate at server peak load is 50%..33%? Well that's quite a lot. We talk about a graph of concurrent sessions.. so this would mean each (and really _each_ !!!) 8vs8 BAttle would have 3..4 mults on _each_ side. This is not visible like that in the game. Still multing is bad thing and a really annoying problem.. no doubt about that
  2. Rohrmeister

    Let's Discuss Product Kits

    171500+210000 = 381.500 <- full price for items I don't already have 381500 - 40% = 228.900 <- price after discount for items I don't already have why should I pay 358.320.. this is the full kit price, despite that I already own wasp M3...
  3. Rohrmeister

    Let's Discuss Product Kits

    This price calculation is wrong, isn't it?
  4. ..aaaannd sooo much fun :) :)
  5. Rohrmeister

    Hornet vs. Wasp - Which stands tall?

    - M2 Wasp shot by M2 rail - M3 Wasp shot by M3 rail ^ these combinations are already very stable, if you know how to handle a wasp. I only flip when I shot at the same time as my opponent, when in midair or when at the edge of a ramp (and of course I sometimes flip due to own stupidity :):):)) Tanki has modified the far too easy flipping, and since then Wasp is really less frustrating. I like it :)
  6. most Russians I've met in XP/BP format battles had a very good sense of - fair play (wait until equal powered teams, wait if someone os AFK, ...) - nice play (if some better team dominates, they still do it the nice way; with a little showing off and experimanting instead of hunting all down to the last corners pushing you against the wall (don't know how to describe that in English) Most of course.. not all. So I can't share your "always", "kings", "OP everyone"
  7. i think it is a good idea to have no melee between M1 and m3 in a format battle. But I still think it would be nice if there would be XP/BP for M1 and M2 <- no M3 allowed XP/BP for M2 and M3 <- no M1 allowed
  8. See it like that: If they would decrease the price along with the currency exchange rates everyone would be happy. But if the currency exchange rates would have turned directly after the crisis hot times, then they would have to increase the prices as well.. and every buyer would be pis''*d instantaniously. It is always hard to give away a benefit. Such decisions are hard to take. You need to think way in advance and consider a lot of things (I know that due to my job; and no, I am not working for Tanki :P :P). So it is never easy.. and it's better if they take their time to make a stepwise solution instead of rushing into something (without considering customers reaction, without giving information... such stuff). I really apriciate the info given by Seymon on the reasons. Such information would be much more needed right from the start. A lot of players here are maybe not interrested in background information... but some mature opinion leaders here are. I think it would be wise, to sattisfy their need for more detailed information in order to prevent chaos through the community. Changes that are understandable can easier be adapted to. Especially in cases, when the reasons are outside of Tankis responsibility.
  9. Rohrmeister

    Let's discuss Wasp!

    If it is your favourite tank, get it. And learn to play tactics where low health does not matter ;)
  10. I considered mission rewards too high.. there was no need for playing as with some missions you could make more crystals then in 2h playing. But you are right.. the way they act does not look like a consitent strategy.. too many changes in total opposite directions. It looks more like rushing and acting event driven (they should play more shaft.. that teaches patience :P :p) Would be better to start daily missions off with small rewards, and increase them after some "experiental time".. would have a better psychological effect. Everyone would have been happy. But this way... not the best choice. at least they fixed up a lot of bugs and wrong settings with payment today.
  11. Tanki is a business with employees that are paid in rubel. They have to do their balance sheets in Rubel. They buy their food in Rubel. Therefor the crystals/rubel is the ratio that counts, and the rest (EUR, USD, cHF) comes by the currency exchange rates. And as well by the fees the payment providers charge. and by Taxes that are to be paid along the way. don't believe that your money drops out at Tankis Office 1:1; there is a lot taken away on the As each payment method has different fees, you have different prices. At least - this is part of the explanation. i have not taken a close and detailed look into the pricing and investigated all the fees and taxxes.
  12. Rohrmeister

    Important Changes in Daily Missions Rewards

    So we're back to normal then :) I also think that the old rewards (drugs) have been much too high. And the crystal rewards felt more tlike free gifts as the missions have been so easy to complete (sometimes you could complete them all in one battle, in less then 1h) Drug rewards: I am happy that the drug rewards is cut by 50%. Crystal rewards: Next time start with less and reserve the chance to increase the rewards. This has a better psychologica effect, then what you did now. taking away is never funny. Still missions are a good thing. Adds some challenge.. like the rating will do (friends will compete)
  13. Rohrmeister

    Let's Discuss Freeze!

    @why so many changes: I guess they change it a lot because many low-rank tankers complain about beeing helpless once they are froozen. High level tankers won't complain so much, as they have learner how to fight against a freeze and. and also their M3 hulls and turrets turn much faster, so that beeing froozen is an issue.. but they can live with it and still act. While M0 and M1 tanks are literary stopped to death. Instead of making the freeze effect weaker in M0 and M1, leave it unchanged in M2 and make it stronger in M3 - tanki changed the whole weapon. And unfortunately none of their changes helped freeze to come back to it's old user numbers.
  14. the number of players has decreased continously since the last major balance (feburary i think?) tanki seems finally to do something about it, by making it easier to earn crystals (daily missions, drugs received there, crystals received there) and by purchase (although the currency rates have changed, which makes the move reasonable from this perspective as well).
  15. Rohrmeister

    Hornet vs. Wasp - Which stands tall?

    it is true, hornet accelerates and brakes faster. That makes Hornet a perfect stop-go-dodge hull, while a wasp driver has to find different ways of dodging.
  16. Rohrmeister

    Let's discuss Wasp!

