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Everything posted by JohnMatrix
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Was getting sick of sitting on the fence with most of the topics. Feels good to finally fall off & relieve my backside.
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In my honest opinion, the in-game economy is not stable right now. It's a little hard to plan for the future. That being said, most of your chosen mk5s will quickly lose effectiveness at higher ranks. So while you are fine for now, if you're talking about being "positioned" for success, it would really depend on how much you have in the bank - parked away in containers & crystals. You need to aim for kits (turret+hull+module mk7). After that there are 15 or so steps of MUs on each item the cost of which can be mind blowing, especially when the rank to rewards ratio will not improve/suffice.
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Let's just ignore soft power & popularity.
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Agree it's difficult to come up with an ideal algorithm. 1) May be an unpopular opinion, but I think friends lists can get abused & aggravates problems of power concentration. 4) Not a fan of the current profile page setup. Just makes people prone to judge others based of it. Sometimes it may be better for a battle to just blow out & get over quick.
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My secret to getting good rewards from just a small amount of containers.
JohnMatrix replied to DieselPlatinum in Archive
No one knows for sure if there's an intentional, grand design behind it all. If I was running the show, I wouldn't NOT think about hardcoding some nonsense like - If (Rare OR Legendary OR EPIC in Array[Player.Previous100Containers] == TRUE) { CurrentContainer = Tough luck; } ... just to keep them coming back you know? That said, I feel like I've had better luck opening containers on a long time parked account & getting what I "need" to advance that account. -
Not enough players. May cause inbreeding & they need fresh blood.
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You need statistics for figuring THIS out! I don't know whether to laugh or cry! ?
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Cease and desist.
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Rule #1 Don't count the chips in your bag of lays Rule #2 Don't question tanki odds
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Above average equipment definitely helps. Teaming up players who complement your style/weapon helps more. And then there are those average players who just read the game, pick out the guy in the enemy team who is the "play-maker" & keep distracting/targeting him. Tanki has done quite a bit to encourage players to help each other out (support drones, gold box supplies, groups etc). These helped increase the power gap too.
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The current meta is a little tricky for isida. If you are going to use it to primarily attack, you better go in with some dictators/titans beside you & choose a wise hull for the purpose. Learn to shield yourself & pick & choose the players you heal - I don't mean heal just certain people, heal the ones with the best chance to make it out of a situation or those activating an overdrive...
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So are you going to ban so called skill-less people now? Some other nuances you probably won't find interesting either - With thunder, there's delay in projectiles hitting targets. Same with ricochet. It's different from railgun where the delay is in firing up, not the speed of the projectile/laser & different from smoky where the impact is instant. This is directly linked to aiming (need to predict trajectories) & aiming gets messed up with lag. Add impact delays & the problem is compounded. Also, the vertical cone angle of certain turrets & hull combinations don't work well together. Viking is very flat & the turret is positioned much lower on a viking than it is on any other hull. It's harder to aim vertically with viking-thunder than it is with hornet-thunder. It's even harder to do it sideways with an angled turret. BTW, not promoting any method here...
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1) Ofcourse it is! Turning railgun m0 is slow. Turning hornet m0 is fast. Turning railgun m0 with hornet m0 is the fastest. You are absolutely right. Now try convincing people who are comfortable playing their way. Who knows, maybe they're happy because the turning speed is less & prefers their game visuals don't spin THAT much? 2) Try playing wasp/thunder on an uneven map. I don't know about your theories brother... but this is a extremely common. 3) Ricochet slows enemy light hulls moving into it's line of fire. The point being you don't have to reverse much which is a good thing when you are restricted in space. It also helps you propel faster in reverse gear. Even when camped, you can prevent tilting or slipping using this method & get a better angle from ledges & bridges. It's a good parkour weapon because the impact builds up with each consecutive shot & this reflects on the momentum the hull gains. There definitely is strategic advantage to not turning your turret sometimes with some turret-hull combinations. It's easier to keep a small profile & increase your chance of avoiding shots by not skewing your outline. Being caught in a shot with a skewed turret makes the tank easier to flip. I've played thunder viking. You should know it's a real pain when viking spins like a top every time a rail shot whizzes by. Double whammy if using the overdrive. Yes, it's annoying when players who don't turn their turrets all the time aren't "playing to their potential" or not doing well. But if it's working for them, I'll be happy to let them be. I have seen this mostly with ricochet players.
