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Everything posted by BlackWasp777
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You are right that if a Windoes system crashes completely, you might need longer then 2 minutes to join back. But please see the on the other side as well: What happens to your team if you are 5min away? The in fact have one player less, an noone can join in for you as you still block your slot. In a team of 8, the seven others will face defeat, and get away with half of their crystals then the could have. If you would be in their shoes, wouldn't you preffer that the "mult" is kicked after 2 minutes and they have a chance with a new joined warrior? If a computer crashes often, reinstall the OS, get the latest drivers and install less (unused) software. It will also boot faster then. And you guys stressed out because of the toilet break: you are for sure mature enough to time your toilet break <before> you play Tanki. And if you play for several hours, just go to the tiolet each couple of hour <after a battle ends>, and not right in the middle of one. That's not that hard. Be brave and go early.. your toilet won't bite your ass off ;)
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Thanks for the updates and the great job ! :)
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I have to admit I did not read it in full deatil, as it's late :) Please consider this: At M3/M4 your damage gets higher but the enemy hull does get stronger - which cancels each other out. But at M3 the turrets spin faster as well as the hulls. You run into the same problem as Freeze, which freezing rate is ok at M2, but too low or barely enough M3/M4: when you surprise someone, he still turns around and takes you under heavy fire. As suprises require a light hull usually, you will have some troubles as they are all fast spinning mediums in higher ranks: they stand longer. Even the heavies spin fast, and what their hull can not do is compensated by fast turning turrets. And you can hardly suprise well experienced tankers in team modes.. in DM it works only if they are busy with 1..2 others. Else their trained battlefield awareness spots you early, and their well aim harms you early. Sure you can fight them, but it will not not work, to pile up kill streaks of 4..5 tanks that you suck out _all_by_yourself_ in order to pile up health. So I belive you that 10% may be enough in the battles you fight and with your skill; but you can not translate that into higher ranks. It's a little bit different, vs Gismos that have 2x the experience you fight against today.
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^ get M3 and you will see, how crippled the Wasp M3 is today. Speed is not everyhing.. the turning accleration is so sluggish that if feels like driving with half a second of delay This hull makes no fun any more.
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Do it before and after the battles :) Good thing is, they last only 15 minutes, so it is timeable ;)
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If you check the wiki, you see that fire has no "max damage", but just "Damage (/sec)" This is the damage it deals from range=0 to range="Range of max damage (m)" beyond "Range of max damage (m)" this damage deacreases, until it reaches 0hp/sec at Range of min damage (m) If you think in the picture the model B2 gives, you can simply imagine that the min.Dmg was moved up and is the same as the max.Dmg - you have only one line for the direct damage that fire deals. Please note that you have damage/sec in the wiki and in the stats; but the damage indicators in the game show you damage-per-tick. The tick in tanki is 0,25sec. So if your firebird deals 400/sec, then it will deal 100/tick, and you will see 4x the "100" pop up above your enemy for each second that passes by. Afterburn damage is a complete different story and works more or less like described by I_already_won and me (the issue why I can only write "works more or less", is that we have not enough information on some deatails.. and the damage does not work out like it should when I test it). Funny thing is, that afterburn seems to be not displayed by tick, but just calculated each second. seems strange to me.. therefore I am pretty carefull with calculating fire at the time beeing. Hammer how it should work: Hammer pellets deal a fixed damage when they leave your barrel (no gauss). The do this from range=0 until range=[max Dmg. Range]. Then the damge per pellet gets reduced until it reaches [10% of it's original value]@[minDmg.Range] Beyond the [minDmgRange] it deals no damage any more. Besides that, pellets miss the target at longer range.
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That made no sense in the same way. But I made you something different. Please note the different scales..100m in one pic, 50m in the other :rolleyes: edit: should be more or less correct.. that prop counting toasts my brain :p Serpuchov Rio Need more? Meassure yourself :P one prop is 5 meter long: http://en.tankiforum.com/index.php?showtopic=211476
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list on range models edited, regarding Shaft; thanks @I_already_won http://en.tankiforum.com/index.php?showtopic=177141&page=242&do=findComment&comment=5868529
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YEEEEES :)
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check the thunder thread, I posted a DPM picture there that compares smoky to thunder.
