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Everything posted by BlackWasp777
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I'm aware of that, I was just kidding around ;)
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The moment when you just burst out of laughter due to the best nickname ever ... :D :D :D
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So you honestly preffer to receive and answer 20+ PMs instead of posting it here? That's absolutely inefficient, don't you think so?
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yes, right. They ran out of crystals to pay the crew... :p
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so pls invite her in
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Is there a chance that this rule is cited out of it's focus? This talk here is not about individuals and their received bans and account blocks.. but about the rules in general. I honestly would like to know the rules and paradigms that chat-bans and account-blocks are handled in general. I guess Tanki has no reason to hide it's rules. I also do not request to change them, I just like to know them.
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I am fine with it. I would take about 3 shots to kill a sniper in a medium hull, and he would be "out" for 12seconds, coming back with full health. If he hides after the first shot for for 40sec and comes back with full health.. that's a good deal - for me ;)
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Yeah... I was also thinking like "Twins Titan is a clear choice... so for sure they will do something against it. Too less diversity... -.-" well lets see. At least this combo is nothing that I am soooo keen to get, like my Wasp/Rail/M3 or My ISida/Viking/M3 which all feel f*cked up after the balance. In a few days I will be Major.. and with the next 2x M3 items during new year I can sit back and relax. The times of taking care of a good crystal/xp ratio are over then :) :) :)
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but we all learn about it
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A DA pack works for sure as 50% protection vs everything. The other alternative would be to double the hitpoints of the tank.. but this is a bad option, as you would also have to double the HealthPacks healing rate in case a DA is equipped in order to catch up with. And you have to time it right if the DA runs out while the healthpack is deploying the healing (takes 2 sec). So this second option is way to complicated and gives no advantage. -- But the thing is that protection modules and DA effects could work in layers. Like the incoming hit (firebird, shell, ...) - is first reduced in it's effect by the protection module (with impact on it's effects, like temperature) - and in a second step the resulting temperature increase, damage, self damage, .. is put through the DA piece of code So while it uses the same principle, it does not necessarily has to be the exact same code. A two-staged code would allow to tune the effects later on more detailed. So it would by my best choice, if I would have to code something where I do not know how the balance has to be tweaked later on. twostaged means a little less performance but far more simplicity and versability.
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^ viva la screenshot.. btw as I see you here: regarding your microupgrades on protections you should visit this thread: Game Balance Visuals And Stats check there the startpost, chapter [13. Number of Shots against Unprotected vs Protected Hulls] The understanding of the damage mode advanced a lot in the last 4 weeks, and so the estimations of usefull protection values did too. Those tables are for M3vsM3; so you are pretty likely to have the same protections usefull in M4vsM4.
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maybe you like to rework your proposal. It makes sense if you look at medium hulls health, in m0, M1, m2 ... m3. And then take a certain persentage of that as fixed hp/seconds healing value. So you ensure that the module effects M0s in the same way as M3s. M0 1000-1176-1058 -> avg ~1070 M1 1700-1588-1705 -> avg ~1670 M2 2060-2176-2000 -> avg ~2100 M3 2530-2530-2529 -> avg ~ 2530 average values are guessed, not calculated :P so lets take 1% M0 -> healing rate = 11 M1 -> healing rate = 17 M2 -> healing rate = 21 M3 -> healting rate = 25 So it takes 100seconds to heal a medium hull - no matter which M-Level. The M3 regeneration module regenerates 1500 hp/minute while one rail M3 deals 13.000 hp damage per minute one rail M3 shot deals 1000 damage in average.. so it takes 40sec to heal up for this (healing rate 25hp/sec).
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If Fire protection would slow down the heat-up AND reduce the damage, then you would just receive a quarter of the damage (assumed you have 50% protection). Therefore it makes sense, that fireprotection effects only one thing. (But it do not know if it does..)
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The most efficient think would be, to save up, try to get through the M2 stage with just one combo.. so you have enough crystals - to save for an M3 kit - to get M3s during a sale
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If you miss you were dead.. but this is still the same. That's the downside of rail, and this is the reason why players with rail have a very good aim once they played it long enough. That was ok. The DPM stayed about the same before/After update, there is not much of a differnce. But DPM is not the most important thing - for me TTK (time to kill) together with my exposure time is way more important: Think of it: you can use the high DPM only as long as you are alive. Your active-time on the battlefield is as longer, as more efficiently you prevent from beeing hit. Sure camping is no solution (as it gives you no flags) but a clever use of cover is very, very important, in order to survive and have a high active-time with your turret. Even if I attack, I have to stop in midfield or close to their base and weaken the oponents by multiple shots. A turret that deals more DPM but has a constant exposure (like Twins) can not do this. He reveils his position with the first bullet and is taken under fire. A Railgunner that shoots from the flank of an enemy base reveils his position too, but then he hides and reloads while the enemy comes close. In the meanwhile the railgunner moves to other corner of his hireout, shots him a second time and has the kill - while he has still full health. But with killing Vikings in 3 shots this can not be done any more. A Twins has more DPM, but will lose half it's health or more during killing an opponent. So DPM is not everything. Even pilots that mastered a Rico (which has a high damage per Clip ->> but a very low DPM) do not stand right infront of their enemy, but try hard to make them miss or use the rico effect. Why? This makes them survive. Shorter TTK + low exposure rate makes you surive longer.. and this is much more usefull then just DPM. Up to now I do not use the Rail Stabilisation, as I lack the crystals to do so. I will most likely buy it later on.
