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Everything posted by dfoofnik
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Are we talking multiple accounts to benefit from the freebies? And the problem with actually playing those accounts every day? I'd say "tough beans." :unsure: It was my expectation that accounts would be one per person, rather than one account per type of tank or turret, which sounds kind of weird and fixated. But I guess there is no way to prevent it with anonymous users.
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RE: Ssascha697_tanker (YouTube fail)
dfoofnik replied to dfoofnik in RE: Ssascha697_tanker (YouTube fail) Game Violation Reports
YouTube managed to mess up my upload :angry: , and won't let me add it again because "it's a duplicate"... It is too much hassle to edit it to make it "different" so if it doesn't come up, forget the complaint. -
Ssascha967_tanker picks fight rather than playing (sabotage)
dfoofnik replied to dfoofnik in Ssascha967_tanker picks fight rather than playing (sabotage) Game Violation Reports
On the previous game, after I pushed him aside to get a shot at an enemy taking our flag, he kept pushing me out of the shot and prevented our team from winning. His attitude seemed to be if he couldn't get the shot, nobody could, and he was going to shove me around. When we swapped sides over to Red, he again attacked me, despite the fact that he was inept and I was effective. I think he was trying to get me to leave the battle by constantly shoving and blocking me. Video: delete (pushes me off side) I returned to the battle with my video enabled, and warned him on chat. It is possible he does not speak English. After the first minute, I was able to move to the unoccupied side instead of his, and he left me alone. He was still unable to defend the flag, and neither could the other players without me, so I left after 10 minutes. -
I tried signing in to the HELP/Q&A but it only let me when I already submitted a question...then it wouldn't take the question. What you have created is a mess: people commenting obliquely who have no clue what the answer is, or are unable to communicate the answer in understandable English -- 5% answers, 20% repeating the same answer over and over, 75% useless stuff. * You should limit each answerer to ONE answer, so you don't get CONVERSATIONS about other stuff embedded in the answers. It's almost like asking : "What does everybody think the answer is? Discuss among yourselves." :wacko:
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I can use Hammer effectively without Double Damage, but for many under-armored railguns with Hornets, the drug-3 is a one-shot kill -- I killed 6 in a row before they killed my Viking. Depressingly, the other players on the team were either 1) not playing 2) blissfully unaware that I brought the enemy flag within feet of them, and nobody took it! I have gotten to the point that when I see stupidity or clueless behavior, I just leave the team. I'm not going to exert myself to give them a (winning) crystal multiplier while they just tally kills. It is supposed to be a team effort, and some players just ignore sound strategy and team play.
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eman1022 impeding game, shooting teammates
dfoofnik replied to dfoofnik in eman1022 impeding game, shooting teammates Game Violation Reports
Monte Carlo 0430 UTC Sunday March 22. Player [ eman1022 ] shoots, flips teammates instead of team play. Video at: delete -
Better than falling dead. Do you want to edit that? :blink:
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We should really FORCE everyone to play with Shaft just for a day, so they can see what they're doing to their teammates. Well, not just Shaft but EVERY other tank: to get where they want to go, just shove other tanks out of the way. Don't bother politely going around so that I can *save your butt* from getting killed. With Shaft, it is the most important on any weapon. For every time an enemy has knocked off my aim, there are a half dozen when some rushing teammate spoils a shot that took more than a minute to set up, just so he can get where he's going (and get stupidly killed) a half-second sooner. ALSO, Shafts and railgunners playing Monte Carlo: please leave some space behind the flag so that after I set a mine, I can retire rather than get killed and waste it. There's room for three there if you don't hog it.
