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Everything posted by BlackWasp777
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yeah, I guess you are right on players buying the stuff new. And so I did not ask to change the hulls that are sold "fresh". This wont change. But the ones that are in use already, they could be tweaked to be aligned to the users prefferences.
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the last thing I read, was that hull alteration are not planned at the moment. Still I like to ask you to create a hull alteration for Hunter, that gives it the Viking stats, create a hull alteration for Vikin that gives it the Hunter stats. Very many players complained about the exchange of Hunter an Viking during the last rebalance. This two alterations could serve as a crystal sink AND make a lot of players happier. You give them the option to use what they actually selected; instead of forcing them to live with a drifting hornet pancake :p The alteration should be M1 or M2, as a price of 50k .. 100k seems worth it to me. This would not effect the game balance, if you believe in that your hunter and Viking are balanced. And players that are new in the M3 ranks would anyways buy what suits them, but gain the option to change later on if they learn more about the battle field effects of speed vs weight+acceleration.
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I got a titan M3 today.. and could compare it to a mammut M3 as well. The titan is clearly the better hull.. I see no point in getting a mammut by now. Which of course is a perfect trigger sentence for the game balancer :P :P :P IMHO the mammut should get far more weight, so it is literaly untouched by the available enemy impact forces. This would give it a suitable advantage over titan that could balance out the speed disadvantage. some turrets truely benefit from an unknockable hull.
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Solution for preventing accidental activation of Gold box supplies
BlackWasp777 replied to Ninja in Archive
Key tweak is a litle bit critical as it effects the key everywhere. Your warnings thell stories (good you have placed them). For thise who are familiar with very, very basic programming, they might install AHK and use a key remapping example that can be found in the internet too. so you basically download the AHK software, install it, get the key mapping example and just change the key that's goiing to be remapped.. start the script and it works. the advantage is, that you can start it or terminate it at any time. So you are in control when the key's are mapped or not. -
maybe in the current patchnote thread. I guess they still read it for feedback on Striker.. and Hazel would take care of it if he reads it.
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noob stays noob, writing does not chnge anything... greetings, BackWosp789 (just kidding :p :p :p :p :p)
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in m2 take hornet
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Patch Update #430 - New Striker turret, new Alterations and decorations
BlackWasp777 replied to theFiringHand in News Archive
striker rotation speed of the turret is 108 degrees /sec in M3 Shafts rotation speed of the turret is 27 degrees/sec in M3 (in sniper mode) Thats why it's smoother. But Striker turret rotations speed is fine, it's possible to get lockups once you get the hang of it. -
Your Thunder is amid-longrange turret. For the hull I would recommend you Hunter or Viking. Save the rest of your crystals for an M3 kit.. you will need them.
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I wanted to buy Titan M3 tomorrow and now I just received a personal discount on Mammut M3 :blink: The discount lasts long enough, to purchase it tomorrow during the hull sale. So tomorrow: I could by Mammut M3 for 92.624 (60% off) Or I could buy the Titan M3 for 118.800 (46% off) The difference is only 26.200... not that much actually.. but I expect the mammut to be buffed a little. hmmmmmmmmmmmmmmmmm... :wacko:
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Monthly review of work by Battle Violation Mods
BlackWasp777 replied to theFiringHand in News Archive
only if you are a mult ;) -
Patch Update #430 - New Striker turret, new Alterations and decorations
BlackWasp777 replied to theFiringHand in News Archive
This "fire a single rocket if you interrupt lock-on" has to be looked into carefully, as it means that you can fire almost any missile you fire as a homing missile. But it would truely solve the elevation issue, if the vertical autoaim angle would be larger and a single missile could be released after interrupting the lockon. @austen_pierce: descent 2 was awesome :) :) :) -
Contest — 7 Strikers to give away and lots of prizes
BlackWasp777 replied to theFiringHand in Contests Archive
I understand your concern with Isida. But for 250 kills you need hours, as you do not always get the killing shot. While for 2500 xp you need just a single hour of tough gameplay. I doubt they would change this. -
Patch Update #430 - New Striker turret, new Alterations and decorations
BlackWasp777 replied to theFiringHand in News Archive
another option for Striker would be a laser guided missile: Normal/Arcande mode: If you hit the Space bar a rocket is launched right away. If you release the spacebar withing 0,25sec this rocket flies straight. Guided mode: If you hit the space bar a rocket is launched right away. You keep the space bar down then after 0,25sec the laser lights up. You can point at your laser at any target and the rocket will try to follow the laser point. If you release the spacebar before the rocked impacts, the laser is cleared and the rocket flies straight from now on. The propability to hit a target in guided mode is almost the same like with a Thunder turret today. It sounds a bit easier but note that your target could move behind a wall whlie your rocket is in flight. You can not aim down on the floor next to the wall, as you have no up/down control of your laser. In order to work for different elevations the laser uses todays autoaim mechanism. Rememer that the rockets have only a limited manoverability. Guided mode reload: In guided mode the reload should starts after you released spacebar, so that you could fire less rockets in Guided Mode then you could in Normal/Arcade Mode. -- I don't ask to get Striker changed away from salve mode to this guided mode.. but I had the idea and found it cool, so I wanted to share it and ask for feedback. -
Patch Update #430 - New Striker turret, new Alterations and decorations
BlackWasp777 replied to theFiringHand in News Archive
