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Everything posted by BlackWasp777
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valid Option to reply to battle invitations ("Coming when done" button)
BlackWasp777 replied to r_I_already_won0 in Ideas and Suggestions
"coming later" is a simple and great thing. A "last 5 invites" list would be usefull too, so you could check your invitations.- 26 replies
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^was this before or after october 2016, when wasp's speed and agility have been massively reduced?
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idea 1: what if you could only enable two supplies max. Even a drop box would only prolong an already quipped supply, and would not activate a 3rd supply (but ar least you stole it from the enemy). The gameplay would be more tactical, tanks would not be 8x as powerfull; and the effect would still kick your gameplay forward.. Maybe this sounds weak.. but as your enemies have only 2 supplies as well, it is kind of fair. -- idea 2: SCDs stay as they used to be + supplie's effects wear down over time: a DP starts with +100% and cools linear down to 75%, 50%, 25% and finally to 0% and is off again. This preserves the whoooHoo effect while it would make gameplay in supply mode battles much more fair. --- I still think that the +100% philosophy is truely a frustration-generator in higher tiers. 50% modules make gameplay boring if you play without supplies. If you play with supplies, then a DA+DP is a singe-handed-teamkiller.. If supplies + RK's + protection modules would be capped at half of their todays effect, the game would be much more enjoyable.
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ty ;) Arena is a tough topic.. because there are only 4 players per team. imho good arena players cap the point and then they spread out. Each one moves out to a different "corner" and this has two effects: - shortrangers can not make use of their ability to attack multiple enemies - enemy splash damage tanks can not make use of their splash while the team that controls the point and spread out - their closerangers can make use of their ability to attack multiple enemies - splash damage campers can excel - they can focus the fire on single tanks and take them out effectively As you said the camper is very usefull if you dominate. But if your team urgently needs to cap the point, then a pure camper with splash damage is not of much help. IMHO it's better if the camper deals 2/3 of damage to most enemies, and then moves for a cap.. his mates respawn while he is beeing killed and can finish off and cap. Of course you can use the same in polygon, but there it's kind of hard as there are so many enemies, and people tend to shoot back the guy that shot them, instead of focus their fire on the most important enemy.
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Thanks for the screenshots and statistics. From adding up all points scored and the fund I would estimate that about half of the players (half of the scored points) have left, which makes the stats hard to evaluate. Sure controlling the point is relevant, but controlling it from the the pit/ from the point is kind of hard. You sit there like a sitting duck right on a plate. Same as you, I also use to leave the point once it's capped, but I (as twins) try to fire on the tanks that aproach the point in order to chisel them down, so that their time at the point is shortened. Each time I sit there, a firebird comes around and toasts me in seconds. If the enemy controls the point, I would just die if I go to the point directly. I am more efficient if I take care that my teammates that go point (with their medium hulls and shortranged turrets) endure long enough. If needed I go to support them there. But the moment is kind of hard to describe, because you have to take the point as a team (not as a single tank) and you have to find the moment when most of the enemy shortrangers are down. There is no point to cap the point with 4 of my teams tanks, when 2 enemy firebirds take us all down in seconds, and then they have all the time they need. This is why the team with more clever firebirds wins today (my original claim), because they can regain the point or kill an enemy capture attempt - my observation), while the splashdamage turrets are better off to support them.
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What about this:
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Patch Update #441 - Changes to Isida, Hammer and Shaft, and other changes
BlackWasp777 replied to theFiringHand in News Archive
..usually in the other team ;) (just beeing sarcastic and ironic :p) -
wow, it truely got better :)
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The last time that I asked him for that was during the clan feature announcement, somewhere in the vlog thread. He replied that giving a clan for crystals is not planned at all: and if it would, then it would have to be a ridiculous high price, somewhat like a million crstals . But ok, he also said back then that the clan would cost 5..10 EUR/USD.. so I guess a lot of things have changed in the meanwhile. let's see
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You can not compare that by kills; he kill number is not important. It's more about the damage that you deal. And your teammates do not die faster if you can watch their backs. You take 12sec to spawn, so your turret is "out of the game" for 12sec. If those 12sec you are no help at all to your team. So if you play a cycle of [12sec for attack+die + 12sec for respawn] you can utilize your damage potential only for 50% (max, most likekly a bit less). If you camp in a clever position and also move your tank if the enemies adapt to your line of fire, then you maybe play a cycle of [30sec for constant shooting + die + 12sec for respawn]. You can utilize 71% of your damage potential. And all those firebirds and freezers that go to the point constantly will survive much longer, if you keep hitting their enemies hard, instead of respawning. The points you score may be the same (compared to constant attacking) as a camper misses the score by capping the point. -- now pls don't take me like "I love camping in CP", because the best way to loose a CP game is to have 6 campers in a team of 8 -.- But it truely makes sense to have some of them + some closerangers. I play poly-cp with Twins, and even in the time when I did not deal self-damage, I found it more effective (more score, more point-caps) if I do not rush to the point, but camp within the circle of houses and keep hitting most of the enemies, then moving in for the kill and capping the point; instad of just driving over and getting toasted by some alterated toasting device. Nowadays with Twins splash it sometimes works even better.
