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BlackWasp777

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Everything posted by BlackWasp777

  1. assign to them something like a PremiumAccount.. and lets call it "ViolatorStatus". Then use the battle fund bonus logic of the Premiums.. and instead of giving a +100% bonus, give them a -15% bonus. The ViolatorStatus is equipped with an expiration data (just like PremiumAccounts..) and so it runs out after the given time. The necessary gamechanges should be pretty small
  2. BlackWasp777

    ★ Tanki Online Wiki Hub ★

    "congruent" The term fits. I've never used it in that way (just for objects, not for graphs) but when I think of it.. it fits. "Smoky's damage capabilities vary within a set damage range, of which changes congruently depending on the user's distance from the target." I think it is maybe misleading to use the phrase "damage range" as users might get tempted to think about the differend [range of... damage] parameters. Maybe "damage bandwith" would work? I stated 'within' over 'between' due to the fact.. I absolutely agree to you, that "wihtin" is the better wording. But you used "between" in the graphs :P ..but this means that there will be no label between the maximum damage range and the minimum damage range. I think you do not need labels over the damage-per-range graph. If you write the terms [range of max damage] below xm, and [range of min dmg] below ym, then it should be very well readable. "Between xm and ym, the damage output of Smoky steadily and congruently decreases to 10% of its total power." What about: "Between xm and ym, the damage output of Smoky steadily and congruently decreases to 10% of its close range damage bandwith." When I pretend to myself to have no idea about this things, and then read "total power", then I thought instantly of the max damage parameter. "Close range damage" could be easier to grasp, as the reader understood earlier the damage bandwith principle explained in the close range case.
  3. BlackWasp777

    Turret: Rocket launcher Vs Artillery.

    I understood from your first post today, that you like to keep up the very high damage potential + the very low time-to-kill because it is so hard to use. I am pretty sure that it's just a matter of time, until players will master it well in arcade mode. I bet you yourself get better using it from week to week. If I am right, we end up with an overpowered turret. If it truely kills light hulls in 2 shots in arcade mode (as I have read it above), then I guess the DamagePerMinute is higher then Twins. Even without splash damage, it would be the absolute king of PolyCP vs those slow heavy hulls there.. and the players would cry out for a nerv. Noone likes nervs and the players who have purchased it would feel betrayed again (even if a nerv is absolute necessary and understandable.. you know the reactions..) I think it is better to start smaller and give buffs when needed. but anyways.. I just see videos, while you can try it your own. As long as it's not overpowered it's fine. The concept overall is truely nice. Btw.. railgun.. "is as if you asked me to make Railgun both deal less damage and charge faster. See where am I going with this? Your suggestion is bad" <- isn't this what you have done in the last balance? I consider the principle of that change in your last balance one of the best changes for railgun beginners (M0, M1).
  4. BlackWasp777

    Turret: Rocket launcher Vs Artillery.

    Please don't make it a little overpowered by stats, because of the idea that noone will master it anyways. When I watch players play Rail on Parma, I would have never thought that this far-aim and prediction is possible.. but there are enough who have mastered it. Same will be with the Rocket Launcher - it's just a matter of time. Some ideas: Does the lock-on mode even wirk in real battles? It looked very hard in the videos, because you loose your target each time you're hit by someone. If that's too tough, then you could add the gyro stabilisation effect to the turret in lock-on mode. Or is this useless as the hull would lift by a hit? If aim is too hard in arcade mode, sell an M0 alteration that uses only the two right launcers while keeping up the same firerate but reducing rocket speed by 5..10%. This gives an easy start for beginners. Those M0 players tend to miss a lot. I guess there will be no protection modules around, once it will be released. You could make the Rico prtection work vs. Rico + Rocket Launcher for some weeks or which timeframe you might need. Anyways this turret is a good reason to speed up light hulls a bit and give Wasp it's agility back (turning acceleration :p)
  5. BlackWasp777

    ★ Tanki Online Wiki Hub ★

    After my rankup for the sale is finally done, I had some time to check the Smoky section in detail Overall comment: awesome :) Please find some proposals and comments below ;)
  6. BlackWasp777

    What to buy? Which is better?

    You have the most ingame hours on Thunder and Railgun. So I would get Railgun M2, as it opens the doors to XP/BP battles (you have a Hornet M2 already) Then.. you should truely save for M3s. Usually players at your rank have far less M1s, but already 2x M2 turrets. If you continue to collect each available item in each available M-level, then you will run broke soon (or you buy crystals) good luck :)
  7. BlackWasp777

    Turret: Rocket launcher Vs Artillery.

