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Everything posted by Spit_Fyre
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If anyone else wants to pitch in (while I'm looking into it), some more angles that I think we can derive useful info out of are- Standardization of hulls (light/med/heavy) based on HP and how this affects the number of opponents a player can kill effectively with a turret; in how much time. How special effects including impact force make up for higher/lower numbers.
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Thanks! I'll see about freeze. I wanted to give a rough idea of the state of things so didn't include it initially. And that spoiler confusion... has happened to me too... tags *shrugs* meh.
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Yeah! Nice job with the charts and all. You've brought in some interesting angles. Off the bat I can say that one significant difference in comparing numbers is going to be with these charts having smoky(crit included) and thunder(splash excluded) and the table having both special effects excluded. I went over it all... kinda quick (because I already have a relative picture), so correct me if I've missed anything significant in stating my conclusions - The ricochet seems to be in a sore spot AFTER the 1 clip is exhausted. The twins and vulcan can use some cooling down. The shaft - I've never been able to make head or tail of, so I'll keep shut. The hammer has a very circumstantially effectiveness and probably can use a dose of uniformity or simply less of the "skew" factor. The thunder seems pretty darn effective across all ranges. The smoky is struggling a bit with a heavy effort intensive gameplay and a high accuracy bar. The railgun looks to be doing fine. The short rangers - fire/freeze/isida will be short rangers. It's such a melee, there's no sense in getting into it :P
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That moment you win a tanki contest and get free crystals! Yay! That moment you drive up the side of a wall and flip. Whoops :P That moment when you destroy another tank in mid-air and the carcass rains down over the battlefield.
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After A LOT of slimming down... and drowning guilty details, it's done :P. A table showing DPM across all turrets; how protection affects it; and an overall idea of efficiency. I'm posting it anyway - if anyone can make use of it, let them. Don't know if this is completely accurate enough. Open to corrections:
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Ikr, the tags give me a headache and what I want to post is too wide for a screenshot. I'll try nonetheless.
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Yes, I'll bet the random matchmaking logic is going to be crappy - because AI simply isn't capable of intelligent ranking. Maybe we don't realize that a lot of the so called "mults" are actually poorly skilled people or very young children who are unassuming and don't take calculated risks/decisions and end up losing a lot of the time. I'm hoping the mechanism will categorize these individuals without having to label them as "mults". So this is going to be a partial solution anyway. Another option out from mults will be the clan system. Also worth remembering that playing with friends will always be possible if you have the pro-pass. When both randoms and groups of friends have options to play fairly, it'd be ideal. Edging out one for the other in an already tight space may seem justified when you look at it in terms of numbers (groups will always have a majority) but IMO, it deteriorates in essence to nothing more than a basic survival tactic. Eventually everyone will be forced to adapt to it, while there is no real need to.
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How do I post a table here?
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Wait a minute - the loosing team isn't a group of random individuals? Missed that, can't find it mentioned anywhere, sorry. So, if I re-iterate what I said, "If you want to play with friends do it from the start of a battle to it's finish" I believe it stands in agreement with your viewpoint. Never intended that the friends system needs to be prohibited. That is an assumption. But it cannot be denied that people use the current system to their ends. What tanki is bringing to the table in terms of a matchmaking mechanism is aimed precisely at covering this loophole.
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I got 2 kits in my tanki lifetime and regret neither. I played twins/rail at m0, smoky/rail at m1, rail/vulcan at m2 and now smoky/rail at m3. The kits I bought were for augmenting my gameplay with Railgun (first love). Sadly, I realized that I couldn't use rail in all scenarios in normal battles. So, 1. Vesuvius M2 (Viking/Vulcan/Blacksmith) at one of the Colonel ranks (don't recall exactly) - This was when the vulcan was just introduced. People were unaccustomed to playing with it. Protection was uncommon. Needless to say, I garnered a lot of hate. But I sucked up to the mid-rank pressure because this kit was my last ditch effort to stay sane after trying to get past the M2 ranks with just 1 M2 combo - rail/hornet - both at their worst effectiveness among all modifications. What spurred me - the more diverse protection offer, medium hull, a sale, sheer instinct. 2. Paladin M3 (Smoky/Viking/Inferno) at Lt. General - This was my first M3 turret. In this timeframe the isida was ridiculously OP - I did NOT get the isida for this very reason (bound to change sooner or later. Proved true time and again). I wanted a gun that was versatile and could deal with most situations. This kit seemed a good choice because I usually stay away from small maps. I could have waited to get rail, but the M2 ranks taught me better than to rely on rail alone. I was also confident of being able to earn enough to get Railgun as soon as it unlocked at the next rank. I disliked the "inferno" that came with the kit (the only fire protection I want was/is 50%), so I splurged on savannah and the pain went up in smoke ;) What spurred me - versatility, medium hull, a sale. I did my research among some friends and on the forum before buying. Contrary to what people advise/say I recommend a strict 2 combo (minimum) per account strategy and make sure your favorite weapon and a medium hull is part of it. I also took into account the weapon popularity, protection popularity (based on what I see in the battles I frequent) and made sure to stay away from what seemed "too good to be true".
