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N3tralRE

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Everything posted by N3tralRE

  1. N3tralRE

    Team Juggernaut in the game!

    On the other hand, however, I fear that JuggerMagnum would be as polarizing as regular Magnum was in its debut.
  2. N3tralRE

    Team Juggernaut in the game!

    @DieselPlatinum The idea of customizing your Terminator turret sure sounds fun on paper, like having JuggerTwins as the primary turret and JuggerShaft as the secondary turret. Such customization, of course, would require good control schemes for every combination of two turrets. The easiest control scheme I can think of, at least for mouse firing, is Right-click for Alt-fire. Speaking of control schemes, I think there should be an option to assign 2 separate firing buttons for the Terminator turret, one for firing Rail shots and the other for preparing a salvo. Every now and then, I see Juggernauts using salvos to finish off close-range enemies and unnecessarily hurting themselves or blowing themselves up from their rockets' splash damage.
  3. N3tralRE

    Team Juggernaut in the game!

    I agree that healing your fellow Juggernaut should be worth more points. After all, besides Overdrives and Isida healing, the Juggernaut cannot restore its health. As for why healing a Juggernaut from nearly 0% to 100% only gives 12 points, I'm guessing that it's the healing algorithm in play. That is, an Isida get points proportional to the % of ally's HP they healed, not the quantity of Hit Points they healed. If the above is the case, then it's no wonder I get more points from healing allies at half health than from healing my fellow Juggernaut.
  4. N3tralRE

    HTML5 limited public release

    @registration999 and Hall_Of_Famer Marcus did mention that the limited public release only works on Chromium based browsers. Also, I can confirm that Firefox 69.0 does support WebGL 2.0. With that said, I was still able to play Tanki HTML5 on Firefox by typing "tankionline.com/html5" and getting redirected to the login page for Tanki HTML5.
  5. N3tralRE

    Your Thoughts After Your 50% Purchases

    @FrozenRailgun Yeah, thx for your advice back then (I'll probably get Mine protection next if I have nothing better to get)! Anyways, I forgot to mention that I've migrated from TDM back to CTF during the 50% sales. Thinking back on it, Gauss really thrived in the more chaotic, almost "free-for-all", and kill-centric environment of TDM. Meanwhile, with CTF's greater emphasis on strategy and teamwork to capture and defend flags, I reckon that Gauss players had to be a bit more deliberate with their shots and worry about flag score more than their own K/D ratio. In short, perhaps CTF isn't as rewarding for Gauss as TDM is, which would explain my earlier observations on Gauss.
  6. N3tralRE

    Your Thoughts After Your 50% Purchases

    I bought Titan M3, Shaft M3, Dolphin M3, and Owl M3. Of the four, I really fell in love with Titan M3, as its bulk and OD make it an excellent hull for holding the fort down, so to speak. Shaft M3's been fine. The extra damage and and charge time is well-appreciated. With Dolphin M3 at hand, I am relieved that I can make Autocannon Smokies' lives more difficult. As for Owl M3, it's going to be a good investment in the long run because splash damage has always been OP in Tanki. Since yesterday, though, I've been seeing less Gauss users out there. The ones I've encountered so far were mostly middle-of-the-road while the terrifying 2+ K/D ones were nowhere in sight. Perhaps more people owning the Owl module has discouraged some Gauss players for now. But that's just my experience.
  7. N3tralRE

