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Everything posted by BlackWasp777
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Cant tell for sure.. it's beein quite a while sonce I played M3+ Freeze a lot. Usually on small-to-mid size maps (like arena CP) the density of tanks is higher, so you encounter multiple tanks at once. Therefore the large cone is usefull. As the M3/M4 tanks (vikings) move quite fast during the first seconds you freeze them, it must be hard to aim at two tanks at once with a narrow cone. If you run a Wasp-Freeze on Arena, you can for sure select your perfect position to handle 2 tanks with the slim cone.. but you wont last long enough to blast out your full damage potential. Tougher tank and wider cone should be more usefull (normal damage on 2 tanks > higher damage on 1 tank) On larger maps with good cover you usually can not attack multiple targts at once all the time; as they are spread out (sometimes you can, but most times you cant). You rather suprise them from behind and take them out.. or use your teammate as cover and supoort the kill. Therefore the small cone is superior (only one target, higher damage output). Light, fast tank and narrow cone are more usefull (higher damage on 1 tanks > normal damage on 1 tank)
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They meassure reload in "energy regained per second" - and this is reduced by 25%, so it reloads slower. quite some descriptions are massively misleading!!! Tanki, pls change this. like: Rail leads to think the average damage increases Rico leads to think it reloads faster Freeze leads to think the maximum range is doubled maybe some more, I have not checked all
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This is the effect of the Freeze M1 Alternation "high pressure pump", 50k crystals. (max damage range + 100%, Cone -70%). The cone is reduced from 20 degrees -> down to -> 6 degrees The max range is not enlarged,... just the range at which max damage is dealt. At the usual ranges a freeze is used, an alternatd Freeze outperforms an M4 Freeze in terms of damage; but sure it is harder to hit your target. But I guess M3 users will take just a week to adapt to better aiming.. Damage wise the alternation seems extremely usefull. I wonder how it performs in a "attack multiple targets" scenario. of course freeze can stand at a position to handle two targets with a narrow cone as well.. but a freeze has also always think of covering himself. Freeze has a large energy reserve (9 seconds of blast); therefore a Freeze user has to take care to survive long enough. Good cover leads to more overall damage dealt; and is more important then damage per time. Interresting Alternation. Good that we can unquip it at any time. Time will tell..
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come close to and then think again. Product kits might change, as well as the associated modules. Considering myself: What is better for CP: Guardian or Cardinal? Or should I stick to my medic kit for CP overall?
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Will they be the same as for non-XT versions; or will XT have different alternations?
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no; your link is fine. But the table in the russian forum is not text, but a picture. Like it you take a screenshot of a word-text and post it here. Humans can read that; but machines (goole translate services) have their "issues" with that.. they can not read text depicted in pictures. There would be a way (OCR.. optical character recognition), but it is too complicated.. better find somone who talks russian and writes a translation.
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Are you sure about the Isida Cones? I thought it was +150%, and not +50% You can use google crome, it features a translation button somewhere.. EDIT: damn, it is a picture... not a text.
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the percentages are applied to different base values.. see here:
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ah ok, thanks. Good luck doing somehting usefull ;) Pls get your maths right, Rail has no damage increase at all! You must be new here :D See, here it works like this: First something cool new is introduced that looks overpowered or awesome or stylish or whatever.. so that everyone wanne have it. THEN (once enveryone has it) they rebalance the stuff. It would be more usefull if new equipment or such things can be rented foa months period, in which the devs can change it however they like. After this monththey settle the parameters a little more.. and from then on it is open for purchase (if you rented it, your rental fee will be substracted from the price of the equipment) But.. it is not this way. live with it.. Alternations and Microupgrades aim on buyers mainly. Free players can have them too... but if a normal tanker spends crystals on it before he reaches at least (!) M2, it is hardly doubted that this is a good investment. Once you have your garage settled, things change.
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Why do you have a ranking index in the right corner of your experience bar? For how long do those drugs last.. 10 days? ;)
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Is it usefull to spend crystals on alternations NOW, if we do not know yet what ather alternatiosn will come? Maybe someone has Smoky and Thunder... and spends his crystals on a Smoky Alternation. Later the other alternations are rolled out by another update.. and then he sees, that he would have been better off purchasing 2 alternations for Smoky, as this would ahve suited him more. Of course Tanki coooould be so nice and give some ideas what will come next..
