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Everything posted by BlackWasp777
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even if the DamagePerMinute almost stayed the same, we now have to expose more often and find targets more often. Not as easy if you oppse skilled tanks. And most hulls on the battlefield are medium; they now take 3 shots to die (instead of two); which takes 8,x seconds (instead of 5,5). but whatevery.. railers have more luck then Isidas :p Freeze M3: Freeze freezes very fast now. Damn fast. Completely different then on the testserves as I tested it. Well I missed the fast freezing.. but change is truely dramatic. I feels kind of overpowered now. Hunter M3: Each time I do a turn and relase the left or right cursor key, the hunter contines to turn. It overturns up to 90degree if I run a full spin and stop to spin. Ehm; this is a Tank, and not a carousell ;) The negative turning acceleration (interia?) is way to less.. Viking M3: Drifts... drifts more.. it is no precise controlled ride (which is a main reason why I purched it..) Wasp M2 Wasp M3, M3+ I cant turn into those sharp turns that I need to slip between enemies when I run home with the flag. Crap. Feels like an M0..M1 Wasp now. I miss the high turning acceleration, that was taken away
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Hunter <-> Viking Swap option This would help both - Tanki could make some earnings and the players would feel treated more fair. Alternative could show that they care for their customers, while they earn some money at the same time ;) I think of something like this:
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Firebird damage is up to 30hp per second if the temp reaches 1 (today this happens with M4 after 2.5 seconds). But the range of max damage is only 5 meters today; deacreasing rapidly for longer distances. I would estimate (not verified) that at 10..12 meters the Twins already outpoerforms a firebird; even if we include burning damage. So still the DPM of Twins at short distances is insanely high. Most likely this should compensate for the many bullets that miss their target.. but higher ranked players know how to aim; and with the new alternation the missing rate is reduced well (faster bullets) At the moment I dont have much of a problem with it. It seems to have other drawbacks too, that make it a les sused turret (except for CP games)
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the damage decreases significantly with range.. but if a wasp shots the wall infront of it, it would die instantly. As this is not the case, the parameter is wrong (or the explanation.. but I guess the parameter)
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Do you think that turrets/hulls will become balanced with this update?
BlackWasp777 replied to Strikechard123 in Archive
Sorry for your combo. Please consider another wording, as the Dev's are not paid to participate here - Hazel comes here voluntarily. They for sure have better use of their time, then to come here and get callend noob. So.. no matter if you or I or someone else likes this rebalance or not.. lets keep the usual respect up. Having some direct contact to devs and the possibility to ask questions and deposite ideas a valuable thing. If you insist to call someone noob, you might try (i hope you don't!) the community manager: He will not enjoy this either, but at least he is payed for this ;) -
Thats because they had no need to be more clever in your ranks yet ;)
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Do you think that turrets/hulls will become balanced with this update?
BlackWasp777 replied to Strikechard123 in Archive
Well.. todays Hunnter has some advantages vs Viking - if you read the stats. But the "daily operation" prooves Viking to be simply superior on the battlefield. So there was definitely a need to balance both. But the swap.. -> hurts. I guess this would even be fine for most tankers, if you offer the players a chance to swap hulls in garage if a player decides for it. I think of something like this: This would help both - Tanki could make some earnings and the players would feel treated more fair. Alternative could show that they care for their customers, while they earn some money at the same time ;) Thats.. good news -
Do you think that turrets/hulls will become balanced with this update?
