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Everything posted by BlackWasp777
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I'd like to see a paint, that is called "red Cross". - It amplifies the damage you receive by 5% - It heals you the whole time by a rate of: 1,2 hp per second on M0 hulls 1,8 hp per second on M1 hulls 2,4 hp per second on M2 hulls 3,0 hp per second on M3 hulls (wasp healed in ~50sec, Mammuth healed in ~2..3min)
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Then look at the names of the achievment that unlocks once you get a M3 Rico ;)
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maybe you can get the Atlas kit (Titan M2, Loam, Smoky M2) and play Titan/Vulcan/Loam. The additional health of a M2 Titan would suit a vulcan well..
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Rico is actually shooting with oranges :p
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where have you seen this information about TaniX?
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It is simply a problem, that this game: - has sometimes huge and sometimes small performance steps from one modification to the next (M0>M1, M2>M3, M3>M4) - that those modifications are not available at the same rank This whole balance thing would be much more easier, more usefull and simply more balanced this way: Continous gear perfomance increase: Basic Gear Performance - buy a smoky (like todays M0). - upgrade it by 100 linear steps up to todays M4 - at each rank the max. available upgrade level of all your turrets and hulls increase. This means roughly 3 steps per rank. So no rank can have overpowered euipment. - total prices for a certain performance (turret + upgrades to reach that performance) should roughly match todays pricing - at reaching a certain performance level, the looks of your gear would change (step 0 = m0 looks, step 25=m1 looks, ...step75=M3 looks.. and maybe they simply design a special look for full upgraded stuff = M4, so that there is an additional teaser to really go the whole path). - If you enter a XP/BP battle, the stepping of your rail gets fixed either to what M2 is today or M3 of today. It depends on whatever step you can reach with the stepping you really have bought. Same for parcours weight. bonus realm (buyers mainly; some clever planning tankers as well): - If you want upgrades that are not yet unlocked at your rank, you _can_ purchase them as well, but you have to pay 2x..3x the price. Lets call this "Early" upgrades / "power-plus" upgrade. - By "early" or "power-plus" upgrades, you can be max. 10 upgrades steps / or 10% of steps ahead of the usual upgrade maximum of your rank (so your overpowerness becomes less important as the others catch up in time) - Kits will give you certain amounts of performance upgrades (add +10 to smoky) or modify your gear directly into a defined state (your smoky was 20, your rank allows a maximum smokey step of 60, the kit gives you directly smokey step 70). But unlike today you are unable to purchase an M2 kit and upgrade it to full M3 while beeing in M1 ranks ;)
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and Hunter is more versatile then Hornet. XP/BP is not about versatility.. you face only rails, hornets and wasps.
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I don't know how _this_ game is coded, but I expect it to work a little bit different: And all that effects together make the things look different at the different players screen.. and those effects are called "lag". They are effected - by the ping time for the upload of player actions to the server - by the server processing power and load status (some daysall players in my battles have a ping less then 50, but it feels like 300. Then the connections are good.. but the server in between takes up to much time because of overload - to many players on the server). - by the ping time for the downstream of server results towards the players
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Yes - when I first discovered that, it was news to me as well. As I already wrote, Rico can outclass twinns only in long range situations and when it makes use of the bouce-feature on short range.. so we seem to have a common line here. I consider ourselfs lucky, that there are not so many agile Viking-M4-twinners with excelent aim out there... else they would literaly rip through defenses with some isida support. If I remember you correct, you favor firebird.. don't you? Because.. if yes.. then you use your disadvantage (have to get close up) against a Twinners advantage (more damage, impact and easier aim at short distances). You are simply the wrong turret to encounter him, until you have some buddy that distracts him for you in advance. It is like I (wasp rail) cant fight a smokey on close range combat. I have to spot them at long range and waken them in advance. I think you shoud pair up with a medium/longrange tank in your attacks.. like a Thunder. Your Thunder mate would take out or weaken the twinners from one side of their base, all look and move into his direction / firebird jumps in to roast the remainings on his side of the base and snags the flag (if you are just two.. else firebird usually stays for distraction and blocks with his alive or dead tank, while a 3rd tank snags their flag).
