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Everything posted by BlackWasp777
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I had another idea: Hammer, double barrel: - you fire two shots in very, very fast sequence, and have a reload thereafter (it would limit the magazine to 2 shots, but give almost no reload beween those two shots). Hammer, fire-amo: Here I simply wonder why the depict a small and a large shell next to each other. Hmm.. Twins, the twin-turret pictogram: - maybe it fires two bullets simultaniously. but imho this would be a nerv, as the DPS would stay constant but you loose 2 bullets if you miss, and loose the chance to correct your aim in between.
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Thanks for this topic and it's screenshots - makes it far more convinient :) Most of my speculations are aligned with Maf, so I list only those where I have an idea which is different from his: Railgun: - The last railgun alteration could be a faster reload at the expense of damage. Shaft: - The last alteration pictogram could be a laser emitor.. Magnum: - The one that looks like a mine could be a mine exterminator, to clear the enemy base. To throw mines on a distance sounds nice, but if, then only combined with recuded damage/splash and loosing a mine of your supplies. Striker: - many rockets: I still hope that the striker alteration that shows the many rockets gives reduced reload and reduced damage, so that you can use it as a rapid-fire rocket launcher - I don't think that the homing missiles will turn even faster.. but I could think of it making lockon 1sec and shot a single homing missile (and align the reload to make it balanced). This would overcome the issue that many players can not aim well with this turret. Isida: - The pictogramm with the two tanks looks like faster reload or alike Overall I am very nosy what we will get (although I am here long enough to not fall into over-expectaions :P )
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Striker will finally get some alterations.. I hope there's a rapid fire mode available, that sacrifices the lock-on mechanism in trade for smaller, low-damage rockets that have a faster rate of fire :)
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I'd really like to know what the alterations do... :) :) :)
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Like the golden, winged shoes from Hermes :)
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Hey Nives, good luck on your personal business and in your future life! You did well, and I hope you find a good balance in the future. best regards, BlackWasp
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maybe they lack double-headed animals.. idk :)
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So it seems that Rico and Twins get more simmilar [damage/minute]@[certain ranges] now. This was what set Rico appart from Twins in the last weeks.. but now not anymore. The two main differences and trad-offs left are Twins' slow, but infinite fire -vs- Rico's faster bullet speed and large magazine capacity Twins' splash -vs- Rico's rebounce effect. Sad thing is that those changes completely change the way those turrets are played, completely overthrow their characteristic. A lot of Rico players used the long range very well, and a lot of Twins mastered the dynamic gameplay of coming close and keeping distance (ok, some were just sitting ducks, even in dynamic situations :P ) The players have to adapt again, into some new gameplay, instead that Tanki would (only) balance in-battle power. But to be fair, the balance will be much easier to trim in the future if the turrets are more like each other. Also regarding today's (and maybe futures) alterations.
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I did the same right now, scored 100xp and was ranked at 280k. So.. I guess it's true if "players" were counted as "number of accounts overall". Even if you skip all the alts there are likely more then 1 million people who ever played this game. Of course there are not nearly as many of them online at the same time.
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unfortunatly the battle is pretty much decided as soon as the first supertank is captured and well used. There is no analogy to "if you are fought back to almost doom, you have a good stand to defend yourself" in this gamemode (but on the other hand this is missing in the whole game, so.. :P )
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Would you pay real money to play a retro version of Tanki?
BlackWasp777 replied to ByeByeBye in Archive
For a retro version.. no. Well if we wait 2 more years some players will ask to bring Tanki 2018 back. Beeing serious -> ppl like not the game, but the fun they had. And when you live through a game like Tanki, you always have more fun in the start, then in the end. In the "end" of a players Tanki life cycle the most of them enjoy some special stuff.. like playing only polygon, others only hardcore drug wars, some enjoy xp/bp. But they did not start like that.. still they sticked to the game long enough to become like that. So there was something in the past that kept them going.. and most likely it was not perfect balance of stuff like that (we never had that as far as I know). People like to play "something new", they enjoy their first times when they hit a tank in midair (which comes common later on), they are so glad if they made it to the tankpole (which they become used to...). I think this is the main reason why palyers like old times back. -
don't worry guys - here's all about music, and not about who posted what first, and who received how many likes =)
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++ I wonder if the dev's collect statistic date about how many friend requests are sent in average after battles. In MM battles the ppl press continue and leave within seconds, so there is no talk about the battle, no chance to try it again on the same map, and no time to think about whom to send a friend request during the display of the battle statistics. Friends are an important part of the game.. obviously for the players, but also for the company (as friends keep players bound to the game). MM closed down the chance to talk about the good moments in battles, closed down the puns given to the other team and so closed down the high rate of friend requests that was exchanged in the past. The game in MM is pretty anonymous and single minded now. It's truly time to change that..