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If I reming my maths class correctly -> yes, as you might experience, the chance that an unprtected Viking M4 susrives your DP shot is already small. Today you see a certain chance, that an full M4 Viking survives your DP shot.. while in future he will die for sure. It makes no difference to the Hornets and Wasps.. If you play on large maps mainly as a sniper, where you have time to finish off or seriously damage incoming Vikings then it makes no difference. On those maps most players have Railprotection too, so you can not 1shot (+DP) him anyways. If you play midrange battles where they come close, you have to dodge and wait for your reload.. then it is important to be assure, that your shot will kill him. Also railprotection is less common on that maps, so that you can truely make use of 1shotting him; while saving your own bacon with a single shot.
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It is not useless, but the first thing I thought when I saw it was: "oh the min value increase more them max.. so the average is going up! And all I have to sacrifice is a little max damage, that I anyways get only rarely" - and this is not the case. The modification is usefull as you can assure the number of hits for hulls. Past: Rail M4 vs Vikings M4: you _usually_ 2shot a Viking M4.. but there was a small chance that he survivded the second shot (you had two low-damage shots - very unlikely, but possible) Rail M4 vs Hornet M3+:If your shot dealt "little above average damage" you had a pretty good chance to 1shot this hull With Alternation: Rail M4 vs VViking M4: You 2shot him for sure, as there are no low-damage shots any more Rail M4 vs Hornet M3+:As there is no "little above average damage" shot any more, you will most likely have to 2shot him. As you see more vikings then Hornets in High tier battles, it may make sense there. Then you can count on something
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it is permanent. But you dont know how they change the parameters of you alternation later on, as those alternations lead to balance issues. They are now in the game and will be watched.. and most likely changed and tweaked afterwards. In example the Vulcan change is rediculous powerfull.. you acn not outmanouver Vulcans any more, while they can deliver more damage on the battlefield (the can sway from one targets to the other faster). They just have to play on usefull maps, where theire sacrificed shooting angle makes no change.
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Caution!! This Alternation does NOT increase your average damage. There is no change to the average damage, although the different % for min and max might make you think that. Take my Rail M2 for an example: Currently: min 88.8 / max 136.3 current average = 112,550 now lets modify the parameters: min 88.8 +23% = 109.224 / max 136.3 -15% = 115,885 New Average = 112,539 (Same!!!)
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For many Gizmos that enjoyed heavy drug-vs-heavy drug battles you took away a lot of gamefun.. Maybe another aproach would have been more usefull, an aproach that uses Concept: Two different stocks of supplies Green Supplies (for normal battles, drugs activated as today)Players use might use only supplies from their GreenSupplyStock; which they purchased via 100 supply kit for crystals or via the shop for money. So drugs are then "more expensive", will not be abused so easily, and have to be used clever. Maybe a nerve on the healthkit is needed. Red Supplies (drugger-vs-drugger fun)This comes with a pro battle setting. It give an option to use supplies of their RedSupplyStock. That supply stock can be filled up with te 1500 supply kits with 80% discount for crystals (!) .. and via money of course too. Red supplies can be used only in those Drugger-vs-Drugger fun battles. What will be achieved? Drug abuse in normal battles decrease (positive) Buyers still have the upper hand (well.. they pay for our game..) Gizmos can still enjoy there druger-vs-drugger battles while a large crystal drain in the game stays established The only thing that will go lost, are those free-to-play gizmos that raid non-druggers. Well, I could life with that. ps: if you think this soution is complicated.. think it thorugh again. It is not _that_ hard.
