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FogOfWar_XXX

Tanker
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Everything posted by FogOfWar_XXX

  1. FogOfWar_XXX

    Let's Discuss Shaft!

    Agreed. While suspicious in terms of the overall rate of fire and some of the affects of tactical use of "quick shots", yeah, only time will tell how this one pans out. The increase in reload might make it worth the jump in damage. Still gonna hurt though when you barely charge a shot and then decide you have to relocate to take it on far. I see camping MORE necessary with the charge being sucked down no matter what, so I really, REALLY, don't understand their logic now. But, cooler heads prevail, yeah, lets see what happens (for the record, that min damage increase, if you read the patch fully, is not THAT impressive).
  2. FogOfWar_XXX

    Ideas for Maps!

    I'm inclined to agree with Adriel, though not because it's not actually an interesting prospect, having a train pass through, and if a tank is on the tracks, it destroys the tank and perhaps rails and makes a huge mess, but such activity on the limited engine parameters as they exist now are outside the paradigms that the devs originally planned and built the engine for.
  3. FogOfWar_XXX

    Ideas for Maps!

    Well, no one said that a urban combat environment like a strip mall would be a easy place to fight. It's why I make them. I like the idea of playing environments that aren't designed for gameplay, but rather reflect the real world and force people to battle in them. I can only imagine that a battle on such a map would be epic and very difficult. Like I said, the only thing I don't like are the balcony areas, I'm thinking they'd not allow for angle of attacks downwards, thus making it not very useful.
  4. FogOfWar_XXX

    Ideas for Maps!

    So I started a Tanki YouTube Channel. Not much of in game film kinda guy (shaft play isn't overly exciting, there are great moments, but I'd have to pile up a list of videos a mile high and then edit the good parts), so it's going to be about maps, something different. If anyone has requests, let me know, I run out of ideas sometimes, and time though, but if someone who isn't inclined to map one but wished one could be made I'm all ears. Just a few rules: 1. Nothing unrealistic 2. Nothing too futuristic (tanki libraries are terrible for that sort of thing) 3. Nothing that wouldn't fall into gameplay options currently available 4. No format specific maps either (ie, no BP/XP particular type maps) Do offer these: 1. Real types of places/facilities 2. Things not currently even remotely linked to maps that exist now 3. Maps that have a real world function counterpart (train stations, malls, manufacturing/industrial industries So there you have it, if anyone is wanting to see something, Im ight take it up. I plan on releasing a map a month, or two, until the creativity side can muster no more ideas.
  5. FogOfWar_XXX

    Ideas for Maps!

    Shopping Mall Video A typical middle class strip mall. Notes Thoughts
  6. FogOfWar_XXX

    Ideas for Maps!

    Transfer Station 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. I DO HAVE Audio this time) A small rail station, primarily seen as a transfer station, drop off, pick up, a way point type facility. It has three small warehouses, two loading docks, a fortified entrance, two tunnels, and the random additional props fitting for such a setting. Notes Thoughts
  7. FogOfWar_XXX

    Ideas for Maps!

    Shame, all that work for nothing. They push a lot of stuff on us, and they won't push maps in night mode? Makes no sense. But anyways, I hear you, not killing the messenger, just saying.
  8. Thanks for the link, and yeah, I have a heck of a time sometimes trying to find stuff in here. Added the expanded info too, like you said, might help folks think about it.
  9. It was about RSS feeds. and I thiunk I posted it 13,14,or 15th.
  10. So I was perusing for my suggestion from last week, and I know the search thing doesn't really work anymore, and I'm going by date and the fact it had one response, and I can't find it. So, it was listed under review. Can these be archived in like a day or two, or am I once again lacking in Tanki Forum expertise?
  11. FogOfWar_XXX

    Ideas for Maps!

    I was going to like your post, but your placement of the Wasp in the rubble the way you did is not realistic, bad photoshopper, bad, no cookie for you. As for a huge map to get damn near lost in, I would be all for that, IF, IF it was no laggy, which is why I understand a lot of large maps are not used. Server gets weird when it's too big and connections are too slow. Huge maps are great though, I love them. I really wish they had not added the "where's waldo" flag carrier indicator too. Smart players should be rewarded for stealth and guile, and on large maps, that was very important on the long trip back home with the flag.
  12. FogOfWar_XXX

    Ideas for Maps!

