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Everything posted by BlackWasp777
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Patch Update #436 - Clan system and other changes
BlackWasp777 replied to theFiringHand in News Archive
Pay for clan 1st time > learn you have no idea about leading > HAVE TO disband clan in order to join another + loose license > 5 months later learned a lot about leadership and wants to create clan again > has to PAY AGAIN I know this clan feature is new, but I think you should consider this scenario. A lot of players found clans in the early stages of the game (..) instead of gainin experience in an existing, well managed clan first. It is not customer friendly to make them pay twice.. 26 EUR is a lot of money -
Review [Special Review] The Chinese New Year 2017
BlackWasp777 replied to stanzhang in Newspaper Archive
Thanks for this well written and very informative article! The only downside this artice has, it that.... it leaves me very hungry :) :) :) -
I would call it Stomper or Hailstorm
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I think it is quite hard to nerve Hammers damage per shot (because this turret depends most of all on a correlation of damage-by-turret -vs- health of hulls) A potential nerve could aim on pelet spread, damage-over-range-decrease, or - maybe - reload time. I would pick the pelet spread, because this reduces damage over range in normal operation; while it keeps up the damage-over-range for the focused angle alteration (Slugger? If I'm not mistaken). If slugger is considered as too powerfull then the normal damage-over-range model should be adapted instead.
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great: new settings dialog -> great, gives a lot of potential Customized controls -> awesome; nice combo with "prevent accidential goldbox drops" Clan system -> very usefull Arty :) medium: If the rating system is based on the old input parameters (earned crystals, kills, ..) will be used to place players with same rating values in "rating based battles" via the battle button, then this system is not very usefull. But I guess you can boost it by using drugs and so the supply use will maybe go up... downside: people will tell you, that you do _intentionally_ too less things vs mults, because you can use them to earn more money via the clan system.. Help: implment Kick 2.0 ;)
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And I thought that hornet tried to cap a gold, but was flattened by a Mammut :p
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Patch Update #436 - Clan system and other changes
BlackWasp777 replied to theFiringHand in News Archive
The in-game clan system advertised in the v-log is not linked to the forum-based clan system that exists today. Those are independet game features. The in-game clan system is a paid (!) feature. Your clan (aka only the leader) would have to pay to get an in-game clan license, and he decides which tankers are accepted/reject to the clan (most likely he will accept the members of course, but in fact it is his free decision). If your clan's leader decides to pay for a clan's license, you can also have both: an ingame clan + a forum topic. Or your clan's leader decides to stick to be a forum based clan only, but then your clan naturaly can not benefit of the features they've listes in the vLog (like close clan-vs-clan battles, and other features that are planned at a later stage, and which they hinted a few months ago). -
Patch Update #436 - Clan system and other changes
BlackWasp777 replied to theFiringHand in News Archive
would you mind to post some of that videos at a usefull location in the "how to deal with saboteurs" section? -
Patch Update #436 - Clan system and other changes
BlackWasp777 replied to theFiringHand in News Archive
Let's say "auto aim" is the procedure, the algorithm, that detects if there is a target within which the horizontal/vertical auto-aim angles. So - the horizontal + vertical auto aim angles defines/limits a (rectangular) cone infront of your turret - while the auto aim algorithm searches this cone for enemies (and either aims the first enemy found by the search pattern (e.g.: close to far, up to down; or anything you like), or else lists _all_ targets whithin the cone and decides based on parameters whom to aim at (parameters like distance, amount tank area intersecting the cone, shoot black tanks first, ..). You could say the auto aim angle are "just numbers" (parameters) that influence the behaviour of the auto aim procedure (algorithm). -
well it's not god, who's to blame for that. Most likely the usage of Nitros was too low, and so Wasps and Hornets have been slowed down Over all: yes, it sucks
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As far as I heard they took the parameter away and "replaced it with power" (although power was stated beforehand as well.. but let's not be picky on them). Following the idea that games often copy the basic principles of natural physics and just alter them, I assume that the acceleration of a tank correlates to the power-to-weight-ratio (power divided by weight) for each tank. This means that we "simply ignore" the physical power>to>tourge translation, which comes through gearing.. but I think we are good off to assume that all tanks have the same gearing (I doubt they made a parameter for that) and therefore power translates into torge with the _same_ ratio for _all_ tanks. So in the end [power divided by weight] should give a good indication, which tank accelerates fastest. I never gave it a try to check this correlation in terms of figures, as the change was made at the same time when they changed Wasp slower and less agile + they swapped Vikings stats with Hunters stats. By this single update they f*cked up my two hulls at that time, and I was so *.........happy -.- * about that, so I did not think about the acceleration thing in detail.