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Actually this shops will not even flick a finger, if you request your toilet paper and say that you are not going to pay a single buck, that you expect them to deliver it for free. On the other hand, if you would pay Tanki for features they would gladly programm most of the features you like (lets say 6 months sallery per feature = 3 people working 2 months = aprox. 20.000..40.000 EUR). But you have to _keep_ paying them.. because it does not work that players request railgun to be OP, it is done, everyone else abonds the game because they are anoyed by rails, and the remaining railgunners realise then that rail vs rail does not feel overpowered at all.. and leave too. So you see, it is more important for them to have a sustaining game, in order to have a sustaining income. But I wanted to give you this example.. so you see that the world of FTP games is not as simple as dealing with toilet paper. Still I am with you.. they do not listen very much. There are some ideas and some input that would lead to a better game, and a sustaining game. But I understand that they can not simply follow each and every request. They can not risk to get ttheir game crashed by inbalanced features.
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in the past I could kill a medium hull with 2 shots (TTK aprox 6 seconds).. now I need 3 shots (TTK aprox 11 seconds). For me the gameplay was more agressive in the past. It allowed me to play tactically better in attacks, as I could take enemies out, instead of just telling them where I am. but I understand that in your ranks the number of non-camping railgunners was pretty low before the update.
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I think it will just take longer to freeze him. I doubt that the temperature limit is effected.
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why did/would you choose mammoth over titan?
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I already have: Viking M3, Wasp M3 / Rail M3, Isida M3 I'd like to buy: 1x new Heavy Hull It's most likely used as base line defense in Kungur, Noise or Silence, and for some few CP games on Arena or Polygon. I thought of a Titan. Some told me the acceleration of a Mammuth is more worth it.. but I can not test it out myself. Proposals? 1x new Turret: I search for a decent CP midrange turret.. Twins or Rico? I preffer Twins at the moment, as it has a decent DPM which counts in CP games. Rico would be more versatile and more usefull in other battles. What do you guys 'n girls think?
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Monthly review of work by Battle Violation Mods
BlackWasp777 replied to theFiringHand in News Archive
rough estimation There are aprox 430.000 battle-hours (not per player, just per battle) are on the servers each month. (30 battles p server) x (40 servers) x (24h x 30days) x (50% daily average utilisation) if they checked 17k battles and the average battle lasts 20 minutes, then they checked 1,3% of all battles. So it might be something between 1..5%, max. why is this information important for you? -
you can send regular updates on players in battle, their points, the flag/CP/TDM status and the fund, encryted to a central server - this one then can fund every player accordingly. Anyways the fundin and the garages have to stay centralized and monitored It's not very usefull if someone starts a battle that ends at 1 kill, tunes the fund to 1Mio by manipulation, makes 1 kill and receives the fund. It's pretty sensitive stuff
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There was once a proposal for a module, that - increases the damage you receive (you receive 5..10% more damage per hit) - but therefore you get healed by xy hitpoints every second sounded like a fair tradeoff to me
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I thought about this one about a year ago, as I was pissed by an update (and thought about this in order to start a new game on my own :P) The issue you have with players that host servers, is the manipulation. If you think about how hacks (flyhacks, ...) work in tanki, you see that they manipulate the client and hope that the movement they do gues undetected by the servers checking algorithms. But if the hacker has access to the server itself, then you are pretty much helpless. You can be for sure, that all kind of hacks would come out.. and flyhacks are your least problem then. -- Scenario1: "300 point CP, runs for 2 hours, and then suddenly all players lose connection.. oh... back luck.. but wait.. one stayed in.. and got all the fund??" ^- this is easy then, if you host the server. You don't even have to manipulate the server software for it.. that does not even deserve the name "hack".. but it works damn efficient. -- the solution I came up with, was that a player does not host his own battles, but only battles for others. And if he plays, the plays on another server. Still it does not need much to fraud this as well - you just need a friend. Scenario2: You offer to host a battle, and you see that you received a battle and host one by the CPU load of your computer. You tell your friend via skype, and he (who knows your IP, you told him) will search through the battle list and check every battle for the IP. Once he found yours, he enters.. and as you know his IP (he told you) you can later cut all connctions to your server except for his one. -- at this point I stopped thinking about it. Feel free to continue your design.. maybe you get a good solution. Only thinking by yourself, makes you smarter ;)
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