BlackWasp777 replied to Strikechard123 in Archive
Thanks for the statement.. makes a lot of things clear. There are some things in this rebalance, that players (incl me) are not very happy about.. but at least I can understand the motivation of most. They feel like moves in the right direction - altough they sometimes overshot (or just make room for alternations). But there is one thing, which I cant understand.. and maybe you could enlighten me: Can you tell us the reason why Hunter an Viking are literally exchanged by their characteristics? Most Hunter-pilots want a Viking now; and most Viking-pilots want a Hunter now. This does not really balance things out.. it just exchanges them IMHO. -
@weak damage: the definition is unclear, as they do not state which is the base value for the % value. I asked about it in the wiki-thread but it was not very fruitfull yet. However.. the german wiki stated it is a % value from max damage. Having some caluclations on DPM and so on, I have to say this makes most sense over all. still.. 50% is decent. Especially, as the splash comes too, which kicks in full force on tanks around your target. Over all Thunder deals more damage in average.. and as your exposure time is lower (you can spend more time behind cover) you should get the batter deal with it in midfield and defense. Smoky could be a more offensive turret if the impact force works; if you like to rush in and play fully exposed.. but actually then I would chose twins or Rico (the dpm of twins is just crazy and the range is fine if you know how to reach an enemies base with cover; while the Ricos timeToKill is great). @ LittleWillie, during your smoky tests on the testserver.. did you notice that the impact force was.. well.. not so usefull? I had the impression that those smokys did push my tank.. but it was a lot easier to handle them with my rail then in todays balance settings (in the tesserver I had far less misses due to smoky impacts in my wasp then usual).
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Devs have not confirmed that critical damage does/does not decline with range. A guy here in the forum read my question about it and tested it on the testserver; he said that the critical damage is truely not declined and deals full 5xx hp over any range (which is also the only usefull thing.. ense you could actially forget about it). For your comparsim between thunder and Smoky you should take into account the weak damage, that is dealt beyond the "min damage range". This value is significantly different.. smoky has about 10% while Tunder claims to have 50%. This, together with the splash.. rocks. Smoky has slightly (!) better DPM on close ranges which is compensated more then enough by splash damage. On long ranges Thunder has reasonable more DPM then smoky, even if I consider the critical hit chance without a decline.
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How to report an invisble hacker - in 5 steps (warning, serves entertaining purposes only :P )
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you have to consider that the alternation is already aligned to the new firebird stats that will come with the next rebalance. Today it is overpowered. Lets see how it works after the rebalance, when the heatup speed is cut in half (I guess it will still rock..)
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Thank you for the hint!
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Leave your feedback about the new Downloadable Client
BlackWasp777 replied to theFiringHand in News Archive
Since I am not able to reconnect to my old battle (I can neither chose the server I'd like to connect to, nor is the client yet able to reconnect me automatically) I simply do not use it for the while beeing. So for Gismos it is "just crystals" that they loose. But for non-gismos each battle we get kicked from: > pushes us closer to the big ranks in tems of XP & rankup > while it withholds the crystals we need to sustain there Thats the worst deal you can make in this game. I am sure it will be a neat tool once they coded the reconnect/refresh functionality -
Are you saying, that the wiki should gain a question mecahnism? Well I didnt mean that. I have no problem to use the Q&A section for my question.. but the wiki editors would have to tell me, [if / if not] they accept the answers that come there. You know.. everyone can answer in the Q&A section, while only developer answers are valid enough to make it to the wiki. ps: on the other hand the rebalance is on the way.. we could also wait for the new tables.. see the open points that remain then.. and have that asked and answered later on and all at once. This is maybe more usefull
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It would for sure ease up the gameplay for beginners. Especially for longer reload times (like rail) a soundindication should give a reload sound PLUS some intermediate clicks too. I once coded a 3rd party script that does exactly this for my rail, and it helped a lot. If you are sure you will make a shot once you reloaded, you can just hold the space key pressed, it will trigger the shot as soon as your reload is finished.
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^no need to blame god for this :p
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A hacker that can enter your account no matter how many times you change your password
BlackWasp777 replied to sssrare in Archive
Do you use any fancy (inofficial) tanki client or certain hack tools (maybe even for other games)? -
Hi, Actually I have to thank you for your time, because you and the other wiki editors do a great job in your spare time. I don't ask for "custom definitions".. all I ask for are definitions that let the players understand what the values mean. And giving a percentage without specifying what the base value is.. is kind of meaningless. What do you think about the idea, that I collect a couple of questions and uncleear definitions.. maybe even answer proposals, and you forward them to the developers, so they can give more clearity? It is just about to understand what some things mean and to clearify some inconsitent stuff. Would you support such a plan?