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lateral expression describes the amount of "drift sideways" -vs- "stick to the curve line like on rails" The more lateral acceleration you have, the more it keeps you on in tracks like you drive around a curve on rails. If you have less lateral acceleration, you drift. You will notice the difference between Hunter-vs-Viking and Wasp-vs-Hornet. Due to the speed and weight of Mammut / Titans you won't notice much of a drift anyways, in neither of them. The difference is more a theoretical benefit, then a practically noticeable advantage. The only advantage I can make use (personal opinion, owning both) off with a Mammuth is the better turret placement; but the "agility" of the Titan outweights this for me. The pushing power maybe makes sense if you play drug-battles, where you dope yourself back to life.. because usually those heavies die before they made a serious amount of benefit through pushing.
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Enjoy the peacefull silence ;)
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Wasps and Hornets have been made slower (I think not M0, but all above). My Wasp M3 can not even jump on monte Carlo any more (and some other guy was so happy that his Mx Viking could do the jump on Nitro). Wasp is was less agile now (less turning acceleration) and therefor the turning feels spongy. The turninng speed is "ok" but it takes longer to get into the turn, or to turn from a left turn into a right turn. Overall Wasp is waaay less fun now, which is very very sad. #this was done a couple of months ago, and was the reason why I exchanged my M2 wasp into an M3 WaspRailKit. http://en.tankiwiki.com/Global_update_of_game_balance_for_Tanki_Online
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Not if I hit them first :p
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Patch Update #436 - Clan system and other changes
BlackWasp777 replied to theFiringHand in News Archive
Dear Tanki, I thank you very much, that you prohibit tankers inside a battle from visiting the lobby and check for "better" battles. There were always a few that keept multing in an active battle and blocked the slot for true fighters. Now we will have much less inactive tanks in the first minutes of a battle. Thanks very much for this tiny, but significant change :) -
I saw a few freezers with the "more damage - no freeze effect" alteration in battle (poly cp). They've been way more easy to counter then the normal versions of freeze. There is not much point in this alteration, as IOW already assumed.
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I ride a wasp most of the time, and shaft-hunting is my favourite sports in this game ;)
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Valid Battle option for restricting certain equipment
BlackWasp777 replied to Jtipt.The.Killer in Ideas and Suggestions
How can this topic be planned, if it opens up the doos to Wasp/Hornet/Fire battles? The game designer stated at various points that Wasp/Hornet/Fire will never happen (except with no funds maybe) just asking because it came into my mind as I read it today -
@hammer and hammer protection: If protections are common or not does not influence if your turret is balanced or not. (But anways I think that protections should be overall limited to 25..30%.)
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Valid Battle option for restricting certain equipment
BlackWasp777 replied to Jtipt.The.Killer in Ideas and Suggestions
regarding protection modules it would be cool, to introduce a max protection value for this battles. If you like to enter a battle that is limited to 25% max protection, but you have a 33% tripple module equipped, then you may enter but your three equipped protections are simply cut down and limited to 25%. -
Let's take a look at the 40% scenario you propose: Result: overpowered IMHO. Sorry, I can't sign up for the 40%.
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If you can fire a rocket with 25% lockon, you can use this most of the time you want to fire a single shot. so you have practically an auto-aim turret. I would give 1 rocket at 66%, 2 rockets from 66..99% and 4 rockets at 100%
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I would say they either collect additional statistical data or they try a new feature or some optimisation has a side effect
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maybe also the sky's color could be fixed,. in case I turn off the skybox, the sky turns bright white and it truely hurts the eyes
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