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Everything posted by BlackWasp777
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:) :) :) :) your post made me smile, as I had exactly _this_ for the pre-balance values; for Wasp-vs-Thunder/Rail/Hammer/Smoky :) It truely payd off, as I knew how much I would need.
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Thnx - and I knew someone will raise this aspect ;) It is no doubt, that any percent you get might help you.. but as those have to be paid are certain levels you can think off. The first level a player should achieve in terms of protection (IMHO) is to survive longer against his main threats. Later, once you achieved that, you can spend crystals on upgrading the rest. It is a game with humans acting random according to their spawn points. You can't model everything.. but you can try to model some things. So for this module (twins/Fire/Freeze @40%) you will gain +20% more survival time if you upgrade it to 50%. If you feel it's not worth it, save your crystals for the M3 alternations that will come (one day.. :p ). Thee is fore sure a reason why those are secret at the moment.. ;)
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valid Stickers, symbols, decorations on your tank
BlackWasp777 replied to nuclearpuppy in Ideas and Suggestions
..mixed by different layers.. like the symbol that you stated; then combined with a background color or pattern, and some touch-up colors (like the color for the scorpion). Could be displayed in the profile as well.. full custom coat of arms could cost 100k crystals or 1 EUR/USD and could be uploaded via the client.. it will be checked by a tanki emplyee (staff or volunteers) to be compliant to youth protection aspects. After their aproval you could have a full custom coat of arms.. -
Let me update my post (red = addons), so it reads more clearly the scenario I had in mind:
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hornet drifts more then Wasp.. it was just an inital mistake in the pre-update specs they released to us. In the past a Wasp-Frezee was better due to sharper turns and thighter circles.. but as the turning acceleration of Wasp was reduced it is not so effcient any more
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UPDATED - Halloween returns for 24 hours on Saturday 5th
BlackWasp777 replied to theFiringHand in News Archive
Too many bushes... cant see tanks... missing my bush-cutter-alternation.. -
valid Stickers, symbols, decorations on your tank
BlackWasp777 replied to nuclearpuppy in Ideas and Suggestions
- Instead of using 200 slots in the garage (one per countrly paint) - you could use one paint slot, and in the description window of the paint you have a down selector to choose your country from. I also think a small flag somewhere at the rear of your tank would be nice; like a car's number plate; if optional ;) -
So.. is it _intended_ to work like that: > if a tanker complains about a moderator towards Ostrica > and it is not fruitfull, but the tanker is sure he the mod made not only a mistake.. but acted corrupt (like he was told in chat several times within 10 minutes to kick a mult, but he didn't act) > should the tanker then involve Cedric, with all the proove he has got (like a full battle video, containing chatlog and stats-screens)? hmm.. dangerous but important answer ahead..
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Sure it has to do with useage. You have to use your hull in a way / combine it with a turret / that makes your disadvantages count less - by going around them by the way you use it. A wasp should be used in a way, that the low hp do not matter most of the time and driven over ramps + used with a shot-timing, that prevents you from flipping Example: Today I won a 1-1 vs an TitanM2/SmokyM2 on Sandbox, using my Wasp Rail (although it was my first battle of the day, mans I was in bad shape). Usually he should have shredded me to bits.. but he did not use his combo well.
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Instead of "protection and HP" think about the additional time, that the protection allows you to survive. That's the only thing that counts, as you need that time to fight back, reload, keep a point guarded, run with a flag, ... Let's check how your survival time changes with protections: For turrets that deal "gradual" damage..like Isida, Fire, Freeze, Twins and Vulcan: For turrets that deal damage in larger portions (Hammer, Thunder, Rail, Shaft) .. ..it is unfortunately more complicated -.- So then you know what you gain.. then you can more easily say, if this is worth your crystals. The alternative is always to make yor turret and hull more competative, which works vs all turrets and not just vs. some of them. Taking your hull from M3 to M4 makes a Titan gain about 20% survival time -> vs all turrets -> plus gaining speed and agility. Same for a Thunder. As higher MUs get ridiculously expensive.. it is most likely better to upgrade protection, turret and hull simultaniously - instead of taking one after the other to full M4. So if you use your TitanThunder just for poly CP; and there you use only 2 modules (like Twin,Fire,Freez; Twins;Vulcan;thunder), then spread your crystals equally over all those four things (Titan, Thunder, ModuleA and Module B ) and you should get the most advantage in survival time for your spendings.
