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Posts
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Everything posted by FogOfWar_XXX
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Eye Of The Needle (BE GENTLE. I have NO video editing software and the TTT tank runs a little slow and a little odd, doesn't handle great.) Notes Thoughts
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Spillway Alt Link (BE GENTLE. I have NO video editing software and the TTT tank runs a little slow and a little odd, doesn't handle great.) Build of a urban spillway found in large metropolitan areas where flash flooding is mitigated by these artificial channels. Features half height obstacles, uneven terrain, and limited cover. Notes Thoughts
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Spillway Alt Link (BE GENTLE. I have NO video editing software and the TTT tank runs a little slow and a little odd, doesn't handle great.) Build of a urban spillway found in large metropolitan areas where flash flooding is mitigated by these artificial channels. Features half height obstacles, uneven terrain, and limited cover. Notes Thoughts
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No. In fact, Tanki is the only game I've played for years now. I have seen it played though, and I find it flattering that the limited graphics potential of libraries in Tanki could be arranged in such a way that my map would be likened to something like that. I humbly say thank you, VERY MUCH.
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Assembly Plant (BE GENTLE. I have NO video editing software and the TTT tank runs a little slow and a little odd, doesn't handle great.) A small map of an assembly plant. Notes Thoughts
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Assembly Plant ALTERNATE LINK (BE GENTLE. I have NO video editing software and the TTT tank runs a little slow and a little odd, doesn't handle great.) A small map of an assembly plant. Notes Thoughts
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There is one thing. The paints. The favorites thing is still too cumbersome, there needs to be a fast select option drop down of favorites from within battle. IT shouldn't take effect until the next respawn, but this way you don't have to hit the garage to select a paint, just click, drop down, maybe 5 paints max on that list, and select and be done.
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As much as I'd love that, I doubt it.
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Okay, since anything even remotely derogatory cannot be said in lay mans terms, I'll spell it out technically, that way there is no way to have this squelched. Two schools of Tanki, old school, and new school. Old school wants tactics and turrets to rule the day, new school wants amalgams of layered options, fueled by consumption. People, you asked for this, begged for it. Something new, something different. Give us things new to have, buy, play with. Anything goes, anything is good to make the game "novel". The vast majority of you never stopped and asked if this genie were to be let out of the bottle where it ended. The simple truth is, it won't. This is the norm now. You build your garage, style your game play, and then have it all taken from you. Every time game play settles down into something people grow accustomed to, the turrets, hulls, alterations, etc either get modified or sent askew by the introduction of an alien element to the game. People wanted less variety in in game play, and more options in turret and hull. You were served. Smaller maps, extreme short and long range were nerfed, and everything boils down to consumption. Even if these are introduced, they will not mitigate the need for constant consumption to stay alive and even impact a battle. Sure, a lucky few will definitely be OP for a while, and then they'll get nerfed after investing in what they think will be the ultimate garage options. Stop asking for changes you have no sense of in terms of impact to game play, fight those that aren't perfectly explained, understood, and well vetted, and insist on novelty within paradigm. New maps, new battle formats, new methods to cooperate maybe, but new and modified equipment has become the siren song of all you sailors, and you have been thrown upon the rocks now. This is the fruits of your labor for constantly complaining. Rather than telling Tanki stop moving my cheese, you simply complain about how to adapt it until everyone is on a fair level. The only way that happens is after time, monies spent, and "re-balance" occurs and everyone loses because the game ends up right back where it was, and the cycle starts all over again. If its in test server and these are the options, then count on it probably happening, maybe later than sooner, but Tanki does not spend money on labor hours and then nerfs THEIR OWN WORK. I won't call any of you anything, you just think about all the past conversations about change and Tanki, and then you'll know if you're one of those people I'm talking about here.
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I'd normally complain, say all this is more foolishness. It is, of course. This is a constant one-up-manship as the developers squeeze you for every last bit they can. Protection modules to nerf turrets effectiveness, then alterations to give back those turrets some deadly effect value, then drones to off set the alteration effect in general all around, then overdrives to completely force players to reconsider everything in terms of game play and strategy, and now this is basically protection module 2.0. At least turret alts were sensible as they changed the dynamic of game play, not the overall power without effect.
