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Everything posted by Reallusion
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Patch Update #441 - Changes to Isida, Hammer and Shaft, and other changes
Reallusion replied to theFiringHand in News Archive
The devs have lost their ever loving minds. Wow. These are drastic changes that imbalance the game. I stopped playing over a month ago, but keep checking back in to see if some sanity has emerged. All I see is things getting less sane. OK, back to World of Warplanes for me. -
I can't count the number of enemy flag runners I've dropped with a Shaft/Mammy. Often right in front of Viking on my team who suddenly returned a flag that was in his face. That would seem to be team work. I also can't count the times I've parked my Mammy in front of the flag carrier while waiting for the rest of the team to return our flag. Oh, yeah. That's team work, too. And, all those Wasps I dropped. Those go into the battle fund that everyone benefits from. Team work. Now, having seen that the Shaft nerfs for no penetration and limited vertical angle still haven't been fixed, I'll got back to playing World of Warplanes. Bye.
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Here are the tweaks made to Shaft turret: arcade-shot firing speed increased vertical aiming angles decreased recoil increased slightly Zoom increased in sniper mode The change to the vertical aiming angle is a serious nerf for my favorite turret.. The other changes do not compensate for this deficit. I'm done with Tanki. After 2 years at this game, the changes keep making the game worse and worse. I'll have to find some other way to waste my time.
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Patch Update #430 - New Striker turret, new Alterations and decorations
Reallusion replied to theFiringHand in News Archive
That's probably because that's exactly what 90% of the tanki players want to do. We (I'm in that group) don't want to be super-ninja skilled professionals. We just want to point and blow things up. Enough said. -
Patch Update #430 - New Striker turret, new Alterations and decorations
Reallusion replied to theFiringHand in News Archive
I wasn't talking to that person. My comment that the Shaft and Striker laser do not need to be different was intended for the developers. They are the audience who needs to know that this isn't a problem.. -
Patch Update #430 - New Striker turret, new Alterations and decorations
Reallusion replied to theFiringHand in News Archive
The lack of elevation control in the Striker is a significant problem. Playing Sepuhov from the lower level, there is no way to make single shots to the upper level. It is possible with a salvo mode lock-on, but not for single shots. This turret needs some kind of elevation control or some auto-aim for elevation in single-shot mode. -
Patch Update #430 - New Striker turret, new Alterations and decorations
Reallusion replied to theFiringHand in News Archive
On the Striker laser being similar to a Shaft laser: No, this doesn't need to be changed. A critical hit from a Smoky is a lot like a low power arcade shot from a Shaft or a weak Rico or a single impact from Twins. If I'm hit from behind, I'd need to look to see what it was and how to respond. This is just one of the "fog of war" issues that has to be dealt with. -
Patch Update #430 - New Striker turret, new Alterations and decorations
Reallusion replied to theFiringHand in News Archive
Spotted a probable Striker bug. Noticed that my 4th missile launched after I had self-destructed from splash damage. You might want to look into that. -
Patch Update #430 - New Striker turret, new Alterations and decorations
Reallusion replied to theFiringHand in News Archive
I wouldn't say it's horrible, but it does need improvement. Compared to Shaft, it's not a great turret. The OP is correct that the lock on is not as useful as it could be. It's too easy to throw off by fire from other turrets (like Smoky). The OP is also correct that the single shot accuracy is bad. The splash damage is too intense, making this turret suicide in close combat (unlike Shaft). Also, the lack of any elevation control means that single shots often fly off the map, especially if firing from high ground. The devs definitely have an interesting concept here, but it does need some work. -
Now can we get penetrating power for Shaft restored? Taking that away was a mistake.
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Without a Pro Pass, how do I get to a battle on the Subway map if there isn't a Subway battle to select?
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Agreed. I tried using the Battle button a couple of times and it dropped me into battles with no other tanks.
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It would seem more obvious that casual players want to pick a battle they will enjoy. Dropping someone into an unfamiliar map an lopsided teams would not be enjoyable. The automated battle creation will not help casual players.
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Exactly. Giving away the Pro Pass diminishes the fun for a number of players.
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There are a lot of maps I don't play because they aren't good for my favorite hull/turret combinations. If the comments in the VLOG are correct, then in the future I won't be able to pick the map I'll land on. That will be a VERY bad change.
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R key does not work for long range targets. When I am in Shaft sniper mode and target is distant, the R key does not show anything. Even when R key works, I just don't understand who has time to look at the display and analyze it. It's too time consuming. I'm not against the changes, but I don't see how they benefit the game play.
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I'm getting the same error about not having a confirmed account (even though I did that months ago). I've followed the instructions on how to bind an email, but not email has arrived in over an hour.
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Good article. The only nitpick is about Shaft on Rio. Rio has excellent lanes for camping in CTF. My favorite is on the blue side cliffs where I have visibility to both bases. With intelligent use of mines, the short range opponents can be managed. Can't do much about the long-range opponents except to pop them before they pop you. And, yes, it's fun to be called out in chat or see the same enemy come at me time and time again. It let's me know I'm playing right.
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The server lag is making the game unplayable. Yes, I've run all the normal steps of clearing cache, cookies, etc. It's been bad for almost a week now.
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Upgrades take too long now. 7+ days for the next upgrade on my Smoky? That's not helping me in any way. You guys are making BAD changes. Please stop and revert.
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You took away the 100% Mulitplier, too? You're giving Premium a 50% mulitiplier, but now noone can get the 100%? That's just not a good move. There are so many bugs in this game that you should be fixing, but you keep tweaking the game ending rules and tweaking appearance and doing that absurd Halloween map. You're upsetting people and not making the game better.
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I don't understand why this wasn't offered to every tanker. Yes, I know I could have hit the Change button until it came up, but there was no information on how hard it was to get this mission.
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You guys at TO really put a lot of work into the map. I do wish you had made CTF available. It would have made the map far more interesting.
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Score cap for standard battles (Updated on August 28)
Reallusion replied to semyonkirov in News Archive
Excellent point. 15 mins is a good length and should be kept as the minimum battle length, regardless of score. -
Score cap for standard battles (Updated on August 28)
Reallusion replied to semyonkirov in News Archive
The more I play in early ending games (on either winning or losing sides) the more I dislike them. Teams are ad-hoc, so there are going to be imbalances. That just needs to be accepted as part of the game play. This isn't a problem to be fixed, just acknowledged. Please revert this change. It's disrupting the game play and does nothing to help it.
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