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Posts
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Everything posted by Ricosck
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Helpdesk reset my password. Crude solution, but it worked. I don't like it, but it will suffice. Why can't you make things work? Why are there always so many problems with everything? EVERYTHING!
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I have a better idea, fix it!
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I cannot log into the special site. I cannot authorize my preferred animated paint selection. Incognito mode doesn't work. Different browser doesn't work. I cannot log into the authorization. I have checked my login by logging into this forum to write this note. Why does Tanki like to mess with us? Errors like this are supposed to be tested for. Where can I choose my reward? You can choose your animated paint reward by logging into a special site. https://tankionline.com/pages/gender_war/?lang=en It doesn't work. Please fix it.
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Isida is too strong. Freeze is much stronger than isida, much too strong.
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Dam devs never play the game or they'd know isida is too strong, and freeze is much too dam strong!
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Zero supply was fun, but too much for teams. Zero supply similar to the trial should be permanent feature in DM, probably a little slower per kill so as to not let one player become totally dominant. In team modes, if it is there, it should require something to get it activated. And if one side gets significantly ahead, it should become much slower. Often, I saw one team start using it effectively, and in short order, it was a spawn-kill slaughter. I call the trial results mixed. I would say it might become a feature on the large maps for CP and TDM. I think it shouldn't be available for CTF. Zero supply is cool for a solo flag run, fighting in and escaping without support, but it too easily sets one team on the fast track for dominance and the other for a frustrating loss. I also wouldn't make it active for team modes on small maps. Too easy to get in spawn-kill mode.
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General RedDevil142 fly hacking
Ricosck replied to Ricosck in General RedDevil142 fly hacking Game Violation Reports
Hello ! User @RedDevil142 is BLOCKED! -
The prizes are listed as "in the EURO Group: " Please clarify. I assume the prize pool will be the same for each of the three groups, with only one pair of grand-prize winners from all entries. Please elaborate and perhaps fix the head post.
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Glitch SDs have nothing to do with internet or lag. It is the anti-fly-hack system. Sadly, it doesn't stop the fly hackers, and it does screw the rest of us.
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Yes, like you mention, but more, and in more circumstances. It has gotten to be a problem all the sudden. Tonight, in my hunter, I topped a ramp with nitro, and dropped a mine on an isida as I jumped it. I SD'd above the isida before the mine activated. I had full health. It sucks! I'm telling you it has gotten worse. It is one of those things that takes all the fun out. Makes it not worth playing.
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I understand the self-destruct glitch can occur because of various things that make you look like fly-hack or such, but I had three SDs for no apparent reason tonight. The glitch got worse. It is a really sad glitch. Please devote more time to fixing it.
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two Repair Kits in less than 15 seconds
Ricosck replied to Ricosck in two Repair Kits in less than 15 seconds Game Violation Reports
Hello! Thank you for reporting! But next time please collect video evidence Good luck! -
A confirmation click after a "change mission" click is warranted. When a mission is partially accomplished, it seems essential that a confirmation message must be presented for a second click.(With option to cancel, of course.)
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The smart cool downs need an extender mechanism to curb abuse. First, the use of a supply should add to clock for cool down. Second, score differential in your team's favor should add to clock for cool down. All these affects should be cumulative. This second effect wouldn't apply in DM. The smart cool downs mostly solved the battle raiding (along with score caps), but it does not address bullies. No one wants to fight an overwhelming team, and as soon as the tank-v-tank ratio is below about 0.8, supplies use on the larger team ensures the outcome and discourages teammates, who leave rather than continue to be spawn-killed. Honorable tankers don't do this, but Tanki has never been long on honorable tankers. The cool down clock for the tanker needs to extend by a small amount for each supply used, cumulative, with a long cool down for the extension. That is, using a speed boost should add, perhaps, 1% to the cool down clock for all supplies. Dropping a mine should be the same low percentage addition. Using a double should add, perhaps, 5% to the cool down clock, again, cumulative during the duration of the cool down for each addition. Using a repair kit should add, perhaps 12% to the cool down clock, all cumulative. Further, when a supply is activated while any regular supply is still in cool down from activation, that new extension percentage due to that supply will double. I suggest the cool down extension duration be 75 seconds, perhaps as much as 90 seconds. Thus, as a tanker repeatedly uses supplies in quick sequence, the cool down gets longer. A significant time must elapse for the extension to completely reset. A set of accumulations something like this would reduce the potential for abuse, but it would still allow for the strategic use of supplies in important situations like attacking to take or return the flag. For instance, a tanker could spawn, and