-
Posts
4 431 -
Joined
-
Last visited
-
Days Won
1
Everything posted by BlackWasp777
-
I could tested this yesterday Wasp M3 vs Thunder M3, no MUs, range = point blank Results: For a Thunder a Wasp is now a 3-Shot-kill.
-
Dictator is considerable larger then those other hulls.. and no matter how it handles, it is simply a damn easy target. I fought vs a Dictator-Thunder yesterday; Map red Alert, the player was skilled (true gismo), I had a Wasp/Rail. I beat him soo often... His hull is simply too large, and my Wasp was a 3-shot-kill vs his Thunder. I could also kill him with 3 Shots now, so I didt have to expose myself so often, where he had serious troubles to find cover. I found cover everywhere.. even if i player rail-viking. I forgot about Smoky - good you mention it: I also oppsed a Wasp Smoky driver on that map - and usually this is my death-sentence on RedAlert if I drive Wasp/Rail. He was more skilled then I was (less misses, awesome aim) and still my Wasp/Rail was not very inferior, but pretty much equal. With the lowered critical damage he is not much of an harm (3..5 shots to take me down) while I can kill him 2shot. MOST important: I did not feel very effected by his impact force. It was there, ok, but compared to today the smoky-vs-wasp feels like if an old-smoky-vs-old-viking. Guess why they have the alternation with assoult ammunition.. I guess they will tweak this a little more to make the alternation more effective.
-
You are right.. it absolutely s*cks to be in such an environment, if you wanna play real battles. It has always been like this on the testservers. I mean, I understand that some players truely like those full-drug-battle with/without cooldowns.. but those are not the players that fill up the testservers each and every time they are open. Most players on the testservers are obviously lower ranked and just wanna try out how it feels to be OP (instead of noticing that everyone there has the same power :p ) They just get all M3's, upgrade to M4 sometimes, and spoil all drugs they can get their fingers on. You can't compare that to the "endgame" that players play for long.. it is more like a shortterm party (of which true endgamers become sick of sooner or later. Especially if they are not the youngest around).
-
Balance test results I just had quite some time on the testservers using the balanced equipment Report Proposed changes
-
Guys, it worked great past 24:00. I just tested hornet, Wasp, Rail, Freeze and Isida. I write some lines in the balance thread (done, find them there)
-
It is the weekend. Do you really think, that their support team will start to work to get up the test servers? but still, it is a pure facepalm situation -.-
-
It is 12h weekend already (25% passed..) - and the testservers are CLOSED for public access. Only testers from the testgroup (with invite codes) can access them. hmm.
-
well, then play more, so you reach those ranks where M3 unlocks usualy ;) There the balance is in your hands :p
-
valid Ask for Invites (to private battles)
BlackWasp777 replied to BlackWasp777 in Ideas and Suggestions
hmm.. maybe. Actually I am just a notorious optimiser by nature ;) But lets take another perspective: Do you know that you have played this game for at least 300 hours by now? An there are others, that have played far more. A little more comfort is usefull investment, there where you spend your time, don't you agree? :) -
Funny thing is, they said, that "The Hornet will have better handling and acceleration then wasp". Actually the main advantage of a Wasp was less in it's speed, but more in it's outstanding handling in curves. Did they just tell me, that they are going to give a hornet better manoverability then a Wasp now? Besides, I don't see it. In the wiki the Wasp and the Hornet have the _same_ - same turning speed - same turning acceleration - same weight - Acceleration of Hornet is just 7% (whohooo ? Nah.. -.-) better then Wasp Additionally after vLog 108 Hornet was not drifting any more. Now after vlog 109 it drifts again. So.. where and why ecactly does a Hornet handle better then Wasp? (I saved an offline copy of the vLog 108 balance table, as I expected them to change without notice..)
-
You're right that the effect is larger on a Mammut Still I doubt that many mammuths will attack on Serpuchov. Large maps do either provide too less cover to come close without beeing shred into bits.. or if they provide a lot of cover a mammut is too slow to maneuver between them and too large to hide behind half if the things there (regarding the maps I know). It feels depressing, if you are constantly overtaken by medium hulls and the fast ones already come back with the flag, while you are half way there. The felt speed difference is very high. I think on midsiszed maps you will see a difference. Like attacking Mammuths in Noise.. they will come There light and med hulls have to stop often and check the situation.. whereby a mammuth just drives it's way though. The felt speed difference is much smaller there. You are right that bringing weapons closer togehter could increase variety.. but I think it will bring not "more of the different" but just "more of almost the same" I would preffer a set of turrets where:
-
valid Ask for Invites (to private battles)
BlackWasp777 replied to BlackWasp777 in Ideas and Suggestions
Sure. But once apon a time it was also univerally accepted to walk all your ways by foot and cars were no necessarity. This feature is a matter of convinience, just like many others ideas that already got implemented (double click on garage items was also derived from an idea here in the forum). I experienced this "universal accepted" procedure as very uncomfortable, especially if you take the other perspective of the guy, who is in the private battle. He is right in battle, maybe a clans leader coordinating an attack.. and suddelny an invite comes along. He now has to find a spot where can sit for 20..30sec, open friendlist (sometimes it looooooads if the servers are overcrowded) and find your name (somewhere at the bottom of all active ones as you are in no battle at the moment) and then invite you; close friendlist and continue to battle. With my proposal it is just one click. Makes the live of tankers easier. According to the feedback many tankers like it :) -
I just took at a look at the topview of Serpuhov. The distance between the two flagpoints is +/- 200 meters. Those are values for M3s: A todays Titan takes 34 seconds to reach it (26 on todays nitro) A new Titan will take 32 seconds to reach it (23 on new nitro) A todays Viking takes 24 seconds to reach it (18 on todays nitro) A new Viking will take 22 seconds to reach it (16 on new nitro) A todays Wasp takes 16,4 seconds to reach it (12,6 on todays nitro) A new Wasp will take 17,4 seconds to reach it (12,4 on new nitro) I actually dont see so much of a change in time-needed on those distances. It just feels different if you drive around in your base.
