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Everything posted by felinee1
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Ah, it makes sense now. Thanks.
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The 4 Green icons at bottom of battle list
felinee1 replied to felinee1 in The 4 Green icons at bottom of battle list Archive
Can someone please explain the 4 Green icon buttons at bottom left corner of battle list pane? I can't find any reference to them in the wiki. Thanks in advance. -
Thanks Mafioso, I can see some similarity.
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Maps named after towns - a question for the developers.
felinee1 replied to felinee1 in Maps named after towns - a question for the developers. Archive
In the history of Tanki presented in V-log #69 it said that many of the early maps were named after towns/cities near the developers. Do any of the design of these maps reflect the geography/layout of the locations they were named after? -
Because a micro upgrade is spread over all parameters, the improvement of an upgrade is not noticeable. I'm often wondering what the point of a micro-upgrade is when I can't notice a difference. Previously, a micro upgrade or two on a particular parameter would be noticeable, eg. you would notice a slightly faster tank, slightly greater firepower, slightly more protection, or whatever you spend your crystals on.
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if you could take one turret out of tanki which one would it be
felinee1 replied to roadkill78 in Archive
Vulcan - the high impact force over long distances for extended time is out of balance with the other turrets. After the last rebalance Vulcan, Firebird and Freeze got stronger while Thunder lost what made it good. -
• I like that the number of micro-upgrade steps has been standardised. • I don't like that I no longer have control over the parameters to upgrade - I liked to choose what I upgrade, based on what I perceived to be the most limiting aspect of my tank at the time. • I don't like that I didn't know this was going to occur - if so I would have concentrated on maxing out one parameter in preparation for the change.
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New game mode idea: Battles which only allow one type of turret. eg. The battle will consist only of twins, only of vulcans, only of ricci's, etc. This will even-out hardware differences and make it more a contest of skill. I'm not suggesting that the current variation is bad, it's only a suggestion for more varied game-play.
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... meaning that those who pay not only get more powerful armaments, but better ones with the balances of the day. Those who don't pay are very disadvantaged.
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Did anyone make a note of the inscriptions on the RIP headstones? I was meaning to go to a quiet game and have a look, but didn't remember when I finally got they crystals. I was wondering if there may have been some cryptic messages, or the names of the tanki team on them.
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Some thoughts on the map... - it favoured some turret/hull combo more than others - it became very boring playing it for an extended period.
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Developers - note that there are occupational health and safety issues encouraging players to play for long extended periods (eg. to get the enormous crystal Halloween reward).
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Players that don't pay are forced to stick with the turret/hull combo they decided upon early in their career - choices which may not have been the best, or were good choices at the time but game rebalances mean are now not strong choices.
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The high impact force of vulcan is not in keeping with physics. To have a high impact force you need to have high mass. Vulcan fires bullets (admittedly at high speed), but bullets would not have the mass to have the impact they do in tanki. Perhaps this needs to be addressed.
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How about some battles which are limited to only one rank.
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What makes you Mad in Tanki? Things you hate/like in the game?
felinee1 replied to Ditzy-Dip in Archive
The penalty thunder receives for self-destructing. The ease it self-destructs is penalty enough. -
Today it's "freezing" tanki.
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When you are in a very close and intense battle, but your team is slightly ahead and must continue to fight hard to maintain the slight lead. And then, all of a sudden, you wonder why the battle has become so hard. You are getting killed not long after spawning, and feel overwhelmed. What has happened, the opposition appear to be getting a larger and larger lead in scores. You hit the TAB key - 75% of your teammates have left the battle and it's three tanks on your team against 15 opposition tanks.
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What makes you Mad in Tanki? Things you hate/like in the game?
felinee1 replied to Ditzy-Dip in Archive
Inconsiderate team-members,eg, who bump into my tank as I'm lining up a shot because they can't be bothered steering around me when there is plenty of room to do so, causing me to be shot due to their impatience (eg. pushing me in front of an enemy tank), etc. -
[deleted]
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category Ideas for Hulls and Overdrives!
felinee1 replied to Ilia.ArchangeI in Ideas and Suggestions
New hull concept: "Half-Track" - Has two wheels at the front, small tracks at the back. - Advantage: Fast, but not as fast as Hornet. - Suited to light turrets eg firebird, freeze, vulcan. - Disadvantage: Is light, easily filpped. * Would look different to any other tank in the game ! Constructive comments please. -
New game mode idea: "Scavenger Hunt" In this game, players will need to collect certain items spread around the map, which drop randomly like the supplies (random times and positions). These items could be oil drums, jerry cans of gas, first-aide kits, water cans, food boxes, etc. A set of items needs to be collected for a point to be scored (similar to scoring a point in CP mode). The items do not affect the performance of the tank, so the current supplies (nitro, double damage, armour, health) are unchanged. A tank can only hold one of each item. Once the set of items is collected and a point scored, the store in the tank is cleared and is ready to collect another set of items. Whilst some items are plentiful, other items may not be dropped as often, requiring some competition/luck to be able to complete a set. Also: - the number of item drops is proportional to the number of players. - once an item is added to a tank's inventory, you can't pick up more of these items. This prevents taking items so others can't collect them.
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All this talk about crystals... But how about how about noting that the missions have created an excess of supplies. In the past, supplies were not in excess and added some variety into the gameplay. Now everyone has so many supplies that they are used all the time and everyone drives a drugged tank, and there is no variety.
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I'm not impressed with the thunder reload speed (at least at my level). I chose thunder so I could have a responsive weapon, but now it feels like a slow-loading railgun (that I no longer use because it's not responsive). I shoot an opponent, and it seems to be able to hit and kill me with two or three shots before I'm any where near ready to thunder again. All i feel I'm doing is weakening my opponents for my teammates to score from. I'm not noticing any difference in damage.
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