Jump to content
EN
Play

Forum

BlackWasp777

Advanced
  • Posts

    4 431
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by BlackWasp777

  1. BlackWasp777

    Episode 115 of the V-LOG is here

    1,5x battle fund for normals players, 2,5x battel fund for premiums
  2. BlackWasp777

    Quick battles and multi-account management

    no offense.. but consider this: Tanki had to do something, as mults entered battles and blocked the game slots for 5 minutes before they were removed... without any efforts for the mults themselfes. You maybe have no higher account that the one you are posting from, but at higher ranks this is truely a problem.. and this 2min is an easy solution for part of the mult problem, that will suit 95% off all players (5 persons that have issues with it, compared to 95 that get along with it). I know the remaining 5% are quite unhappy. But that's the way life is: Think of this: I bet there are players out there with crippled hands, which can not control their turret rotation. Do you hear them complain that the turret control should be switched off for everyone, because their reduced finger mobility disables them to control turrets like most others can? Would _you_ like to have your turret controls to be limited, because a rather small amount of players ask for it?
  3. BlackWasp777

    Quick battles and multi-account management

    decide: [tanki+Water] or [noTanki+Tea/Coffee] I assume both are not necessarily good for your health if overconsumed :p ^- pls dont take that way to serious ;)
  4. BlackWasp777

    Episode 114 of the V-LOG is here

    no, they just switch off the "experience points / fund limitation" for the weekend :mellow: (just kidding, I have no idea :D)
  5. BlackWasp777

    What to buy? Which is better?

    ^nice choice. May I ask what's so cool about Dictator?
  6. BlackWasp777

    What to buy? Which is better?

    "you have to.." - you sound like a teacher :) let me try this too: "remember that you "have to" name what kind of battle modes, maps and tactical position you play !!!" :p Fire Hunter for shortrange Twins Hunter for Midrange Thunder on Hunter/Viking for mid-to-longrange
  7. BlackWasp777

    CLOSED — Cedric's "Virtual Office"

    ^ even if yes.. then the problem is that others on the map shoot this specific tank over and over again. DM is a constant killing. Considering a K/D rate of about 1 as average (some better, some worse) it simply means that a tank gets killed all 30sec or more, whereby this 30sec already include 12sec respawn time. And of course the top players (K/D > 1) kill the weaker ones (K/D<1) more then they get killed themselfes. They are harmed the most by this feature.
  8. BlackWasp777

    New balance changes and other features

    The emotions that went along with Wasp were all killed by the update. Wasp was great fun.. now Wasp is boring, unprecise and therefore anoying. The longer I use it, and the more I get used to it, the more it bores and anoyes me. (and I've doubts that this will change.. while i have not given up hope yet) I dont understand why the fast hulls have been set into unprecise, drunken snail mode. It's not like Wasp was soooo overpowered in multiformat battles on M3/M4 level. In fact it was quite hard to compete with it between all those strong Vikings and heavies.. but now it feels even more useless then it was. If it was the target to make them useable by everyone (Wasp M4 was a beast and hard to control if you were not experienced) then.. consider who purchases a Wasp M4: someone that used M2 and M3 for a long time, and that as spend many hours with it. It is _OK_ if it is tough.. as there are enough other options (get a hunter or Viking if you like).
  9. BlackWasp777

    Quick battles and multi-account management

    yep.. the pro pass costs are a cruicial factor in order to make the low & midrankers used to use pro; and therefore have a variety of battles. There would also be more longer battles around, if some basic aspects would be solved in advance: - mults targeted with more efficiency and punished harder - less spread between the crystal share of winners and loosers - reduced risk of takeovers
  10. BlackWasp777

    Quick battles and multi-account management

    (I am sorry for you guys that like longer battles.. honestly) thats.. maybe not completely correct. if there are 8 players that want to play 1x 60min they do so. if there are 8 players that want to play 4x15min they do so In the end you see 2 battles: a 60min one, and a 15min one (which starts over again and again). If I see 90% short battles and 5% long ones.. I can assume the number of players that likes them are brave enough to fight them risk a drug takeover are lower then the ones that learned to preffer 15min. Even if a certain percentage of the short ones are not quite full, the prefference is still more the clear. Sure. I saw that range-aligned-pricing proposal about 2 years ago for the first time. It's still not here, neither did anyone ever said it is an option for a possible plan in any possible future. You are right, when you say, that they do what they think. Therefore I think we should feed them with ideas that are good, in order to support.. the thinking ;)
  11. BlackWasp777

    Quick battles and multi-account management

    Funny thing is, 500cr at the beginning is half an Isida or Shaft. This is like if an M3 tanker would have to spend 100.000cr on the pass I proposed another system everyone can create pro battles if you finish a pro battle with having an active pro-pass you get your full [battle fund share] if you finish a pro battle without having a pro pass, you receive 90% of your [battle fund share], the missing 10% are held back by Tanki as your entry fee to the battle So if you just paly pro occasionally, it costs very few crystals. If you are low ranked and earn only 20cr per battle, it costs only 2 cr per battle. If you play 50% pro and earn 20.000cr a month, it would have cost you 2.000cr in this month (pro pass would have cost you 5.000). It is very adaptable and works awesome.. and for those high ranked players that earn 140.000 cr a week <- they just get the pro pass and nothing is reduced from their income in the battles. full idea: http://en.tankiforum.com/index.php?showtopic=341589&hl=
  12. BlackWasp777

