-
Posts
1 165 -
Joined
-
Last visited
Everything posted by Tani_S
-
The aim of the matchmaking is to attract mainly new players and mobile players. I expect that the character and differences of some maps will become less strong by creating unified maps for 10v10. The focus should be to bring the importance of the map into the background. A way to influence the strength of your team is to build up your battle group. You won't be able to see a normal battle in the battle list. The 30 sec. warming-up phase is to let all players join in in time and to have time to get the appropriate gun + hull for the map, in which you entered. So that shouldn't be a big problem. For those that don't like or don't have drugs, Tanki nerfed the drugs and gave them free drugs & effects through the Overdrive(s). That was not my opinion, but just my understanding of what Tanki's answers are to address the problems, that you guys mentioned. But my opinion on supermissions is just to toss them. Anyway, I still think that the random maps thing will still be a major issue. I got two ideas which might solve this, but let's see. If we older players feel MM is giving up too much freedom and fun though getting mission reward, we should stick to pro battles. He said private battles won't yield xp and crystals, whereas other custom battles will yield xp and crystals.
-
Another workaround that often worked for me: 1) When you are in the game lobby and the game freezes, click on the top left corner and open your profile page 2) Close the profile page and return to Tanki 3) Flash for Tanki lobby has woken up again
-
A friend of mine and I are experiencing the same problem, that the Tanki lobby freezes completely after I was some seconds in another tab. I get this bug really often these days and it started around a week ago I think. Yes, I use Chrome v59.0.
-
Smoky and Rico will shoot faster, while energy turrets like Fire and Isida will have unlimited energy and a higher range.
-
Yep the Isida M2 alt. has a healing duration of 15 sec., a damage duration of 5 sec. and a reload duration of 10 sec. Imho the -50% damage cut is too strong to make the alt useful, as the whole damage energy of a full magazine can only kill a light hull.
-
You might be right, that it offers better tactics to make in the way you described it, by placing defensive ODs (Invincibility & shield) to light hulls. The thing is that Hazel gave us the hint that they will assign the ODs to the tanks after their historic profile. That's why I would place it the opposite way, though it might feel redundant. You can also view it as a sharpening of hull profiles. As the long planned role for viking (implemented with the rebalance in October) is to be the lightest medium hull, I would give the fire rate OD to Viking, because I think it is more of an attacker style OD than the supply OD (you can equip more mates with supplies in your own base). Just my view and speculations on it...
-
Yes, I noticed it too. Could this be considered as multing?
-
As the current Supply Overdrive activates the supply cooldowns, will all other Overdrives also activate the supply cooldowns? True, but keep in mind that the unique overdrive mechanics are for free, unlike the gun alterations. Here is my proposal :D Wasp: Bomb OD Hornet: Counter-supply OD Viking: Fire rate/unlimited energy OD Hunter: Supply OD Dictator: Wallhack OD Titan: Resistance OD Mammoth: Invincibility OD
-
The tanks probably will get slower tho
-
Imagine you are sitting on top of a stack of tanks in parkour and activate the destruction touch :D
-
:D :D It's now, if you want to take the effort...
-
I'm just curious, what is the main problem that you see in the matchmaking update?
-
Does that also mean, that it won't be possible to restrict a custom battle to certain turrets and hulls? Actually I'm really relieved to hear that custom battles will continue to yield xp and crys. I'm curious how the battle fund mechanic is going to work in matchmaking games.
-
A good battle is when there is not much player fluctuation there are equal equipment levels the win is decided rather late in the round the battle fund is high the map is not favoring one side there aren't many drugs involved imho you can communicate and coordinate with your team members the people understand the situation and go after flaggers there is a good mix of guns & hulls
-
I think Smoky could be buffed a bit. There are not so many of them left in game. It seems many of them switched to Rico these days. Imho the critical shot (either critical chance or critical damage) should be buffed moderately.
-
Ah okay. Thanks I did not know that.
-
I once checked the nonpro battle maps in-game. Massacre, Siege, Silence and Wolfenstein are definitely battle button maps and need to be added. I have never seen a nonpro Wave and a nonpro Gravity map (they are too small). I have not seen Magistral either, but I am not sure about this one because this is a big map. The rest of your list is fine :)
-
Thanks a lot for the detailed answer! And thank you for the congrats, much appreciated :) I think I agree with all your remarks of differentiating the profiles pages. Yes, that was my intention, that there should be a clear line of being either a buyer or a non-buyer. And if you are a buyer how strong is the buying behavior then. To talk about me, I once bought crystals for 25 € on this acc, but that is around a 2 years ago (and dropped a bought GB for a friend ;)). I think one will classify me as a buyer then. Some players might be associated as a buyer, but they might only get additional crystals by events, newspaper quizzes, Vlog activities or by being a helper (like me). What about those that never bought anything in the shop, except of a clan license? I'm just curious, of how one should think about a matter like this. A clear number of when a supply usage (supply per xp) is low, middle or inordinate would help maybe. I would also add the remark, that Legends/Gismos with a fairly low total playing time seem to be buyers (you have to ignore old players that played before the statistics were up tho).
-
How would you measure a non-buyer then? Is it one that has never bought anything at all? Is it one that hasn't spent more than i.e. 15 bucks or is it one that hasn't bought something for a year?
-
You are probably right, that the price for the RK should be slashed, as it seems to be less effective then. However we still don't know the numbers for its changes. So for now the RK heals 2000 HP per sec for a duration of 2 seconds. We don't know if the RK will offer a repairing of 6k hitpoints or more but within a duration of maybe 5-6 secs.
-
Because of the prices and the fact that alterations only offer tradeoffs (and not only advantages) in general it makes more sense to only think about alterations that are one modification level lower than the modification level of your gun. So if you are interested in an M1 alteration, then get the M2 gun at first and for an M2 alteration, get the M3 gun. There are exceptions to it tho, if an alterations is extraordinary strong or when it changes the playing style pretty much, i.e. rail's high caliber ammo.
-
It is no glitch and it is intentionally this way. The critical shot has no damage decrease over the distance at all unlike the normal shots.
-
I think it's very misleading as I would understand by this caption that it talks about a minimum and maximum radius, which is totally not the case here. Hopefully it will be renamed to the more meaningful caption :)
-
Thank you! I wanted to report that a while ago too, but I somehow forgot :rolleyes:
-
The matchmaking will let you go together with all the other players in a battle. Once everyone has loaded the battle, it starts. Yes, the aim is to have a game full with 10v10, but that might not be necessary all the time. Hazel talked about the optimal number of players that will play in the battle. So then there they have to implement a decision design into the system for the trade-off between higher number of players and longer waiting time. Yes, the thing about players leaving the battle is also a big question to me. The hope is to have more balanced games - equal number of players at start, everybody joined in, aim is that not fitting equipment is less of a problem (standardized maps), less lag kicks by html5, no raid joiners, no mult joiners, no winning team joiners while game is on-going, less strong pay2win effects through hull characteristics - so that less people are leaving. But if they do leave ... -_- :unsure: The biggest problem I see is still the drugging issue in those battles :(
Jump to content










































































