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Everything posted by TerribleFuzz
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Stop tanks from getting on top of tanks in normal games.
TerribleFuzz replied to Timetoplaythegame_2 in Archive
What are you? Sort of world peace advocate? Because, everyone under the Sun and everything in it will tell you this is an improbable possibility, as there are always divisions. For instance, the division between large and small tanks. There is absolutely no reason for argument there, and yet people still manage to debate things like the little idiots that we are. I, for one, love to debate over computers because you can actually get in your valid points BEFORE the other creepy people decide to infect them with dissections based on mid-sentence errors. We're all nuts, and nuts who love confliction, which is rather contradictory to everything we might advertise. Do not fret over these trivial matters as they will never go away, but still, I lover that you are still sticking to your opinion after all of the negative and opinion-bashing comments you have had to read. Kudos for you +1 :P Just a lame little nut, ~TerribleFuzz/DrDaenguin -
Please give reasoning behind your suggestions, making a broad statement would essentially tell anyone reading it to disregard it completely, as it has no explanation. The reason behind this statement here that I have written is reasonably self explanatory. On another note, I think the Rocket Launcher would be an excellent idea, just as long as the projectile would not be able to adjust it's course by very much. Attempting futilely to limit errors, ~TerribleFuzz
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Stop tanks from getting on top of tanks in normal games.
TerribleFuzz replied to Timetoplaythegame_2 in Archive
Although I cannot speak for Timetoplaythegame_2, it would sound as though all he/she/it was saying is that they are completely and utterly exhausted with trying to get it through your thick skulls that the majority of players on this game are terrible players who can't seem to understand the concept of CO-OP-ER-A-TION, something that is clearly not evident in any multiplayer game that exists within this realm. Granted, this player's first attempt at communicating this topic was rather fuzzy as far as how it was conveyed, (Through the example of ****** tank-riders with no concept of team play) but the idea is relatively simple, and you know it now so good day, that was simply my interpretation of another's words. Timetoplaythegame_2, please correct me if I am wrong, but it didn't seem as though they were entirely understanding any of your points of view. Good day. Probably shouldn't become an interpreter, ~TerribleFuzz -
Stop tanks from getting on top of tanks in normal games.
TerribleFuzz replied to Timetoplaythegame_2 in Archive
Well, if your initial point in making this post was that you're tired of disrespectful and annoying players, then of course, I agree wholeheartedly, however, this is unfortunately a very unavoidable feature of anything in life. I will usually say this is the direct byproduct of players viewing this as one of the many lame arcade games that sit on the shelves of addictinggames.com, which has never been the case with this game. Yet still they treat it with the typical nonchalance as accredited. As before, this is a very unfortunate outcome for a game so enthralling as Tanki, and yet it is something unchangeable without bodily harm being inflicted upon the same ******ed players, and as this is not a goal which is attainable by any means on the part of Tanki, it is essentially the only way for this conflict to be resolved and yet may or may not end in prison for some and lawsuit for others; 'tis a messy business, but still the only business that would bring about gaming peace. I have observed this many times with my other favorite games, the eventual degradation of player quality, but at most, if Tanki Degradation is indeed an issue in the foreseeable future, I am afraid that the most the Developers can do is simply slow it's pace. It would take the players' mass consent on the issue to derail their own creepiness, and by reading through these, posts, it is clearly evident that they will not comply, even though they are forum members. Still terrified to see the possibly creepy future of Tanki, ~TerribleFuzz -
Very well then, your wish is my command. However, I still do not see why an argument of the validity and usability of drifting tanks was needed in the first place... Anyway, that's reasonably beside the point, the point being that the Hornet is a very nice hull due to it's drifting capabilities. First and foremost, in order to establish a more perfect union between those who use drifting and those who do not, we must analyse the individual components of the drift. We have our speed, which is relatively essential for the aspect of the drift, due to the fact that the turn, once engaged, will act slightly as a brake, thus the drift. However, walls do not become a very large problem just because of the added speed element, I. E., M4 capabilities or nitrous oxide, I will admit though that it is slightly more difficult at higher speeds although that's kind of the point. Next, we have the turning, which, as with every duo, goes hand-in-hand with speed. But, it has to be the right amount of turn given the speed and proximity to the obstacle itself, which also has a major role in determining exactly what is the right speed and turn to complete the action. What's also interesting about drifting, is that while doing just that, the impact force of shots is greatly amplified, which also increases the chances for epic shots which would propel you beyond an obstacle you would have normally hit. This is mainly due to the fact that the tank is already attempting to