    Tank War

    I think the "September 29 during the day" part was poorly worded. What they should say is something like "From 02:01 Sept. 29 onwards" or some range of time in UTC.
  8. @simpleone Personally, I can relate somewhat to your frustrations facing Hunters. Thanks to the stun from their 30-meter-radius EMP, engaging in Hunters in medium-to-close range combat is much riskier than before. As an example, in CTF, Hunters often use their EMP to disable tank nests and steal the flag unopposed. Unless the Hunter gets distracted or is obstructed somehow, the thieving Hunter will more than likely be out of harm's way and end up capping. While Hunter's EMP is no fun for those that get stunned, there are at least a couple of ways to reduce their impact. When it comes to defending the flag, having teammates spread out will definitely come in handy as it means less tanks will end up being sitting ducks once a Hunter's EMP is activated. Additionally, using medium-to-long-range turrets against Hunters would help break down oncoming Hunters before they get in position and strategically use their EMP. Of course, given the MM system, your success against Hunters will likely also be determined by whether MM places you on a good-enough team or not. Alternatively, Hunter's EMP could be changed so that its effects decrease over distance, similar to how Wasp's N2 bomb operates. For instance, if you were 20 meters from the EMP blast, your supplies would be disabled for 5 seconds and you would only be slowed down rather than stunned. But that's just me. What do you think?
  9. N3tralRE

    Demolition WAR

    The graphic is a bit misleading. Technically, you needed to complete the original 5 War Missions (make 7000 kills, etc.) to get Demolisher 2.0. And as Marcus says, buying the Battle Pass doesn't count towards getting Demolisher 2.0. Edit: For further proof, here are the relevant details from the original announcement: As you can see, buying the Battle Pass alone doesn't get you Demolisher 2.0.
  10. N3tralRE

    Demolition WAR

    Well, you needed to complete all 6 War tasks to win Demolisher 2.0, and it looks like you were short on making 7000 kills.
  11. N3tralRE

    Test Server Watch

    Closed.
  12. Having the right Protection can certainly improve one's chances when stunned, but if the Hunter has protection against one's own turret, oh well, bEtTeR LuCk NeXt TiMe. Except there won't be a next time when one's team loses the match to an EMP stun. That aside, nearby teammates can also collectively beat a lone Hunter with their OD's, but how helpful will they be really against a pack of 3-4 Hunters with drugs + extra EMP's to spare?
  13. N3tralRE

    Let's Discuss Hammer!

    @TheCongoSpider & @NamesAreForNoobs Thanks for your responses! I'll admit that my ideas on nerfing the Slugger and Dragons Breath alterations were a bit extreme, primarily because I believed that regular Hammer should become truly good enough to be used over its other alterations. Along with Congo's ideas, I think increasing Hammer's clip size from 3 to 4 while keeping its current reload times (or increasing them a bit) would make Hammer much better and more desirable for players at all ranks. Alternatively, keeping Hammer's clip to 3 shots increasing regular Hammer's damage, combined with Names' ideas, would also do the trick, though not as much as increasing clip size. Against Twins and Ricochet, Hammer would have a better chance against them with 4 shots ready, especially since the knock-back from their plasma projectiles is enough to throw off a player's aim and waste their shot. With just increased damage per shot, though, Hammer would only have a slightly better chance against Twins and Ricochet. As for other players, I reckon that either of these changes to regular Hammer would be met with some groaning, but I imagine that working in Congo's and/or Names' ideas for balancing Hammer's alterations would be a bit more appreciated among players. Plus, I think players would ultimately come to love the buffs to regular Hammer as a well-needed change of scenery to Hammer play. Still, Tanki likes doing things on their whim and putting out imbalanced stuff for players to buy. If they were to buff regular Hammer at all, I fear that they would also produce a new, imbalanced toy for bored players to spend on. In such a case, I only hope regular Hammer is at least viable to compete with Duplet and its other alterations. Thanks again for your feedback!
  14. N3tralRE

    Let's Discuss Hammer!

    Seeing how a wide majority of Hammers these days use Duplet, I want to see something different for once. That is, I want to see regular Hammer become more viable in the current, fast-paced metagame. With that said, here are a few interrelated changes I propose: What do you think? Are these changes too much? Too little? Or should Tanki do nothing?
  15. N3tralRE

    Demolition WAR

    I hope my progress since the last War site update is still being recorded, specifically my count of flags capped and rugby goals scored. Don't wanna have to start my recent work all over once the site work again.
  16. N3tralRE

    What to buy? Which is better?