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actually the k/d rate is no key to poly cp.. but to use a thunder as a camper is something that I can agree on in poly cp. Thunder's self damage is a major drawback if the thunder moves to the point.. the firebirds and freezers are better off to do so. Thunder should survive as long as possible to have a long active-time with the gun; and seize a position from where it can take the point under serious and constant fire. Of course it is not usefull if you have too many camping thunders and noone cares for the point. But to have two camping thunders (that move if necessary) or one thunder and one striker, is a usefull thing in that map and gamemode. Still usually the team with more firebirds and freezers wins. They can simply clean you out of the point area so fast..
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interresting..I've seen it differently. Two firebirds (+alteration) take out a team of enemy 4 point-cappers easily, so that the others secure the point and it works. If they have 2+2 firebirds on mediums, then the additional 2 fires wander around and take out the camping thunders (not the one on the ramps, but all others).
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valid AFK server (no chat, no battles; your friends see that in the friendlist)
BlackWasp777 replied to BlackWasp777 in Ideas and Suggestions
The AFK feature offer the possibility, that my friends see that I am online, and can think of me coming back in a few minutes. If I just sit around doing nothing then they maybe invite me, see an automatic decline, and stop inviting me for their battle A logoff means that I have to start the whole adble flash/client/browser link, wait for the initial load and then enter the password again. With the proposed feature I can simply click on the server selection dropdown menu and select AFK, which will be the topmost server due to the alphabetic order. When I come back, I can simply select an active server and there I am. . -
Nowadays in poly cp the team with more fire (M2 Alteration) & freezers (no alteration needed) will win the battle. If fire and freere will be buffed, then I don't know what will happen there. I know that it is not wise to classify a turret by it's performance on a certain map.. but this is one of the most common maps around. This will be interresting. All I can think off at the moment is to make stock-fire stronger, while not increasing the performance of fire with an M2 alteraion.
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valid AFK server (no chat, no battles; your friends see that in the friendlist)
BlackWasp777 replied to BlackWasp777 in Ideas and Suggestions
If I close it, then I've to log in again later on -
valid AFK server (no chat, no battles; your friends see that in the friendlist)
BlackWasp777 replied to BlackWasp777 in AFK server (no chat, no battles; your friends see that in the friendlist) Ideas and Suggestions
I like to have a place, where I can move to if I am AFK in the lobby for several minutes. My friends shall see in their friends list that I am there, and private chat messages shall not reach me. Beeing officially AFK offers the possibility, that my friends see that I am online, and can think of me coming back in a few minutes (If I just sit around without any notification like today, then they maybe invite me, see an automatic decline, and stop inviting me for their battle) proposal: Please create a further server where players that go AFK can log into, the server name is AFK. This server is only virtual as it needs no performance: - You can not receive or send chant messages there - you can not create battles This should be a rather quick solution. ty ;) -
valid Add settings for maxmove and vspeed
BlackWasp777 replied to DanTheKiller1 in Ideas and Suggestions
What about storing the current settings of console parameters as a set; you might store 3 sets; and you can choose the one you like via the settings menu? Then you configure everything you need in the console, use a "Store=name_tag2" command, and in the settings menu you can choose from name_tag1, name_tag2 and name_tag3. -
+ better turning acceleration. Manoverability was the key to the extremely funny Wasp gameplay.
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Do you maybe need this to post ranks next to a players name? If yes, then you might find this one usefull: If I need just the pure rank symbols, then I use to memorize that a WO1 is rank11 Major is rank 20 Gismo is rank 30 Ranks below WO1 are almost never needed; and the rest can be counted in the head if you know those three milestones. Sometimes I am off-by-1, but then I just correct the post ;)
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you are that old that you retire already? o-key.. :p Thanks for the great work and all the things you set into motion here! good luck in your real life and enjoy your retirement ;)
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Well that's another story. And actually this problem is not about the drug setting, but about the map itself (drug free polygons and sandboxes fill up fast). With the creation of the battle button they solved part of the problem, but I miss the option to select if I like to play with supplies, drops or whatever. But honestly.. I do not expect to get this feature. Because besides of the Wolfes-need-Sheep issue, the issue is that the more options on important decisions you give the players to choose from, the more you fragment the player base. And the more fragmented they are, the less players are "available" for a certain type of battle. Imagine there would be only 7 maps and 3 gamemodes.. you would have no issue to find drugfree battles that fill up in less then a minute. But the game is not like that.. we have a lot of maps, and they are available all 24/7. Maps & the fitting turrets/hulls seem to be the most important decision criteria of the players. Because if this would not be the case, then noone would complain to play poly CP drug free all the time. So if you like to play on "your" map drug free, or with a low-drug-setting, then I guess you have to solve the player-fragmentation-by-map first (and no, this does not mean to cancel maps from the game).
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Hi, Such reports should be posted in the game violators section, you can find it there: http://en.tankiforum.com/index.php?showforum=158 Usually he will not get banned, but his mult accounts can get banned. To make this happen you need to make a 10min video of the battle, where it can be seen that the mults do sabotage. good luck
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The could get happy there:
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ty for the hint. I changed my post accordingly, to work out my point more clearly.
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basically: If we skip the daily gifts/mission rewards, then tanki is a mandatory-supplies-buy game since I started here a long time ago. In lower ranks drugs are not a big problem, but in the highest ranks drugs are mandatory to play drug-enables battles. Not using them, but still joining such battles, feels like sabotage (I do always feel a bit useless and sorry for my team, when I have to play them and do not drug) edit: If I join a drug battle and do not drug, although I could play a drug free pro battle as well, I always feel a bit useless and sorry for my team. My actions then feels like sabotage for me. Actually, the proposal would achieve this: To me this system sounds better then the system of today.
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