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BlackWasp777

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Everything posted by BlackWasp777

  1. @easier aiming requests in arcade mode well the rocket speed is good already; but they have a acceleration. If the acceleration period would be shorter, the rockets would launch almost at full speed and this would make it easier to hit targets. But still I think we should wait a little. the turret is in the game for 1 week. Remember how we all performed after our first days with railgun :p Lets see if some master it or find effective tacitcs and battle situations to make use of it.. those will spread fast if they work well. Buff it a bit later.. and in small steps. Or Tanki hands out a few sets of alterations for free to make us try different settings of the turret. Those will be simply available for every sriker pilot (no purchase) and will vanish in a few weeks again. So you could have a mass test. To tell the version appart from each other, the rocket colour could be different
  2. BlackWasp777

    very hard math riddles

    red part does not look like the given question. The question was "A - - B = 3"
  3. ^I don't know if this is necessary.. but it's a creative solution and you did a very well job explaining it :)
  4. Is this the gift out of the kills contest? It's not a tripple module? Oh well.. it is something you will not use that much.. and in some months time you won't use it any mroe at all. Still I do like the idea of the contest :)
  5. @Lasers At M3 you do not see Shaft lasers any more. And if you do, you see them just for a splitsecond. So any active Laser you see around is most likely a Striker. At M0..M1, partyl also at M2 its differently of course.
  6. BlackWasp777

    What to buy? Which is better?

    you did not talk about lock-on mode, did you? 97% mean you only miss 3 rockets of 100 in arcade mode? Well if you do that, then you are a pro.
  7. I guess it's more like 0,20 x 1,20 = 0,24 ........ -> 24% But I actually do not know.
  8. BlackWasp777

    What to buy? Which is better?

    Yes, but.. :p It's not about the shots/damage you can fire/minute, it's more about the shots/damage that truely hit your target/minute ;) And that's what one disadvantage of Striker is: you miss more. Sure you get better over time, but I doubt you will ever have the same hitrate as with a Thunder. I don't know if you ever tried it out (you can start a new account, quickly level it to 500 xp (2 battles), and then you can buy the turret for 450 crystals). Give it a try and try to hit those slow moving M0 hulls across the range of the map crossing, sandbox or sandal. I wish you good luck in single shot mode :) If you get 90..95% hitrate (like I assume you have with thunder) then go for striker.
  9. BlackWasp777

    Let's Discuss Railgun!

    Railgun, increase of "reload" What is not extended by +50% Just the [Charge time] or the [Charge time + Shot Delay]?
  10. BlackWasp777

    Let's Discuss Titan!

    no. 10% discount => 90% to pay => discounted_price = normal_price x 0,90 40% discount => 60% to pay => discounted_price = normal_price x 0,60 If both discounts apply (which they will do) then you will pay: discounted_price = normal_price x 0,90 x 0,60 = normal_price x 0,54 you will pay 54% of the normal_price; or in other words your total discount will be 46%.
  11. I think the stock-item damage should be competative already.. why get an M2 rails else?
  12. BlackWasp777

    What to buy? Which is better?

    Single Shot mode: It more or less comes down to your aim. Whithin 65m (M4:70m) rage both deal the same damage per shot - Thunder reload is longer, Stikers hit propability is lower. I guess Thunder is more efficient by now; we have to wait how well Striker pilots skill up with their aim. Between 65m..130m (M4 70...140) Thunders damage deacreases, until it reaches 50% at 130(140)meters. Strikers damage does not decrease. But it's kind of hard to hit an enemy at that distance with a single rocket, while it's easy going with Thunder. Thunders splash decreases too if the target is far away, while the rockets damage does not decrease. Salve mode (lock on mode): Here's the true power of Striker, especially as the damage is dealt within a short time and not decreased over range. But it comes down to the map you play If you manage to get into a position where you can make use of those a lot (slighty higher, so no other tank interferes your aim, ride heavy hull to not get disturbed) then you can deal a lots of damage. The DPM is great and does not decrease over range. And of course this great capability is the reason, why lock-on may not be too easy (laser visible, lock-on time, other tanks block laser, your aim get's thrown off by enemy hits). But given the fact that most maps provide a sufficient cover, and M3 players do make use of it, it's kind of hard to make use of this large devestation potentian. Even if you thing you can keep Serpuchovs center clean from incoming attackers.. the enemy rails will say "thank you" if you light u your laser beam and knock you off if they can ;) -- I like the concept of Striker very much.. but I have not yet found a large enough number of usecases, that would make it worth to get the turret (sadly :P). So I'm hesitating to get one.. while I do think it has potential (or will soon have :.p)
  13. BlackWasp777

