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so... can these new protection modules actually be mu'd or is 35/35/35 at m3 the best you can ever have with them???
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Well, the value of kits just dropped way down. WIth 35-40% discount for a kit I may as well just buy the exact turret and hull I want when I want them, and not worry about useless expensive paints bundled with a kit. So, unless things change here, looks like I have bought the last kit I will ever buy..... Don't get me wrong - I *do* like that I can use my old paints again, as I liked the look of some of them, but they had too little protection - and I like that I can pick camo paints for a map, and still have whatever protection is best for the people shooting at me (but remembering what protection I have on at start of a new day is very hard!!) While I'm bothering to post - how come with all the protection modules available there is STILL no way to get protection against all the noob turrets (who are usually also the worst druggers) - twins, firebird, thunder - these are the 3 I need protection against but it can't be bought.
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whenever someone activates a supply, a big flashing billboard appears above them with arrows pointing down at them for all to see, saying PATHETIC LOSER NOOB NEEDS TO DRUG TO WIN!
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OK thanks for the tips! will give it another go.
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So I have isida M3, and have MU'd it a bit (for damage, mostly) And really.. I don't use it much at all. I see a bunch of people playing it on big hulls, and generally playing defence in CTF or something. This isn't interesting to me. I like to attack. And the big hulls move so slow I get really bored. so... anyone who plays isida on a hornet? What's a good map to start playing on? I like the idea of the isida turret, and feel like it'd be good to use, but basically haven't found a map where I'm not better off just putting my hammer on. PS, i do have the viking hull, and on smaller maps I wouldn't mind having that hull, if it's part of a recommended approach...
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I don't mind someone drugging at a critical point - like, to get a flag back to base (and I do that too) or when surrounded by multiple other team players... But I *hate* constant druggers and teams full of heavy druggers. When I see almost every opponent in a team battle with double damage, I get really pissed off... they are lame little no life losers who have to pay to be able to win at a free game. And as for the times when you have a really unbalanced team and the bigger team is still full of players constantly drugging. these players are just vermin. I think they need to be more heavily limited somehow. not just the cool-off system, but, say - limit the number of times someone can activate any drug over the course of a game.. Say for a 15 minute game, each player gets 10 drug activations and that is it. After that no supply button presses do anything. Or, as I sort of jokingly suggested in another thread - scale the XP you get from every kill, based on how many drugs killer had active vs tank killed... the more drugs you use vs opponent, the less skill the kill took, and so the less points you deserve for doing it. This way the losers who are constant druggers won't rise up to the top of the scoreboard. As for tanki earning money - well they have earned a fair bit from me over the last year as I buy crystals to do upgrades for my garage.. and drugs make me want to just not bother anymore. Looking at tanki's stats over the long term, I think there's a lot of people who have given up from all the drugging and multing that make it so much harder to play a good game honestly.... so there IS a downside to tanki with their current supplies system here, I think... And to be honest they could probably add an entire class of decorative updates (ie like things you can buy to make your tank look different, not even necessarily do much practical) and I'd buy stuff like that, if I really liked it.. Drugs are not the be all and end all of funding this game.
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Here's a suggestion: using drugs against an opponent drops your experience 50%. this counts for your own supplies or for pickups. At the instant you kill another tank, a simple rule: game looks at (number of drugs you have active - number of drugs they have active) this can be a number from 4 down to -4 (would be -4 if somehow you have no power ups going and you kill someone who has all 3 power ups going and just hit health when you killed them) experience is multiplied by 0.5 to the power of that supplies difference... so received xp = normal xp x (0.5 ^ n) ie, if it's 4, your experience is halved 4 times (so 1/16 of normal experience for the kill) if it's 1, your experience is halved once, (so 1/2 of normal experience for the kill) if it's 0, your experience is normal if it's -4 your experience is doubled 4 times (so 16 times normal experience for the kill) This change is designed to keep players who are constant druggers down the battle rank, and down in actual game rank, too.. so constant drugging means no win, slower advancement through ranks, and less battle crystals. But it also allows general use of drugs form time to time with little penalty - especially if it's a feature of the match and everyone else is also using them. It also rewards people with skill who can consistently take out opponents on drugs, without needing drugs themselves. Would say mines are not effected because even though they are "drugs" they are much more tactical than just a strength or speed or health or damage advantage.. Also you could drop a mine somewhere then get into a battle with an opponent somewhere else. in that case the mine has no bearing on that battle. And any drugs you take while the mine is sitting there has no bearing on the mine... (well.. surviving longer keeps it there for longer I guess..)
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M3 hammer, M3 hornet, picasso. all fully upgraded.... one day I'll have it, but those MU's get very expensive so are getting slower and slower... (and I can't get picasso at all for a while..)
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I play hammer. I have M3, and have MU'd it to 21/25 (will get the rest eventually, but next step is 17k cry so I'm maxing out my hornet armour for now instead!) Right now it does 109 points of damage for a full up close shot. And yes you get to blast 3 times in a row in pretty quick succession. so I could do maximum of 327 points of damage to someone in about 4 seconds.... BUT. after that, you're not shooting anything for a while. Pretty much any other turret has enough time to kill you in the time your hammer reloads. And a lot of people on mid range hulls drug armour which gives them more than 318 points to survive... Also, hammer has been nerfed in damage multiple times, and defacto nerfed in range when they increased the shot spread months ago. So against plenty of other turrets (rail, thunder, smoky, shaft) in a lot of maps you can be killed before you even get to hit them once. and if you are close to an opponent with a spew out damage turret, like fire or freeze and a heavy hull (or armour drugs) you will also die. Hammer is a turret that needs skill and a certain strategy to use. It is only OP in the right situations. so maybe you need to learn to avoid those situations if you don't like getting hammered... :-) Other turrets are the same, with their own strategies...
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new feature in game so repeatedly typing the phrase "gold please" or "gold box drop plz" makes the typing person's tank explode...
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YES PLEASE!!! I would love to get rid of half my garage (especially older paints) and get some crystals to spend on the things I like more..
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also good to see thunder is now even more awesome for drugging up with and getting lots of points while a bunch of enemies are scrambling for the gold box!
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so glad to see flame put back in its box. the last re-balance was ridiculous (of course now it's down again i wasted money buying loam paint.. oh well..) looking forward to less flamer annoyance now. hammer is my favourite turret. good to see it shoots faster again, that was the other thing I really hated about last re-balance, which totally destroyed the close in advantage hammer/hornet had over rail/hornet by letting a similarly upgraded rail get off 2 shots inside the space of 3 hammer shots (of course rail has the far off advantage, so was really annoying to see it having the close in advantage too!) overall I give this rebalance a 7. Not perfect but good to see the worst parts of the last rebalance being addressed..