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"disturbing" fits pretty well.. especially when it comes to the lead singer. While quite some musicians are crazy in a nice way, where you can feel their enjoyment in what they do, and could hear the pleasure they have when playing/singing/... - this guy is completely different. He looks/acts/radiates "strange & crazy" as well, but not of the nice kind. That mixed with the high level of confidence is that kind of person, that I do not like to meet, do not like to befriend, would not trust, do not like to work with, do not like to be led by. But the music is good.. :)
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^nice tactics :D Well, those will be funny times then. Let's see how long we have until the next "adaptations"
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If a Magnum has time enough to charge up to 100% (3sec to charge up, am I mistaken?), aim and hit you, then the attack on the Magnum was maybe not timed well. You could also wait close by behind a house, where it can not directly hit you and the traveling time of an indirect shot is far to long. But yes, if your scenario does happen, the Magnum could get away with it.
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Yes, but that Magnum has only a single shot on you on short rage. It does not suffer as much from it's splash, but so don't you if it misses you a bit. But after this shot, it can do nothing, while you chisel it appart (except for using supplies....) If you time your attack well on a Magnum that just made a short range shot at someone else, you face an easy prey
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To me it seems they just put some turrets back into their cathegory. Magnum is now a true longranger with limited short range defense, and Ricos very useful former range was cut down to the other turrets in it's class. I have not yet figured out how severe the splash damage nerve on magnum truly is, but if it's a tough nerf, then the long range MAgnums might need the increase long range rate of fire. On long range you rarely make a full hit.. most of the damage you deal is splash.. so they need to give a higher rate of fire to make up the lowered splash damage. But on the other hand.. besides the numbers.. from psychological point of view the number of Magnum impacts in your base will increase and the anoyance that comes with it. Like those smokys that snipe you on longrange.. you can hardly spot them, but it goes bam, bam, bam, bam... pure mind terror :p It's a sad change for Rico, as many great Rico pilots on the field made good use of the rage the turret offered in the past. They face a turret that needs a complete other playing style from today on.
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What I got from comparing the range stats from Twins and Rico, I assume that Rico has an edge over Hammer and Twins when you use the range of Rico as good as you can. Twins looses a lot of it's damage over range (stable initial damage from 0m to 20m, then the damage of each shot declines linear to [25% of it's initial power @80m]. Rico on the other hand has a damage output that is not heavily effected by range (stable initial damage from 0m to 60m, then the damage of the shot declines linear to [25% of it's initial power @70m]. So yes, a Rico shot has 10m less range then Twins, but it is capable of delivering way more damage at ranges short before 60m. At 60m a Rico delivers about 2x as much damage/time unit then a Twins.. at 25m they are about equal. Of course only until the Rico suffers from exhausted energy.. but the new specs give you 27..28 shots per magazine in M4. If you need to know what 60m are -> a typical prop on the map (a floor tile) is 5m long. A wasp has about the same length.
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While I always classified Rico as midranger in my mind as well, the wiki told me something different when I looked it up right now: They have 4 range classes, and Rico is truly listed as "Close Range Turret" (short range is close enough by meaning). The main thing, is Fire, Freeze and Isida are "Melee Range" 1 Melee Range Turrets1.1 Firebird 1.2 Freeze 1.3 Isida 2 Close Range Turrets2.1 Hammer 2.2 Twins 2.3 Ricochet 3 Medium Range Turrets3.1 Smoky 3.2 Striker 3.3 Vulcan 3.4 Thunder 4 Long Range Turrets4.1 Railgun 4.2 Magnum 4.3 Shaft
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That's an overall issue. The learning curve is soo steep, that only a few are willing to climb it, and far less reach the top. Beeing there, Striker can live up to it's potential. But all the other players are desperatly waiting for Striker buffs.. which you can not give, as the Pro's would reach mindbreaking scores - especially with the +100% philosophy of a DP supply. "Hard to master" is always a bad balance criteria.. yeah, it's pretty versatile on many ranges today. In the lower ranks you can always see a lot of obvious alt's, played by players who know their way around in the game. Many of them use Smoky, as it truly works.
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well Striker missibles deliver more damage over range then Thunder, so if you miss each 2nd shot at med distance you achieve (roughly) the same effect. Still a more reliable aiming (like thunder or Smoky) would be more usefull in fights then an unreliable aiming. At least for most players, except the Striker pro aimers
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If you have time -> the turrets > Freeze page misses the XT picture and the associated text of the turret.