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Sorry man, Just sometimes someone has to say something. I haven't in a good long time, but this was too much. I said I'm done speaking my piece, you can write at your leisure, I'm not likely to have much more to say.
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Well, I'm in the throes of TRYING to organize a rank up party for FOWXXX, thus that account has not seen much action in a while, but as soon as I do rank it up, that is EXACTLY my plan moving forward. I am going to forgo entirely MM if possible. I've been watching the Pro battle list and since Tanki has gotten smaller, it seems to be hit or miss on there, but I won't know until I actually try and spend the time day in and out hitting those lists and seeing if there is enough action there to warrant the effort. If there isn't, I'll probably play on rare occasion and live contented with my account at Legendary and be done with it. The game is day by day getting harder to enjoy, and then having to suffer fools like this who want to truly homogenize every last aspect of game play, I can do without it.
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And since you are sticking on this, I will submit to you that I agree, it is an odd and maybe poorly placed function in the game, but I will also say that it's not the deal breaker you make it out to be either. Like I said, at the higher level, you can't sit around just trying to rack up K/D on unsuspecting spawners. If they took that part away, I wouldn't be crushed, so long as they don't touch the rest of it, and people once in a while crush the dictator/titan rush.
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Again, perspective. Magnum shouldn't even exist. IT was a cool idea that was terribly implemented. The mere fact than can fire while moving is asinine. You are arguing with me on something that you know well I have no disagreement on, but for reasons that go well beyond the OD of hornet. And for the record, if magnum had been done properly, it should be able to one shot, on a direct it, a mammoth, but again, Magnum is a FAIL and a joke, and should not even be in the game as it is. Shafts a long time ago were able to one shot Heavys too, and I think that should be the case still, but even now, we can one shot a medium hull, that ISN'T DRUGGED and DRONED and MODULED up, so really, Shafts can't do much of anything. If I AM going to play the "what if game" and join you in the notion the magnums with DD and hornet OD are a problem, and ignore that they are a problem period, yes, of course it's ridiculous.
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I drop some mines, but again, nowadays it's kind of fruitless, unless they're coming at you beat up, getting chased, otherwise they'll hide till they can pop a pill again and then come for you. As for modules, who has the time to constantly switch between them. Those came with a kit I bought, so I sank money into them because for a while izzies and firebirds were very troublesome for shafts and I had them lying around. As for by-passing spawn protection, I can safely safe that I was perplexed at first, but in game play terms, you get people with trooper and they just spawn in the middle of a push they were just removed from, and rather than having to take a defensive posture and then regroup, they can just hit the ground running, or in the case of a titan or mammoth, not care much at all. This forces people to not be so nonchalant about sitting there out in the open and taking advantage of their trooper drone and fully charged Viking OD when they hear the tell tale ping of the hornet OD. That said, I could still almost agree that it might be a touch over kill if someone is playing with drugs and modules on and firing up the drone to just spawn kill people. Again though, its 20 seconds, you have to use it wisely. Sitting around and picking off respawns is not exactly a team favoring effort. As for disingenuous, you claim the high ground based upon YOUR take on the game. Just because you bought into the supplies aspect of Tanki doesn't put you into a place of the "obvious perspective". There are plenty of us that are bored to tears with game play now, and really don't know why we stick around other than creatures of habit. Supplies have turned this game into a brawling free for all with behavior more akin to coliseum fights between rival gangs than armor and tactics. The fact that someone can in an instant, stop the enemies power move based upon their consumption is, as far as I'm concerned, one of the FEW steps in the right direction this game has taken in YEARS. Shafts afar, hammers up close, suddenly game play changes for a brief moment and we don't have Dictators running the flag while a Titan camps in your own base and wrecks havoc at nearly no consequence to its behavior. Opposing territory should be far more dangerous then friendly, and going there should mean only for the purposes of the battle type, otherwise prepare to be shredded to bits. Alas, that's not Tanki anymore, except, for very short, momentary 20 second respites brought on by hornet.
