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Everything posted by FogOfWar_XXX
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Again, good work. the vast height of the underground gives it a very different feel from the above ground, and as always, when you have dual environments like that, your above ground should be just as good as below, otherwise, it is like an alleyway that people just use to escape, not play. This map has both.
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XT is not something I dwell on much, but, since all I play is Shaft, I was hoping I might get it someday in a box. I'd imagine I'd use it barely. I got Cherry yesterday, it was fun, for about two games, then back to real camo. I might play again in it just for the Lulz.
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So, anyone got any thing new they thought of as of late?
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OH, question to all, Anyone ever get Shaft XT from a container?
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So, thoughts on Overdrives. Well, I won't say much because EVERY TIME I DO, NO JOKE, its like they're watching and reading and using me as bell weather for what to change vs the rest of the game (yeah yeah, I'm not that important, but, for once, I'm gonna not say anything and see if karma has anything to do with this) Suffice to say I was worried beyond mention that the drugging and the overdrives combined with drones was going to spell the end for non-heavy buyer based players. I was pleasantly wrong. It is well balanced and for the record, it would appear that the game in general seems to be more equitable in terms of ability to perform with any given turret. That said, of course I have run into buyer-club types that are all organized and basically dropping at least few dollars a game, per player, in terms of resources used, to win, but even then, this change hasn't been bad. One draw back I've found, and I don't think it's intended, but, gameplay is ridiculously fast as of the OD intro. Tanks move faster, seems like rockets fly faster, everything seems much faster. Shafts have slower turning turrets, so it can be a little frustrating, but its not so bad as to warrant a complaint. Kudos to the team, they really got this right (though I am still very unhappy about some of the ODs, they too unrealistic) For Shaft, of course, this is a hull discussion, but I've seen all types of Shafts now, people capitalizing on the hull OD for a certain type of Shaft play. I was on a team with FIVE shafts the other day, and we won! That's pretty unheard of. So yeah for Tanki ODs, it has taken no life from the game.
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Coming soon... Grand Duchy Ok, so a little drama, but hey, this place isn't exactly exciting as of late. About another week or so at tops, maybe a couple of days.
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that's actually a very cleverly built map, and the subterranean areas are definitely PLAYABLE, which is difficult in most maps designed with any kind of underground.
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Is this in response to my post to Congo, or were you just commenting on my K/D? My K/D has suffered immensely since challenges are introduced and the shorter games and smaller teams. Groups of well organized players playing together against organized teams have left shafts sitting ducks. You get one of those fourman teams together, and maybe a second on the opposing force, and they izzie train down to your teams spawn area, and camp. The maps keep getting changed and shrunk, and homoginized. there is nothing to do except try really hard. Drugging is also at a full time high now. I think the reduced game times have changed the dynamic. People are okay with burning them up at the beginning, trying to get that OD, and then they just follow each other and charge each other up, and fill in the blanks with supply drops and more drugs. I counted 5 players last night in one game where ANYTIME I saw them, they have all three on. It's my fault too, get these dumb missions and I try to complete them. I need to stick to just shafting from after and to hell with the missions. I can crank my K/D back up slowly if I did that, though VERY slowly with everything else I just mentioned.
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Wait, love messages? He was hitting on you? Are we assume you're a female then? And if so, that doesn't make sense. Why would he sent love messages?
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Sp now the ONLY truly long range map is being nerfed. The only map where Shafts and Vulcan's reign supreme is getting ruined. Seriously Tanki? Every other map favors short to mid range players, even the bigger ones (this is the longest of course, but in terms of playable area, there are others), the flow of movement and spawn does not allow long range units to capitalize on their strengths. STOP HOMOGENIZING ALL THE MAPS! Soon there will be no point in different maps if this keeps up. What's next? No maps with vertical changes beyond the smallest horizontal aiming angle of any turret? Those players might complain that map is too hard. What about those darn props, like building, that people take cover behind, might want to nerf those too you know? Point is, again, anything that remotely resembles variety or difference in gameplay is slowly being removed. Enough already. Let Shafts be, especially Shafts, as Vulcans already kind of rule in plenty of other environments too. Hell, the standard Highways map is where even Magnum should have, SHOULD HAVE, been most powerful. Why take away the characteristics that allow for varied game play? It makes no sense.
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Latest Map Video, Enjoy. The Pass - Video
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The Pass - Video (BE GENTLE. I have NO video editing software and the TTT tank runs a little slow and a little odd, doesn't handle great.) Narrow mountain pass with multilevel pathways and many obstacles. Notes Thoughts
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This was also at the height of the disdain for shafts, when every non turret turning brawler couldn't help but wet their little skevvies every time they were sniped. It happened about the time laser was introduced, a little before or after. It was another concession to the rest of pecker heads that can't play tanki unless they were ramming their enemy with DD and DA on.