-
Thats true. Although, I doubt he will be happy as a pure defender. His turret is mounted on a wasp, which tells a little bit about his prefferences ;)
-
Hard to tell, as you have to take the alternations and protections into account. At the moment there is more fire protection around then freeze protection. the both deal about the same amount of DPS (fire more then freeze), but as a freeze you have to survive long anough, to make use of your longer blast duration (lower energy consumption). If you are the kind of guy that rushes to the point, and barely manages to unload it's 5sec fire blow reservour before you die.. then freeze would be the wrong choice. Also I have no yet received an answer from tanki yet, on how to interpret the freezing time parameter of the rebalance. If it does "improove", and if I interpret it correctly, then you could freeze tanks down to a standstill within 0,75sec. Aweseome. But of course overpowered.. and likely to be changed afterwards.. Proposal: You are gismo, you loose no chance to buy equipment as you can buy anything already. >> So just wait for christmas. By then the rebalance is here. More alternations are here. A very likely change of the rebalance (mid/End November) would be finished alredy. You sit back and relax, watch what comes along.. and at Christmas you purchase all the good stuff with nice discounts.
-
good choice. what use could you make of another medium hull, that after the rebalance will have the same amount of HP, lower speed but a little bit more weight then then the Hunter M3 and Viking M3 which you already have.
-
Railgun Some facts and figures.. about TTK (time to kill) for hulls and protections Conclusions for the railgunners Conclusions for the railgunners targets I am truely nosy, how this will feel. Me beeing really curious :)
-
Railgun fires no laser, it fires a kinetic energy projectile (a rod of heavy/dense meatel with a sharp tip, shaped a little like a bolt or arrow) propelled out by an elecromagnetic acceleration mechanism (the "rail"). The trace you see from railguns is just a trace of turbulenced air in the case of Tanki. In reality you don't have such traces after some distance any more, as the projectile is very aerodynamic. Here in Tanki you need it, as you have to have a possibility to trace the location of the railgunner. If this would not be here, railguns would deliver death-out-of-nowhere.. as the small Wasps or Hronets they operate from can hide perfectly behind bushes and are highly mobile.
-
therefore -> All other turrest get one attribute boosted on DP.. but Isida boosts two (damage + self healing) and does virtually not loose health. Same on DA: the damage that the isida takes is reduced to 50%.. and this is exactly the self healing portion the Isida gets back. This is in my opinion the Issue with Isidas - and I proposed already a lots of times, to make the selfhelaing not increase with DP (and it would be great if selfhealing would reduce if the Isida is on DA as well). Then it would get only one parameter boosted, like all other turrets as well. The third thing I proposed from time to time, was to reduce the healing effect if one Isida heals another ISida (as packs of Isidas are hard to kill).. but maybe this is not important any more if the supply-related change would be incroporated in the game.
-
Batmobile 1992'
-
In the games that I played, the healer was also a weak attacker; and usually had low hp. BUT - those healers were able to heal themselfes (not here any more) - they were able to heal multiple players completely before they run out of energy (here only 1 heavy def can be healed) - often they had some area-based healing, to support a whole attack force at once yes, those powerfull healers had to have low hp and low attack. But todays Isidas are different - ecept they are on drugs. Here in tanki.. if you trade in 1 of your 2 defenders for a healer and this 1 defender is not capable to def the healer and the flag simultaniously and completely against 2 incoming tanks (2 attack, 2 def) then you wasted a slot in your team and introduced a weakness in your defense. Isida as after the update makes sense in bases, that are guarded by 2..3 tank + Isida. But in a 2tank defense base the Isida has to fire upon the attacker, to shorten the active-time of the attackers turret. Much fun with that with the new stats. but well, the updates target wasn't to reach balance.. it is more likely that the target is to shift the bias of power again to something else.. to get players into spending more crystals. See hunter-Viking shift (whitout a swap-option for exiting players).
-
will stay
-
Well this was one of the most critizised changes in the last rebalance (spring maybe? I forgot when it took place..) Thunder was suddenly able to 2shot-kill not only Wasps, but also Hornets. It seems logical to me, that this is changed now.. For the clarification i already triggered this one (and some more) 2 days ago. Feel free to stay tuned there: http://en.tankiforum.com/index.php?showtopic=291454&p=5793382
-
See here: http://en.tankiwiki.com/Alterations at this lines there:
-
...and therefore it was already incorporated. What I have done different then you, is that I have not _added_ the splash damage onto the hornet that is hit _directly_. This is not described in the wiki (neither in old nor in new stats) but feel free to check the "pre-balance" thunder Stats in the wiki (http://en.tankiwiki.com/Thunder) and apply your calculation there. You will see, that a Thunder M3 (today, prebalance) would be able to 1shot a Wasp M2 (today, prebalance) if I calculate it like you do. And My Wasp M2 does not die 1shot by a Thunder M3 shot. Feel free to get this clarified.. I would really apriciate an official answer for thunder splash mechanics
Jump to content








































