    ^05:45, kills a M3 Dictator with 3 rockets on DP, very impressive TTK + Splash damage... Looks a little OP at the moment :p (but that was actually expected in the beginning :p ) If this turret stays like that, it has potential to relieve Twins from it's reign in Polygon CP games.
  8. BlackWasp777

    What to buy? Which is better?

    even if forecasts are based on experience, they still remain forecasts ;)
  9. BlackWasp777

    What to buy? Which is better?

    maybe (!!!!!) around the 27th
  10. BlackWasp777

    What to buy? Which is better?

    buy nothing and save for M3s - you have enough M2s. the only M2 that would maybe make sense, is a Railgun, as it opens you up the doors to XP/BP - but only if you like it.
  11. BlackWasp777

    What to buy? Which is better?

    but it was cheaper too complex, and got therefore replaced by something more expensive more easy to use
  12. BlackWasp777

    Feelings & moments we've all had in Tanki Online

    those last moments before officially entering the M3 ranks..
  13. BlackWasp777

    What to buy? Which is better?

    It's because of the range and the non-existing possibilty of peek-a-boo and the rather slow moving projectiles. Twins users have to expose themselfes directly and they have to _stay_ close in order to deal serious damage. And you may miss 10..15% of your projectiles - so reduce the damage accordingly. Therefore Twins is given such a high DPM. Twins is not the solution for every problem. Just for CP :P
  14. BlackWasp777

    Turret: Rocket launcher Vs Artillery.

    Hmm, I'm not so much into it..
  15. BlackWasp777

    Turret: Rocket launcher Vs Artillery.

    it looks better then a Wasp XP, which looks like chicken wings :p
  16. BlackWasp777

    What to buy? Which is better?

    That is sooooo true !!! Bricks scratch the table; Twins-Pros use sticky tape.
  17. BlackWasp777

    What to buy? Which is better?

    If you rush in to get a flag, twins and smoky are good, but Twins might be a little bit better and easier. If you "camp" 5 seconds at the flanks of their base, to weaken them before you rush in, then Smoky is better. For midfield on open maps Smoky is definitely better For midfield on maps with a lot of obstacles, where you have to come close to intercept enemies in midfield, Twins is definitely better For poly CP usually Twins is better. Smoky can rock too, but most Smoky users camp a little outside the point, while Twinners can rush in. The reason why Smoky is often treated as more versastile, is that Smoky users can use cover between shots, while twins users dont / + the range aspect. Do you like ranged battles? Using cover? Map the above statements with your playing style and loved maps, then you should be clear.
  18. BlackWasp777

    Let's Discuss Isida!

    I doubt that comparism. Else a lot of man would like to heal injurned women :p
  19. BlackWasp777

    What to buy? Which is better?

    What is your game style?
  20. BlackWasp777

    Post here your issues with lags and server instability

    Today, EN2, peak time my ping is good, everyone lags around, one guy especially much. I ask him for his ping, it was [17ms] <- this is awesome good My ping was [18ms] <- this is awesome good Can we please have a unified lobby that obscures the servers from us, so a new battle happes to be on servers with low load?
  21. BlackWasp777

    Episode 118 of the V-LOG is here

    ^yes and that's 100% better then waht they did in the past :)
  22. BlackWasp777

    Episode 118 of the V-LOG is here

    @ driving around with the rocket launcher prototype in the real servers Guys.. you mabye just wanted to testdrive it in real battles. Good idea. But 1) this is soooooooo awesome to see new prototypes running around in battles. Players watch, screenshots everywhere, vides.. this thing gets viral within seconds. I don't know about the rest of the community, but I think this is pretty awesome if you do this.. just be around with a prototype. And if you are busy working on balance, give it Kasim :p 2) I think it would be very, very usefull if you hand this turret out to a selected usergroup If you give it to 100 players of higher rank that have decent amount of skill with variaous turrets (check ratings, find em easily) you can have them using it for 20 hours and then ask for feedback. So you could test it in real battle scenarios. What about a Gyro-Effect for the rocket launcher, if it is on Laser-Mode? It looked like it could use it..
  23. BlackWasp777

    Episode 118 of the V-LOG is here

    Rocket Launcher Pics http://en.tankiforum.com/index.php?showtopic=332935&page=9&do=findComment&comment=5917087
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