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Everything posted by BlackWasp777
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<irony> but everyone has lag.. the thunder shot traveling time delay is something you have for yourself ? </irony> To me it feels like a pretty harsh change in mechanics.. especially for players in the middle ranks: Those spend a long time already to become good with their equipment and now it works massively different. Legends spent even more time, but as they own more different turrets they will be able to adapt faster. It's always tough for players if their most beloved stuff changes.. but however.. devs decided. At least it's not so easy anymore to pick an all-purpose turret. The difference between the turrets increased a bit.. and for the overall game it's a good thing imho. (although I can quite well understand that some players will be "not amused" at all)
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Thanks for reporting this one ;) Don't worry, simply re.read it tomorrow. By the time it will seem corrected :P
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If you don't think of it as a hull's feature, but as a secondary mode of the turret, then the turret always shot forward and the fart gun backwards. No matter, where you point your hull to. If it is really ment as a hulls feature, then you could manage (doable) to have your turret and your fart-gun point the same way.. which would increase the damage output onto a single target.. which would lead to shorter kill times.. which would surely interfere with the games balance..
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imho it's a good idea, that the turret feels "ok" as long as the players have not stocked up Gauss modules yet (and maybe a bit weak once they got their modules). It's better if a turret starts weak and receives some buffs later on, because following this way gives players a bonus. The other way around (start with high damage and decrease later on) feel too much like a rip-off to many.
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The wiki guys have to wait for official tables/figures released by the russian headquater before they are allowed to publish any data on that turret. So if you like to blame someone for not well-planning a turret's release, the wiki editors are the wrong ones. See it positive.. when they reaased hammer, there was not even a protection module (for weeks). They learn :)
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My personal opinion (no official statement :P ) is that I like the idea of introducing overdrives in order to balance hulls. The usual / former parameters used to balance them were mainly hitpoints, speed, acceleration - but those always felt like "not enough". The difference between hulls of the same class (comparing light hulls like wasp-and-hornet; or mediums like hunter-viking) was a differnce.. made a difference.. but after a long time of gameplay not a big one. Now there is something to differentiate. And - IMHO - the biggest mistake done with overdrives, is that they - charge by damage (you make strong players even stronger) - that they partially influence the turrets (vikings overdrive), which leads to tons of balance issues (as the turrets are so different). This add's a level of complextiy, that should not have been added. A clever move was to make the charge-up times different for the ODs. It gives a good way to balance ODs with different game impact. (but I never really got the usecase of Hornet's OD. Ok, I can spot my enemies.. useful for beginners in Capture The Flag. But as battle field awareness grows with a tankers experience, the feature becomes less and less useful, the more experience a player has).
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Thanks for the recommendations so far.. I'll check the reviews of those. ^ Actually I posted it only once, and received a time out error. Once the forum reloaded I found my post here 5 times; all with the same timestamp. So I went on hiding 4 of them. I think the forum SW is quite buggy..
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category Ideas for Hulls and Overdrives!
BlackWasp777 replied to Ilia.ArchangeI in Ideas and Suggestions
Usually wheeled vehicles have a better manoverability then tracked ones while driving, and a disability to turn on spot (except they use omni-wheels). But I see the need of some trade off, when you are going to make it faster then a wasp.. and it's nice to not use the usual "speed vs hitpoints" trade off here. -
So... what can you recommend me? necessary features: - anti ghosting (10 key roll over or n-key roll over) - "normal layout" with cursor keys and number block - standard-size backspace key - costs max. 60 EUR / 70 USD - durable really useful features: - low key profiles / low key height; or prefferable chichlet design (I'm used to this from the laptops.. ) - background lightning (single-key RGB not necessary.. simple blue or green background lightning is good enough) nice to have's: - media keys - macro keys - two-shot keycaps It doesn't have to be mechanical.. I can also live with a membrane keyboard (which I am used to anyways). And yes, I know that Chichlet is kind of a no-go for true high performance gamers.. but I have to type a lot on chichlet keyboards during the day, so it kind of messes up my muscle memory when I use another keyboard in my sparetime.