The autoaim feature you mention, checks if there is a tank upwards/downwards of your point-of-aim, and will redirect the rocket. This works But if your enemy moves, you cannot simply aim right under him to use the autoaim feature. You do this, the rocket goes up, but he is on the move and you will miss. If your enemy moves, you have to lead your aim forward to left or right of his current position, to a point you anticipate he will be there soon. Then you release your rocket.. autoaim checks for elevation.. and "see's" no tank up/down your point of aim (as you lead your shot forwards). Your enemy will soon be there.. you know that.. but autoaim does not know that. this is what has to be fixed. -
valid Most Valuable Player (MVP) of the game
BlackWasp777 replied to GLADIATOR440 in Ideas and Suggestions
I saw this in a 1st person shooter (a croatian one, was nice btw ;)). There each player had a single upvote after the battle ended, and could either upvote a player of his team or maybe as well a player of the other team. I like the idea, but I that most players would just upvote their friends or the scoreboard leader. I do like the idea of giving some crystals of the fund to other participants.. but the abuse potential is large. You mult for us in critical situations, we all give you 5%, you end up with 5x5% = 25%, which is almost more then you would get in that loosing team anyways. -
his paysave card has a prepaid volume of 15 EUR, and he wants to purchase something in the Tanki shop that has a price of 10.99 EUR. He wanted to know if he can make use of the remaining 4.01 EUR, or if he looses them. He wrote me a PM a few days ago (no idea why me :p, we don't know each other :p), asking the same thing. I explained him already that he can buy other things in the tanki shop (like crystals, premium or a gold box).. and also that he can spend the remaining money of his paysafe card on other games. (But if he remains with a few cent left, he will most likely find nothing he can spend it on.. those cents he will loose. Tanki has no "I want to spend exaactly 4.01 EUR and get as much crystals as I can get for it. This would actually be a business case, to gain those last cents too)
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Patch Update #430 - New Striker turret, new Alterations and decorations
BlackWasp777 replied to theFiringHand in News Archive
I share your concern. What do you think about this proposal? http://en.tankiforum.com/index.php?showtopic=344859&page=16&do=findComment&comment=5936149 -
Patch Update #430 - New Striker turret, new Alterations and decorations
BlackWasp777 replied to theFiringHand in News Archive
Isida, M2 alteration for more selfhealing selfhealing is a percentage of damage dealt. So if I sacrifice damage, it influeces my selfhealing too. M3 Isida, of stock: damage: 524/sec, selfheal 52/sec M3 Isida, M2 alteration: damage: 367/sec, selfheal 73/sec So - you have to stay longer infront of your enemy as you deal less damage - while your selfheal is still far beyond beeing useable and does not compensate for the longer exposure to his fire Of course the things look different, if I use this turret on DP. But honestly, it cant be the target to craft a tower, that can be used in DM only on DP. Thats.. not good. -- Please undo the link of DP and selfheal. -
no, it's an advantage, as the turret can fire/heal/.. longer. Unlike in real world, consumption/tick is not linked to damage/tick. It is not some kind of fuel that you burn, and the more you burn/tick the more damage you deal/tick. Here consumption/tick and damage/tick are completely independent from each other. Energy in this context is just the "ability to shoot", that gets used up and has to be reloaded. If (energy > min_energy_per_shot) then fire:=possible (think of a Rico). Nothing more. So if a firebird comsumes 200 units/sec, the blast time is 5sec (1000/200 = 5sec). And they can set the damage/sec completely independet of that. But when you used up the energy bar, you have to wait for a reload. It's the same for freeze and Isida: when they changed the max duration of the blast in the past a couple of times, they never adapted the energy storage of 1000 units. They always just changed the the consumption.
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Usually all turrets have 1000 energy, and the consumption per shot/tick/second.. defines how long you can use it. Like the normal isida has 1000 energy and consumes 111 per second, so you can use it for 9seconds. (Or Thunder/Rail/Smoky/Twins.. uses all 1000 per shot, and you can shot only 1 shell at a time) The alternation: useable for 9+4=13 seconds; so 1000Energy/13sec = 76.9 E/sec
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I played the whole M2 stage with the Mosquito kit, which is quite simmilar to Tornado. (But the Wasp M2 is better then Hornet M2 and the protection module was more usefull...)
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Patch Update #430 - New Striker turret, new Alterations and decorations
BlackWasp777 replied to theFiringHand in News Archive
My main issue with striker is, that I can not hit moving targets on higher elevations in SINGLE ROCKET mode (lockon works of course). It's ok that I have to lead my aim forward to compensate for their movement, but if I do so, the target os out of the autoaim box for vertical autoaim. I have no chance to hit them. Every other turret can do so, but striker can't I thought of a solution.. and I think it would work if the rockets themselfes get an autoaim box, after they left the turret. This autoaimbox could be horizontally open wide to detect targets. At the same time the rocket would _not_ be able to stear left/right... BUT -> only up/down. So it could only compensate for different elevations automatically, while the left/right aiming is still a manual job for the player. I made a picture, but it's not so easy to understand. Take a bit of time :P As said, this is only for the arcade rockets, and the rockets can only compensate for elevation, not for left/right aiming mistakes. Also if you shot too early or too late, the rocket will pass by your target, even if it reached the correct elevation. -
Patch Update #430 - New Striker turret, new Alterations and decorations
BlackWasp777 replied to theFiringHand in News Archive
actually I am quite happy, that you did not make it overpowered from the start (like hammer and vulcan back that time), so from my point of view Striker is a good job. Its always better to have turrets start a bit weaker and to make em stronger afterwards, instead of making them too strong and take performance away later. Adding performance makes the players happieier then taking it away ;) -
Make your M3 hunter M4 :p
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