Jump to content
EN
Play

Forum

AiastesiHelper

General
  • Posts

    77
  • Joined

  • Last visited

Reputation

15 Good
  1. AiastesiHelper

    Complaint Book

    if there are maps that supposedly don't belong in MM then there's clearly an issue with either the maps or the matchmaking system however, improvements made to maps should be set either only in the matchmaker or as copies (recall the numbered maps like Fort Knox I and II) to provide the community with more choice
  2. AiastesiHelper

    Complaint Book

    then why is it now the only way to enter non-PRO battles?
  3. AiastesiHelper

    Complaint Book

    what i'm interested in is why tanki is so interested in restricting its playerbase. currently, the game is getting about a fifth of the attention it had at its peak in 2014-2015, and isn't working toward getting it back at all. every single player for the most part seems to want reasoning behind many of the updates since that time. why did you have to force us to use matchmaking and not just improve it from how it was (the Battle button)? even in the V-LOG, Kasim seems disappointed in the changes he's reading off. take, for example, when the announcement of matchmaking for all non-PRO battles came along. when he had to read off, "That's right; you have to decide. Do you want to complete the missions or play on your own rules?" (1:23 in vlog 171) his tone seemed to subtly change as if he wasn't enthusiastic about what he was saying. since 2015, many more restrictive updates have come, with few adding more new content, but serving us with new crystal packages and focusing more on making buying your way to the top an even more viable option than before. currently, Tanki's interest is exactly equivalent to how it was in May of 2011. the community isn't doing anything to make this happen. maybe, just maybe, it's the fault of the game.
  4. AiastesiHelper

    Matchmaking is coming May 29th

    i really don't understand the decision behind making map choice specific to PRO battles. i understand that you need money, but all parties involved would promise you that the inclusion of pay-per-click, non-invasive ads are significantly better and more appealing to the public than the current system: a massive equipment gap between those willing to give money and those not willing to. now, your audience is no longer players, but customers. you are appealing to the playerbase that is aware that no matter what, they have an advantage over the enemy team by default. you are appealing to the playerbase that is aware that no matter what map they're on, they have the advantage, and therefore, no map preference is necessary - from which you draw the removal of map choice. this decision benefits nobody. if any community manager or anybody else involved would like to explain to me why this decision was made, i would love to hear. i mean, after all, it's only speeding up the eventual death of this game. you seem almost aware of it - in the V-LOG, kasim seemed as if he was entirely aware that what he was reading indicates a restriction of the entire playerbase, without a single reason to do so: "Now you have to choose." i guess now's your chance to choose: do you want tons of money from a small playerbase with bundles of hate, or bits of money from a larger audience with love and support? after all, your game is dying already. it's up to you! <3
  5. AiastesiHelper