activate a speed boost, only adding a trivial amount to the cool down timer. Then, just before entering the enemy base, activate a double for quick kill or extra durability, grab or return the flag, and then still be able to activate the repair kit to complete the get away. Nothing hinders the tanker from doing everything we can currently do, but now his cool down timer is significantly extended. Strategic planning will allow the tanker to make regular runs at the flag with supplies available, but not in quick succession. It would also hinder those snipers who like to sit and hide and use double damage as fast as possible. If that was the only supply being used, the extension would accumulate gradually, but it would become significant with repeated usage. This would encourage the sniper to only use the double damage in critical situations, rather than constantly. The second extension mechanism should be a multiplier based on the score difference less one for flags, as explained below. For TDM or CP there would be a similar mechanism that wouldn't increase the cool down extension for close games but would gradually increase the multiplier as the score gap widened. Examples: For CTF if flags are even, no multiplier. Same for a difference of one, since the first one is subtracted out. However, when one team has two flags advantage, its extension percentage will be multiplied by difference as a tenth plus one. Specifically, flag difference less one times 0.1 plus one. For a 5 to 3 score, that would be 5 - 3 = 2; 2 - 1 = 1; 1 x 0.01 = 0.1; 0.1 + 1 = 1.1 which will be multiplied by the supplies timer extension percentage. For a battle of 9 to 0, that would be 1.8 times the supplies timer extension percentage, which would mostly restrict supply use to only those tankers who have not used supplies in recent minutes. Of course it could not balance all scenarios, but it would substantially curtail the ability of heavy supplies users to totally dominate when their opponent is down. I suggest this extension should be slightly reduced for premium account holders, and some consideration is warranted for players with experience significantly beyond Generalissimo. If possible, I suggest total combined team experience should act as an additional multiplier. However, this should be logarithmic, with a lead in, where the multiplier would be small, perhaps, 1.01 when one team only has a small experience advantage, and perhaps about 1.1 when the experience difference is becoming significant, but then perhaps 1.5 by the time the experience difference is very large. A multiplier like this would help new Generalissimos against veterans who have been at the highest rank long enough to have highly perfected skills. It would also help balance wide-rank-range battles where one team happens to have significantly higher rank players versus the other team. The values may need to be higher or lower. Our experienced developers are likely to come up with a reasonable first try that can be adjusted with testing on the test servers. But I am sure a reasonable system can be devised that leaves most players mostly as before but restricts angry or inconsiderate players with garages full of supplies from taking advantage of players that have no supplies, or won't use them. Finally, there is an advantage to attitude, morale, and perception. Implementing such a set of supplies restrictions will help tankers know that the opponents cannot significantly abuse supplies use. It elevates much frustration, since it will be more obvious that an opponent with doubles showing must have picked them up, or has been frugal and considerate with his supply activation decisions. I believe it would be a good morale boost for those who seldom have significant amounts of supplies, and it would be no curb at all on frugal supplies users. It would only significantly affect those tankers who use supplies nonstop even when the battle outcome is inevitable. Pro-battle settings could include options for turning off the extensions when supplies are allowed with cool down.
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In order, CTF, CP, TDM, distant last, DM. I'm not fond of death match. Sure, it is easy, but it is so random. Never know what might happen, except there is usually at least one heavy drugger who pulls way ahead. No biggy, but DM is not much fun. Too little objective. I like DM well enough, but I would join DM battles much less without missions. Please reduce the probability of DM mission assignments. Flags and CP are much more fun. Less DM, more CTF. Thank you.
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Fly hacker "KEEP OF awesome"
Ricosck replied to Ricosck in Fly hacker "KEEP OF awesome" Game Violation Reports
Player KEEP_OF_awesome has been banned for a MONTH. Reason: Attempt of hacking. Reported to Tech Support for BLOCK -
Can we please have less death match missions? There are far too many DM missions.
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Let's discuss changes in the parameters of Firebird, Ricochet and Twins
Ricosck replied to semyonkirov in News Archive
Hmm, not impressed with the changes. The firebird is okay, faster twins shell travel is good, reduced twins damage is bad. BUT, most of all, why increase the only overpowered weapon in the game? Ricos suck (note the name). Ricos generally dominate, at least when I'm driving. Why make me even more of a pain? I can already kill anything with a full clip. Now I get an extra shell or two? Okay, I guess. I find fighting after the clip is spent pretty even against most tanks. I win more than I lose. Of course, that is after killing one or two before the clip is drained. I chose the name because ricos are horrid to fight. So, if you can't beat 'em, join 'em. As a rico-viking, I rarely complete the full time of a battle at less than first on my team. I always have more kills than anyone, and usually a higher D/L. Ricos are overpowered. Still, if ya want to make my time easier, no complaints from here. I suspect my opponents will not be as thankful.
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