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Storm has a decent protection-to-price ratio and it makes sense to upgrade it up to 24% of protection. If you have a medium hull then 24% or 30% don't make much of a difference (calc the survival time, you will see it). If you like Smokey/Titan, then there is a nice M2 kit (named Atlas) - and I tell you that, because it comes with Loam paint. Don't get me wrong - I would not get Loam if I have storm already (instead I would save for more valuable stuff).. but _if_ you would like to have the smokey/Titan/M2 kit, then skip upgrading storm. Thunder is a weapon with high damage per single shot. So some few percents more or less don't make a difference in the number of shots you can survive. IMHO you should: 1) consider which hull you like to use the paint on 2) then Calculate how many shots you survive and how much health is left thereafter 3) calc / try out, how much protection you _need_ in order to survive one or two shots more. 4) Do not only think for M2, also think for M3 and M4. 5) then see if you find a paint that suits your needs. In the wiki you find the hulls protections as well as the turrets damages (M3 and M3+ as well). Thunder protection is common on long range maps, as many tanks run Emerald or Prodigy.
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Mosquito provides RailM2, WaspM2 and Savanna. In his rank he should already save up for WaspM3 and RailM3, and there is no kit that delivers that. I have not made this clear in my post.. but I guess he got the point.
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If we talk about a non-drugged battle, he is down in 11 seconds. It takes 3x RailgunM4 shots to take him down (11 seconds: shot-load-shot-load-shot>Down = 2 load cylces with 5,5sec each). Most of the time it is better to wait for him to heat up, and then give him 2 shots (about 6sec) and wait for him to selfdestruct pretty soon. Some turrets can take out others pretty efficient. But I have to admit, that most midrangers are lost against Vulcan, as they dont get close enough. In a good team (Vulcan + Isida + mid-range guard) is a pretty hard obstacle.. If we talk about a drugged battle.. then that Mammuths are a real pain.. you work and work to take them down as they are on double armour, and then short before he is down, he drugs health -.-
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I't right what you write.. that there are feelings of love and so on, that motivate parents to be like they are. Still kmpa has a valid point.. too much of protection fails the target as well -> which is to raise childreen in a way that they survive and become a compentent grown up. Often parents focus too much on the "survive" part and don't let kids grow into the "competence" part. In my country there is a saying like "one day, you have to let them have the knife, and teach them how to use it" (ment for food preperation purposes :P) Even if kmpa is not a parent by himself, he is the other side of the game: the child. At least he was one for a long while. And his mind is not yes "blured" with too much love and too much protectionism. Truth is somewhere between you both.. (beeing a parent by myself, facing the issues of "how does internet influence my kids" couple of times per week). but whatever.. for more discussions we could open up a thread somewhere else here.. as it effects tanki, but this feature seems to make it not worse then it was before.
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^ sure, as there is no kit with wasp+rail, and you think you need both anyways. So you get a paint for free :)
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If you are within a usefull twins range (between max and min damage), you see that there is not much difference in the damage output of - a rico (shooting all 0,47sec, while is has energy in its clip) - a twins (shooting all 0,25sec) They are in fact quite simmilar, as long as the rico clip is still not empty. Then - a rico has a reload pause after some shots - while the twinns keeps going. So a rico can outclass the twinner only if the rico makes use of it's longer range and of it's bouncing-oranges feature ;) Also rico pilots tend to have a better aim, then twinner pilots.
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So I can keep the public chat turned on, and see everyones - moderated - messages. And by the same time keep the private message feature turned on for friends _only_, and so get only their PMs. Have I got it right?
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Compare M4 Viking (315 hitpoints) to M4 dictator (345 hitpoints). Is it really worth to go for Dictator M3, or are you better off to invest the crystals into upgrading your Viking pretty far towards M4?
