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Everything posted by BlackWasp777
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@Smoky Critical damage With the help from Shedinja from the Wiki Thread, we finally got the clues, how the damage-over-range model works. The model she explained is 100% complient with my M0 tests from today morning. Here is the link to the wiki thread, where shedinja explained it LINK And here is the picture for Smokys Damage over Range
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@Thunder does not deal maximum damage With the help from Shedinja from the Wiki Thread, we finally got the clues, how the damage-over-range model works. That also explains, why Thunder "(almost)never" deals it's maximum damage Here is the link to the wiki thread, where shedinja explained it LINK And here is the picture for Smoky (Thunder is alike, but the values are differnt.. especially the weak damage it way higher for Thunder. And of course it has no critical)
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Yep.. now the values from the Wiki and from the tests make sense. The damage-over-range model was simply wrong.. This also explains why the Thunder "never" deals maximum damage.. I thank you so much !!
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Based on your explanations I drafted the Model B below. So you mean - normal damage for Smoky, Thunder, ... follows not Model A, but Model B? - critical damage is the same, but skips the gauss curve and starts with 240 for each shot, which are then decreased by range? edit: this would indeed make a lot of sense, and explain a lot of thigs!!! [edit: picture from Model B removed, a better one is a few posts below]
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no 60 minutes - most likely to stop players in lower rank alts to create 60min battles, lure beginners in, feed up the fund, and end with a loooot of crystals and no competition (as all leave sooner or later and do not take their share).
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Maybe a little picture of the pre-update scenario will help. There you can see the difference between - default rank range - max rank range edit: typo correction: test above the lower pic should read "done by moving the left arrow of the slider"
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ok, lets read: I guess I am right on this point. and besides that.. I've nowhere complained about any other aspects of his post, have I ? edit: 2 Two posts below is a pic that tells the difference between default rank range and max rank range.
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planned Longer and more informative tutorial
BlackWasp777 replied to DieselPlatinum in Ideas and Suggestions
WorldOfT.. is a bad word here :p -
So then please tell me, where you think I was wrong. And please skip that "treat him from above" way of communication, as this can impress only kids. Please explain it seriously - thanks in advance ps: and feel free to focus on the eSports impact, as this was where I said it has no impact.
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no, it's not about my turret. It is about all the hulls: a protection of 33% gives you +50% lifetime a protection of 50% gives you +100% lifetime The last updates shifted the "usefullness" of hulls -> and it shifted it again towards mediums and heavies. In your ranks the hornets are still awesome, but the higher you rank the more vikings and hunter and Titans you will see. That's the result of the last couple of balance changes.. the light hulls become more and more obsolete, except you fight on really large maps I stepped though a couple of battles today, and what I saw was about 30% heavies (mainly Titans), 60% mediums (Vikings + Hunters, no Dictators) and 5..10% light hulls (most of them Hornets, almost no Wasps) on maps like Kungur, Serpuchov, Barda. The only point where I saw Wasps was on Stadium CTF. And of course in that one Kungur, that was hopelessly lost.. so that it didnt matter if the enemy drove around wiht Wasp Smoky M4 + DD. I don't like it. I own a Viking myself.. and I know why (but since the rebalance I wished I had a hunter -.-)
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the thing that has a negative impact on the game balance, is that it's possible to have more then 33% protection of a single turret
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max rank range = unchanged = min.rank to max.rank for a battle default rank ranges = changed by the update = rank range that is set per default when you create a battle (and that you can extend by slidign the rank slider around..) This has no effect on esports. If you dont like the default rank range, just work the slider in the battle creation dialog
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nice update. I like the green ones. note that _not_ the possible rank ranges are changed - just the DEFAULT rank ranges default rank range = rank range that is pre-set when you create a battle rank rannge = max possible rank range that you can set if you manipulate the rank sliders
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well, it's a really buuuurning question ;)
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thnx for the update. good recovery to you, Cedric
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by the way, even if stand right next to an enemy, I can not deal max damage with Smoky M0. According to the wiki I should deal 220hp from 0 to 50 meters (within max.dmg.range), which I never reached Here a small excerpt:
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The value is not fixed, it changes with range (I tried that out right after the balance) Again, I do _not_ ask you to change the wiki based on my input. I ask you to ask the developer how it does work, so he can explain it to you and us, and then please update the wiki on _his_ new information. If I would have contacted him myself, but I have no possibility to contact him. I am truely sorry if I can not get my point across, as I am not a native speaker.
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Valid Automatic removal of serious laggers
BlackWasp777 replied to Virat.Kohli in Ideas and Suggestions
If the Battle button is coming.. could lag please be secondary match-making criteria? Then you could group all players with 300+ into a battle and all with 50- into antoher one.- 35 replies
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planned Longer and more informative tutorial
BlackWasp777 replied to DieselPlatinum in Ideas and Suggestions
Yesterday I met a guy who drove over the enemies flag.. and then he did not know what to do with it. -
Leave your feedback about the new Downloadable Client
BlackWasp777 replied to theFiringHand in News Archive
Infront of a black sky you won't be able to see black tanks (Oh... that's actually an advantage for me :) :) :) ) The browser features a grey skybox, that is pretty neutral, but still allws you to spot enemies very well -
As you are new to this game, you might have missed the vLog on fighting Smokys. If you drive up to a wall or any other hard obstacle, and keep driving into it, your tank is stabilised. If a Smoky shot hits you, it can not turn you that far, because your tank driving into the wall prevents that. Of course you loose the mobility completely.. but to stand there and fight back it is pretty usefull. Railgunners use to do that if they can't make use of cover in time. With Rail it's kind of hard as you have only a slow turret rotation (well, this became better for low ranks with the update). With Smoky you should have ne problem. Sure you can not take out the Mammuth then. You do outperform him in DPM (damage per minute) as you have criticals and he doesn't.. but he has more health then you and you are not in cover. But maybe it helps you one day vs other enemies. At least, you have now an idea why the hunter is more usefull. It's higher weight makes it spin less and it's ability to do peek-a-boo helps to. The shorter hunter with the better acceleration reduces his target and your exposure time. If you are behind a small piece of wall, the enemy smoky does not know on which end of the wall you will pop out.. the likelyhood that he misses you if you do it clever, is pretty large.
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the smoky page in the wiki http://en.tankiwiki.com/Smoky Those are the values that I compare: Max. Damage (hp) > M3 > 548.85 Critical damage (hp) > M3 > 599.41 599,41 : 548,85 = 1,09 = 109%. The critical does 9% more then the normal damage. Same goes for M4, the critical is 9% more then the MaxDamage. BUT: In the video the critical is 30% more then the normal damage. There is no further information on how critical damage evolves over range in the wiki. By experiments we found out, that it gets decreased over range. But if we apply the same damage-to-range model as for normal shots, it does not fit to the video (and it also does not fit the in-battle experience) Therefore I think that there is either some mistake, or some missing information.
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absolutely.. anyways thanks for the video. Reminded me of the good old times :)
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Sure the damage was reducedby range; but the range was practically the same for the normal shots and for the critical shot. So the critical is either more then [normal+9%] Or the critical follows a different [reduce damage over range] model. whatever it is, the wiki does not state the one, nor the other. It was never my intention that you adapt the wiki on the fly regarding this issue, as there are too few informations. Therefore I kindly asked you if you could clearify this with the dev's. Question coooould be like this:
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^ he means that the notification text like "BlackWasp777 has taken Enemy Flag" blocks hish sight while aiming. Vaid concern.. blocks my sight too -.-
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