    xD xD - I know that :p hint: dont turn the turret 90degrees to the side.. turn it a little less. then the kickback can not turn you totally over again :p
  17. 2 Questions: 1) on which hulls do you use your freeze? 2) Which tactics did you play / do you play now? The hull has a major impact on the way Freeze is used / can be used. I would like to know how you used it before Dec.2014 and how you use it now. I make a start: before Dec. 2014: Hull: - on Wasp - on Hornet Tactics: - sneak up and suprise from behind; - frontal attack, pretend to pass by right, make a curve in last moment and pass by left; turret always pointing at enemy - When I find a mammuth as enemy, I hide behind it and kill others through it - support during CTF Attack, move fast through a bunch of enemies slowing them all down just a little to enable my team to finish their attack more successfully. - Own CTF attack: I rush into the base, freeze all just a little and try to escape (just sounds easy.. works only with hornets or wasps, so I am an easy pray for all long and midrangers) - when my team escapes with enemies flag, I freeze the first follower to block the path for others - defense: hide where noone can spot you, when enemies enter our base move to their escape route and hide, wait until the enemy got our flag and are focused on escape. Pop out behin my hide and charge in to slow him down, others finish him off. - defense: when multiple enemies attack at once, divide enemy forces: hide, then freeze the last 2 attackers before they reach a point where they can support their first attackers. So the first attackes lack support, can be finished off; later the "late attackers" can be finished off as well. currently (2015-07-26): I use the turret next to never any more. It became a boring weapon since as all witty and clever tactics don't work any more. It is just a "come close a kill" gun -.-
  18. fully supported :) (as simmilar to my proposal :P ) The Energy maybe has to be reduced - but only _if_ the buffed freeze effect comes back.
  19. If you see no banners at all.. then you have most likely an ad-blocker active. I also saw no banners until I switched the addblocker off :p
  20. You are right. Vertical autoaim is - Rico +15.. -18 degrees (link) - Twins +13.. -16 degrees (link) - Fire, Freez and Isida +10..-10 Rico and Twins can - due to their range - simply drive a litte back and make their auto aim work. Or they simply rock their tank nose-up to aim up (I have to do this with rail all the time). With Isida I can also damage upwards if I rock my tanks nose up.. but this works only for half a sec until the tanks nose comes down again -.- Yes I share that concern.. the vertical auto aim for Isida should be increased back to 40 degrees..
  21. I remember the lower range.. it was the lowest from all turrest. Personally i would stick to the new range, damage and energy.. and to the currently slim _horizontal_ cone. but I would definitely increase the vertical cone, so that up/down-ramp aiming is as before. This was really cool.. not only for Isida users, but also for me fighting an enemy isida. I had to take more care about enemy Isidas and gameplay was more interresting (again: I just talk about the vertical cone; up-down-wards aiming) but anyways.. I think our personal opinions reflect very much the way we act on the battlefield. therefor all comments are valid.. and in the end tanki has to try this things out for 4 Weeks and check the statistics (like points_archieved - per - death_received ratio of each turret) to see balance. but for freeze.. I am now out of the statistics. I simply use it next-to-never any more.
  22. I never used Isida as it has the old cone angle.. so I was never used to the wide angle. I purchased it after the angle was already narrow. In my opinion the horizontal angle is fine, as soon as you get used to aim. Of course it was much easier in the past, but this old, wide cone angle made it nearly impossible to dodge an isida. Now ISida pilots have to aim and use their hull much more to keep their aim.. I - as a fresh isida user - like it. But I think the vertical angle (up down angle) should be 40degrees again. The attack/healin of tanks on platforms was a main characterisitic of this weapon.
  23. thanks for your feedback. I've edited my post to make more clear, that I did not mean de-freeze-time, but I ment the speed-when-frozen (remaining speed of the frozen Tank). While M0 Tanks have been almost at standstill (as they have been so slow), M3 tanks could fight back when their user was skilled. So I think at M0 the remaining speed while beeing froozen should be a little higher as compared to 12/2014 (stay a little more agile); while M2 was pretty balanced; while M3 left the tanks to fast (because of availability of protection paints.., high turning speed of M3 tanks and M3 turrets)
  24. Rohrmeister

    Let's discuss Wasp!

    If you drive a lot of Hornet you may not notice... but I drive Wasp 90% of my time.. and yes it has really noticeable drift on Nitro. Especially when your curve has more then 180 degrees
  25. Today I played two hours freeze. The Freeze effect is so low, that M3 turrets & hulls have no problems in turning to kill me, when I use a hunter. Only if I ride a wasp I may be fast enough to evade their fire. The freeze effect lasts such a short time that it can not be used as support weapon for my team.. only usefull application is - suprise someone from behind, crash into him to stop him from turning, and chill him to death - find a couple of tanks massively weakened and in very very close proximity to each other.. and attack them as one target For me this weapon is almost dead at the moment. Weakest turret on the field. End 2014 M3 freeze was not very common on the battlefield. This was because the turret was a little underpowered, as the fast turningn speeds of M3 turrets and hulls made it possible to fight back with a high win rate. It was overpowered in M0 and M1.. balanced in M2 and underpowered in M3. Making the freeze effect change with the M_Level would have made it better for the lower rankers (less anoying for freeze victims) and also more effective on M3, where excelent paints are common as well. edit: I am not talking about the De-Freeze-Time, this shall be same for all M-Levels. I mean the speed-when-frozen. so like an M0 Freeze reduces you to 70%, and M2 Freeze to 40% as it was once ago, and M4 Freeze reduces you to 30%. Freeze as today.. is simply boring and less effective then firebird.
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