throw itself away via it's frontal velocity, whilst the turning force is rejecting it's proposal, trying to send it the opposite direction, hence the arc of drifting. Thirdly but not lesser, we have the element of breaking, which is more of an additive, allowing you to adjust where you will end up after the drift is completed, breaking being conducted mid-drift. The way this is done is by briefly tapping the directional key opposite to the tanker's forward momentum, then quickly and continuously pressing the previous key. This will most likely have to be executed multiple times while drifting, else you may end up like the people who were complaining about the Hornet in the first place, with their face in the wall. Still, you must also try and adjust course to the opposite direction of turning momentum, as that will also help with the adjustment of the end goal. By now you may be thinking, "Ok fine, but how is any of this intended to be learned? There really isn't a way to measure the turn of a tank from a visual perspective.", and you would be absolutely correct if you weren't so wrong. What indeed has to occur, is for you to gain the muscle memory, which is probably the most essential component, as there are very few people who would know via equation, exactly how long to press each key in drift to reach a goal. But, lest ye despair, the trick to performing a perfect drift isn't very difficult in the slightest, all you need is just a little bit of practice in several situations and you'll be fine. I somehow managed to learn it in the first battle of my career using a Hornet, and I'm pathetic. I have absolute surety that you are not pathetic enough to never be able to get the drifting procedures in your unconscious memory. Good luck with life, ~TerribleFuzz
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Stop tanks from getting on top of tanks in normal games.
TerribleFuzz replied to Timetoplaythegame_2 in Archive
Timetoplaythegame_2, You have overlooked a very important piece of information when formulating your opinion. You have forgotten that every hull has it's strengths and weaknesses. The Mammoth, in return for it's immense armour, is more vulnerable to lame trollers with no lives. Likewise, the lame trollers with no lives have a tank that can be blasted away at almost any second. It's ok however, I rarely am ever capable of thinking of everything when I formulate my opinions, just remember that this would make the game less fun for everyone, even for those with Mammoth eventually. And no, I have never used to Wasp. Just a stupid player, ~TerribleFuzz -
I have no idea what you're saying. The Hornet is probably one of the easiest hulls to use in the game, I've never had troubles with walls, even when I first started Tanki. You people are old and delusional with your high rankage, thus power does indeed go to the head. And memories apparently, lol
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It's been eons since I have encountered a Thunder user who actually poses a challenge. We should tap back into the lost art of Thunder, because more and more people are pros at using the Railgun, a weapon which used to take extreme skill to use. lel.
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Well, I don't know how I can help you there, but all I can say is that the only way to eliminate you vulnerabilities against those turrets is to use Titan instead of the lighter armours. With the Titan, it gives you enough life so you can turn your turret, warm up, and still fire and kill the enemy if you had full life. However, this does not work against any smart person with a Freeze; that's why it's not very good to be on open maps unfortunately. :P And with the Isida, if they have Hunter, Hornet, or Wasp, they're never going to survive if you can start firing as soon as they attack. I have only died of Isida in one or two matches out of about 20 with Isidas.
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Just to say this because the Railgun is the best weapon ever, on my other accounts, I have never lost a battle with the Railgun before (aside from those creepy, accidentally joined battles where it's 12:1 players).
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Yes I am very well aware of that, and if they decide to post-pone this fix till Unity like every other update, then it will be way too beneficial for anyone using the Hammer to play. In fact, it'll essentially be hacking like it already is. GET YOUR STUFF RIGHT THE FIRST TIME DEVELOPERS. Appreciate the work you do developers:)
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Wat. There is nothing wrong with the Hornet. It is butiful. And yes, I meant to misspell 'beautiful' there for emphasis. (And 'what') Probably should have done a multi-quote...
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Everyone is entitled to an opinion, unless that opinion is creepy, lel.
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Yea, no. There would be literally no people playing this game if ANYTHING in this game was named by you... There are no words to describe your lame stupidity... That is, IF you weren't meaning this as humor in which case I still say, posh on your theorems.
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You know what I find especially interesting about this gun, is that it's damage at max distance is greater (at M3) than it's close distance damage. Mind blown into space. @,@
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You know, I've never really used the Firebird all too much. I think you people just changed my mind. Next account to create, FuzzyYogurt. Firebird+Wasp. Current combo: Vulcan+Titan.
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There must have been a mistake then, because my M0 Vulcan never won't take out Hunter if it's hit with everything.