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Valid Track Patterns and Smoke effects
BlackWasp777 replied to Best_of_thunder_2015 in Ideas and Suggestions
Valid Track patterns would have to vanish after a while (like shooting marks on walls and buildings).. else the ground would be black fairly quick :) I would love to mark someone else's tank with track marks if I ride over him :p (but ok, those should vanish faster, as players love the looks of their paintjob). It will require more performance; but as the computer of the average tanker becomes faster every year, it should not be much of an issue. Although.. HTML5.. performance.. hmm. Anyways, the dev's have to decide about it. See also Different tracks for better grip on various terrain -
Topic Merged Here's the right spot to ask such things ;)
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(yes, this pure moneymaking. But without disturbing the game balance, and without giving any in-battle advantage to buyers. So it does not harm the free players while it helps to finance the whole game) Premium Profiles (fancyness for money) This idea is about adding some fancy visuals or additional statistics to the players profile, if he pays for it. It could be a 6 months subsription, that costs xy EUR/6 months. Features could include a selectable theme of the page, borders that surround the data area, the possibility to chose which additional statistics (out of a predefined set) should be displayed; maybe upsell potential to display even more if more coins are inserted, ... The player could also choose which tank/turret/paint combo is shown, regardless of what he currently uses in the game.
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Under Review Some paints can not be purchased.. they are given as rewards. Some could be purchased in the past.. but not any more. How would you handle those?
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The meme is done by graphic artists, while the trouble of overdrives has to be solved by programmers and game designers. None of one team can help one of the other team in their job.
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Your point is valid, but I would rather nerf the Magnum alteration then to buff the striker alteration. And I guess this will happen, if it turns out to be overpowered (not only on single maps with narrow bases, but on the majority of maps)... but as I say "I guess". It's hard to tell how much sold items / days / ... the developers count down/wait, until they balance something again.
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I've checked it, and answered in the respective topic.
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imho this alterations main use case is if you shot arcade shots mainly (single rockets), and if you like to ensure you do not miss that easy. You also get the chance to have your shot pass a wall and detonate the rocket right next to your target hiding behind that wall. It would also work great if you fire it above a group of tanks and detonate it a few meters above them, as the would not block the damage from each other. Easy? No. Cheap? No. A nice alt? Definitely. Anyways I guess that the balance will be tweaked after some while. The most cruicials balace mistakes are adapted already, still not perfect.. but they will go on balancing stuff. They always do.
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It comes with no (obvious :p ) downsides, doesn't it? So why should it give more damage? Alterations are ment to change your playing style, not to make the tank overall stronger without any downside attached to it.
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yep - agreed on this one.
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My personal opinion on the claiming of rewards is this: First I thought "strange, completing a daily mission automatically increases the weekly mission counter; but I still do have to enter the dialog and claim the mission manually? Why does the system don't do this automatically for me... -.-" My second thought was: "hmm.. if it would claim automatically, then after 2 played battles I would not know which tasks are left for me. I would anyways need to go to the dialog and check it. And I would not know anymore what reward was promised to me. Ok, they could make a popup window, like the one that pops up after you ranked up, telling you what was unlocked for you. But if they do that popup, all the time, then I would be anoyed about it in case I would know what I received and when I would know what do do next. Overall they simply needed a way to make the players aware of what they got; to check what's next; and they chose the simplest aproach to it." So while I had the same understanding of the situation like you in the beginning, I think it's actually a good move to save ressources. When I look how understaffed they seem to be.. I truly prefer they pick a solution that works, and have the option to improve it later on. Making someone claim the missions is truly the most efficient way (from the coding point of view) to make sure they know what's to do next.
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guys, please avoid to make this thread your personal in-fight arena. Thnx for your cooperation ;)
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Under Review Summary for lazy readers: it's basically like a secondary weapon mode that shots to the back of your tank, using Freeze or Fire like attack
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Changing the delay is really anoying to xp/bp players. The life up on their timing when coming around corners and alike, and it this is changed it is.. simply anoying. nerf something else.. be it damage or penetration.. no matter what. But not the delay.
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you're welcome
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I think overall speaking a few major things happened, that represent severe issues to the free player base: matchmaking was introduced, but does not work so well Especially (but not only) players who can play during non-peak hours only, complain to get matched to far superior players, and - additionally - that the power of the two teams are not leveled and a lot of battles are completely one-sided. daily missions can only be done in matchmaking battles nowadays ..so most players have to play some, even if they don't want to drones + batteries were introduced A new aspect to the customization of a tank and gameplay. But an equipped drones consumes 1 battery/minute and batteries are practically not affordable by free players. So buyers gain a huge advantage.. a pure pay-to-win feature. latest changes in the daily mission system have reduced the income of free players ..except they are willing to spend 3..4 times more time in the game per week. So for the average free player, the situation is like that: players have to spend way more time to get at least some missions done. If they don't, they earn to less to keep their equipment matched to what's needed at their ranks if they play matchmaking to get their missions done, they can not afford enough supplies (don't even talk of drones and batteries) to keep up with the quite large amount of power-players, that obviously spend money on that game. so by those players the game's not perceived as "pay to win", but as "pay or be slaugthered" Overall those changes upset a lot of players, which lowers the player base for matchmaking even more.