    To this point, I have the old "large" library, with all the skins for com build. Why on earth did they nerf these when they are perfectly viable, look great, and could add a metric **** ton of variety in the maps? Answer, well, one I have heard is that those skins were "too nice", the designer de'jour wanted everything to always look like some hell hole apocalypse dump. There were other little things in sub-libraries too (before people lose it, no, it's not a big deal, you're not missing the world either if you've haven't seen it, and no, I'm gonna post up a ton of junk either so you can see it all). Just a shame that all those libraries were nixed when they were ALREADY built and available. They still work in Alternativa Editor, but until I can figure out one day how to compile a tara file with the skins, I can run a map built with them in the testing tool. I wish they hadn't done the whole TARA thing. But I digress, the point is, yes, they should make more maps and at least include all the stuff they had. You'd be surprised. I struggle with sprite placement OFTEN and it would be nice to have more than two stock bushes to choose from and one tree, plus another tree and a few flowers from the Iran library. While on the topic, they should make a sprite for the actual tree OBJECTS that could "top" the tree, surround it in the sprite, allowing you to shoot through most of it, but still have a huge trunk that people crash into. I actually did this once with a map I built, dropped bushes with Snap Off for sprites. It was a ridiculous amount of work, but the end result was completely terrible. That said, they still moved and shifted a little oddly, but it was okay. Maybe in a server environment the demands would be too high though.
  13. FogOfWar_XXX

    Ideas for Maps!

    Woah, slow down. No one played them? When we could make maps, I certainly made night option maps for game play. I will say this, it was too easy to pass over the option if you weren't thinking about it, much less aware of it. Night mode was actually kinda nice (and this from a shaft player that suffered immensely for it). It needs to be added into MM standard, and then it'll gain traction. Players don't see it and then don't use it.
  14. FogOfWar_XXX

    Let's Discuss Shaft!

    I mean why didn't other clans argue back against the clans that were all up in arms about shaft being too much?
  15. FogOfWar_XXX

    Let's Discuss Shaft!

    Point taken. This this begs the question then, do casual clans hold that much sway? Play your crystal, "get your CLAN on", and that's it, you suddenly have joined the Federation Of Players That Hold Sway? If some clans use it, at the higher levels of play, as you indicate, then what happened? Why didn't anyone come and speak up for you and Dynamite and the other Clan Shafters?
  16. FogOfWar_XXX

    Let's Discuss Shaft!

    THIS is really well put. Clans fight between themselves for "fame and glory", and fine, if Tanki teams and lots of time spent dong team play is your thing, all for it, it's impressive. THAT said, again, Izzie trains do not make for good or fun games, and especially when it's in freeplay and not Clan Battle situations. Shaft was made for THIS VERY REASON. I shut down Izzies all the time, on purpose. If I see a flag carrier followed by izzies running from my base, I start in on the izzies, not the carrier. I'll let let the interceptors beat up the runner once his support is cleared away. It's very much appreciated mind you, in the moment at least. It only lasts til that player is opposing you next round. What I can't figured out is why Clans don't have one or two Shafts of their own on teams that could capitalize on Shafts obvious function, rather than complaining about them. Why are Clans so adamantly against Shafts? They might actually benefit from a good Shaft or two on their team that can kill off those pesky hardcore runners and the support trailing them. Hell, really good Shafts (not pointing a finger at myself mind you) see the izzie train from a mile away and start forcing them to use drugs long before the arrival of the flag runner so they can be picked off once my flag is in the wind because they have smart cool downs to deal with. Interceptors chase, pound the izzes, I finish them, and them flag runner is not only in the wind, but so is their junk. Not a perfect plan, now that overdrive exists, but, it works immensely at reducing the izzie train effect, especially if your teammates so you softening up izzies and go after the ones you thump. In rare form, I shall take page from the whiners and give them a dose of their own medicine. "I want izzie trains abolished, they're OP. They run around the map and can't be killed, and if they drug and use overdrive, it's impossible to kill them nearly. They need a nerf. Just because clans like their izzies trains, doesn't mean the rest of us have to deal with it. Something needs to be done, it's just not fair." Legend: Orange = Say with disdain like a rich kid would over something stupid. Red = Say it in high pitch whiny baby crying type voice. Point is, that sounds as dumb as the argument against Shafts. Clans whining about their precious little izzies is again ridiculous and why these conversations exist, and why this problem continues to be discussed, 3 years after I started playing this game. It's absolute foolishness and simply poorly executed management of the game. Cow towing to a segment of the population that in actuality COULD use the unit to their advantage, but for whatever reason doesn't want to for some reason is again the stick in the pot stirring the trouble.
  17. FogOfWar_XXX

