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BlackWasp777

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Everything posted by BlackWasp777

  1. BlackWasp777

    48hrs experiment with supplies this weekend

    You insprided me ;) Let's sell supply-minutes. Let's say a player starts with 300 supply minutes; so if he enters a battle with supplies enabled, his personal supply minute counter would go down every minute he spend's in a battle. In this battle the player can use as many supplies as he wants and as the battle's SCD settings allow him to. Supply minute packages can be bought in the garage (crystals), in the shop, or you can get them as daily mission reward. Pay-to-play? Depends on the garage prices. You can still invest time to play supply free pro formats if you have to stock up crystals to purchase supplies.. or you just do your missions. If you completely run out of supplies and crystals, you can still enter Battle-Button battles; and you may use supplies; but you earn only 50% of the crystals in the end of the battle (or maybe you may enter drug free pro battles without a pro pass and earn only 70% of your crystals there, to replenish yourself) advantages, disadvantages and details are in the spoiler
  2. BlackWasp777

    Episode 126 of the V-LOG is here

    (as assumed, the isida has to run on drugs in order to make a decent frag video..) besides that a nice vlog, thanks ;) Especially the explanation on criticals was interresting (at least for me :P)
  3. BlackWasp777

    ★ Tanki Online Wiki Hub ★

    thanks to the team for all the recent changes :) If you like to, you could you tell the people responsible for the official format, that there are requests over and over again, and that some change of the official format would be usefull for the players :P
  4. BlackWasp777

    ★ Tanki Online Wiki Hub ★

    You've found a neat solution for the alteration page - cool !! :) ps: in the turrets overview page I've seen that Isida still claims to have self healing.
  5. I agree that the Vulcan was a pain back in those days.. it make my M3+ Hunter spin like crazy. But Twins does not do this to my Viking today (the Viking today is about like the Hunter back then). Regarding your proposal about the long range alterations of Twins and Rico, I can comment only on the Twins alteration - because i won it. My comment comes down to a single point: I do not use it :p Twins goes best on real close distances, and there the alteration lacks the DPS as the reload time was increased. You can still shoot "endless" but the time increase between your shots lowers your damage per second output massively. So for me it sounds balanced enough.. because if it would feel more powerfull, I would use it more often. Hmm.. if I might ask you for something, could you tell me which maps + situations (tank A, Twins = behind big red house, tank B, Viking is behind the big rock in the center) are prone for that overpowerness of twins that you meant? I would really like to go there and try that out by myself (although I have no time nowadays, but maybe end of next week..)
  6. the game in M3 and M4 would be much more enjoyable, if the modules were not M3:33% -> M4:50% but instead M3:25% -> M4:33% This would be such a gamechanger, and playing battles would be more fun. You would not have to switch to a turret you do not like, you would not have to play stalemate for ever.. It becomes visible, if we look at the survival times: 25% protection = 133% survival time (bearable) 33% protection = 150% survival time (noticable stronger) 50% protection = 200% survival time (twice the shots)
  7. 5 mio crystals are roughly 2500 hours. or 1250 days with 2h/day - 5years with 250 game days/year 830 days with 3h/day - 3,4years with 250 game days/year and I do not talk about "cryzy funny battles and playing around with your friends and helping them in missions", I talk about harvest, harvest, harvest.
  8. BlackWasp777

    Let's Discuss Ricochet!

    I also think that this alteration is extrmely usefull on poly CP. I already managed to take more advantage out of my Twins' splash effect, then harming myself with it.. And a rico can harm itself way less, becuase it has a longer attack range (with less misses).
  9. BlackWasp777

    Maintenance during server restart tomorrow

    your point about microupgrades is valid, but only for players who are informed about that. A beginner does not know all that. He see's a turret and clicks upgrade, because in all games you have to upgrade your gear. That the microupgrades were way more expensive then the M1 (up to now) was nowhere visible in the game; you could only find that out through the wiki. No beginner checks the wiki in deep, they just play and go and have fun... but they lack fun if they waste their M0-level crystals way too early. Therefore I think this is a very good update, that helps the players, especially free players (or players that start free).
  10. BlackWasp777