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You just have to look the wiki > hulls, > turrets If the parameter from [M?] to [M?+1] increases a lot, then each MU gives you a lot (see protection Titan M1>M2, Wasp M1>M2, ...). If the parameter from M1 to M2 increases only a little, each MU gives you few (see protection Hunter M1 > M2, Wasp M2>M3, ...) or in detail: http://en.tankiwiki.com/Micro-upgrades
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Nice artice. Please rework the routes for the flag runners, as yours are.. well they are crap. Sorry for saying it so direct.. but you as a newspaperreporter should get those things at least checked by some other persons before you publish it. A lot of beginners trust in your work here. Your routes work only if you are willing to drug your way back home. At the moment I don't have the time to make a picture on my own, but I can point out the main faults so you might correct them on your own: Always first think of the enemies spawn-areas and where to move un-spotted On cross they spawn between the houses (on their side) as well, and your routes lead right through their spawnpoints.. On the way back you don't use cover where it is available and so you are an easy target to longrangers on top as well to longrangers that follow you down there. You need at least two route options back home, as - especially on this map - it makes a very big difference if you are hunted by a medium/long range turret or a close range turret. I really like the way you write - your articles are easy and fluent to read. Additionally I propose to you to add the following aspects to CTF: For CTF games it is an _essential_ part of the game, where to hide if you have the enemy flag but your own flag is gone (so you cant deliver and have to survive). Please add this as well to your (future) articles, as this gamemode is not just about getting the flag, but also about delivering it. Hint: always hide close to your teams spawn area, so that they can support you fast. Same goes for the "how to get my flag back" part. Please add this as well. regards, BlackWasp ps: I especially like your history story that you wrote, it's awesome :)
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If you really talk about M2 wasp - it is very far away. But aprox as far as an M2 (!) Viking. Rail works good on both hulls, but it is a completely different gameplay. first think about what kind of gameplay you like >link If you decide for M2 wasp, think about the mosquito kit (M2 Wasp, M2 Rail, Savanna, 195k, rank: 4diamonds ). If you talked about M1 Wasp: In an M0(zero) wasp you will be 1shoted by each and every M1 railgun out there very soon. So if you like to continue playing with Wasp, then you need M1 (its cheap anyways). your lasersword waving guy destroys the rendered layout of the page in a browser on many devices. I guess it's not the piucture but you simply messed up with some other stuff in your post
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Each turret has his way it can be use most efficiently, while if you move to other terrain you are screwed. The Vulcans that rule so hard in Silence/Blue team, are pretty much screwed in mid-size maps. Even a wasp/rail like me can take them out easily by peek-a-boo, or by cycling around them. But if they catch me on open ground, I am doomed. What causes large inbalance are 1. If your enemy drugs and you don't (of course) 2. Kits, that make equipment available far too early 3. Maps, that favor some turrets over others (Silence blue side: cap 2 flags, switch to 4 Vulcans/Titan and 4 Isidas.. harvest points. As they get healed constantly you cant take them out any more) Only Freeze was nerved sooo badly, that it today performs only well on heavy hulls (Titan, Dictator) on small maps. If the user uses DD, then it's literally eating tanks. But as said, this is the _only_ usefull application for it in it's todays configuration. (Others exist as well, but in nearly all of them firebird has the edge over freeze today
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I see your point; and I think a 1:1 comparism should no be the first step of a comparism. Comparing two turrets, or comparing which one stands tall versus another one, depends on much more then just the turret itself. It depends - in short - on the situations the turret is used in. Example: In more details, the term "situation" is merged together by: So it is pretty hard to say, that one turrets is superior to another without narrowing the situation. As he stated he is midfield, so he is no typical flagrunner (except delivering the ones that crap out at half way). So his only chance to get points is by dealing damage -> therefore a high damage per minute rules for his purpose. So on mid-to-larger maps this would be Smokey M3 as it pairs a serious range with a short time exposing himself to the enemy. On small maps with a lot of obstacles this would be Firebird M3 on a light or medium hull. Small maps, no obstacles: Mammy Twins. This will give - over the time of a whole battle - a good precondition to have a good score. And a good score gives a lot of crystals/hour. And a good crystals income leads to better equipment... and so on.
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If you want to decide between thunder and smokey, it makes no sense to think about a 1vs1 between both. You never fight just 1 weapon, but a whole team. And your job is to perform well on most of the enemys team, and not just against a single turret.
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So if you are a midfielder your main job is to damage enemy tanks so that they reach your base with half the health, and/or if they come in in larger groups, then delay the second part of the attack force. And of course hunt down flags if they escape. For both smokey should do the better job, as you simply deal more damage per minute (smokey has an awesome damage per minute). For the hunting of flagrunners the high firerate of smokey comes in handy too. Also for supporting your attackers by distracting enemies.. I always get nervous if a smokey from "somewhere" shots me frequently, while I am focused on something else :p
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save it and use the time to make up your mind what turrets you like most. In this game you can hardly afford 2 hulls and 3 turrets - if you are an average good player. If you try to get more, you will miss the crystals later on for sure. According to your profile, it looks like rail, Smokey and Fire could be yours. Isida pays off only if you like cool minded, non rushing close combat - or the healers job (or if you drug DD all the time, which makes you invulnerable in 1:1 situations). Your profile looks like you are the long range guy ;) At your ranks Isida is awesome only as an M4.. M3 Isida is not sooo much of a burner any more - your ranks is already to high for that.
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