    Wikimania Contest 2017 — Entries

    Guide to playing in Cross effectively see also: Guides for Maps About Cross Overview: Cross is a small-medium map featuring semi-symmetrical map design and a heightened bridge through the middle. Common among lower ranks for its simplicity and introduction of common obstruction and minor height variation into the game, this map does not take too much to learn, but takes much to master. Battle modes: DM, TDM, CTF, CP Size: 7v7, 14 players Tactics DM Due to the medium size of this map and the nature of deathmatch battles among the Tanki Online community, camping near the middle or outskirts of the map with turrets such as Ricochet, Smoky, Thunder, Twins, and Railgun oftentimes results in the collection of many kills. Staying perfectly still for too long may allow you to succumb to multiple attacks from different directions simultaneously, so it is recommended to at least occasionally swap positions or charge someone in another camping position. Most of the combat on this map is in close quarters, so heavy hulls or heavier medium hulls (Hunter, Dictator, Titan) in the right hands result in great outcome. Ricochet shines bright in its ability to bounce shells and its shots' great ability to fire across bridges as a result of the gun depression. This allows you to, assuming no forces are present behind you, shoot directly into any area of the middle of the map without exposing too much more than your turret. You may also fire throughout the middle of the map without encountering problems with the grey walls placed near spawn zones due to the fact that your shells are capable of ricocheting off of said walls. Twins and Smoky's great ability to provide consistent damage mounted atop a hull capable of charging can succeed as an aggressive unit. Thunder's splash damage along the common camping areas and, alike that of Smoky, its ability to provide consistent damage prove it very useful both when sitting still and when trying to take a position from another player. Railgun's ability to steal kills and deal large amounts of damage allow it to succeed in peek-a-boo fighting near the corners of the map. However, without a decent amount of health, you can easily be charged, as your damage is neither consistent nor reliable when consistency is necessary. Staying near the middle proves beneficial due to the dropping of a Repair Kit close nearby. The edges lack said access to supply boxes. Upon the occasion that you respawn near the middle of the map, underneath the central bridge, your access to supply boxes before reentering a position is granted, but to a limited extent. If you respawn near the outskirts, but not near a corner, it is recommended to either try to take a corner or try to run from the corners, hence the placement of the speed boost drop zone. TDM TDM gameplay is somewhat similar to DM gameplay in many respects. In Team Deathmatch, due to the size of the map, charging the central bridge top oftentimes brings the best possible results. Going along the sides of the map, in cover due to the small gaps between the outer walls and the bridge, or underneath the aforementioned bridge, brings you to the enemy respawn zone. However, in order to fire at your respawning enemies, you must make yourself vulnerable. This definitely encourages peek-a-boo fighting, and therefore, suppose you like the idea of taking the role, allows for successful play of Viking, Hornet, and Wasp if you use a high-damage-per-shot turret (Railgun). Vulcan may be successful as well, as charging is not always necessary, but camping definitely is if the central bridge is taken and supported by your team. The corners are no longer necessary points along which to lie, for they are made obsolete by the domination provided by the central bridge. Using the left- and right-most parts of the bridge rather than the center allows for more vantage over enemies attempting to charge from anywhere on the map. There are houses near the bridge, however, which may obstruct your ability to shoot cross-map. CTF In Capture The Flag matches, light hulls gain much more prominence and importance, as they are given the best opportunity to deliver flags. Heavy and heavier medium hulls are now given the ability to back up those carrying flags, as well as charge much more than they would in TDM. Aggressiveness is key. Having mid-range turrets atop medium hulls allows for you to chase down enemies attempting to get away with your flag, whereas heavy tanks with mid-range turrets may try to back up their own carriers from the bridge, attacking all that attempt to chase them down. Isida becomes a great turret, especially atop a medium hull, to have near the middle of the map and one's own flag. It can heal the camping players of damage they take from putting themselves in such vulnerable positions, and, when situated aside its own flag, heal the carriers of flags and defend the base. Short-range turrets are suitable for attacking the enemy flag, especially atop medium and light hulls. Underneath the bridge no longer lies a hotspot for peekaboo tactics; rather, a path along which flag carriers can run back to their own base. Those desiring pure kills may also spawnkill by camping behind the bridge. Escorting flag carriers is simple to plan, but somewhat difficult to execute. Having a medium hull with either Isida, Smoky, or Hammer atop it situated underneath the bridge, and having the flag carrier run underneath the bridge aside the aforementioned teammate, can lead to the execution of any enemies chasing the carrier and, suppose the teammate uses Isida, may heal the carrier of any damage encountered whilst attempting to escort the enemy flag to their own. Crossing the map through the outskirt edges is particularly useful when attempting to run to the enemy flag, but not the best idea when running with it. If the enemy has anyone underneath the central bridge or atop it, it is unlikely you will succeed in the escort of the flag. It is also possible to spawn on the enemy's side of the central bridge. If this happens, it's probably a good idea to run underneath the paths leading atop the bridge and either come back to your own base or begin ripping apart the enemy base. There is not one combination of turret and hull that serves no use when playing CTF on this map. CP Alike to that of TDM, charging should be one's primary focus. This map holds 3 points, A, B, and C, so, unless you are significantly behind the enemy team, you only need 2 points to win. All points are along the center of the map. If all three points are held, you are much better off splitting your forces between underneath the bridge and atop it - the peekaboo fighting mentioned in TDM games could be utilized upon that happening to ensure few players make it to the top of the bridge. If less than 3 points are held, charging to the top of the bridge and holding at least 2 points should be a team's main priority. The drop zones atop the central bridge are no longer available due to the presence of the Control Points, so diving from atop the bridge to underneath the bridge may be more feasible, albeit somewhat risky of a decision. An alternate tactic to charging would be utilizing the narrow paths near the outskirts of the map to kill or harm enemy players as they spawn with a mid- to long-range turret (Smoky, Railgun, Vulcan, Thunder, etc). This would not present the opportunity to easily access the Control Points should they be lost to the enemy, but would damage them before they have the opportunity to fight for the points. A mix of both charging and outskirt camping can prove especially useful here. Light hulls should not be used until all three points are taken over by one team, for it is too easy for them to die. Viking is a reasonable substitute, as it still has a low profile, has enough speed to reliably make it around the map, and has enough health to tank it out with other enemies.
  6. AiastesiHelper

    Patch Update #451

    Again, that's happening tomorrow - or are you illiterate as well?
  7. AiastesiHelper

    Patch Update #451

    It's getting fixed tomorrow. Or are you just illiterate?
  8. AiastesiHelper

    Patch Update #451

    I honestly don't see a problem with this update at all. Personally, I like the inability to complete missions in PRO battles - as I almost never buy a PRO pass simply due to the fact that I see those sorts of matches as a waste of 2k crystals. It also makes missions harder to complete, which is much better than getting them done without effort - after all, the point of missions was to get people back up and playing day-to-day, wasn't it? As well as this, you're getting a BIGGER reward for doing the now "more difficult" missions (their difficulty hasn't changed, your intolerance to them has). If you're wondering how upgraded your turret or hull will be... If it's M2, multiply the upgrade number by 0.2. Round up if it's a decimal. If it's M3, multiply the upgrade number by 0.4. Round up if it's a decimal. More expanded rank limits means I can now fight against a bigger variety of equipment. My Titan-Smoky's getting tired of facing your Twins M0s. Auto-completion of battles being sped up means I no longer have to wait a full minute in an empty match until I get the fund I was waiting for. Your Super_Mission won't take forever. The 20 second delay between battles of the same kind isn't that bad. I do have one question (and it's somewhat unrelated) - Why can't banned players create battles? Battles can no longer be named, which prompts the question - why can't banned players make them?
  9. AiastesiHelper

    Boredom Strikes Again 「BSA」

    sry guys, main acc is banned. Yes, Auritras, JJ345JJ, Devil_Demon_PRO, and Thira, you can join, and sorry for not adding you on Skype, Thira xD I didn't check the forum
  10. AiastesiHelper

    Episode 109 of the V-LOG is here

    Why are the question of the week winners the same as they were last week?
  11. They see, they ban, they don't give a damn.
  12. WHO. THE. HELL. CARES?!? :P
  13. Devs be like Players be like
  14. Player AiastesiHelper has been banned for a day. Reason: Provocation, trolling (Forum).
×
×
  • Create New...