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It was the only hull I used period, long before overdrives. Anyone can see that if they look at my profile. Doesn't hurt that I play shaft, so yeah, every once in a while I get to actually use it as it was intended, that is point, shoot, kill something. But forget about that. Hammer, Isidia, etc, anything that has a limited effectiveness in terms of range or rate of fire is immediately put in to a class of "sub class" in terms of turrets now. Tanki has turned into Twins, Ricos, Rails, and Smokeys without this overdrive (you can throw in Thunder and Gauss too, but they at least have reduced rates of fire). Shafts can cause a lot of damage, if they could actually do all the damage, but whatever, modules are fine, but take forever to reload. Hammers too. All the close in turrets get raped on the way to their targets and Heavy units like Mammoth and Titan that can already take a beating just sit there and dish it out. The Hornet OD is the ONLY equalizer that exists to stop the over supplied, heavy hull, drone using, drugging opposition sometimes, and for a whole whopping 20 seconds every minute and a half at best.
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SMH Really, are we going on about this again? Just like Shaft, everyone gets all wound up when they get one shot? Really people. You need to stop your WHINING! This does not increase survivability of the hull, and it pings like a beast, with visual to go with it. It doesn't add the ability to increase damage, it just lets the turret do it's max damage. Everyone is so spoiled with their stupid drugs, drones, and protection modules, that perish the thought, that you could get killed without having been shot for well over 8000+ damage base first. It's ridiculous that everyone is SO WORRIED about this. It last 20 seconds, it just means it's you and your tank against the enemy, NOT you and your drugs and your drone and your modules. Suck it up people and stop complaining. The flip side of that coin is how hard it is to kill nearly anything in this game without those things. This creates a force equalizer for 20 seconds for one team member to really go after the Titan with the m7 protection module that is camping the flag with DD on and some defensive drone on. You get a two titans with two dictators that really know how to play, and it's nearly all you can do, spending a ton of supplies, to even make a dent. Lets be clear too, that overdrive doesn't fill up nearly as fast as you claim either. In a good game, you get 3, maybe 4, I think twice I got 5, full overdrives, and I have to dodge enemy fire and damage to bring it to bare on the enemy, in a Hornet, second lightest hull in the game. Leave this overdrive alone and find other things to lament, like how much drugging has to be done to play the game.
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I anguished over the cliffs, and I'm still not completely happy with them, but thank you, makes me feel better about the final design knowing someone noticed and does not find them poorly placed. I am s busy as ever, but had this map sitting for three months and was tired of staring at it. I finalized the last of the props and filmed, which also ended up being a lot of work. I'm working on another map, something of departure from my normal maps. I hope it won't take nearly as long though it publish.
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Abandoned Mining Town 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.) Old abandoned mining town in an arctic setting. Notes Thoughts
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Abandoned Mining Town 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.) Old abandoned mining town in an arctic setting. Notes Thoughts
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Wow, the conversation here is really bad lately.
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And if there are those that take exception to that, I'll humbly accept that there are those that see it differently, and I will say again that I'm not trying to turn this into a drug/no drugs conversation, but to point out that they have intrinsically changed game play to the point now that how the game is played and how it feels to play is part and parcel to the sense of nostalgia, whether or not you like or dislike it.
