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Everything posted by BlackWasp777
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Patch Update #437 - Player Ratings plus additional fixes
BlackWasp777 replied to theFiringHand in News Archive
Railgun's through walls = lag effect Rico projectile passes by you and you receive damage a little bit later = lag efffect hulls that stack up while they drove side by side = lag effect It's more or less because the enemy see's your position on his screen and fires at you; while you are maybe already behind the corner.. but due to the delay in tank location updates he hit's you on his screen and so a hit is reported to the server and back to you. Your client then displays the railshot from his location to yours.. and if a wall is in between, well then bad luck :p On the screen of the shooter you where beside the wall as he hit you. Same for Rico.. and same for "sharing the same position with two tanks" which leads to stack-up's. -
Patch Update #439 - Balance Changes, New Alterations and Bug Fixes
BlackWasp777 replied to theFiringHand in News Archive
If you nerve only one turret at a time, then the majority always likes it. That's pure mathematics. Therefore - unfortunately - you can take the questionaires and blast them through a Smoky barrel.. (Only a very small minority weights benefits vs. disadvantages, analyses the way turrets perform in different situations and judge it neutral) -
It's about the turret postion. In the artwork you have for each hull you have two pic's, which feature different turret positions on the hulls. The upper pic is always the original, while the lower pic has the turret set backwards. Looks way cooler - even on Titan.
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I just noticed that it's the first turret with a visible 3D projectile that can be seen flying through the air (and it flies very slow, but that's fine) I wonder if they will leave a trace in the air, to spot arty's easier, like tha Shaft got it's laser and the Rail it's distrubed air/plasma trace
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artificial flags that represent the continent would be nice. Like a flag with the continent on it. That gives enough of an indication to see if you are at the right timezone to join; it is open to players from different countries within the same clan and it reveals less personal data
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Patch Update #437 - Player Ratings plus additional fixes
BlackWasp777 replied to theFiringHand in News Archive
Don't let yourself be stressed out. I played a couple of hours today and have honestly no idea if my rating moved up or down :p -
Patch Update #439 - Balance Changes, New Alterations and Bug Fixes
BlackWasp777 replied to theFiringHand in News Archive
If it was not ment to be a nerve, but just ment to please some less skilled players, then the gyro should stay 100% and the turning rate in fire-mode +30%..+50%. But I think it was a nerve.. in order to make vulcas easier to be countered. Pro rails try to hit the vulcan at it's turret which makes it lift up and releases it's target from it's vertical autoaim angle (remember the less auto aim angle? :p ) but most players are happy if they hit the hull.. which does not lift it enough. -
Patch Update #439 - Balance Changes, New Alterations and Bug Fixes
BlackWasp777 replied to theFiringHand in News Archive
Vulcan is a constant damage dealer, that has to expose itself constantly in order to deal damage. Even a Twins (also constant damage dealer) can make more use of cover - because a Vulcan has additionally the spin-up spin-down times. The gyro nerv is a bad thing. Spinup/down or heating are more suitable to nerv a vulcan. Maybe the max.temperature that vulcan could reach should be increased, if it's possible to heat faster then an Isida can heal it. So the Idida could prolog a vulcans life, but those unlimited, infinite, invincible damage pair of Vulcan+Isida would be broken up. -
am I the only one, that thinks that the Arty looks waaaaay better if the turret has a set-back? I know that the turret mounting position on the hulls is fixed; but the turret itself could have the pivot point set forward inside it's 3d model, so the turret would apear to be mounted more backwards. Looks much cooler.
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Patch Update #439 - Balance Changes, New Alterations and Bug Fixes
BlackWasp777 replied to theFiringHand in News Archive
If they create a feature where I can drop you some drugs (like DD, DA, ..) and you can pick them up and equip them right away, then sure you might have some. I have no use for them anyways ;) na, honestly: I liked Twins like it was, and I purchased it during the xMas sale.. and now it was nerved. yepee. Another 50k I've to spend to get my turret back. But at least I have the chance to get my turret back (not the case for my Isida, which was my first M3 on this account). And if I now consider that the Designer _want's_ Twins to be nerved and put into a midrange mode, then I think the proposale I gave hit the point and gives the best outcome. What would you propose, if you had the chance? (btw, you can post your Twins idea here, and if it get's close too soon, then just create a new topic in the Ideas section; in a follow-up post you can quote the replies you got here into your Twins topic. Having them here usually gives your dev's attention. -
What you could do, is to have those two modes: By this the artillery would become more usefull in some situations, while you keep the pure up/down aim for the arty mode.
