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Everything posted by RIDDLER_8
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valid Mines idea. Mine alterations, different types of mines, different mines.
RIDDLER_8 replied to RIDDLER_8 in Ideas and Suggestions
Please unhide the topics you hid. I want to see them.- 80 replies
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What will happen to the tunnel where the control point used to be located?
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valid Mines idea. Mine alterations, different types of mines, different mines.
RIDDLER_8 replied to RIDDLER_8 in Ideas and Suggestions
Thanks.- 80 replies
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valid Mines idea. Mine alterations, different types of mines, different mines.
RIDDLER_8 replied to RIDDLER_8 in Ideas and Suggestions
Yes. But we will not have them in Tanki Online. All we need is alterations for mines.- 80 replies
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What do you mean that the camping points have been nerfed? I hope that the tunnel where the control point is will still exist, but be 5 metres longer. Also the tunnel on the far end of the map, on top of the ramps, must also be made longer as well. You need to understand that the Polygon map must provide good camping ground for Shaft, Striker and Magnum players.
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Yes. We should have a gold box that works in the opposite direction to the normal gold box. Instead of having players rush and run to grab a gold box, this time, players will run away with fear of dying in a nuclear bomb.
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valid Mines idea. Mine alterations, different types of mines, different mines.
RIDDLER_8 replied to RIDDLER_8 in Ideas and Suggestions
Yes. This is a good idea. You need to understand that mines are boring to use with always the same mechanic. Mines must have alterations like turrets to make them more versatile for players.- 80 replies
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Currently, clan licenses can only be purchased with crystals. That is not fair for non-buyers. The developers should chance clan licensing purchases so that they can be purchased with crystals. Clan licenses must cost no more than 5000 crystals.
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We need a map with 1 tower bunker that players can get to, to hide, camp, and fire at long range. Such a map would be very necessary for Shaft and Magnum players, since those turrets take quite some time to reload between shots. This map must be flat and have wide open spaces for players using long range turrets to be able to make the kills. Shaft and Magnum players in particular, would really benefit on having a large map with one tower bunker to climb up for cover and take the shot from there. Players on ground level would still be able to attack the player camping on the top of the tower bunker from below by aiming upwards. This is really a map that would be completely different from all the current maps that are available in Tanki Online. This map would be unique, and give the Shaft and Magnum players the ability to take kills without being killed too often. This map would work like a sniper shooting his rifle from the roof of a multi story building. This map would have all the spawn points located at the bottom of the map, to avoid long range players from getting killed from behind, like on other maps. A suitable name for this map that I would consider is called Long Range. I call this map Long Range because it is made suitable for long range players, as well as short and medium range players.
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valid Mines idea. Mine alterations, different types of mines, different mines.
RIDDLER_8 replied to RIDDLER_8 in Mines idea. Mine alterations, different types of mines, different mines. Ideas and Suggestions
Please suggest all your mine ideas in here any and every change that has something to do with the mines. As well as having alterations for mines, I have a concept for having alterations for mines. My idea is to have alterations for mines that makes mines behave in an altered way, without breaking game balance. By having different alterations to change the way mines work, it stops the use of mines from being boring and always the same. 1. Double Damage mine alteration for destroying a tank with 1 mine. 2. Drop 2 mines within 1 second of time. 3. Mines follow enemy target 4. Mines have splash damage and self damage. 5. Mines don't disappear when player dies. Here are my five suggestions for good alterations for mines. I hope that developers plan on releasing alterations for mines, just like they did with turrets. Mines are like turrets, they are made to damage and destroy enemy tanks on the ground of the battlefield.- 80 replies
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The old repair kit should be brought back in the overdrive, so players can benefit of having two versions of the repair kit. That sounds more fair.
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It would be good to add a compass to Tanki Online so that players see blue and red dots on the screen.
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The Polygon map is one of the best maps for playing CP battles. There are just two areas on the Polygon maps that needs tweaking a little. The tunnel in the Polygon map must be made 1 square longer (5 metres) so that players can have more room and also get a better camping ground when using turrets such as Shaft and Magnum. Magnum players would find this longer tunnel a better place to camp because Magnum takes 3 seconds to fully reload. Another area that needs to be amended on the Polygon map is where there is this area at the end of the map with the self-destruct zones. This area is a good camping ground for Shafts, so my suggestion is to remove all the spawn points so that players no longer spawn in this location and destroy the Shaft players in this area. There is also a need for one more gold box drop zone there as well. This is the small desert area behind the Polygon map at the very back, opposite from the other end where the tall, large ramp is located. The Polygon map must be made more suitable for players using long range turrets like Shaft, Striker and Magnum. That is the reason why I am suggesting this small change. In overall, the rest of the map must remain the same. I have heard a few V-Logs ago that the new matchmaking system would rework all of the maps in Tanki Online. Do you agree with my suggestion for a better, reworked Polygon map?
