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Everything posted by RIDDLER_8
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If players are not happy about the re-balance update, they shall need to complain to the developers and ask them to roll back this update.
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I voted Freeze as the best send turret after Isida.
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This re-balance update shall take effect on the 20th October 2016, and I am not happy about its new dramatic effects.
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Thank you very much for agreeing with me that the mines cooldown must be 10 seconds long. Mines that do not explode must be given back to the player(s) that dropped them. That of course, would be if the round has finished, and automatically mines that were dispensed on the battlefield would be given back to the player(s) that dropped them.
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Yes. Good idea. Lets have some kits in daily missions.
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Review [Issue 57] Tailored to Taste: The Alteration Update
RIDDLER_8 replied to Thekillerpenguin in Newspaper Archive
Thekillerpenguin You are a very good Tanki Online writer on alterations. well done. In my point of view, the best alteration is the Freeze alteration because Freeze does double damage. This means that players using the High Pressure Pump does not need to constantly use and waste the double damage supply box. Freeze deals twice as much damage overall. There is no need to use double damage with Freeze with this alteration. I have read this complete article on all the turrets. Overall Freeze is best suited with or without this alteration after the re-balance update, but other turrets would be weaker at M4 level which makes them feel like M2s. -
How about a fuel station to refuel tanks in battle. A refuel daily mission = 4000 crystals for Generalissimo.
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Yes. I now understand what you mean. Buffing is one thing only for values. I do believe you on what you mean about changing the effect of gameplay. The effect of gameplay needs to change just a little bit. Not too much. Protection must be strong for M4 hulls and damage must be also strong for M4 turrets. The M4 Isida must have both strong M4 damage and healing. The M4 Isida must have the same values for both damage and healing. For example: M4 Isida - Damage 100.0 M4 Isida - Healing 100.0 Keep in mind that balance needs to be properly fitted according to the slight change in gameplay, whilst keeping all M4 turrets and hulls strong at the same time.
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All M4 turrets and hulls must be super strong keeping the balance correct.
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Well you can have both overpowered and comparable, but keeping the balance of everything correctly. Trust me!!!
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Overpowered is something good only if all turrets and hulls are balanced out properly.
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There is no need for weakening statistics for all M4 turrets and hulls. All M4 turrets and hulls must have re-enforced and overpowered statistics to make them super strong in battles. Developers must think straight. M4 = overpowered for all tank modifications.
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Overpowered M4 I want to make a clear statement here about what all M4 turrets and hulls should actually be. In my point of view, to make all turrets real M4 weapons they should all be overpowered at M4 keeping the correct balance between all turrets. The same thing goes for hulls. At M4 level all the hulls must have an overpowered armor. The visual effects of each turret shots must have a new colour assigned to the turret to represent the M4 modification and an M4 design must be applied to each turret and hulls. For example, Isida M4 should have a dark red (maroon) beam for attacking enemies and Isida M4 should have a bright florescent green glow when healing damaged friendly tanks in team battles. The same thing goes for all other turrets in Tanki Online, They must have an M4 colour to distinguish their modifications. M4 designs for turrets and hulls is something I mentioned before and I consider it useful for visual tank effect. Just like XT turrets and hulls, regular M4 turrets and hulls must have a distinguishable design to make look and resemble proper M4 turrets and hulls. Technically, there are no M4 modifications of designs. M4 is simply (M3 50/50). My overall view of M4 turrets and hulls should be overpowered at that level because players spend countless millions in crystals to get to that last micro upgrade modification. Keeping all turrets and hulls overpowered means that two shots fired at an M4 Mammoth (with no double armor and no protection module) will destroy it with two shots. Medium M4 hulls and M4 light hulls will be destroyed with only one shot. Keep in mind that at M4 all turrets in Tanki Online must have very strong firepower. I am not happy that this update will weaken all M4 turrets and hulls. So, what is the point of having M4s if they are going to be weakened. We should rather have M2 instead. Weakening all M4 turrets and hulls is a bad idea. They just feel like M2s. M4s must be super strong and overpowered at the same level for all turrets and hulls. My goal as M4 turrets and hulls is to make them overpowered in firepower and armor to keep them super-strong in battle, but at the same time keeping the game balance perfectly balanced. The Tanki Online developers must read this post and realize that they have made a mistake in the re-balance update. The mistake is to make everything weaker than M4 level should actually be. Instead developers must make every turret and every hull stronger and keeping the game balance perfectly balanced so that players can enjoy a much better fighting experience in battle. All overpowered M4s must be balanced and properly reflect gameplay using proper statistics. Please make note of this post and consider it as a perfect re-balance for Tank Online's turrets and hulls. Thank you.
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My topic on the mines is good. There should be a mine box that falls from the sky just like all the other supplies. It does not really matter too much for people who have access mines if they are unstoppable. If your read my article carefully, I clear state that there should be a 10 second cooldown delay between each mine that players drop. My idea of giving players back there mines after they do not explode when the battle round finishes is a good idea, because it stops players wasting their mines. I really hate to see players lose all of their mines after they get killed in battle or when the round has finished. Like I said before, there should be a big update on mines that fix those problems.
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I do not have Donald Trump's email address.