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Everything I have ever done indicates that no, the turret behaves like a sprite, but somehow, the barrel of turret, when it crosses the threshold of an object (the visual and physics bug in Tanki), it would appear that damage dealt to the exposed portion is no longer applied to the tank itself, which IS VERY INTERESTING, because in fact, YES YOU CAN target a tiny portion of the barrel that is visible from behind cover that IS NOT in contact with an object, and IT WILL deal damage. I have killed MANY a magnum with this. I sit, wait, and if they are consistently using the same angle to fire, I wait for a shot, and then when the recoil settles I use horizontal aiming to line up the shot, the vertical preplanned, and tag, and boom. A lot die instantly because they don't DA up because they feel safe behind a wall. It's great way to boost your K/D in a battle if you can find static Magnums camping in cover.
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Some skyboxes that might be of some interest https://shtlab.blogspot.com/2009/08/hdri-panoramic-skies-for-free.html https://www.shutterstock.com/search?searchterm=skybox&search_source=base_search_form&language=en&page=1&sort=popular&image_type=illustration&measurement=px&safe=true https://blog.roblox.com/2014/04/these-high-res-skyboxes-make-games-beautiful-fast/
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ALL that needs to be said about this is it needs to be optional. For us players that actually care about a touch of tactics, or even more than a touch, this would SUCK. Hiding is key very often, and putting a beacon under my tank isn't high on my list of priorities. By all means though, if others want to make it easier for me to find and snipe them, go on, drink the kool aid.
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So I guess you found the Easter egg then. Thanks, yeah, the gem apparently cannot be improved upon, that's the way it looks. That said, I'm not complaining, you saw it, and you got it. If you watch the other maps you'll see it's not in there. Maybe if I ... oh no, can't say it, the Easter egg will be laid bare, but, I think there might be another way, but I'm not gonna try, that's WAY too much work.
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So I was told to link here, so I am. Latest Channel Post: Bad Lands
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So I was told to link here, so I am. Latest Channel Post: Bad Lands
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Bad Lands - Video (BE GENTLE. I have NO video editing software and the TTT tank runs a little slow and a little odd, doesn't handle great.) Large desert canyon with wide open middle passage and multi-level left and right passages. A lot of elevated positions and intermittent cover. Notes Thoughts
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So true story. Once upon a time, a map maker had finished a map and was ready to film it to post it on youtube. He found a few little map corrections while filming and didn't like his skybox, so he decided to fix the issues, change skyboxes, and film again. Changes made, the map might look a little nicer with a slightly more defined edge/border, so added some tiles around edge. "More perfect," he says, excellent, he moves on to make the skybox. He uses a stock skybox image and cuts it up into lovely 1024 by 1024 images, populates the skybox folder, and loads the map to start filming! It fails. Skybox doesn't work, nasty gray sky against his lovely map. Hmmm, maybe he messed up his skybox. He goes back and redoes his image cuts. Fails again. He starts to worry, what is wrong? He keeps carefully redoing his skyboxes. He is losing his mind. Fail after fail. He gives up, returns to the original skybox. It fails. Now the map maker is fit to be tied and shouldn't be spoken to, because he is PISSED. He thinks he might have ruined the config file. He pulls an archived mmck config file and drops it in, fails. Now the map maker is ready to lose his s#!t. He wants nothing more than to go back to a time when he at least HAD a skybox. In frustration, he opens a fresh copy of mmck and and just launches the stock map. TAH DAH! Skybox. Map Maker is ready to shoot someone or something. Then it dawns on him, the errors say resource limit met when loading the testing tool. Maybe it's not an issue with the skybox, maybe it's an issue with the map. He drops back to his previous uncorrected version. There it is, in ALL of it's splendor and glory, WITH a skybox. Moral and lesson of the story: 1. Tanks Testing Tool loads the map, THEN THE skybox. 2. The resource allocation is hard set apparently, thus the memory runs out sequentially. You'll get the map, but no skybox. Thoughts: When having issues with skyboxes, always drop to a small stock map first. ALSO, remember you made changes, no matter how small, to your maps. (Note: the fix was reduce the the tile and prop count back down, effectively just removing the border I had added.)
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I have never bought anything except that kit on this account, and I've only bought another on another account, in three years. I recall QUITE clearly, that God of War was Hornet/Shaft when it was first introduced, and it was kit outside the shop, I bought it with won crystals too. They changed the turrets around later and like I said, I think the messed with the hull once and then switched it back. I know, because I saved a BOAT LOAD of crystals buying that kit since I already had a M3 Hornet.
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So it's Hornet again? Good. I think they had made it hunter for a while, and I think even for a while they had switched the turret. That combo sounds like exactly what you want, so if you're close to being able to buy it, skip the micros, otherwise, just micro till you have max micro, and get the M3 for free (I think it still works that way). And for the record, when I bought the kit, it was that, shaft/hornet M3, but it was called god of war, with the Mars paint.
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