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BlackWasp777

Tanker
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Everything posted by BlackWasp777

  1. According to the example that I received (Rail+Isi -vs- Isi+Isi) I went for Thunder+Isida -vs- Isida+Isida.. so it was 2tanks vs 2 tanks. (Thunder deals more avg.dmg.per time then Rail, so I went for Thunder right away). About Hammers, Firebirds and Twins I do not know. I know that an Isida kills faster then a Twins for sure (I get owned by Isidas regularly on Polygon), but of course the Twins has the range addvantage, but for sure no Isida pilot is stupid enough to wait in the open. If he waits behind a corner the Twins can forget his advantages. But whatever tanks attacks, if they make it through they are severely damaged. If Isidas make it through they heal each other as pack.
  2. Hmm.. A Thunder M3 (a nice example for an "average damage") deals aprox. 750 hp damage each 2.565 seconds (if withtin max damage range). So it deals an average damage of 292,4 hp/sec, including it's reload. An Isida M3 heals 669,41 hp/sec and can heal for 10sec. This are 6694.1 healed hp/energy bar. The reload of an empty energy bar back to a full energy bar takes 10sec. So it can heal 6694,1 hp/20sec = 334,7sec So actually an Isida can heal away more damage then a Thunder can deal. I could now repeat the calculation for other turrets, but I think this is nice enough.
  3. BlackWasp777

    Ideas for Maps!

    Topic merged (take your time to learn how to trigger the shot behind the corner, pop out and place a shot right next to the house's edge.witha likelyhood of 8 of 10 tries. You will be his nightmare :) )
  4. BlackWasp777

    Ideas for Maps!

    Topic merged While I played Tanki over the years, a few changes were done to those self descruct zones; and some maps have been modified with additional blockades. Most of the times the reason was like "prevent the flag from beeing hidden there for ever". So most of that zones can be reached only with a turret that has a decent recoil, and sometimes you need a partner too, that helps you up <- both things that a usual short-ranger does not have. So those zones are here to make the game more balanced and more fair. I think you are better off to take the maps that are played in regular random/battle-button/matchmaking battles, and make precise proposals for them. Then you can have the discussed in this thread.
  5. BlackWasp777

    Episode 140 of the V-LOG is here

    If you want to volunteer to write translated subtitles for the vLogs, then I think it's better if you post that in Cedric's Virtual Office thread :)
  6. Could it be that you used a DP and blew them out in almost one strike, while they had no DA equipped?
  7. Could you please find another argument? I mean.. see here: "Magnum is OP" > you are just a noob. "Fire M2 Alteration a few months back is OP" -> you are just a noob. "Hammer at it's introduction was OP" -> they were just noobs. "an Isida on DA + DP with 50% self heal can mathematically cancel almost all damage dealt to it if close enough, leaving each standoff unharmed" -> that poor noobs.. So please be a bit more crispy in your argumentation. The noob argument is only valid if you come up with a tactic that works almost every time against a special thread and is widely applicable on almost every map. If not, then it#s not about noobism. Your argument with the Isida+Isida -vs- Rail+Isida is not correct. Fire there with one Magnum, and dean 1800 hp damage each 7 seconds (just an example). The two-Isida-team will heal each other, while the rail-isida-team will die sooner or later, as the Isida can not charge up itself. on this aspect you are right. At the moment we have to struggle with a temporary implmentation of overdrives, that will chage sonner or later to those tank abilities.. and this will turn around a lot in this game. It is a bad time to judge things - except you can isolate them. Lucky for us, isolations is no big deal, as the OD feature can be easily deactivated in pro battles. And in the most pro battles that I used to play the last weekend it was deactivated. So it's still valid.
  8. I fear this would lead to much confusion, as things work different whereever you are on the map, especially with the CP points idea. It still does not solve the issue of attacking a base full of Isidas. Except you have a full set of Magnums around.. but see, this is no balance. No other turret can camp as long as teams without taking enough damage to die over time (talking about non-drug situations). It is different, because if an Isida camps with a non-Isida as a team, then I can target the Isida first. There is some persistant damage I can deal. I will maybe take a few aproaches, but sooner or later it will be dead, we can take out the camper and pass through. With two Isidas camping close the base they can heal each other after each attack try. There is no persistant damage, and that's the difference. The more Isidas there are, the faster they can heal each other as they pool their energy. Rading your post makes me think you talk about a train of Isidas that comes in through the open, where they aproach lined up, and every Isida takes only care for the one infront of it. I talk about packs (see title), where there is no "last one", but at least two "last ones", and drive from cover to cover, making a short stop to recharge, heal and go on.
  9. 1..... If your base is under siege and the enemies close in, you anyways have to heal the tanks with the highes survival potential and the most usefull turrets to deal damage the the incoming enemies. If you have only 2 Isidas, it makes no sense at all, that they heal each other while the rest of the team is under heavy fire (imho). So the nerv that I proposed makes no difference. Once the enemies are driven out the base / out of the siege positions, then - if both Isidas are low on health already - they can also choose to drive out of cover and die, respawn, and continue to heal someone else. They die in the base, they spawn in the base.. not a far way to drive to their destination. As a midfielder Isidas, and in the case you find an other midfielder isida camping in midfield (I understood your scenario that way), you maybe do good to stay in their cover as well for a few seconds longer to heal the Isida as well. It will stay there and heal his damage dealing camper buddy and defend off incoming enemies better if on full health. An exception might be if enemies are closing in right now, but then the scenario from above applies. Anyways they are better off to form a fall back move from cover to cover, giving the isidas enough time to heal, if both get trapped in such a situation 2.... as DA and DP cancel each other out, it comes down to "who drugs more, wins", so I think drugs are not a cruicial aspect here.
  10. BlackWasp777

