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Everything posted by BlackWasp777
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When I think I will get under fire, I sometimes set my tank vs a wall, house, or whatever is close by. This stabilizes the tank a lot, and enables me to keep my aim (if I do not die before that :p) As I usually play along the edges of the maps or close to cover anyways, this comes easy for me.
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Concerning this update, your statement fits only...
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then make it happen, pls :)
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yes, I know.. :) Still it's the reason I was given a couple of times.
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Please don't spread wrong information.. rumors start like that. Thanks :)
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If your account was stolen you can also refer your previous (last known) nickname to the help desk. They can still help you out.
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Good to have an automated system now, that does not need human processing any more. But it's really sad that the possibility to change nicknames for crystals was removed.
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Dear Madam, I kindly appreciate your answer, which is in full line with the insights I received from multiple Rico players over the years. Many told me, that the reason for not spinning their turret is basically pure convinience and that they can hit their targets pretty well by only turning their hull. The reason why I still posted an question and not this answer, is that the original complaint focused on players that do not spin their turret and does not know how to use supplies - and this is a rather rare species IMHO. Most of the non-turret-turners use supplies a lot (cough - they have to to keep up :p - cough) On the other side I don't understand how faster spinning turrets would help.. but I will sit with you in the first row in Stadium laughing together about the firebirds that hit nothing any more, if their fast spinning turret turn like crazy, and about the railgun's airtraces that are anywhere else but on the target :ph34r:. Popcorn is on me :P
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When I wrote the post, I assumed to get that answer. And still I posted it, in hopes that you know the people responsible for the garage descriptions, so you could tell em to change them :p
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If you volunteer to program it for free, and sign up to elimiate all the bugs in the new code for the term of the next 10 years either yourself or pay someone doing it for you, they might let you do it.
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I agree that the laser is a disadvantage to Striker.. but I think it's necessary to have it, for the sake of the enemy (give the chance to escape). If a Striker could launch 4missile salvos that barely miss, without prewarning, then it sounds a bit too powerful to me. I use the Striker turret in arcade mode most of the time. Only if I see a hull going desperately towards a bunch of more tanks, then I use the lock-on mode. If I lack high ground, then I lock-on preferable on high-profile tanks, like Dictators or Hunters (instead of Hornets and Vikings). Even if another tank moves infront the lockon has a chance to stick to the higher turret of my former target. But if there is good cover around my enemy, I do not even try it. ps: the laser is useful to scare enemies away or keep them behind their corner. Often you can defend one path into the base all alone - not because Striker is so powerful, but because players avid the laser :p
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The descriptions for Wasp and Hornet (maybe cited from the garage descriptions?) make less sense since both are in the light-hull class now (same armor): Wasp reads: "Fast, with negligible armor. Its high speed and maneuverability take skill to control" Hornet reads: "A light hull for those who want above average speed without completely trading off on armor." Comparing both texts one could think that the Hornet has more armor then the Wasp - while both are light hulls. This statement can be found on the hulls overview page as well as on the individual pages from Wasp and Hornet. ps: as the wasp was slowed down, there is no more skill needed the master the "speed" (my personal opinion).
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:D :lol: :D :D - that was a good one :D
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do you have any suggestions how to motivate players to turn their turret? I am sure they already know that they could perform so much better if they would turn the turret.. but they still don't do it.. Ideas?
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someone that drugs can load his overdrive faster, and deal even more damage. A team that manages to push hard on an enemy team (by good teamwork for an instance) can load it's overdrives faster and dominate even more. And the effect of sharing overdrives was already mentioned by you. Tanki had the chance to give hulls special abilities, and they decided to go the way to empower them temporarily, while this power is fueled by domination even faster. and by doing so they made the tactics while fighting tanks even less predictable again. I would have by far preffered such a system: I also hope that the Matchmaking will level the situation of loopsided battles (while I do remember wolferines comment of beeing placed in lost battles over and over again). I also found the non-pro battles more enjoyable while the matchmaking distributed the players randomly, as there was no chance for strong tankers to join winning teams primarily. Battlling felt less loopsided back then.
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At the moment it looks to me, like the battles will be more loopsided. Simply because killing tanks makes your overdrive reload faster, which enables you to kill even more tanks. It's a positive feedback loop..
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An answer to this question will not change the map :P Do you like to have it back? If yes.. why exactly?
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replace with -> Thanks Nives for the clarification ;)
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well in higher ranks the Dictators will be able to make use of their OD for the good of their team, as people look out for the starts and mingle around tanks with a full OD waiting to be released. The hunter on the other side will have a hard time to deactivate the supplies of more then one tank. Possible scenarios are PolyCP with the single CP point and if you have to handle that big Mamuth that parks on the enemy flag, covered by an Isida. But of course it depends on the range. ps: the more I think about the given OD concepts, the more I wish for other ones. But ok.. at least they can balance them out with different activation & cooldown periods (as Tani proposed) and with the range of the area-effecting ODs.
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sounds rather complex
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congrats to all participants that received a price :)
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To me it also looks like it would make more sense to merge them. As far as I grasped the history, TankiOnline suffers limitations from flash and therefore they searched a new platform - which was unity. Then unity support was canceled for almost all browsers so there was noi in-browser-game future for Tanki X. So Tanki Online stays alive. Now Flash is dying as well and they move to html5. This should remove a lot of the limitations they had (which was the reason to move to unity/TankiX). So.. I do not know what exactly _is_ possible with html5, but if it's decent enough to host a state of the art game then there is not much of a reason why they should keep TankiX. but.. those are just my personal thoughts. At least it has one benefit: as they have both games now, they can try out nice stuff in real environments.
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The games are simmilar, while the architects share the same office building. They for sure talk about a lot to get each others opinion before they implement it.. so a lot of things will look similar, while others do not fit both games equally and so they will be featured by only one of the games. We could also say that overdrives base on the same idea like "ultimate attacks" from other known games, and so on.
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I think that the html5 version has priority above the matchmaking system. honestly, on the second day of the matchmaking it already did quite well what it was supposed to do (despite if players liked the results or not.. but the system did what the dev's promised on day2). It was not perfect (battle groups, turret balance, ...) but the basic system proved working and seemed stable. The fact that it is still not online yet, makes me think that it is changed in other aspects. My personal guess is that they work on those two things mainly: - increase the acceptance by the players (tweak issues with too long waiting times in less frequented hours of the day) - already implement the unified battle lobby (all server's battles in one lobby) and a chat system that fit's into this
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