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Patch Update #437 - Player Ratings plus additional fixes
BlackWasp777 replied to theFiringHand in News Archive
there you go: Share your rating -
Patch Update #439 - Balance Changes, New Alterations and Bug Fixes
BlackWasp777 replied to theFiringHand in News Archive
If users consider a turret "overpowered", the problem is very often that they fight the turret in a map where this turret excells. Twins can rule Island, but it's lost on Parma. Firebird the same. Rail on Parma is awesome, but on Island you have a very hard time. -> Alteration could be used to close this gap. If alterations are used to adapt turrets to the maps, then the balance could focus more on the uniqe features, instead of making all turrets more and more alike to each other, in order to have them balanced. So I thought about how to adapt Twins + alterations to this.. How about making it like that: New Twins -
please implement this :)
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in XP/BP M3s don't have a little advantage, they simply and absolutely dominate.
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Patch Update #439 - Balance Changes, New Alterations and Bug Fixes
BlackWasp777 replied to theFiringHand in News Archive
maybe the vertical aim should nerf only the downwards aim, and let the upwards aim untouched. So the close-by kill area would still be smaller; but you would have less issues with stopping the tank. Gyro 75% would maybe also be better. A Vulcan is a turret that has to work out in the open field.. impact force was the main issue and it was already dealt with. ---- I played about 1h of Twins since the change. Almost no Twinners were at the point.. most preffered to stayed a little outside... and I've to say I did the same. In this 1 hour I could make use of the splashdamage on enemies about 3..4 times, not more (and I tried hard, but those slow tanks don't like to stick togehter.. Thunder thought them lessons over the years already) -
the lag today was truely bad... Even on not-most-crowded servers (not RU1) the lag was vary severe. The vast majority© of players complained about it.
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Patch Update #437 - Player Ratings plus additional fixes
BlackWasp777 replied to theFiringHand in News Archive
That's because on one hand I dont care for idols here, but on the other hand it is a valid thing for others, that do care about getting closer to their heros skills ratings :) -
Patch Update #437 - Player Ratings plus additional fixes
BlackWasp777 replied to theFiringHand in News Archive
I think it is very usefull like it works now. Soon we will be able to check the rating of some "famous" players in their profile pages; I assume they will also have some "top 100 rated players" list. And then you can look up the values of your idols, and compare yourself to it all the time. Like if my current ratong score is 8500, and I know that pro that I wanna-be-like-him has 10300, then I know where to head to. -
Patch Update #437 - Player Ratings plus additional fixes
BlackWasp777 replied to theFiringHand in News Archive
You ask Tanki to sort the ranking score and tell you your position in the ranking list. Hmm.. as your personal ranking score changes often; and all other plaers online change their ranking a lot too, this would mean to sort thousands of numbers each second; and this cross-server wide. -
Patch Update #439 - Balance Changes, New Alterations and Bug Fixes
BlackWasp777 replied to theFiringHand in News Archive
As far as I see it, it was not to make room for an alteration, but it was a balance change. Additionally to the balance change the players were opted to purchase the old version back. Over all the balance change will therefore apply to many, ans not everyone wants to invest 50k in the alteration... ..but on the other hand it means, that "richer" plaers have a stronger turret, while others have to deal with selfdamage. hmm -
I don't get your point. I don't use US monthly wage to reflect other countries wage; I just see that US citizens pay the same amount of their average monthly wage as Russian citizens do. It would be usefull to do the same in other countries too, if theri technical means (payment service provider) has the technical means to do so.
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Patch Update #439 - Balance Changes, New Alterations and Bug Fixes
BlackWasp777 replied to theFiringHand in News Archive
I feel with you.. my first m3s on this account were Viking Isida; 20 ingame-hours before the rebalance -.- -
Patch Update #439 - Balance Changes, New Alterations and Bug Fixes
BlackWasp777 replied to theFiringHand in News Archive
I dont think giving splash to all turrets is an expression of love ;) It was an expected step that they role out existing features to other turrets (I told some friends here more then a month ago). They make use of effects that they already have coded in the game and which they can estimate (like splash). I'd also love to see a Striker with 0,5sec reload and no lock-on (and lower damage per rocket of course), that you can use like a Twins. It must be awesome funny to charge a lot of tiny splashing rockets around the battlefield. @Balance, IMHO Twins splash damage is strong, but the effect is very, very limited in range. There will not be much use of it.. the downside of selfdamage will stand tall as firebirds and Freezers tend to ram into Twinners. The thing that balances the self damage now, is the stronger damage on weak-damage-range. And all that together shifts Twins profile from close range more to short-midrange. Twins was OP on very small maps, as long as they were large enough to keep out of the range of Fire and Freeze (which are OP on those maps too.. but ok, it's because of the map, that fits the natuer of closerangers). Twins was balanced on midsize maps. Now they made Twins a bit better on those midsize maps (weak damage 10%>25%), while siultaniously they nerved it on the small CP maps where itwas OP. Actually a clever move. I wish there would be something simmilar for Firebird on compact tanks. Today every firebird has the compact tank feature, and the team with more firebirds wins the poly CP game.. simply as that. But this has to be done with care.. like via energy consumption and reload; or via direct damage. I_already_won had some nice ideas about that, if I remeber that correctly -
interresting aproach. I've to think about this one on the weekend :)
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