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Well if they thought of changing it.. they must be somehow unhappy with it. And as the world is never perfect and humans are unhappy all the time with something - BUT this topic made it to a list includin only a few items.. there must already be more into it then just a bare entry that reflected just an idea. At the time an entry reaches the VLog, the concept is already pretty much finalized.. else they could give no informtion about it. It would be nice if a dev could explain what the issues with todays CP mode are from his point of view.. beofe the concpt is finalized and a solution is more or less fixed already. Thanks in advance for the work :)
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well said. Actually the overpowerness of buyers could continue to exist while at the same time the balance in battles could stay even: It would be the case, if the same amount of buyers is in both teams (like red = 6free players + 2 buyers; blue the same). I understand this cant be assured today; but it would maybe solve a lot of problems. Let me dream a litte ;) (no, thats not a dream. I consider this as a solution to the problem by attacking another aspect. I wrote it, as it maybe insipires some dev that reads it for some better idea based on this)
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Both parties may act: the free players might avoid them... but the buyers might join free players and dominate. but.. I have a little different perspective on this update: > those 1300 and 1500 supply kits are self-sustaining: (using those drugs made players earn more then enough to purchase the next supply kit; an info I was told by multiple pro druggers) > It is.. obviously.. that this is not in Tankis interrest. All they have done now is > they increased the price of supplies for free users by the factor ~ 2.5 (*1) and so the self-sustaining of the kits is gone. > they left a source of overpowerness to buyers (that runs out by using it; it is no permanent overpower) I am very courious how the gameplay will change. 1) I would say, it will end up in a way, that todays freeplayer druggers continue to drug.. but they will use it if needed.. to make a change in key-situations of the game.. and not in plain all-drugs-out mode. This will make the game better (for me, more interresting). 2) while it open doors wide for organized raiding teams of buyers. They have now much, much less enemies that can compete a full drug rush. ut they have to spend money on drugsm instead of gaining them in a self-sustaining way. I am truely very courious.
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Leave your feedback about the new Downloadable Client
BlackWasp777 replied to theFiringHand in News Archive
Can you then explain me, why the standalone flashplayer gives me 2x the framerate (FPS) then the Tanki Client? I really would like to know.. -
yes, I meant the turret. I've just corrected it in my post above. In my native language we use the same word for turret as for tower.. so sometimes I pick the wrong English word for it :p
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The secret to make them shoot over you is to hit their towerturret. If you hit an enemies tower it will make his Tank raise far enough to lift his shot over you. You also have a nice chance to flip him over, if you lift him up and his own Railguns recoil does the rest ;) Some Hornets can conter that by braking hard.. Hornets good brake force and high weight keep their nose down.. sometimes it works.. but not always (maybe the reson why it works is just lag.. I cant tell.. but whatever - it works sometimes) In principle it is best to aim for the towerturret all times (small target, but aim small targets to learn to hit better). The only usefull thing of hitting their sides is when you want to make them crush into a wall. If you are chased and hunted by someone and both of you pass between pillars of a bridge; through an ally of rocks or some other hard structure, then you can shot the front corner of his tank to make his tank turn right into the pillar and get stuck there unexpectedly.
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Leave your feedback about the new Downloadable Client
BlackWasp777 replied to theFiringHand in News Archive
yes, therefore I wront standalone flashplayer :) Funny that standalone has a worse performance on your PC then other mehtods; on my PC the standalone flashplayer is the fastest off all current available possibilities. I've also read quite some moe comments here saying the same (standalone > client > browserbased flash plugin). From Standalone you have to shutdown as well if you lose the connection to a battle or if the standalone flashplayer crashes. There is no reload button either. But with the standalone flashplayer you at least have the chance to select the server you intially connect to.. and if you pick the same server that you have been connected beofore the crash, can continue the battle. With the Tanki-Client this seems not possible to me. -
Leave your feedback about the new Downloadable Client
BlackWasp777 replied to theFiringHand in News Archive
When I wrote about the stand alone flash player, I did not mean the "flash player plugin in your browser". Stand alone Flash player is something different ;). -
If you just do it and roll it out, it will dissapoint as well, as players have different ideas and opinions (always) and noone talked to them in advance. If you talk to players in advance; you can first line out the problem and your basic ideas to solve it. Then you can explain your choises have give the players the chance to give their feedback.. which gives teh devs the chance to further improove it. It is usually better to talk in advance and work together; then to code the thing twice. In a lot of threads here you can see, that the community has some decent clever people (check Kick2.0 for example..) (on the other hand this rule comes out of the real world of business, engineering and social interaction - with grown ups :) )
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