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We do not need to have any updates in Tanki Online that behaves like having an extra crystals spending tax to pay. Every modification and micro-upgrade that players pay for using crystals in Tanki Online is already a tax and it is very expensive. Players drain away countless amounts of crystals for micro upgrading all their equipment to M4, so there is no need to such taxing. Players also spend huge amount in real money, just to get their hands on this crystal jackpot for upgrading their equipment to M4 modification. Please folks pay attention to me RIDDLER_8 and don't fall into the crystal spending taxes trap like the alterations update. If you don;t believe me, ask Donald Trump about taxes and he will tell you that they are a trap not to fall into. Thank you.
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Alterations Alterations are very expensive to buy and they do not help players make their turrets any stronger. In my point of view, I see alterations like having an extra tax to pay using crystals in Tanki Online. Please remove the alterations update, because they force players to spend and waste away their crystals earnings. Alterations are a crystal tax for Tanki Online players. They are useless.
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Mines disappear after players get killed I really hate it when mines disappear when players drop them. The player who has dropped mines loses all his mines when he gets killed. This is a huge problem that me and other players faced in Tanki Online. Many times players have lost battles in team battles due to the fact the all their mines have disappeared after they got killed. I have previously complained about that problem last year and the developers did not change that. I hope that this time the developers of Tanki Online will make mines remain on the ground after the players who dropped them gets killed. Also, when the battle round is over and the mines did not explode, all the mines that the players dropped should be given back to the player(s) who dropped them. Giving back the mines that did not explode in battle, will prevent players from losing and wasting mines. Mines have physical and graphical effects so, they must be returned to the player(s), if they did not blow up during that particular round in battle. Mines are supplies like other supplies but have more physical properties and they are proper hardware ammunition that greatly improves the gameplay of Tanki Online and also help players to win a round in team battles. Mines should also come in a box supply format just like the green repair kit box, brown double armor box, red double damage box, yellow speed boost box, and of course the gold box supply. When players pick up a mine box, the mine will not be laid on the ground, but instead, the mine will be given to the player's stock of supply boxes like other supply boxes that are collected in daily missions and supply boxes that are automatically used and run when players activate them by driving their tanks into them during battle. There is a huge need for a big update to completely change the way mines work.
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Mines Cooldowns This update also brings another problem with one product kit. The current cooldown of mines is (currently) a bit too long before players can drop another mines. It currently takes 20 seconds for the cooldown of mines to let the players reload and drop another mine after those 20 seconds. But this re-balance update helps in shortening the cooldowns of other supplies, but, on the other hand, it doubles the cooldown of mines from 20 seconds to 40 seconds. Now it will be extremely difficult for players to be able to hide the flag in CTF battles, to protect themselves and to keep the enemies away from the team member's base. By having a 40 second cooldown with mines it will make it impossible for players playing in team battles win the battle against their enemies. Mines are a very important supply, and this update will ruin the ability for players to create a mine field filled with mines to keep enemies out of the base. For example, the red and blue team battling in the Noise map will not be able to keep the enemy out on either side because it takes too long for mines to cooldown and reload. The 40 second cooldown it too bad. Mines should cool down after 10 seconds. This is perfect because 10 seconds gives players time to reload and drop another mine on the base and create a mine field that protects their base. The 10 seconds cooldown is exactly the same time that it takes for a destroyed tank to re-spawn.
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It will be very difficult for players to unlock and buy all M3 turrets and hulls at the rank of Marshal. Players will now have to be forced to work out with their M2 equipment which, for a while, which will make them a difficult task for players to rank up. Levelling up has always been a tankers favorite dream! Levelling up not only gives a big handful of crystals and congratulations applause, but also has the potential for players to unlock and access to their dream tank, including other goodies. How do you think players will cope with their M2s, right up until the rank of Marshal?
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I hope that next week's V-Log 110 will have a much better and deeper overview of this upcoming re-balance update. I am not happy about the overall weakening of M4 hulls and M4 turrets.
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Review [Special] The Balance Update: Assessment of Views
RIDDLER_8 replied to Quarks in Newspaper Archive
Yes. I do understand that there needs to be balance between turrets and hulls. Players using long range turrets like Vulcan and Shaft can easily fight an Isida. Also a Freeze can sneak from behind and kill an Isida when it faces the opposite way. I have myself faced very strong Isidas that I still managed too kill using Freeze. Vulcan and Shaft can kill Isidas very easily when battling at long range or using double damage when firing. There's more than one way to skin a cat! There are many different skills that can be used to kill an Isida. Isidas are weak players on medium and large maps. -
Review [Special] The Balance Update: Assessment of Views
RIDDLER_8 replied to Quarks in Newspaper Archive
I wish the developers of Tanki Online would create another version of Isida that can repair and destroy tanks at medium range. This Isida would have more attributes and statistics than the current Isida. -
Please do not modify the balance of turrets and hulls. They are all perfect as they are now. Yes. Lets all complain about the global changes being made with the new re-balance update. This update has to STOP NOW. What shall V-Log 109 say. Will they cancel this horrible update?
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Review [Special] The Balance Update: Assessment of Views
RIDDLER_8 replied to Quarks in Newspaper Archive
Isida needs 100% self healing.
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