    ★ Tanki Online Wiki Hub ★

    you're welcome ;) If the alteration descriptions are just ment to give a general outline, then feel free to clean the alteration page and delete the 50(!) stated percent values there (yes, I've counted them :p ) The alterations are defined very well by those percentage values; and I guess this is the main reason why the forum is not floodded already with request for the percentages. The reason why rico pilots do not ask is most likely because they've remembered what the vlog told them. But the wiki's purpouse is to state important facts also as figures and parameters.. so I guess the Rico values should be added - somewhere. Don't you agree?
  11. I can't tell if Rico's and Twins can do too much in one package. Owning a Twins myself I don't feel like ruling too hard.. it feels pretty leveled. Of course the impact force and constant fire is not charming to other hulls, but the downside is that I have to stay out of cover all the time, while impact force is the only thing that provides me "cover". The long-range alteration gives better ranges (less likely to be hit by others) but the damage goes down seriously which feels not OP. And a Rico, Hammer, Thunder seem to outperform me on midrange (where Twin's imact is gone as well as it's damage). Rico is a beast if owned by a pro, but I have not much experience using it by my self. IMHO it is completely ok, if a medium hull can not keep on aim.. that's the purpose of impact force. I think of it like that: Scenario 1) The medium hull needs just 1 shot left to kill the rico/Twins: Try to stabilize your own hull by driving it into a wall - this helps a lot. It needs practice (not because it's so hard, but more because you have to decide for it fast, because you need a wall close by, and because you have to think about where to point your turret in time, as you can not aim by turret+hull as soon as you are flat to the wall with one side of your tank) Scenario 2) If you need more then 1 shot, to kill that Rico/Twins Run. Whatever mid/longrange turret you use, they will kill you first, so run for cover, trick them and plan your next shot. A Medium hull can run to the next cover without beeing rocked too hard of tracks (more or less). Light hulls can do nothing of that. They can not drive while under fire of Rico or Twins; so escape is possible but highly unlikely. And if the stabilize themselfes, the Twins or Rico will lift the hull so they shot over him very often (also not always, but very likely).. I also want my stable (weight), agile (acceleration) and non-drifting viking back -.-
  12. BlackWasp777

    Maintenance during server restart tomorrow

    wow.. very usefull change :)
  13. BlackWasp777

    How much are crystals really worth?

    If you are a free player, then you have two options: 1) you play only as much as you like to, and wait until you get good equipment. Then Crystals are truely for free (they come as a side product of your fun-time) 2) you want a specific turret and need enough free crystals in time before the sale. Or you have your turrets are are in trouble to make them M4. Then you pay with your time.. and most likely you pay gamemodes, maps and turrets that give the most cyrystals per hour, insted of giving you the most fun. Take the average income you could have in that time if you would work... and find out that earning 2000 crystals per hour at a brigadeer..legend rank is a pretty low wage / or comes at a high price. You would realise that it is more efficient if you do some real work (for money) and give it to Tanki; but as they said most (not all!) of their typical players are 14..18 and either in school or jobless.
  14. When I play poly/CP on my Twins/Titan, the enemy medium hulls have no much trouble to drive through my Twins fire. But light hulls are the ones that are in deep trouble I played vs a Rico player recently with my M3 wasp.. and as soon as he landed the first shot I had no chance to take cover.. I could not drive any more. And that old saying that a Wasp is a hard target.. this was never true for a Gismo pilot who knows his stuff. And since the Wasp's turning acceleration and speed were reduced, it's just lame + low health. So from my experience the impact force is ok regarding mediums and heavies.. maybe the light hulls need a buff? With light's you do not stand much of a chance on the battlefield since october.. and since a Viking on Nitro can now outrace a Wasp without nitro in speed, acceleration, while the impact force neutralizes Wasps (poor) agility - I can truely understand the pilots of mediums.
  15. Yes, it affects all turrets. And No, some are more effected then others It effects especially shortrangers, as they have to get and stay close to deal damage; and the time-to-kill is cruicial. If it takes too long, you are killed yourself. Now firebird excells on it's powerfull alteration, because it can heat an enemy up and run; Freeze can slow the enemy down and stay out of his fireline, but Isida can do nothing. Nothing. Not even selfheal to overcome that issue. I was in M4 battles with no supplies and no drops; most stuff M4 or close to it on mediums and heavies. It was almost impossible to work through such a defense supported by Isidas. The map defines the best turrets, the best turrets define the best modules on that map, and there you are: stuck with no progress. Feel free to change to a turret that you do not like so much (less fun.. less efficiency). I don't complain that it's hard - it would be ok if you could overcome that by skill. But usually you can't (without drugs). -> So it becomes boring lame to make kills. Killing is a fun factor in the game; dying all the time is an anoyance. A balance between survival time and kill time is important. But 50% modules change the whole way maps work; you either rush in with a lot's of tanks and just take the flag (as they can not kill you in time) or you spend ages to chissel down the enemies defense, while Isidas can keep them refreshed (by their 50% modules you deal way less damage, so an Isida can easily heal them). Sitting ducks, gaining no score, gaining less crystals. Such battles are no fun... but they become great and awesome as soon as the players use less modules (I saw that often in clan trainings that reduced the modules for exactly that reason)
  16. BlackWasp777