    ★ Tanki Online Wiki Hub ★

    The parameter in the table and the value are perfectly fine; it's only the definition above that does not fit the turrets behaviour. Range of max damage (m) — The distance at which the turret deals its full damage. If the distance is greater than the max damage range, the damage constantly decreases until a tank passes the minimum damage range. This turret does not feature that the "damage is constantly decreased until.. ", and it has no "minimum damage range" at all.
  14. BlackWasp777

    ★ Tanki Online Wiki Hub ★

    little note: As noticed, the striker page features a definition of [Range of max damage], while the rockets do not decrease in damage over range and just explode when they've reached [range]. Explanations by Hazel can be found there http://en.tankiforum.com/index.php?showtopic=344859&page=7&do=findComment&comment=5930135 Thanks for the great work and merry xMas :)
  15. sorry, your rank is too low to join the alternativa clan :p
  16. BlackWasp777

    very hard math riddles

    it's not only the psychological weight of what you've done.. but also a lot of tasty, roasted chicken :)
  17. I wanted to propose something simmilar (33% .. one rocket) and then I realised that this time is so short, that I would use it for alsmost every shot. So you would not miss any more and your shot would trace the target. So then I proposed 50% for one rocket, 75% for two, 100% for four (couple of hours ago).
  18. BlackWasp777

    Ideas for Turrets!

    An XT-Freeze with the design of a ice/snow wolf would be cool. White + Silver as main color, with golden and black accenturations..
  19. those designs with a centered turning and elevation unit and rockets sideways are not so uncommon..
  20. It's a little bit too early to reduce the lockon time right away.. give players some time to get really good with it, and then think of improoveing stats. Remember: players like it when their turret gets stronger, while they hate it when it gets nerved. So better start of small ;). Tanki made a good job to _not_ start this turret overpowered. Later they could maybe implemenent a partial fire Lock-On: - release lock-on > 50% -> fires one homing rocket - release lock-on > 75% -> fires two homing rockets - lock-on = 100% -> fires 4 rockets But as said.. give the players time first. (what I truely would love to see, is a striker alteration that exchanges the lock-on for a rapid-fire mode: you keep the spacebar pressed and there is one small rocket after the other all 0,33sec (6x more rockets) and a damage of about 100 (less then 1/6th of the damage). Or you use the space-bar in single-shot mode, and fire normal rockets with normal damage. I think this must be truely funny :) )
  21. BlackWasp777

    very hard math riddles

    alternative solution to 2) 8_8_8=6 8 - SR(SR(8+8)) = 6
  22. First hands-on tests with Striker M0 done, I've to say it's cool :) In the videos it looked to me, that it could shot a rocket each 0,25sec in arcade mode, which would have been overpowered (way too much damagePerMinute).. but now I see it has a reasonable reload time. This balances things out very nice. I like the way the lock-on mechanism is implmented. the filling circle is nice and the rectangular aim too. If I like to hit a moving target I have to esitmate where it goes.. but if it is on a higher ground then I am then the rocket will not hit it, even if I got the correct horizontal angle. Would be cool if the rockets would keep the vertical aim ability while they go, so that elevation differences could be managed. good work! Now we have to wait a bit until the players learn to use it quite well
  23. BlackWasp777

    very hard math riddles

    1) 5; A=2, B=1 2) (1+1+1)! = 6 2+2+2=6 3*3-3=6 SR(4)+SR(4)+SR(4)=6 5/5+5=6 6-6+6=6 7-7/7=6 8 - ln(8) / ln(SR(8))=6 -9/SR(9) + 9=6 3) none of it, same weight 4) A=15; B=45; C=115; D=225
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