    Episode 140 of the V-LOG is here

    mhm.. I just checked the first 3 pages of the game discussion section 8 critical threads.. all 8 still open ..while 3 are closed, because they discuss something that was to be discussed in the news at the time beeing
  11. BlackWasp777

    Episode 140 of the V-LOG is here

    He wears a helmet, because he is a newspaper guy. You know, if you drive around with the bicycle and throw the newspapers infront of the people's doors, you should wear a helmet on your bike.
  12. Magnum shots may have a long flight time, and therefore you do not look at your target any more if some other area needs your attention. Therefore a simmilar idea asks for a small notification showing the damage you've dealt, if the damage counter would be out of the screen border. The same method could be applied to mines as well, and we would solve two issues with one program code It could look like this (imagine the white box is your screen, and the arrow+number is the damage counter for damage off-screen): <1214 the idea can be found there: http://en.tankiforum.com/index.php?showtopic=359993
  13. Don't worry, that's why this section is an open discussion. Not all ideas are awesome and we can talk about them to make them better ;) If the flaw is that an Isida get's less healed.. then this is not a flaw in my eyes, but a solution for a problem. So this would work only for Firebirds, and maybe also for Freezers. But what about every other turret? The usual way thing work in Tanki are "you fire at someone, and sooner or later he dies. If you have two tanks fireing at two tanks, sonner or later some die" The thing with an Isida groups is that "you have two tanks firing at two Isidas, and they hardly ever die if the map offers just a bit of cover on their way in"
  14. If the one tanker does not get healed, he will most likely also not heal the other Isida. So if he wants to get healed, he just have to heal his Isida mate, so they learn that they depend on each other. If you have a better proposal to balance the issue of Isida groups without harming a solo Isida, you're free to propose it
  15. Therefore this feature proposal nerves only isida groups, and not indiviudal Isidas.
  16. BlackWasp777

    Patch Update #469 - Released 12th July 2017

    oh I think you're on the save side regarding this one.. I think they won't remove the switch, as long as players are using it.
  17. BlackWasp777

    Patch Update #469 - Released 12th July 2017

    Yeah I thought of the same... but it was too negative for me to write it down already. You know, as a helper tend to belive my "assumptions" are facts.. I have to be a bit carefull now with assumptions.. It can be done already. It is the star symbol in the battle creation dialog.
  18. BlackWasp777

    Music Corner: ♪ Share ♪ Rate

    You're right, he's pointing on useless topics instead of telling people to leave the school. But maybe I'm a good example that the hashtag he chose is so much misleading.. The funny thing for me when I listen to his song, is that I have made use of a lot of that "pointless knowledge" that he cited. Still he has a point on some aspects.
  19. BlackWasp777

    Chat translator

    Topic merged ps:
  20. BlackWasp777

    Let's discuss Wasp!

    That's true.. Since the Wasp was ripped of speed and agility they are pretty much lost in M3 battles. (Wasps are competative in M1, partly M2.. as the enemies aim is not yet as perfect as in M3 ranks.. and the firerate of the enemy turrets is not that high. But in M3+ they are pretty much lost.. except they use to drug a lot or the map is that wide + low populated, that they can chose paths wil low enemy contact)
  21. BlackWasp777

    Certain turrets giving more experience

    Certain combos give more xp/hour then others. I use to play multimode polygon CP (no drugs, mu's on, alterations on) with 1) Titan/Twins 2) Titan/Striker 3) Wasp/Rail(M3.5 with M2 heavy caliber alteration) and the xp/hour earnings are in the same sequence as given in the list above. Twin/Titan earns me most, Striker on the same hull earns me less and Wasp/Rail earns me the least xp in this gamemode and map. The Rail gives the enemies serious troubles.. I can kill each viking with 2 shots, and often save my buddies lifes when they go for the CP point. A good portion of the shots is lined up to hit's two targets at once (therefore I need the Wasp) and I rarely end up last in the list. Enemies even start to equip rail protection after a while and start to hunt for me :p :p But still the Twins/Titan gives more xp per hour and better rankings in battles. The higher DPM output pays off on this map in this mode. Unfortunately.. as Rail/Wasp is a loooot of fun in that mode.
  22. The Viking-Hunter switch left both hulls nice, but ripped the players off for the reasons why they purchased the hulls. Wasp lost it's agility and is so much less fun to drive now. I miss the mid 2016 Wasp..
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