    ★ Tanki Online Wiki Hub ★

    Cool, the Twins stats are fine now. For the Rico alteration I still see no damage radius in the wiki; neither in it's turret's page, not in the alteration overview. btw, I like that the explainations of the parameters are now below the table on the turret's pages. Maybe you like to consider to change the chapter name over the explainations? [Table of Charactersitics] sounds wrong to me (no table, no listed characteristics but explainations of charateristics).. what about "Explainations of Characteristics" or "explaination of Parameters" ? Up to you ;)
  17. BlackWasp777

    ★ Tanki Online Wiki Hub ★

    ty ;) I know I could find them in the announcemnts somewhere, but I thought it would be a cool idea to have them in the wiki ;)
  18. Custom orders would allow to do all of them (alphabetic, recently used, stronges to weakest, ...) :p
  19. hmm.. maybe ;) before I wrote the proposal (last week), I checked his profile.. and by the crytals-xp ratio I thought it's a good hint. You can learn COD'ing from the firebirds and especially freezers on the field very early.. but coming close to deal damage and then back up backwards while keep shooting and avoid hitting walls is very, very rare at those ranks (given my experience when I play an alt). But anyways, maybe you are right ;)
  20. ty for the clarifications ;) The map that I chose is a map with about 50% snipers; and the locations I aimed at are typical sniper locations. There is no movement, that you have to predict. I posted it in the balance thread too.. and there I added the text, that if you specialize in 3 possible locations of your tank and in 5 valuable target locations to shoot at, then you end up with a tiny piece of paper on your desk, that has three lines - one line for each of your locations. In each line you have 5 values for each of the 5 target spots you can aim at. This is absolutely no work, and increases your hitrate from maybe 40% to 80%/90%. I think that's a huge advantage which comes cheap and is easy to handle :) But it's possible to counter that by the design of the turret (mainly the shooting information display, the way the power bar fills up if you charge up shooting speed, if it sticks to 100% and fires autonomously or if .. lets say the reload will start over again so that it's truely hard to have 100% speed shots all the time, ...) But you can counter it only by design.
  21. BlackWasp777

    ★ Tanki Online Wiki Hub ★

    Thanks for asking the dev's ;) And yes, I know that Rico gains splash only by the alteration; and exactly this values (splash damage radius, weak damage for splash at max.radius) would be interresting. Those values are neighter in the Rico tables nor in the Alteration data.
  22. BlackWasp777

    ★ Tanki Online Wiki Hub ★

    Hi, I wanted to look up the radius and weakdamage% for the splash that can be added to Rico and Twins; but I could not find this information. Is it planned to be added? ty :)
  23. BlackWasp777

    Clan licenses are available for purchase!

    maybe 1 USD per player, sold in batches of 6 (6, 12, 18, ..)
  24. Twins Projectile Size -> that's a nerv too, isn't it? polygon CP, I am on the normal ground level, while my teammate and an enemy are at the level of the CP point (I am higher then they are). The enemy covers behind my teammate, but because I am higher, I can shot above my teammate and hit the enemies turret. With the new projectile size, this does not work any more. I land less hits now, It was better with a smaller projectile size. I also have troubles to hit small parts of an enemy that is close to teammates from me on the same elevation, because my bullets are so large, that they are stopped by my teammate's tank, even if they were aimed correctly. They are too large to fit through some times. On the other hand, aiming on targets at medium ranges was never that hard anyways.. so the larger size gives no reasonable advantage on this distance. So if this was ment to be a buff, then please undo it. If it was an intenional nerv, then we have to live with it -.-
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