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Everything posted by BlackWasp777
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Patch Update #441 - Changes to Isida, Hammer and Shaft, and other changes
BlackWasp777 replied to theFiringHand in News Archive
In a bunch of enemy tanks you will esier hit the target you like. Because with an Isida it is a great idea, to run close up to an enemy pack. It will also make it easier to heal the tank you like (which was never a problem), but, unfortunately, it will make it harder to hit the friendly tank infront of you that tries to dodge other shots like crazy -
Patch Update #441 - Changes to Isida, Hammer and Shaft, and other changes
BlackWasp777 replied to theFiringHand in News Archive
Tanki reload bar shows how much "energy" is left. It is 1000 if it is full. In the wiki you also find the term "energy consumption" for some turrets. Firebird has a energy consumption of 200/sec, which means that it takes 5 seconds of constant fire to use up the energy. The reload speed is [energy reloaded -per- second]. If the speed is increased, then it reloads more energy points ther second, and the reload will take less seconds to fill up completely. They just used a misleading term.. thats all -
Patch Update #441 - Changes to Isida, Hammer and Shaft, and other changes
BlackWasp777 replied to theFiringHand in News Archive
+1 for your ironic answer combined with a little sidekick ;) -
Hey around ;) Twins individual page says that the reload time is microupgradeable -> http://en.tankiwiki.com/Twins the microupgrade page of Twins does not state this -> http://en.tankiwiki.com/Micro-upgrades_Twins#Micro-upgrades_Twins.D0.9C3 When I open the in-game microupgrade dialog in the garage, I also do not see the reload time as parameter.
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Patch Update #441 - Changes to Isida, Hammer and Shaft, and other changes
BlackWasp777 replied to theFiringHand in News Archive
because taste is something that people like For Isida they never get what most of the Isida players asked for in order to balance it. (and no, most of them did not ask for more damage; not 2 years ago, not 2 months ago, and not 2 days ago) Makin spinach-Icecream more tasty, is like trying to sell you a car that has a rear-crash by polisihing it's front ;) It's like giving you something you did not ask for, in order to make you swallow something that you do not want. Search spinach ice cream in your supermarket, and then think why noone tries to make it tasty. Then you get an idea, why Isidas are so rare. -
Patch Update #441 - Changes to Isida, Hammer and Shaft, and other changes
BlackWasp777 replied to theFiringHand in News Archive
In a game that is balanced by power, the players have the chance to pick the turrets and hulls that they love to play with; and they will have equal chances on the battlefields. In a game that is balanced by diversity, the players will be forced out of using the turrets that they love on a regular base, even if those turrets and hulls are balanced by power. Balance by diversity is a very dangerous paradigm. No Supermarket would make your beloved icecream less tasty, in order to force you to buy more of the spinach-ice-cream, in order to "maintain the balance". They adapt the price (to make use of your favours) and still everyone is happy. Or in other words: it uses to p*ss it's players off, instead to balance power and accept the human kind as non-equally-shared-minded as we simply are. -
Patch Update #441 - Changes to Isida, Hammer and Shaft, and other changes
BlackWasp777 replied to theFiringHand in News Archive
but your concern that they are still very effective in an Isida team is still valid, so a solution to the problem is still needed. The only thing that makes Isida parties less common now, is that noone wants to start an Isida party. In the past you saw 2 ISidas in your team and you thought like "hey, I take one too, and lets rock!". Today you see no Isida, you don't even think about equipping it by yourself to start it, and so they became more rare. But the reason why they are rare, is actually a sad one, a wrong one. -
Patch Update #441 - Changes to Isida, Hammer and Shaft, and other changes
BlackWasp777 replied to theFiringHand in News Archive
Speed does correlate to the inversion of time (more speed -> needs less time to reach some target (location, pressure, filling degree, any other parameter)). increase of reload speed = decrease of reload time increase of reload time = decrease of reload speed. -
Patch Update #441 - Changes to Isida, Hammer and Shaft, and other changes
BlackWasp777 replied to theFiringHand in News Archive
I've edited that into my post before I read your reply. There is an idea in the ideas section, that targets to reduce the healing rate if it is applied by an Isida to another ISida. Simply because they have self-healing anyways. This would have targeted the isida-party issue. -
Patch Update #441 - Changes to Isida, Hammer and Shaft, and other changes
BlackWasp777 replied to theFiringHand in News Archive