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(apologies in advance for not proofing this, but I do not have the time I once had to post in the forums, but I felt this was important and should be addressed, even if without too much attention to detail). To those asking for feedback, HTML5 and Tanki and your question is far more complex than you pose. Your assumption is the interface is somehow faulty or lacks shine or quality. While this might be good feedback, the the underlying issue that most of you at Alternativa cannot accept nor truly overcome is the reality of the product as it exists now. It's as painfully obvious as asking the simple question "who is still clinging to the HTML5 browser?" This is a simple question and its answer is equally simple. The older players mostly. Okay, so creatures of habit perhaps, maybe its easier to stay with what you know? Many will point to the simple answers that speak to typical things, but I fear you are wrong, and instead of making broad sweeping statements for everyone, I will speak to my experience alone, and then draw to draw parallels. Simply put, HTML5 is more of the end of what was once good. There was a time when the game felt like armor, blood, sweat, and if not tears, effort. The nuance of so many types of game play, different sized and leveled maps, possible player counts per map, this all created a sense of uniqueness to each platform and it's role that was learned, and became part of the players signature, how they played, what they played, and why they played. You made drugs basically necessary at higher levels, and if I were to make a new account and play down there, I can't imagine it takes long for newer players to adopt this either. You have taken away all the sharp edges to all the more specific role units, such as shaft, isidia, and to some extent short range turrets in general. They are less effective, more burdensome, and must suffer the slings and stones of match making often when they're not well suited to the maps the players are presented. Drones have been added, an effective force multipler to PAY to increase the use of drugs, again, making the game far more about inventory than platform, as most turrets are now nearing general parity at mid rnore combat. I will not turn this into what's wrong in specific, but from twins and ricos engaging at the farthest mid ranges effectively, to the drones that help reduce smart cool down, Tanki feels like it did before. It really is that simple, and the new interface takes away that last remaining sense of grit and harshness of what the game once presented, and makes it cute, shiny, and more like looking at a Rocket League garage than a game of armored combat. You have learned nothing from the failure of Tanki X. What could have been a spectacular success was turned into some cartoon foolishness with very little flexibility, too small maps, and gimmicks all through out. IT failed because it did not deliver what a game of armored combat should, the sense of heavy metal slinging firepower around. The new HTML5 feels not unlike that either. Simple and clean lines, the menu and interface feels like cheap email apps, rather than iron and dirt and gunpowder. At no time during HTML5 game play do you feel the sense that you once got from the flash based version, ever. It's like a simulation of a simulation. Too surreal. The new Tanki we play today is certainly pay2win, and that's okay, but it's gone too far now, making any winning having the requisite of purchasing. Any team with a well funded pair of druggers a against a team the does not use them is almost guaranteed to win if the players are good as using team mates as fodder, and the times when when this was not the truth was the Flash client heyday. So I said no tiraids into whats wrong, just what I see and feel when I play. And this is about the HTML5 vs Flash platforms. Ultimately, the Flash platform has two things that keep people tied to it. Those are as follow: It looks more military, heavier, more armor'ish, more war like, more combative, more of everything a game of combat such as this should look and feel like. The part that might even be more important, like in the 1980s, Coke vs New Coke, its imagery and visual presence reminds us and keeps us around in memory of something that was once great and some sense of hope it could be that way again. It reminds of us of something that used to be much better and feels like, if we squint and suspend reality, might still be found if we just keep trying to play and find a way, it'll be found there. Take away the last vestiges of that, and many of us are left with nothing left to even draw us to the game. So before you ask what's wrong with the HTML5 platform, ask yourself what's right with the Flash platform, and I think you'll see why we still hang on to it, instead of the paltry, boring, uninspiring, and hardly armor HTML5 interface you have had us so long waiting for, that ended up being nothing more but some sort of mobile phone app looking user interface. I should close with saying many apologies to all those who worked hard on this, I'm sure many were just doing what they were told, but for those who were in a place to guide the direction of the game, you need to reexamine your goals, your audience, and what the game is about, or soon you're going to have a mess like Tanki X on your hands.
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So while I don't agree with some of the building placements and the fauna, given the base nature of concrete and roads used in a "vacuum" type map, the layout is well done and has depth in terms of gameplay. That said, it is very limited in terms of pathways, but then, that's what this map is about. Domination of passages is a good map strategy for design as a type. My only real complaint would be lack of parity in terms of initial base heights without compensatory space to help counter act a "high ground" offensive. Nice map all in all.
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Gotta say, I wish I had thought of the moat myself. That's actually spot on smart and clever. I can't say I saw the continuity of Red vs Blue side, but then, I've only watched twice, and distractedly, but the moat, that caught my eye immediately. Good thinking, I'll be using that sometime in the future.
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