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You know, that's actually supposed to happen. It takes approximately four seconds to unload the Vulcan before burning, and this is, even at my rank, always enough to kill Hunter, Dictator, Wasp, and Hornet without being burned even slightly; that is, IF the Vulcan hits you with every bullet, and I'm surprised it took a whole five seconds, especially at M3.
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This has always confused me: why do they have a number for range on turrets, if no one even knows what it means? Could someone please clue the rest of the community on what exactly the, "maximum range number", translates to as far as visual distance? Because, gauging whether or not to shoot at an enemy from a distance might be helped if we actually knew how far our turrets can shoot, else it makes choosing a turret you have never worked with before rather difficult, and especially with the Vulcan. Since you burn up if the clip is unloaded, you kind of need to know if it's worth the time to shoot at a target from an unknown distance.
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I have posted this in the Vulcan topic but, has anyone noticed that the Railgun, when used effectively, used to have no equal? And yet now, Vulcan+Titan can beat almost anyone who uses a Railgun. It's incredible, because, when people know how to use the Railgun effectively, (and the only reason they don't is because it's very challenging for some weird reason) there used to be nothing to stop them aside from another Railgun. And now, game symmetry has finally been restored with the introduction of the Vulcan. Three cheers for the Developers!
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Please elaborate, because, at it's current settings, it cannot kill Hammers if it is shooting the turret, which is it's default target. You must only be facing people who have found good strategies to using it, and, every gun has other hull+turret combos it is excellent at defeating. For instance, I use Vulcan+Titan and I usually always win if the other team has a lot of railguns, which is nice, because railgun used to have no equals if you knew how to use it like me and the pros do. However, Vulcan is hopeless if you come up from behind with a Firebird, and slightly less and more hopeless if you do the typical death circle technique with Freeze. The only difference when fighting a Freeze with a Vulcan is that the Vulcan takes no burning damage if it's frozen so, this is especially nice against Freeze+Dictator, Mammoth, or Titan. Also, the Vulcan's bane can be a Thunder+fast hull used effectively. This is what ends up happening; Thunder person is near an obstacle (Building, wall, rock, et cetera) and then the person shoots, duck and cover; shoot, duck and cover. And since the Vulcan needs a warm-up charge to fire, the Thunder is facing a helpless opponent; and this is normally used by Thunders who are facing a Vulcan+slow hull. But, of course, this never works if the Thunder is cornered and the Vulcan knows it. If a Vulcan+Heavy Hull has close to full health, they will win a still match every single time, the exception being if the defender has double something or other, which can be countered by the Vulcan drugging in response. Vulcans also almost always perform well against long-range turrets such as other Vulcans, Shaft, and Railgun, due to the fact that Vulcan itself is long-range in a sense. However, just like the Thunder tactics, a long-range turret can easily counteract this by ducking under cover after every shot, and, as I have come to notice, the Vulcan is usually squashed in a long-range battle if the long-range gun is with a Viking hull. However, this doesn't matter at mid-range battles where the Vulcan performs the best, usually this advantage is credited to a strong hull. At short and very long-range open battle concepts, the Vulcan is terrible, or so I have observed. Now, on the map Iran, there is an exception. Even though it's short-range, close-quarter style battle, the Vulcan+strong hull performs amazingly. But, the key is never really going into the street maze because it is there that everyone will kill you due to a variety of creepy factors; stay on the edge, even though it's wide-expanse battling, it doesn't matter. There aren't any places for the other tanks to hide, so they get an onslaught of projectiles and die almost every time. It's open battle, but mid-range battling. Hope you like this exposure of the Vulcan's weaknesses and strength, it may help you win almost every match you go into, that is, IF the players are equals in every other way.
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I say, discussion closed, there is no more to add as it is a perfect idea in every single way conceivable, and the developers should get right on implementing this wonderful idea into the game. (But of course, I actually can't close discussions lel)
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Oh yes, that is due to the glitch where if your bullets as a Vulcan hit the turret of the Hammer, they do absolutely no damage, even though you can hit the turrets of others and destroy them. They are getting this fixed, but I suppose us Vulcan players are just going to have to suffer through it.
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I as a person, I am a veteran at Tanki, however, this account, TerribleFuzz, is the first of which I have tried using the Vulcan. Now, at the beginning, I had absolutely no trouble being the winner of every single match but later I am finding this to be nigh impossible, surpassed by Thunders and Isidas. Does anybody have recommendations as to how this weapon should be employed in combat? Because, it is an entirely new style of combat for me.
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