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Everything posted by Spit_Fyre
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Patch Update #437 - Player Ratings plus additional fixes
Spit_Fyre replied to theFiringHand in News Archive
I'm going to hazard a guess that the ratings are based on the scoreboard position you end up on in the battles you play, aggregated over a period of time or number of battles(as a ratio)? I'm reading between the lines here. Also seeing a strong corelation between my rating plummeting like a stone after a few winning battles where I remained at the bottom of the board because I either joined late or chose to midfield instead of fully attacking/defending (Passed the mult certification course with flying colours :rolleyes:). So to sum up - You are not going to get a good/bad rating just because you have a high/low D/L. -
I just got inspired to jot down an epic, totally random turret idea after reading this! The Echo Location Turret How does it work? It homes in on the nearest tank that's making noise - either in chat or when shooting but not just driving (TO silencers are the best) - and wrecks them! Shots can be fired in all directions. So if it's surrounded by a chattering group of tanks, it goes berserk and explodes, killing them all. MUAHAHAHA.
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I wish you'd stop changing your stance on things and stay put so I can pound you with my bluntness. :D People who photoshop should know how OP layers can be.
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Weapons with more layers are harder to balance I think. Guess that's why ricochet, freeze, thunder, isida, shaft updates miss their mark at times. The others are more straightforward - firebird, hammer, smoky, rail, twins. Nerf the hammer already, it's getting annoying - light hulls are having a hard time as it is.
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I can't find the one I was looking for, there are so many duplicates now. But yeah, relying on player votes isn't 100% reliable because of possible abuse. Kick2 had the same problem. Still like the concept of surrender though. The trouble is, everyone thinks mults come in and abuse the surrender by clicking it. They all swim in the one same direction. I think that's not how mults work. Mults will NOT surrender until the planter has an advantage. They are the ones that keep battles alive, ticking against the battle termination trigger. Call me crazy, call me a mult, but if I were multing, that's what I'd do (I can't believe I'm preaching mult psychology around the forum <_< but I've seen and studied enough to know the case).
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There was also a surrender option floating around the I&S.
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Who? The author or their readers ;)? I know there are always a few random writers who are so thick skinned, they couldn't possibly be deterred from acomplishing that imminent glory.
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We want more!
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Patch Update #436 - Clan system and other changes
Spit_Fyre replied to theFiringHand in News Archive
I thought so too. So within an auto aim "cone", the hit ratio just improves/degrades based on what ammunition you're throwing in there? Like if you throw in a football(thunder) versus throwing a golf ball(smoky) or a water hose(vulcan), you're just plain more likely to hit something with the football or water; read vulcan/thunder. -
I like your suggestion too. There's something in the pipeline (but it's been there for a loooong time) - http://en.tankiforum.com/index.php?showtopic=237215&page=8&hl=%2Bsimulated+battle+commencement&do=findComment&comment=5398039
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This happens because tanki has a hidden feature that kicks into effect when a player is disconnected from a battle in any manner other that normal battle termination (pressing the exit button in game). This feature allows retention of a player's name against the battle slot for a fixed amount of time (I'm not sure how long, but not more that 5mins). The purpose of this is to prevent people who accidentally leave from losing their score/rewards. They can log back in to that battle within the given timeframe to continue playing or get kicked out (slot freed) after some time. A lot of the time, it's connection issues that cause this kind of imbalance. Other times, it's mults. Tanki will not take any action to work around the problems this feature is creating. There are many ideas in the I&S section dealing with this (including almost all of mine) waiting to be reviewed and rejected.
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A question everyone who attempts to should ask themselves first.
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Confidence is silent. Insecurities are loud.
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Firebird XT looks awesome :)
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BUMP
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OMG, even M3??? That really sucks.
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Patch Update #436 - Clan system and other changes
Spit_Fyre replied to theFiringHand in News Archive
But auto aim is not the same as horizontal/vertical angle? Or is it? I'm confused. -
Know that you'll be missed here Geevuh! Have fun!
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Some useful links - [Newspaper Article] Decoding the striker [VLOG] Tips on playing with striker
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Patch Update #436 - Clan system and other changes
Spit_Fyre replied to theFiringHand in News Archive
Does this even happen? Unless there was someone behind you the shots directed at? Vulcan has the craziest auto aim (only next to thunder). Plus it's un-knockable. -
What the heck is wrong with m2 wasp? Did they nerf it? I tried using it on Monte Carlo yesterday and it couldn't jump the gap. I tried multiple times to negate the probability of just plain bad driving. I could jump the gap easily before! Can someone confirm if they are experiencing a similar issue?
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Patch Update #436 - Clan system and other changes
Spit_Fyre replied to theFiringHand in News Archive
Lag? -
Patch Update #436 - Clan system and other changes
Spit_Fyre replied to theFiringHand in News Archive
Where was this mentioned in the OPor notes? This is pretty significant against mults! I feel like people don't even realise they are doing stuff like this and crossing over the boundary into mult-ingdom, ruining play for others. So cutting short some features or chanelling them off in a new direction is such a positive thing! Ppl may still complain they have a feature taken away, it's only because they don't realise how it's passively helping them enrich the tanki experience. -
Gee, thanks.
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