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Let's discuss the updated system for earlier battle finish
dfoofnik replied to semyonkirov in News Archive
I think that's a great idea but too simple. And what if there are still players hanging on desperately rather than leaving. When there are fewer than HALF as many players on one team after 5 minutes, the round should go immediately to 1 minute, as this is probably too short a time to let new players affect things, but would signal the upcoming reboot of the battle. Many players aim to get in at the end, to be as close to the start as possible. -
Let's discuss the updated system for earlier battle finish
dfoofnik replied to semyonkirov in News Archive
Apparently (and I cannot confirm this with the devs) the OLD system was somehow compromised when the NEW system was installed (with all its bugs and foibles). So we went from an imperfect system, to a terrible malfunctioning system, to no system at all. Hopefully by now there is some provision for using a version of the old system, at least when a game is either unpopulated or spiraling into a collapse for one team. We should not have to: - A (winning) wait 20 minutes when there are no opponents, or no one left playing - B (losing) leave the battle early because all we can do is get slaughtered (many people just go to Pause repeatedly if they are being spawn killed but want to claim their battle fund share) -
Let's discuss the updated system for earlier battle finish
dfoofnik replied to semyonkirov in News Archive
Yes, you would...if they are scoring at will, 2 flags a minute and you haven't scored one in 10 minutes. :o Soon they start spawn killing, your teammates leave, and you just keep getting killed. The game SHOULD end early, but ONLY if the team that's ahead has a majority of the flags over 5 minutes and a majority of players destroyed, which indicates that the situation is pretty hopeless. Can they program this? I dunno. -
Let's discuss the updated system for earlier battle finish
dfoofnik replied to semyonkirov in News Archive
The "end early" update has apparently been totally suspended: I was in two lopsided battles and nothing happened. What a relief! No horns! No silly messages! No switching back and forth to the 3 minute ending! :) Now let's see what they can do to set up a proper system -- there has certainly been a lot of good input here! -
Let's discuss the updated system for earlier battle finish
dfoofnik replied to semyonkirov in News Archive
Nothing has changed. Monte Carlo 30 minutes: TEN "early ending" alerts in first 10 minutes? (score 1-1, 2-1) All of them then changed back to "proceeding normally"...? Game never ended early despite going 9-1. I guess you are going to wait until people stop playing. Won't see me again until this is fixed. :( Good news for me: not buying crystals. Bad news for you: me not buying crystals. -
Let's discuss the updated system for earlier battle finish
dfoofnik replied to semyonkirov in News Archive
The latest "fix" did not work: 30 minute battle (aptly enough in NOISE) had TWENTY TWO HORNS -- but the game, which could have ended after 10 minutes, continued,because every "end early" was followed by a "continuing normally" for no reason whatsoever (no relevant change occurred, just a flag event). You have made it both annoying and even less likely to resolve a lopsided battle. Why did you tinker in the first place without testing? -
Let's discuss the updated system for earlier battle finish
dfoofnik replied to semyonkirov in News Archive
Watch this video and try to figure out what the LOUD alerts are trying to tell the players. 0:37 a different player takes the flag 1:34 the second flag is FINALLY captured 1:57 for no reason the game goes back to normal 1) It is a 30-minute game that had already been reduced to 3 minutes during the first 3 minutes of the game. (then back to 26:00) 2) There were 4 alerts and all that occurred was that one team scored 2 flags in 4 minutes. 3) After the first few minutes, the score went to 11-0 and not a thing was heard for another 20 minutes. -
Let's discuss increased HP for heavy and medium tanks
dfoofnik replied to semyonkirov in News Archive
Yes, what I said before I read your post. Don't make them "invulnerable" (which used to be your selling point), just make them USABLE in a battle that takes movement to survive. It will now be even more difficult to remove a blocking Mammoth or Titan that is in *both teams* way! -
Let's discuss increased HP for heavy and medium tanks
dfoofnik replied to semyonkirov in News Archive
Fewer one-shot kills for Viking on up!? The reason we don't use larger hulls is that they are TOO SLOW. Give them enough speed to cross the battlefield in less than 5 minutes and you MIGHT (might) sell more of them! -
Let's discuss increased HP for heavy and medium tanks
dfoofnik replied to semyonkirov in News Archive
I was wondering why some of the Viking ricochet's were becoming overpowering: some M2's and M3's are now very railgun and shaft resistant. A bothersome change in parity. -
Let's discuss the updated system for earlier battle finish
dfoofnik replied to semyonkirov in News Archive
Can we see the poll results? This would give us a good idea of how the changes might be improved. -
Let's discuss the updated system for earlier battle finish
dfoofnik replied to semyonkirov in News Archive
Listen to this player. How many more feel this way and WON'T tell you, just quit? Annoying is something you don't need. Unless you want fewer players. -
Let's discuss the updated system for earlier battle finish
dfoofnik replied to semyonkirov in News Archive
Hear hear! (sorry -- that's not a pun on having to listen to the stupid horn sounding) -
Let's discuss the updated system for earlier battle finish
dfoofnik replied to semyonkirov in News Archive
No, it's like an ice hockey game when all the infractions get a horn blast! :angry: -
Let's discuss the updated system for earlier battle finish
dfoofnik replied to semyonkirov in News Archive
Yes, there are TOO MANY alerts (I am hearing up to FIVE horns) that are not justified: a team ahead by 5 or more gets an alert that it is going to end early, and then FOR NO OBVIOUS REASON, it says the game will continue normally. Then immediately the "hurry up" (ENDING SOONER), then ANOTHER "will proceed normally", then ANOTHER ending early. * PROCEED NORMALLY SHOULD ONLY BE TRIGGERED BY TAKING OR CAPTURE OF THE WINNING SIDE'S FLAG! * ENDING EARLY SHOULD ONLY BE TRIGGERED TWICE: once when the score imbalance is triggered, then again FINALLY if proceed normally does not result in any appreciable change in the battle situation (Score imbalance / Vast team imbalance) from the first alert. This was another change that was not properly tested in real battles. Enter one that is lopsided and you will see this immediately. -
Tentoes100 sabotaging on Monte Carlo
dfoofnik replied to dfoofnik in Tentoes100 sabotaging on Monte Carlo Game Violation Reports
You can see some of the insane battle chat in the video. He ruined three games including this one. Video: (me at 3:00, 5:20, shooting teammates at 7:02, 7:17, 8:30) delete -
REPOST uis_tanki parkouring, shooting teammates instead of participating
dfoofnik replied to dfoofnik in REPOST uis_tanki parkouring, shooting teammates instead of participating Game Violation Reports
The video is at Delete
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