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valid Show numbers for damage done to own tank
BlackWasp777 replied to asdasemm in Ideas and Suggestions
a healthbar is more usefull to check your actual status then calculating all numbers that cmoe across. I need my brains for counting reload-seconds of my opponents, so that I know when I can charge forward to the next cover, or retreat one back.. or simply shoot them. I do not need this feature.. but I need the damage coutners of my own damage (to see if I hit on large distance). So if this is implemented.. then please make two different switches: one for my damage dealt, one for my damage received. thanks :) -
^ Thats true but in Polygon you have the "rush to the point" effect. Most players spawn and move in.. Those Twinners usually took 5..10 minutes, until they realise that a small tank at the side, constantly changing positions, is the reason why they reached the poin on half their health :P. Then they started to go for you.. but not much earlier. I assume a shaft can do the same.
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Twice as much? Definitely not. Rail can fire 40% more shots.. but deals accordingly less damage. Good for rushers, bad for campers, neutral for Midfielders.
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Three possibilities: It is damn hard to break up a set of camping vulcans or anything alike that is backed up by Isidas. As railgunner i often fire up to ten shots on a camping Vulcan, Thunder, whatever (= 1 minute of gameplay in pre-balance reload), hit about eight of them, check the scoreboard and receive no score. A lower healing rate migth help. Ever seen an Isida Party? A pack of Isidas, euipped with 50% protection against the most common turret defend as a pack or attack as a pack. Then they come over with DA or DD equipped, and drive home almost unharmed. Damn nasty, as they are hard to kill as a pack, as they keep healing each other.. and if one runs out of juice, then another one has reloaded already. Lower healing might help The hulls have in average lower HP, so the healing rate was reduced accordingly. In my opinion the Isida Party argument should have been adressed by other means. I already proposed that if one Isida heals another, the healing rate should be reduced. Also 50% protection is way to high in this game.. but if they would reduce the protections that are given away already the players would run amok (but continue to play...) whatever.. hard to take away things that have been given.
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The time it takes to take down a Wasp is not too long.. a Firebird takes 2,5seconds as well and has to move much closer for the kill. So while the firebird is vulnerable while he moves close, the Rico can deal the damage from further away
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He will not see it as long as he performs good with an Isida by himself. LittleWilly, do you use drugs to compete? Or any advanced tactics? Or something else?
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Balance is not to take an overpowered turret and make it underpowered.. and then swap something else in means of power in another half a year. Thats actually active disbalancing If you have to earn xp in CP battles (300..500 points), then go and play Kungur CP (I use to play then with Rail-Wasp). I usualy find some if I need them, and a Shaft has an easy job to snipe the targets as they stop by a CP. If you have to conquer CP points (5..7 points), the same can be done there. Do your sniping job, wait until a second tank of your team drives towards the nearby CP and then move in to assist.
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A tactical clever player that uses his energy to disable enemies (slowing them down) so that his teammates can finish them off. 236 point on 11 deaths are 20+ points per death. That's nice. ps: maybe he is a notorious flagrunner on a light hull, those have bad K/D ratios too (like me :p )
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This is soo much true. It is soo much less funny to play, since everthing is so slow, so unprecise, so sluggish Feels like driving a pudding.
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pretty equal at the moment; depends on your playing style (hit and run, vs clever usage of freeze effect in attack and defense). Both also work well as pure damage dealers on medium hulls. The M3 alternations will decide later on.. but we don't know this yet
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I like to keep the up-arrow-button pressed and make use of full speed, going through obstacles like on rails (I actually practised that a lot to be able to drive like that with Wasp and Viking). Now it drifts and I loose time, get catched by enemies more easy before I make it around the saving corner and yeah... ah forget about it :p I am happy that your viking does the jump now! Enjoy :)
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hmm.. I must have missed that part. Well then lets see. Maybe they still have some bugs in the damage model.. the testservers also did not behave like todays in-game damage (freeze as an example was not slowing down the tanks on the testserver very much)
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I gues... with Nitro? I wrote my lines without Nitro :P
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ehmm.. .no? An isida can heal a tank up to full health again, so it can double it's lifetime. Therefore it makes sense to deal with the Isida first, because else I deal no damage. I am not afraid of the incoming Isida because it is so strong, I am simply aware that it makes my shots go vain, as long as my team dels less damage then an Isida can repair considering its reload cycle. So even if an Isida would ride a tank with 1hp, could deal only 1hp damage and would have no selfheal at all (I guess we can agree on this beeing incredibly weak), it would make sense to attack the isidas first. As the ISida is now cut of it's selfhealing, it makes it even easier to kill em while they are incoming. They can not heal themselfes. Incoming Isidas on attack support will be either on DA .. or will make their way through if the defense lines are completely broken. Calculate the travel times over open field with cover stops, the rail reload, and the number of shots to kill. You will see
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