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no, fire's afterburn works completely different. The fire blast heats up tanks (increases a temperature parameter that each tank has) from 0 (normal temperature) towards 1 (usual max temperature). Depending on the temperature your tank has, it receives burning damage (the hotter the more). The fire alternation increases the heating rate (tanks heat up wayyy faster) and it increases the max.temp (and so the inflicted burning damage). Yeah but the model makes sense. It is just "done" for each pellet :P And each pellet starts of with a constant damage, no [min/max by gauss]. np for the nick ;)
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Thanks, I changed the list above accordingly and mentioned your nick :)
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You do understand the specs right, but Speed is not all. Think about the battlefield.. you just drive from one cover to the next towards the enemies flag. You are exposed for maybe 3..4 seconds in between. The speed difference between Hunter M3 and Viking M3 is 0,5m/second. So if they race next to each other for 3 seconds, the Viking has gained 1,5 meter more. Well ... a Wasp is 5m long.. you can truely forget about an advantage of 1,5 meters. If the speed difference is so small, then the next imporant things are drift+cornering, acceleration and weight. In the past the Viking had all those advantages (ok, not the formfactor). Overall I consider Hunter as the way better ride at the moment.
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The thing is, that the twins page does not describe the "dying out". In fact it reads more like an infinte flying bullet :P. See yourself, this is the weak damage definition from the Twins page: Same applies for Rico (and for Thunder Splash.. it ends at it's minDmgRadius) Actually you would either need to describe that the bullets die out.. or you introduce some kind of "cut-off" range. But I guess the description is more usefull, as you can continue to reuse the russian data tables.
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Fire+Freeze Max damage range: from range=0 to range=maxDmgRange -> the turret deals it's max damage; from range=maxDmgRange to range=minDmgRange -> the turrets damage declines to maxDmg x weakDamage (to zero) beyond minDmgRange the turret deals weakDamage = 0% in case of Fire and Freeze Hammer pellets deal a constant damage (no gauss curve) and have the maxDmgRange / minDmgRange model. But at longer ranges some of the pellets simply miss the target. I have no estimtion for the effect on real battlefield, as I never was too much into hammer
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Thunder M3 average damage <-> Smoky M3 average damage (incl. Critical) Damage Per Minute graphs vs Range. Mind that Thunder has additional Splash Damage, which is not part of this graphs
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Therefore my proposed rank selection scale for the battle creation ends at [Legend3+all above]. Legend3 is 2 Mio xp, and you should be close to a (single) M4 combo by that time. Your post made me aware that the way I worded it in the original was maybe misleading. I edited it to be more clear.
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Yes, that explains Thunder IMHO the following turrets follow the principle to have a "full damage" to start from, that is somewhere between min and max damage: So if we compare turrets in the future, we actually have to compare the average damage on the given range. And.. knowing by heart that thunder has a weak damage of 50%.. this changes A LOT.
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yes yes, yes yes (yes) by editing the quoted message and adding a spoiler for the image the percentages of the distribution propability are a very rough indication.. most shots dealt [average damage] +/-10% for Smoky.
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I hope so.. loss of connection is maybe treated different then kick for inactivity I think in the past you closed your browser and were kicked more or less immediatly. It was an update that introduced to "keep" players place in a battle in case of a crash. So I think it is maybe part of another part of the code.. maybe based on another timer. I would highly agree that 2 minutes shall be enough to reload the browser. I'm sorry for the people that loose the crystals, but it truely harms your whole team.
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The explanations in the wiki are already improoved, but I agree that there is still room for improovement :P It were the very, very old ones were the base for the misleaded concepts that were in the heads of so many tankers. The critical damage has no min/max. It is (for M0) 240 -> and that reduced by range, down to 24 (10% of 240, as weak damage = 10%). That is consitant with the tests from today morning. To be precise: The +30% should be "+ ~30%", but the text was too small so I skipped the ~. It was good enough for me
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@Inactivity <-> Browser close/reload? How long will a tanker ramain in battle, when his browser crashes and he has to reload? Today it's 5 minutes Every time a frustrated or non-informed player closes the browser with the [x] in the upper right corner, instead to exit a battle regular, - we all have to wait, and wait, and wait in XP/BP - or he mults, and mults and mults on all other battles does the inactivity update change that as well?
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Then - for those rather poor low rankers - it would make sense to pay "ocassional" pro battle visits by paying 10% of your crystals earned there (link to the idea)
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FullDamage is not max.Damage. From range=0 to range=max.DamageRange the turret deals full damage. "Full damage" is a random amount between min.Damage and max.Damage (whereby the likelyhood to be in the middle of that range is way higher then to reach the max or min exactly - Gauss curve). At Min.DamageRange and beyond the damage is [Weak damage %] of full damage. Between max.DamageRange and MinDamageRange the damage is decreased linearely. Then draw a nice scematic and you are ready to go
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To widen maximum rank ranges for pro battles is a good idea. For some intermediate ranked clans todays rank ranges are to narrow. On another corner I proposed to have the ranks in the rank selector like ... | | | 1+2 | 3+ and all above | It would be usefull especially for new Legends, because of they competative-ness of their equipment. Maybe you like to consider that..
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