    I need help with my own dilemma: buying Dolphin or Owl. Personally, I'd rather not give Gauss players easy kills just because I was too close to a targeted teammate. I also want to better even my odds against high K/D Gauss players wreaking havoc on vulnerable tanks. Still, I'm well aware how lethal Smoky can be in battle thanks to its combination of Good damage, good reload, deadly critical hits, and annoying Alteration effects. So which one should I get first? Thank in advance!
  17. N3tralRE

    Demolition WAR

    That seems to be the case. The site says I've capped 3 flags as of writing this. I've only capped 1 flag in CTF but have scored 2 goals in RGB so far. So at least there's a bit of flexibility with the "Cap 100 flags" mission.
  18. N3tralRE

    MARS wins the WAR for Space!

    It's fine, Tide. No time is wasted so long as I help someone out.
  19. N3tralRE

    MARS wins the WAR for Space!

    What rewards did you get, if any? Note the asterisks regarding rewards for winning the Space War (Source: http://en.tankiforum.com/index.php?showtopic=381358&do=findComment&comment=6719541): The original announcement doesn't explicitly explain it, but only stars you've earned in wins (not losses or ties) will count towards determining rewards for those in the winning faction. As an example, if I earned 1200 total stars but only 680 were from wins, I'll only get 10 weekly containers instead of 20. I believe this was also the case for the "Win 1000 stars" War mission from the War for Superpowers.
  20. N3tralRE

    Demolition WAR

    Personally, I'm just going to go for the "use Overdrive 100 times" mission, maybe ball out hard enough to complete three missions. No way I'm going to try the 100 flags mission. On another note, if I used Overdrive 10 times during the War and then decide to buy the Demolisher paint, will those 10 times count towards my "use Overdrives 100x" mission? Or does my mission progress only start once I buy Demolisher? Thanks for the clarification!
  21. N3tralRE

    Multwatch

    @TheCongoSpider These days, ping is among the least of my worries. Instead, it's what the MMS will churn out next. Personally, I believe that it's high time Tanki does something about lopsided battles cobbled together by the MMS, which has led to sourer tastes in losers' mouths and, as wolverine848 calls it, increased player selfishness. Running a "multwatch", in my opinion, won't achieve much aside from reaffirming the lacking battle balance present these days.
  22. N3tralRE

    Multwatch

    Several months ago, I captured footage a trio of Gissimo(!) mults doing nothing during 2 TDM battles. I personally had suspicions that these mults were cooperating with the clan players, despite the devs' promises that the MMS had stopped such a thing. Whether that was the case or not, these mults nonetheless represent for me the horrid depths that the MMS can sink to.
  23. N3tralRE

    Rank Up - Shafts and Spectator Wanted

    Sure, I'll help with your rank-up party, though my schedule up to August 12 is rather busy...
  24. N3tralRE

    July Challenge & WAR extended by 48hrs

    So based on the Update post linked below (I've also included the relevant quote in a spoiler), does this mean that the July Challenge will take 29 days instead of 27? That is, will the event end at 02:00 UTC on July 31? Thanks for clarifying! http://en.tankiforum.com/index.php?showtopic=381577&page=1&do=findComment&comment=6723842
  25. N3tralRE

    Why doesn't anyone defend anymore?

    As much as offense gets more credit and score in battles, I feel that team defense can end up being the difference maker in CTF and RGB. As an example, here's a relevant anecdote: Not too long ago, I was in Molotov RGB where my team lost 1-2. While my teams had a consistent offensive drive (2-4 players going for the goal), the other team had better team defense overall. Try as my teammates might, they struggled to get past 3-5 defending foes. Meanwhile, my team's defense was sloppy and shallow (my defense included), which allowed foes to easily score 2 goals against us. And the funny thing is? The enemies' offense wasn't even as strong as my team's! Most of their offensive drives involved 1(!) player, never involving 3 or more players. I'm certain that even a slightly improvement in our defense would've at least kept the score tied. Oh sure, having star players running a strong offense might have prevented this, but we don't always have those, do we?
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