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summed up bugs thunder turret page: - [min dmg range] splash and [max dmg range] splash are mixed up. the [min dmg range] must be 12, while the [max dmg range] must be 0. Min and max refer to the damage and not to the range. - Autoaim angle is not the same as in the russian wiki. - weak damage splash 25%.. would mean the splash damage has an infinite range, dealing 25% of max splash damage to all tanks on the battlefield all turrets pages: - please write a more clear definition of weak damage (what is the base value, the percentage refers to)
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Russian wiki: - reads also 50% weak damage :blink: - The explanation of the weak damage is the same as in the english wiki (unspecific). Edit: German wiki: - The explanation of the weak damage in the GERMAN wiki is more clear: they state, that weak damage is a percentage of the max. damage. I've updated the 50% weak in my DPM sheets. Even on ranges larger then 135m it deals more DPM then Smoky with it's critical feature. And.. this did not even include the splash. Thunder is.. awesome effcient.
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sorry, my bad: DPM..Damage Per Minute TTK..Time To Kill Ricos bad DPM and good TTK is the reason, why you see not many midfield Rico campers.. Rico is a turret for killers, not for patient damage dealers.
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Take into account the late, very very late unlock rank of Rail M1 , while you can get Wasp M1 already at . Hornets M0 as well as Wasp M1 are not easily 1shotted by Rail M1; both are cheap and there is also a pretty cheap protection vs rail that keeps you alive. Actually I see almost no railgun users at those lower ranks that are beginners. This turret has so many disadvantages (for beginners), that 90% of the low ranked rail users that I see are decent pro's that startet over with a new account. Having quite some lower alts by myself, I spent some time there.. and in the meanwhile I can easily tell apart a pro that plays his lower alt from a real beginner. Those rail-wasp or rail-hornet guys know almost everything.. maps, locations, tactics, intercept sniping shots ar flagrunner routes, around-house-fight tactics, how to defend vs two incoming tanks if they are alone.. keep going on. They rock and score hard because they are _pro_ with [tactics], [skill], [and rail], and not because they have [a rail].
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You have to consider that the experiance points needed for each new rankup, are drastically increasing: So in fact a is just 4 ranks above (your rank), but that has twice the experience points then you. This means 100% more playtime, while those 100% are fought just against players of your rank or better. Those players.. are simply better, more skilled, more tactical aware and know more tricks. This means Firewall is still a very decent kit, but now (in your ranks) pure "power" is not the only criteria that it takes to be a good tanker. If you find it underpowered you either play on maps where enveryone has a fire protection module equipped, or where the players have simply more skill then you do (sorry for beeing so frakly :P). Those midranks are those ranks, where life gets hard - thats the way it is. so what could you do:
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I would say, if you are the only non-xp/bo player in that battle, and they kindly ask you to switch to rail or please leave.. then you should follow their wish. You break no rule, but sticking to your prefferences while destroying a game for 9 others (if 5vs5) _on_purpose_ is simply a very bad attitude (it is on purpose if they ask you kindly to leave and you dont). I mean.. they have been here before you, they have already agreed to something that makes obviously fun to them, and if you dont change you are the single person that is between them and their beloved game experience. Also you and your combo can play in any battle, while they need players with the same mindset and plan to play togehter. But I also have to say, that those XP/BP players are not very "skilled" in "asking politely". Most of the time they say something like "change to rail, noob", "fk off, noob freeze", "freez out, damn noob".. and I can understand that this makes any tanker switch into personal defense, and into beein stubborn. A little microupgrade on interpersonal skills would do those "non format" xp/bp players good :P For the fact sheat: No. You break no rule. For your emotional intelligence score: You just mess up their game For their emotional intelligence score: most of the time they are incapable of explaining it in a sensible way and asking you politely to find your luck in another battle.
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