In those 2 years noone complained about Isidas in supply-free battles. The problem was that Isida doubled it's selfhealing on DP. (and maybe isida parties of 3..4 isidas on M4, quipped with high quadruble protections) selfhealing is important. Most players target the Isidas first - logically, because they can heal others. So to make an Isida "balanced" it's not only about damage or time to kill, but it's also about the issue, that an Isida has a big, red target-sign on it's back. Therefore the selfhealing was so valuable, because it allowed the #1 target of the enemy team to take a little care of itself. This was a very needed feature alongside the healing.. and it was taken away because it was messed up on supplies.. so many players asked to remove the supply-effect on selfhealing and leave the selfhealing at about it's former levels; as this would have solved 90% of al issues with an Isida. higest DPM.. does this comparism include the damage dealt by Firebirds afterbun on the alteration compact tanks? If yes, then Isida will be the #1 anoyance; especially on DP -.- But ok.. let's see. My Isida cathes dust anyways since it was rebalanced last autum, so I will give it a try. ps: and it's a shame to not give this information 3 days earlier, before the sale -
Facing the hard truth : Coping with Mults, Sabotage and Cheaters
BlackWasp777 replied to r_Damn_Slow0 in Archive
Wallhacks are usually hacks, that (in best case) seem to replace the textures of the buildings and walls. The textures will appear half-transparent then, and so you can see what's behind the building. Actually every beginner would think you are using a wall hack, if he drives around the corner and is hit in exactly this second (no reaction time, precharge, ...). And actually every beginner understimates the power of the camera control and pure hard learned experience and intuition. Still, wall hacks do exist. They either replace the textures (by a script, not bit yb bit) or - more elegant - they add transparency while the normal textures are processed. -
Patch Update #439 - Balance Changes, New Alterations and Bug Fixes
BlackWasp777 replied to theFiringHand in News Archive
Yeah, Twins users have to learn to drive backwards now, then it's actually not that hard. Like railgunners that have to drive backwards while defending themselfes or while they retreat to the next hideout during a defense role. It is harder, but it's bearable at the moment. Twins have to think more. -
I'm short on time so I just point out what does not work, so you might fix it before others read it: twins reload -100% does not work, except you want to kill all targets within zero seconds ;) you maybe ment -50%? The Isida alteration will be a default equip, because 10% self heal are a joke compared to enable you to heal 3x the damage away from others. This is overpowered too, as this Isisda can keep 3 tanks alive instead of just one; and so the 4 tanks (3 healed defenders + 1 Isida) are worth 7 tanks (3 defenders x 2 + 1 Isida). good luck ;)
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They talked in th vlog that it will be done via and alternative ingame currency (not crystals). They did not say how this ingame currency is obtained (money, clan war wins, share of crystals earned by your clans members divided by 100, what do I know). But we should be more positive: Viking and Hunter will swap back again. Viking and Hunter will swap back again.Viking and Hunter will swap back again.Viking and Hunter will swap back again.Viking and Hunter will swap back again.Viking and Hunter will swap back again... I just have to repeat it often enough so I am positive :)
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Patch Update #439 - Balance Changes, New Alterations and Bug Fixes
BlackWasp777 replied to theFiringHand in News Archive
^absolutely true. I've seen no Vulcans in polygon for a very long time now; some months ago it was a common turret (not too many, not too few, just right). Today I see a loooot of hammers, and Firebirds with the Alteration are all around. I truely think Vulcan needs a buff.. -
Patch Update #439 - Balance Changes, New Alterations and Bug Fixes
BlackWasp777 replied to theFiringHand in News Archive
by the way, I wanted to buy a 20% rail protection module this sale (esports..) and noticed I can not do this. There is no such module at my rank, I can just buy 33% (which I have already in 2 modules -.-) Some solutions? -
This page: http://ratings.tankionline.com/get_stat/profile/?user=Riddler_8 gives the data "efficiency":{"position":9887,"value":9060232} So it gives the efficiency value = rating score in Tanki = 90602,32 while the position of 9887 tells you that 9886 players are reated to be more efficient then you. So at least, you are not last :p (nah, it's a pretty good rating)
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I love your hearts proposal even more then the flowers ! :)))
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Patch Update #439 - Balance Changes, New Alterations and Bug Fixes
BlackWasp777 replied to theFiringHand in News Archive