    Quick battles and multi-account management

    chatting is not "activity". "Activity" is moving or shooting (and maybe garage interworking.. but I dont know this one for sure)
  13. BlackWasp777

    Quick battles and multi-account management

    I wonder if - in the near future - the battle-button will allow us to team up with our friends before clicking the button (like a friends-queue) then the teamlead clicks the button; and it will lead the whole gang (complete friends queue) to hidden battle where the loosing team lack that amount of players (should be enough of those around :P ) and all players that are in that battle, can not invite further friends I hope this will not be done that way.. I liked the possibility to chose my battle to fight in Lets see.. they sounded like they had a plan. But I hope it is good, and will not just keep them away from coding some more effective anit-mult stuff, like persistant vote-counters or kick2.0 Sadly they don't share their ideas with us in advance :P
  14. BlackWasp777

    New balance changes and other features

    cool idea :) play a couple of those.. and agree on maps in advance :p
  15. BlackWasp777

    Quick battles and multi-account management

    It is true, it creates a battle for you if it finds none (makes sense somehow.. :p) sometimes when you click the button, you can see how the battle you will be put into is crated, right before the loading starts.
  16. BlackWasp777

    ★ Tanki Online Wiki Hub ★

    ok, I understand. I'd like to bring to your attention, that since the introduction of the damage indicators, a lot of tankers wonder why their "Thunder Mx" does not deal "maxDamage" at close range... I saw this question running around for about 3 weeks now. I guess it would help them (also the non-mathematical inclined ones) a lot if the wiki would give an easy scematic of the damage-range-model (not stating detailed numbers, but just the names that refer to the table). If this scematic features one _additional_ line names "average damage", then this should give them enough clues to have less questions. But don't worry, I don't argue about it, I just propose it. Your team decides ;)
  17. BlackWasp777

    Quick battles and multi-account management

    please make wasp fun again... (agility -> increase turning acceleration pls)
  18. BlackWasp777

    ★ Tanki Online Wiki Hub ★

    I assume it would be less usefull to change the names of the parameters of the damage mode in the English community only, as I assume they have to be "standardised" through out the communities. But if you come across a chance of a new naming system, then I like to propose the one below, as I think it is more intuitive. It would be a good chance to do this before the graphics for the turrets will be crafted. But it's not of high priority IMHO.. having pics that explain todays parameter names are fine as well.
  19. BlackWasp777

    New balance changes and other features

    You're right, gameplay is much more fun in the M1 and M2 ranks, then it is later on. The protection modules are not that tough which makes the gameplay more fun.. drugs are not so common, you face noobs as well as pro's. I enjoy playing my low rank alts a lot. But I may not play them too much so they don't rank up too much ;) Which is true too: there is no real incentinve for multi-format players to rank up. Of course they all leach for M3s.. but they forget that by the time they gain them, the others around them have em as well :p There is only an incentive for XP/BP players, as XP/BP makes way more fun with M3 and vs Pros. Btw, those palyers are no gods.. but truely good. enjoy the video.. and if you like to, imagine yourself in the pilots seat, if you would have that battle field awareness that he has
  20. BlackWasp777

    CLOSED — Cedric's "Virtual Office"

    Thanks for the answer on the [reduction of experience and fund] post in the other thread. I've answered there too ;)
  21. BlackWasp777

    New balance changes and other features

    which is actually white nice :)
  22. BlackWasp777

    Quick battles and multi-account management

    the battle button seems to use a quite narrow rank range to map players into same battles.. and it seems not work across servers (yet). If you start at EN1 and press the battle button you are likely to end alone, as so few players play on EN1 (more on EN2). Same if you go on RU1, as the battle button sends you to a normal battle, while on RU1 you have mainly pro battles (and I guess none of them uses toe battle button anyways). This feature will take some time to pick up pace.. and I hope they extend it soon in terms of additional capabilities. At the moment I alsmost completely share mafio's rating, that the feature was released a little too early. the only players that have a massive gain already today, are the newcomers, that are completely new to this game. They have a beneift already today.
  23. BlackWasp777

    The Legend Rank is here!

    Thanks for your answer. I kindly ask you to notify the developers to rethink this feature. If I'd like to powerlevel, I would target the weakest tank with no protection and use one of the strongest turrets -> and oups, that's almost the definition of XP/BP ;) On the server RU1 there are quite some battles on the desert map, where the play XP/BP deathmatch. Players spawn there in a pretty open area, and get targeted almost immediatly. They also die fast, as in XP/BP with M3 tanks you are usually a 2-shot-kill. Same goes for XP/BP on polygon in CP mode. The kill rate is very high. So please have the developers think about the decision criteria to trigger that mechanism. They capped experience and funds in normal gameplay, instead of dealing powerleveling. ps: heard you were ill, I hope you feel better already. If not, then best wishes and good recovery!
  24. BlackWasp777

    Quick battles and multi-account management

    60min <-> 15min battles I'd like to understand one thing: the fund growns by flags, CPs, kills, ... - and not by the minutes you spend in a battle. Why should the fund be larger, if you play 60 minutes, then if you play 4x15 minutes? I simply don't get it. I understand that in low ranks players join in, create fund and leave later on, as they realise the battle duration too late. They do not claim their share of the crystals, leaving more for the players that have been in all the time. But every experienced player should be clever enough to not do this any more, except he wants to fight until the end. So why should a 60min battle has more fund, then 4x15 minutes? I do not understand that.
×
×
  • Create New...