-
Posts
4 431 -
Joined
-
Last visited
-
Days Won
1
Everything posted by BlackWasp777
-
Yes. Honestly. Really. Don't you think so? (and yes, I got your sarcasm :p) +1 As I wrote as well, I think this is not a good approach to balance the amount of hulls visible in a battle. It only add's more inbalance.. and that's simply not a good thing. Your point that those are active only a short time is very, very valid. I would by far apriciate it way more, if overdrives would be skipped and the system would be changed into permanent hull abilities. Like a Viking would have a 10% higher firerate all the time. A Hunter would regain a certain, very low amount of health constantly. A Wasp could switch into a speed mode sacrificing fireing range by -30% and back to normal at anytime it wants. A hornet could use a 5sec Nitro while receiving +20% damage (if hit) during that time. And so so.. those are just a few examples, and they are for sure not yet balanced as well. But they would make the hulls truely different during the whole battle, while at the same time the behaviour would be far more predictable then with overdrives.
-
Very, very nice vLog (and the team truly deserved the vacation :p) I wonder somethow if the overdrives of Viking and Dictator are balanced. A faster (how fast?) firing rate for the Viking alone vs. a full activation of all supplies + RK for the Dicator + it's surrounding tanks sounds.. a bit inbalanced :p :p :p But ok.. Dicators are a rare sight while there are a lot of Vikings (due to their superiority in the past). Maybe that's the attempt to balance that? I hope not. IMHO it would be better to first balance Hunter-vs-Viking-vs-Dictator, and then giving them balanced overdrives as well. But let's see. Maybe the Viking tripples the fireing rate.. then the things could be different again.
-
I checked the vLog and found the confirmation.. and then I went through other vLogs searching for Hazels statement that I have in mind. I could not find it in the ones I checked. It must have been in a live stream.. but as the last livie stream with Hazel was earlier then the vLog you refered to, I agree that it's confirmend (yepeeeee !!! :wub: :wub: :wub: :wub: )
-
The orange one is a big "mayyyybe", directly from the vLog. It is not for sure.. it is an option. The thing is, if they do not make pro battles accessable without a proPass, then players that play not so often, will constantly run out of the pro pass while they can not refinance a new pro pass from their income. They also can not focus on missions in their few pro battles they play, as this is not possible. Those players will loose all access to pro battles. So I turely hope they make this "maybe" true, and that pro battles will not need a pro pass any more. But let's see.
-
valid Limit repeatative use (=abuse) of pause
BlackWasp777 replied to a7x_Pedro48 in Ideas and Suggestions
You can not simply sit somewhere, because if you stop to move around, a timer starts counting down in the background. Currently you are removed right after 2 min have passed by, without doing anything. -
Please watch your wording - thanks in advance :) As "not beeing able to chat" is a rank specific feature, it does not matter how large the rank range is. Nives would not have been able to chat. good news - thanks :)
-
Are you going to participate in the in-battle chat as well? Because if I remember the rank restrictions correctly, noone can chat at your ranks :p (but anyways you would be overloaded if you have to chat, play and do the life stream.. so maybe it's better that way :) ) good luck :)
-
The "hard controls" (timing of power, no looking around) are intentional things that make magnum "closer to" balanced. Elsewise a "repeat last shot" button would be another useful thing, that will most likely never come. Or a circle around your tank, that is printed on the floor and top of the buildings, and that expands while you charge the turret up, so you know the exact range. I don't like to imagine a Magnum that can hit each point at the map at will at any time it wants to.
-
Thunders reload takes only 25% longer then Strikers reload (single shots). The direct damage is the same, but Thunders splash is more powerful (more radius, more damage at the outer edge of the radius) While you can not dodge a thunders shot if it was aimed well, you can easily dodge a Striker shot at larger ranges (Rio, Sperpuchov, ..). Striker is very much more powerfull in terms of damage on long ranges - but as it misses more then 50% on large distances this is more then compensated. On MEdium range (across the pit in polygon) a Striker missile does very often fly over a Viking if the missile originally aimed the turret and the turret moved a meter to the left or right. Each other turret would at least hit the hull in that case. With striker you can hardly aim at alavated targets that move perpendicular to your view line, except you are very very lucky. IMHO both are pretty much heads up at the moment. The only advantage that Striker has, is that it is less used (more misses then with Thunder, most players try to play the salve mode mainly and fail, ..) and so the number of modules that a skilled Striker pilot faces out there is low. For thunder on the other hand, a lot of players have protections and use them (combined rail/Thunder/.. or Smoky/Thunder/.. protections).
-
valid Limit repeatative use (=abuse) of pause
BlackWasp777 replied to a7x_Pedro48 in Ideas and Suggestions
Those are just examples if people have questions how it works. The basic principle is simple: You start with 2 minutes on your personal stocked pause time of 2 minutes, and by playing active your stocked pause time grows to a max of 4 minutes. By using pause your stocked pause minutes get reduced; while if you continue to play it grows again. result: if you do not score, you soon run out of pause time an get kicked from the battle in a period of inactivity :) -
valid Limit repeatative use (=abuse) of pause
BlackWasp777 replied to a7x_Pedro48 in Ideas and Suggestions
Valid Despite of the other ideas around, that ask for longer/shorter/.. pause time, yours is different, as each use of pause influnces your future possibilities to use the pause. I had a related idea some while ago, but it was achived in the news topic: It should be possible to earn more pause time by active battling (=hitting targets). For each 15min of active (!) gameplay, you should get +1minute pause time You earn like +4seconds for each minute. Activev gameplay = you hit at least 1 or 2 targets in that minute. max. pause time you can stock up is 4 minutes This should work for the pause time; not for disconnect for lost connections examples This should work for the pause time; not for disconnect for lost connections. It would be bad of someone uses 3m30sec of his pause, and then looses his connection and has only 30sec to reconnect. -
Nice :) ps: idea for the next time: larger pictures of the paints would have been great
-
Playing a game like Tanki and talking to other persons simultaniously is quite hard. But it's definitely a nice idea - good luck on that ;) ps: nice paint ;)
-
note: at lower ranks supermissions could last longer then the player stays in his rank, so what happens to the mission reward at rankup? Will it go up as well? Wouldn't then all players try keep it open until they rank, to get a higher reward? hmm.
-
Thanks for the vLog ;) The fund raise sounded nice until I heard "..in non-pro battles" :...(
-
Be welcome! I hope you have maintained your tough and armored skin very well - you might need it :P ..and that's the most eloquent description of "wasting time" I've ever read :D :D :D
-
Could be. But [look's simmilar but not 100% same] is something different then [using someone else's registered trademark in a game that has a commercial target].
-
Yes, that's fine.. I just wonder why they implemented so much other stuff in the meanwhile, not mentioning it there (like animated paint, overdrive/zero supply, alterations). This makes this section... well.. not useless, but less useful. On the other hand, if they post dev. plans like "overdrive" noone would have a clue what they are about. Hm.
-
This line is there for.. about a year or more? I already asked Cedric a while back if he has any clue on that, but I got no reply.
-
You're right about the rock-ability.. I did not thought about that. I have the impression that a dictator is way easier thrown off aim as a titan or mammuth.. but maybe this is just my impression. Maybe it comes from the forum of the hull, that features a wide footprint and so a good leaver for the impacting projectiles.
-
Topic merged (I guess you will get a copyright problem with the Lego paint..)
-
I think dictator could use a stability increase. The HP are fine in M3/M4.. in lower modifications it's always a tradeoff of "early unlock and weak -vs- late unlock but powerfull".
-
Topic merged
-
Topic merged
-
Jump to content


































