If you read the "ideas for turrets" section, you will get the idea that players love turrets that are insanely overpowered. I know it makes no sense, but you definitely find more overpowered proposals then balanced proposals. So alone from there I would deduce that most players are too young to think about balance. I respect your opinion, but a few years in the forum tought me the opposite. The circle of players that give truely balanced statements in the "game balance" thread is also rather small compared to the whole forum. For such surveys that start in a specific thread you can always assume to have more posts from players that have an issue and come to complain. I think if you would have the chance to ask a more wide player base (like tanki offers 500cr per player for filling out a questionaire once) you will see other results. It's funny how it changed from yesterday to today. Yesterday a larger % of players stated that the twins balance was good + necessary; while today the tides turned :) (still I don't like the new balance very much :p ) -
Patch Update #439 - Balance Changes, New Alterations and Bug Fixes
BlackWasp777 replied to theFiringHand in News Archive
maybe you should read the Tanki Wiki, because this is where I have this information from. Give it a try, there is a lot to learn from the game mechanics section. For your corner-problem consider to use the camera. I rarely get suprised by an enemy behind a corner right infront of my nose because I usually lift the camera up to spot behind the corner. It's a must for rail, but even if I use Titan Twins I do so (has become second nature). But still you will die, until you've learned to get along with it. It is harder now, definitely. And sometimes anoying. -
Patch Update #439 - Balance Changes, New Alterations and Bug Fixes
BlackWasp777 replied to theFiringHand in News Archive
Do you see the tiles on the floor of the battlefield? Each tile is 5x5 meters. Even roads and grass and such stuff is composed by such tiles (called prop's). A dropzone mark on the floor is abooooouuut the same size. -
same.. ironically I got an personal discount for Hunter M3 today. 37% off, for 22hours. It last right into the -20% discount tomorrow.. so I could buy the Hunter fpr about 50% off tomorrow. Of course I have no crystals left.. and honestly I am a little pissed that I have to buy another M3 hull because my first M3 hull was "balanced" right under my bu*t.
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Isida could grow flowered on it's turret while it heals others edit: ment as a sign of piece, like you get welcome flowers on Hawai in the old movies :p
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ahh, thats perfect :) for later: This kind of rating also opens up the chance for the players to be offered with an [easy][normal][hard] battle button for the rated battles. Players that chose [hard] are put into a battle slightly above their rating.. and as long both teams get one such a lower-rated guy, the teams will stilll be balanced. I guess it will do some good to the game, if players can play "easy" from time to time.. while players that are skilled can rate faster on using the [hard] button (and performing well). :)
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I still think that a rating system that is based on another system would work better: 1) each player starts with a rating score that is rankNumber x 100. From this first time on, the rating score can move freely. 2) after each battle the [points scored]-per-[time-spent-in-battle] are calculated. This number is used to put the players in a sequence from top-scorer to low-scorer (remember: score per minute, so it does not matter if you joined late or early!!!). 3) then it is checked (seperated for each team) if the [sequqnce of rating of the players] reflect their [score-per-minute sequqnce of the players] - and the rating of the players is a little bit adapted, so that the rating-sequence fit's more to the score-per-minute sequence. 4) so only if you meet a player rated higher then you, and you play better then he does, you can rate up. This is fine, because why should you rate up if you play only vs weaklings? Benefits: - It does not matter if you score 4000 xp / hour on polygon 8vs8; or just 1000xp per hour on a tactical Kungur 4vs4. The absolute number of points is irrelevant! Just the relation of your score to your teammates is taken into account. This cancels out all map effects (high/low score maps, fast/slow maps,..) as all players play the same map. It compares same conditions. - If the enemy get superiour and you get spawntrapped all the time, it does not destroy your rating. All of your teammates face the same scenario and so this effect is filtered out - If you loose a battle, your personal rating might still go up, if you played better then the high-rated.pro in your own team. He and you faced the same opponents on the same map.. and it count's who handled that situation better. Fair deal. - If you win a battle but you were very much inferior to that lower rated player in your own team, then his rating will go up a little, and yours decrease. It adapts to the performance, and not to some artificial cr/xp factor, that is naturally higher for low ranked players that hook up to winning Legend battles. - k/d is irrelevant. crystals/xp is irrelevant. Only battle performance counts. Maybe palyers start to skill up then :p I explained that system a few months ago.. and there I also introduced the term "battle efficiency rating" instead of "skill rating". Maybe I find it.. it was in some vLog thread where rated battles were introdcued as planed feature.
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