    Tankers Leaving Games Halfway

    Ha, no kidding.
  18. FogOfWar_XXX

    Tankers Leaving Games Halfway

    WOW. I mean, just WOW. Seriously dude? That's just wholly, and completely, wrong. I'll leave only if my team is down by a 3 or more and it's clear MM is not loading more players in fast enough. If I endure 2 minutes of a beat down and nothing can sway the battle and were down by that much, I will leave. As far as I'm concerned though, I think there should be a penalty for leaving battle after a certain grace period amount has been extended on a timed basis. You can only leave 2 battles an hour, and then doing so will allow you, but you cannot join a battle (MM), until 30 minutes has expired. It's happening a lot, and I think it's Clans and (splitterpoint). They make friend lists, 4 at a time, then all enter MM at the same time, many of them, and when luck aligns, The strongest side is assessed quickly, and that one stay, and the other friend list all drop, effectively leaving that team down four almost immediately. I've seen those numbers happen too often to think other wise, it's planned. There are of course the opposite, where maybe to friend lists of a clan land on the same side and just dominate, in which cases casual players (and splitterpoint) will leave on self interest alone. On the flip side, during Star Hunts, less players on your team mean better chances of collecting more stars, which I have done as well, if I am confidant I can not have my K/D ruined in just one match.
  19. FogOfWar_XXX

    Why people like to wear foreign world cup paints?

    Well, my thought on this is simply, why? It's Tanki, not soccer. Who cares? While it's a nice way as some have said to make the soccer cups exciting, but after it's all said and done, I mean, whatever, it seems foolish.
  20. FogOfWar_XXX

    Let's Discuss Shaft!

    A question Shaft players. I know it's in here somewhere, but it's hard to search and I was hoping someone just knew the number off the top of their heads. How long is it to consume the full charge once entered into scope. IE, enter scope, hold space, be fully charged. It thought it was 2 seconds, regardless of class or upgrade, but I needed to be certain. Does anyone remember the number?
  21. FogOfWar_XXX

    Let's Discuss Shaft!

    My complaint is simply that the increase of distance and smoky sniping, compounded with crit damage is just ridiculous when you compare how much work a Shaft is doing to make A SHOT, and often, still not deliver a one hit death.
  22. I agree actually, the Star competitions are too time intensive, given they are MM, and you're return on game time invested varies wildly. Halloween needs to be a Big Map, dark, and all battle formats.
  23. FogOfWar_XXX

    Let's Discuss Shaft!

    And with the latest patch update... it's just ridiculous.
  24. FogOfWar_XXX

    Designers Obsession with Supplies

    So, Magnum, obviously new, in the most simplest of terms, "innovative", in that it CAN, but rarely ever does, get used as it is intended. This is it. This is the best they can come up with since Hammer and Stryker? I mean really? Hammer is nice, but wasn't particularly exciting, a rolling shotgun, shaft in reverse, yes, an acceptable and even expected addition to the tactical possibilities for turrets. Stryker was, um, like, really hard to relate. It was useful, long range, if it weren't for the ever present laser beam. The best Stryker has ever been at is fooling others into thinking they were about to be Shafted, and making them retreat. The volley thing is great, if people would simply sit still long enough for it. Really and truly, it's a failed Magnum. They wanted some sort of long range killer that could wipe out campers in everything except heavy hulls and then could run around with the bunch and play capture the flag too. It's volley function is barely useful given the draw backs of engaging it, and it's left-right firing action makes it hard to use otherwise, and hence pointless over other options. So,that's new turrets, and again, not going to dismiss work was done, but yeah, those were a while back, and nothing new coming down the pipe. No new hulls, or hull mods (which in my opinion should have been part and parcel to Magnum, having a medium to heavy hull mod that immobilized a tank and then allowed it to fire Magnum). Speaking of Mods, yes, there have been some that are good, and to their credit, they actually do impact game play, so kudos to them for that. I think I have to stop their with any more compliments. Designers, throw us some bones here, is there ANYTHING coming down the pipes we'd like to hear about that's not Supply related?
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