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Most wouldn't agree but if you ask me, it's a viable method to playing certain turrets. Why? There may be multiple lines of reasoning - 1. Some turrets like railgun/thunder at lower modifications have slower turning speeds than some hulls like wasp/hornet. So it's actually quicker to make kills left/right when you turn the hull alone. 2. With high impact turrets like hammer/thunder you are less likely to topple sideways due to knockback from your own shots (& inflict self-damage trying to right yourself) 3. Also with knockback turrets especially ricochet, simply shooting straight pushes your hull backwards & can put more distance between you & the enemy. Helpful when there are a lot of firebirds/freezes/isidas around. It's easy to assume ALL such players are either lazy or just total noobs.
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I quit when I see - Huge average GS gap (coloured columns on tab) between teams 2 - 3 inactive players on my team. More than 2 leaving my team at the start ... sort of decisive Issues snowball.
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My team is perpetually 1 or 2 players down vs enemy team these days. Am I the only one seeing this?
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To add to this, I think something basic that's overlooked is that most people are right-side oriented. I personally find that glancing left,right,up,down to gather information extraneous to the in-battle movements is just too disorienting. So if you keep 1 direction clear, say the left, it means your senses are now less frazzled. Somehow I get the feeling tanki haven't invested in 1) Calibrating their monitors correctly 2) Testing their interface on enough devices 3) Studying visual basics & colour theory see above. I have the same issue. This isn't something that should be bothering a lot of players.
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MM balancing - imcompetency or favouring russian players?
JohnMatrix replied to TinBoxGunner in Archive
I always assume there are groups playing vs randoms which would explain a lot of imbalances. -
MM balancing - imcompetency or favouring russian players?
JohnMatrix replied to TinBoxGunner in Archive
I'm curious about W/L ratio being an input to the MM algorithm. Is this a new stat? Is it public? Is quitting considered a loss? -
Fixing stuff may involve adding counter mechanisms...
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You don't have to. Feedback & ideas can, will be and often are used against you by businesses. Don't worry too much about the disparities between f2p & p2w players. That's a matchmaking issue. And MM for tanki right now is like the one basket for all their eggs. Either they take care of it or it takes care of them. ?
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I suggest changing the title of this thread to What to RENT? Which is better?
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Guys, go do something useful like watching political history. Your brains will thank you in the future.
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One problem with letting players choose what they like is it leads to complacency around certain features, techniques & equipment. Example - XP/BP, camping with magnum/shaft. These become stagnant ideas - very hard to flush out of large populations of players... that in time breed copycat populations. It may look like individual rights are suppressed, but it mixes things up & keeps everyone on their toes. No clear majority is not always a disadvantage. But YES, I do think some maps are just a bad choice for MM overall (stadium & archipelago). There need to be more maps designed to include all turrets. In the end, as long as you have a choice to leave, it's not UNFAIR. I would think being queued to the same battle you left - is more of bad coding logic than design.
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VISIBILITY = SIZE + COLOUR + OPACITY Please asses the interface design on these 3 aspects. Too much COLOUR triggers sensory overload. Examples of extremes - ---> Distracting. Eg: The in-game score board with a whole rainbow built into it; Those supply boxes at the bottom - bigger & brighter than my tank! ---> Not noticeable. Eg: Exit button, in-game score - so small, so true to the red/blue theme that it blends from sight & stays infuriatingly out of my line of sight... so much that I have to shift my attention skyward, away from the game to take a look at it & still struggle to read it quickly. Honestly, just put it back in the right corner under the important notifications please.
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