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No way! This is basically raiding and destroys the purpose of the update. If you want to play with friends do it from the start of a battle to it's finish. Lose or win, all in. Don't prey on individuals. There's a clan system coming for dealing with groups. I can't think of where to start broaching the topic of how misused the friends system already is.
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Yes. I'm particularly interested in seeing if the Go-Pro club picks up pace again.
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You forgot a MAJOR update - 50 steps of MU's being revoked. Players who upgraded any one equipment parameter to full were awarded a completely upgraded M4 (or whatever the next level was) when the update hit. These tankers were the luckiest ever.
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Hope this revives the GO-Pro-Club!!!
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Yeah, Ricochet owns because of the strong knockback. Beyond that 1 clip though, the rico gets helpless pretty fast when they're in the open. So it's not just turrets that are OP or UP, but modules too...
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These numbers are going to look more skewed when drugs come into the picture. Why I mentioned I don't like getting into numbers - because we get so lost in details that we focus on certain aspects alone while ignoring others. Like for example you force a smoky opponent to hit you 12 times when you have 35% protection. How tight is the margin of error? How long will it go on? Do the same experiment vs thunder. Assuming all players are decently skilled, who do you think will survive to the end?
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Smoky is my main weapon too (though I like rail better). I'd like to think that does not effect the validity of my concern which is more about the flat weightages given to all turrets across all modules with the same pricing. Because the % is applied to base damage, the accumulation of damage over time becomes a significant factor affecting efficiency. An example: Imagine M3's. A heavy hull (3377HP) with 35% protection against all turrets. Each of the existing turrets take turns killing the hull. The smoky needs approximate 12 shots and 17 seconds or more. Twins does it in about 10. Vulcan takes probably 12 secs. Thunder takes 7 shots and 15 secs. Railgun 6 shots and 17 secs. Ricochet needs around 18 seconds and so on. This is assuming average damage dealt and that all shots land. The baseline is that some protections are undervalued and some too good for their current value.
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I believe you're talking about hulls where as I'm talking about the turret damage being dealt. Convert it into "time to kill" and you will see the difference.
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Yup, the effect is definitely there. About pace, actually I read it kinda slow - taking it in like. Felt too heavy to be fast - not that that's a bad thing. For me, pace lies in the weight of words and length of the lines - a mix of short, long, abruptly short and languidly long ones. Goes hand-in-hand with rhythm I guess. The pace here suits the piece.
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Anybody else think the protection modules aren't balanced currently, being flat XX% across all turrets? For example 35% protection against a low DPM turret is very effective compared to 35% against a high DPM turret. I notice this particularly in the case of smoky. There is no need of 50% smoky protection because 35% suffices pretty well. Agree? Disagree?
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This pulls in opposite directions - stretched taut with tension in the unsaid.
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I found another in the comments.* Looks like we got a decent concentration here in tanki :) *Nvm, I misread a letter. P.S. Do you know our secret code?
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INFJ-T Apparently, I'm part of less than 1% of the population :o
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Funny bits and things that don't make sense in Tanki
Spit_Fyre replied to Epic_Space_Mango18 in Archive
Oh, I always thought those were dead hunters. What about when your tank gets randomly stuck on the walls, with the turret in and the unmentionables on full display. -
Nice work with all the graphs. Something I noticed - I have 35% protection against thunder and it's absolutely useless when facing a thunder equipped with DD. On the other hand, try killing a tank that has 35% smoky protection with a smoky on DD. Much tougher.
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