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Everything posted by BlackWasp777
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choose one.. we got plenty.. Tanki Online Forum → General → Ideas and Suggestions → Magnum and why it should be nerfed Tanki Online Forum → General → Game Discussion → Turrets and Hulls → Let's discuss game balance Tanki Online Forum → General → Game Discussion → Turrets and Hulls → Let's Discuss Magnum!
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valid ProBattles: add Space-mode to MM map versions
BlackWasp777 replied to KILL_BILL_CHAUHAN in Ideas and Suggestions
Maybe he missed it, idk. It was today, when I saw the quote indicator that lead me back to here. Feel free to read the post again, it's more precise now. -
valid ProBattles: add Space-mode to MM map versions
BlackWasp777 replied to KILL_BILL_CHAUHAN in Ideas and Suggestions
Thank you for the clarification, and that you edited your startpost to make it more clear. I've edited your thread title accordingly and set it under review. The next time pls quote one of the moderators posts to catch our attention quicker back on your topic ;) Under Review -
Song starts at 0:50 https://www.youtube.com/watch?v=2595DUJDeJs
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so awesome.. so simple and still crisp and direct on the point. I like this one :) It reminds me of this one:
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as said, this is only how I would do it. I have no idea how they did it. But it would be fast and simple :)
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Close the door, turn off any other music, and push play. Then stop to play, stop to read.. just close your eyes and stop thinking..
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If I would have to code this splash mechanics, I would go for two linear functions, exactly as you guys described it. The calculation performance would be better (It would calculate faster) compared to then more complex, nonlinear functions, and it would be "good enough" to reach the target. A good example where such mechanics would not be sufficient, is the damage curve of the rocket itself (which looks like this Gauss bell curve). If we would try to approximate the bell curve by a triangle, the amount of hits that deal average damage would be too less.. if we try a combination of [incline + flat top + decline] , the damage in the flat section would be exactly the same all the time. But for non symmetrical functions this combination of two linear functions works great and fast. But up to now I have no idea how it's truly done. As they splash damage is derived from the normal damage of each rocket, and as this is a bell curve already, it's hard to measure such things in short time.
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The point is that I assume you are skilled with Striker as well, still you favor Thunder for it's damage capabilities.
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As Iran is a map that suits both, Thunder and Striker, your post is one of the best proves for the in-balance ;) gg, wp
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Somehow it reminds me of of the tune below, but it's also a nice song on it's own.
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While I do share your point, I fear that most of the buff's that you propose are a bit critical. Additional damage is hard, especially if you consider what it means after applying DP and/or an M2 alteration the min dmg buff will shift the average damage by +10%, so it's very simmilar to point 1. vertical auto aim won't help that much; especially not when competing with Smoky and Thunder on long range reload could work a shortening of the delay would trigger the whole XP/BP community
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valid infinite charge + Firebird overheats / Freeze self-freezes
BlackWasp777 replied to sensei_tanker in Ideas and Suggestions
Valid I changed your topic title slightly, to transport your core idea right away. Please quote my post with a notification if you like to have it changed back. The idea could be done as an alteration.. although the overheat would have to be really strong to prevent players with a decent stock of repair kits to deal infinite damage. SelfFreezing would be a tough setback as well, as mobility is the major aspect to 80% of the freeze players (the others quite a Titan or Mammuth), Sounds like it's hard to balance, but it's a very interesting concept. -
https://en.tankiwiki.com/Hunter It reads that Hunter is a close relative to light hulls in opposite to Viking. Am I mistaken, or is the Viking nowadays more drifty then a Hunter? Since they exchanged a lot of Viking and Hunter stats about 1..2 years ago, I would say that the Viking is closer related to light hulls then the Hunter. As the drift is the major attribute of a Hornet (that set's it appart from Wasp), it's also a Viking that is closer to a Hornets drive today (Viking = pancake Hornet :p ) At the end of the page it reads that this hull is the only hull that comes for free. As I started my latest alt some time ago, I was already given a Wasp, a Hunter and a Titan as starting hulls (and only 1 turret -> Smoky. And of course the Hunter/Smoky was the equipped combo to start with)
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Yes, the mechanic was introduced with the last thunder patch, and given to thunder first
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Does time travel pay off? ;)
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I prefer the arcade mode and use it a lot on mid to long range. I am more effective with rail, but Striker is more fun. Thanks to TaniS for figuring out the "average splash damage" mechanic and testing it.. it reflects what I've been wondering lately. I sometimes use to sit on an higher location and shooting downwards, hitting the open ground in an enemy base close to buildings. Usually enemies hide behind those, and I can weak them to support my teams attackers in taking them down later on. But recently the damage indicators for splash show lower figures.. now I know why -.-
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I agree to you, that the an 15% chance is not thaaaat high (its 1-out-of-7.. should be ok). Still I died almost every time at first shot when he came around with activated DP. Maybe I was just out of luck this weekend :)
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on DP a critical hit from a Smoky M1(+0mu) oneshots a Wasp M0 (+2..3mu's). As Overdrives give a perfect source of dp and criticals are pretty common, the critical dmp feels wrong. but as said so often... the real problem is the x2 factor of the DP. Balance would be way easier, if that x2 would not be as tough
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Iran is a decent map for Striker. The wide open areas give you the chance to use the salvo mode from time to time, while the narrow structure of the city parts makes your rockets explode close to the enemies if you miss. It's fairly easy to aim upwards there as the targets at the roofs have to be pretty stationary; and if you're aiming downwards the distances are relative short so the rockets hit most of the time. I like to play there with Striker
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valid Add light sources in night mode
BlackWasp777 replied to sensei_tanker in Ideas and Suggestions
Valid Similar idea: Add light effects to hulls -
Do I understand you correctly, that the act of hiding posts is the source of this distrust, or was there something else? Is there, from your point of view, anything that Tanki forum moderators should change in order to discontinue that impression of yours? ps: I don't ask for very specific case description with screenshots, examples and player names - as such things are to be clarified between you and the forum admin. I just ask for general circumstances, like - hiding of posts produces distrust because.[reason]" - or "the mod's ability to edit our posts undermines my trust in what I read" - or "your filter for what's still ok and too far off-topic needs adjustment, as it undermines dicsussion diversity" ^- things like that. I hope I could get my point across, as I do not know how to word it much better
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If a post gets hidden, it is still around (moderators can see it's content) - it is simply switched invisible for non-moderators. Also the post number counter counts only visible posts. This is a very, very usual configuration in a lots of forums around. So what get's hidden? For example we do hide all sorts of swearing, member-to-member pit-fights, flaming, ... and all sorts of sexual or drugs reference. And if you think of this examples, you will see that more transparency is kind of hard to realize: So you see, it makes sense. About the steering of discussions -> well, that the job of a moderator :). Examples of intentional discussion steering are the real photo thread (where discussion/comments are not allowed by definition - see it's start post) drifting too far off-topic (when some ppl start to discuss parkour tricks in a thread that is dedicated to game balance) or if ppl start a personal flame war (which will lead to their posts - and all related posts - being hidden) ... But if you read through the feedback threads (Compl.Book, The Office, vLog & update feedback) you will see tons of negative feedback, that was not hidden. Why? Simply because posts are kept, if they match the thread topic, if the used wording is appropriate (no swearing, ..) and if they don't break any rules. If you experience something different regarding your own posts, feel free to contact the forum admin via PM - those things get solved within usual answer times. I hope this brought a bit more transparency to the issue ;). And thanks for your well worded feedback above, I hope that the issue about "game get's less fun" and "annoyance stay in" arguments will at some point make the game designers rethink their approach.