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Tanki Online should have a Moon and Mars map.
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Valid Lower healing rate when Isida heals another Isida
RIDDLER_8 replied to BlackWasp777 in Ideas and Suggestions
Sometimes I use double damage on Isida groups. I can still manage to destroy groups of Isidas without using double damage. Magnum has good damaging effect to take out Isida groups. -
Valid Lower healing rate when Isida heals another Isida
RIDDLER_8 replied to BlackWasp777 in Ideas and Suggestions
I just played a Polygon battle with 3 enemy Isidas in the tunnel and they are so easy to kill with a Magnum, Thunder or Hammer. -
I did use Shaft quite a few times, but aiming is hard because there is no manual zooming feature. Shaft must have a zooming feature, whether you agree with me or not.
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Over the years that I have played Tanki Online, I have witnessed so many players who falls in the self-destruct zones on maps, and guess what..., they explode and lose 5 crystals and 5 points as a penalty. To reduce the number of self-destructs, I have come up with a great idea that can reduce self-destruct penalties, but also enable players to play in the self destruct zones of maps. By having an option in the Settings menu where players can enable or disable the self-destruct zones on maps can have many amazingly interesting benefits. To begin with, when disabling the self-destruct zones on maps it allows players to enter those areas and find good camping ground for attacking enemies at long ranges. This means that the playing area on maps gets bigger, enabling players with long range turrets to make kills easier. For example, a shaft player might want to enter the self-destruct zones of the Polygon map to find a good place to hide and kill enemies within his sight. The self-destruct zones of maps can either be enabled or disabled just to make battles more various and feel different than usual. This has nothing to do with cheating or power levelling. My suggestion on disabling the self-destruct zones of maps is to make maps feel bigger, allowing players to take a different perspective when using turrets that take a long time to reload, like Shaft and Magnum. I have seen such a thing like this in one of the Developer's Dairy of Tanki X, and it really helps players that are having great difficulty on getting kills with specific turrets. I hope you like and agree with my suggestion. My suggestion on disabling or enabling the self-destruct zones of maps does not cause any harm to the game's balance of Tanki Online.
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Shaft does not need more control. The manual zoom must include the up and down arrow keys on the keyboard. When pressing the up arrow key, Shaft zooms in, and when pressing the down arrow key, Shaft zooms out. There is no wrong doing on having a manual zooming feature included in Shaft. What the manual zooming feature does to Shaft is that I makes it easier for players to properly set their Shaft turret at an aiming distance that is suitable for them to take the shot without missing its target. This manual zooming feature would make Shaft easier to aim at enemy targets. The damage parameter would still remain as it it now. No change. I do also agree with Maf that having an M3 alteration for manual zooming can also be a good idea for such a zooming feature.
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Valid Lower healing rate when Isida heals another Isida
RIDDLER_8 replied to BlackWasp777 in Ideas and Suggestions
Look. There is no need to nerf Isida groups. Today, I played in a battle with multiple Isidas on the enemy team and I still manged to kill them with Firebird and Magnum. -
Yes. My ideas are good, even if when they are declined. My ideas still help though.
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Valid Lower healing rate when Isida heals another Isida
RIDDLER_8 replied to BlackWasp777 in Ideas and Suggestions
Isida teams healing each other are not overpowered because Isida now has the right balance for healing and killing enemies. The only thing that makes you imagine that Isida teams are overpowered is the fact that there are multiple Isidas on the same team. That is just an illusion. There is no overpowering at all for Isida players when they heal each other. That is not a problem, so please understand that, yourself can leave such battles, or join the team side that has multiple Isida players healing each other. It is still easy to defeat Isidas when they are not in a group. Using a Thunder, Striker, Magnum or Firebird can easily take them out and kill them with ease. -
Valid Lower healing rate when Isida heals another Isida
RIDDLER_8 replied to BlackWasp777 in Ideas and Suggestions
When there are multiple Isidas on the same team in team battles healing each other, It does not cause any problems with game balance. If Isidas become too slow at healing each other, it would be a terrible problem when playing in TDM, CTF and CP battles because there will not be enough time for Isidas to heal each other, or other players using different turrets. Please keep Isida exactly the way it is right now. -
Valid Lower healing rate when Isida heals another Isida
RIDDLER_8 replied to BlackWasp777 in Ideas and Suggestions
Even players Using Magnum on double damage can still be defeated quickly. That is just to explain to you that there are no turrets that cause problems with the game's balance. Please understand that all turrets are perfectly balanced out between each other, so there is no need for any nerf or buff ever again. -
Valid Lower healing rate when Isida heals another Isida
RIDDLER_8 replied to BlackWasp777 in Ideas and Suggestions
I do worry. Isida swarms are extremely rare in battles, so there shall never be any struggle on destroying Isida players. Sometimes, Isidas don't bother on healing each other, they just heal team players with other turrets, such as Magnum.
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