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Tani_S

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Everything posted by Tani_S

  1. Very true. An attentive reader should then react by acknowledging all that stuff which people did not complain about. I don't know the answer to your questions, but I would expect that the overdrive mode (together with the changed drug system) increased the drug usage, because the drug duration was shorter and people tend to use RKs after they used the shift key. And I would expect that the zero supply mode decreased the drug usage, because it had an effect on the drug cooldowns. Don't really know, but that would be my estimation.
  2. Ah then I am sorry, I thought you misspelled my name ;)
  3. No, the turret alterations and the hull chacteristics/mechanics are two different and independent things.
  4. Surely they have access to all the data you mentioned. You asked the valid question why you should join an unbalanced game. And yes a lot of battles are unbalanced. The upcoming concept is that you won't be able to join a game while a game is already running. On the longterm perspective there maybe might be a server kick system of mults in a special type of battles, but that remains to be seen. At the moment I don't see or can't remember of much more countermeasures from the devs to balance out the development of the battles. What other things should they do in your opinion?
  5. Hmm... looks like you have a general issue vs. Tanki's alteration concept itself. Thanks for the feedback tho. I expect that a lot of people would be interested in them, as they give a broader access to Striker by making it less specialized and therefore sacrificing big advantages of the unaltered Striker. I dunno why you think, that the suggestions are unfinished, as the only alteration that needs to be reworked is #3, because it doesn't adapt the existing mechanism properly. It would fit better if there would be two separate timers (as BlackWasp suggested), one for an enemy tank and a slightly longer one for the terrain. I especially find the suggestions #1, #4 and #7 useful. For #7 the main advantage is the longer aiming recovery time, which let you use Striker more as a long range camping weapon. btw "aiming time" = "lockon-time". To your alterations suggestions: #1 I don't think that cutting down the range is making much sense, because Striker is to be handled as a turret without a damage decrease over range (i.e. about like Rail) and a balance of this fundamental change seems to be very hard. #2 imho slower flying rockets in trade off for more damage make the arcade mode kinda redundant to the aiming mode. Don't see many similarities to Magnum, because Striker is a direct attack weapon and Striker's rockets would then probably be slower than Magnum's shots. #3 I like this idea. Basically make both; deactivate splash/self damage and significantly increase the rockets flying speed.
  6. What do you think of my striker alteration suggestions? :) *just placing some ads* :ph34r:
  7. Actually you can pretty much forget small maps as they are in general no battle button maps. And if they are battle button maps, you can expect these maps to get bigger in size.
  8. I like these alterations :) Some thoughts on them: M1 alt.: As you extended also the splash range, you maybe should make the reload a bit longer than +20% M2 alt.: Burn effect is a nice idea for Magnum. You would need to have a high temperature effect by one shot and/or a long afterburn duration to create a considerable difference to the normal Magnum. It would be especially good vs light hulls, that have only few hp left after they got hit once by Magnum. So by this wouldn't have to care for them anymore as they die anyway. Another option (maybe with HTML5) would be to create a firestorm zone, when shooting with this alt. on a certain spot of the terrain (not necessary to hit enemies) within a short period of time (maybe with several Magnums), which leads to a rather longlasting and strong burning fire on that spot. M3 alt.: You can flag this one as an M2 alt. as well. Yes, it would make it to a strong Thunder with a long reload. However in order to make the mechanic more or less the same, the Projectile gravitation needs to be 0 then, as you would not be able to shoot very far with a 0° angle and basically 100 % of power. I would also reduce the reload disadvantage to around -30% to align it to Thunder. To still have some differences to Thunder the projectile speed should not be as fast as +200% imho.
  9. From where should we get the data? My perception is the same, I think there are more unbalanced game ends now compared to 6 or 8 months ago.
  10. I think Striker needs a bigger horizontal auto-aim and maybe also a bigger vertical auto-aim.
  11. Tani_S

    Share your rating!

    Nice job on the updating :) Some of those players are also forumers that have declared that they stopped playing, so they indeed got a reset. I know that Medicago changed his nickname to M3D1C4GO_0R1G1N4L
  12. Tani_S

    Episode 134 of the V-LOG is here

    Just because drugs are a core part of the game, there should be a separation of druggers and nondruggers. If people don't want to play in drug battles, they should have a separator. This separator setting is just as important, if not more important than the setting of the battle modes. If Hazel really wants to balance out the drug problem, then he should implement this setting right from the start of the matchmaking system and not handle it by leaving a chance open that this option might maybe come half a year later. @amsterdamn mentioned the sore point of the custom battles and this would force people to play in standard battles and use supplies, even if they don't want to. Hazel talked much about the time it takes to get a matching done and about how convenient it is to find battles. I am sure a part of the players are willing to wait some seconds longer in order to play in drug free battles than to basically idle around for minutes in drug battles by playing ineffectively, feeling like a mult and grinding in inconvenient battles.
  13. Tani_S

    Episode 134 of the V-LOG is here

    Actually I don't think that Noise has much priority, because the devs have mitigated the problem by shifting it to Pro battles. The focus is on battle button maps. Magnum is a very specific turret and it has a lot of disadvantages in other maps, but on the other side the better it is in some maps. Noise is not the only map that is imbalanced because of Magnum, but it's the most obvious example, because the height difference is so strong and it has been a very popular map. Other maps like silence (that will extended as well), Rift and Hill also have some imbalances imho.
  14. Tani_S

    Episode 134 of the V-LOG is here

    Yep, all matchmaking maps will be 10v10. Matchmaking maps are the regular battles, so I think they will only adjust those maps to this size that are already marked as battle button maps (at least primarily). This means the small ones, like island and arena, etc won't become bigger, as they only serve as maps in Pro battle (= custom battles). Noise would need to have extensive adaptations as well to become a regular battle again.
  15. I agree as well. Hazel already said, that they will probably redesign Vulcan's mechanism. I expect that they will make buff it with this change as well. On the contrary side, Vulcan M0 is pretty strong, maybe because the maximum temperature is so low. So only the higher modifications of Vulcan should get buffs.
  16. I would strongly recommend to implement the hull/gameplay update before the matchmaking comes in place as I expect that the matchmaking with all its consequences will have a negative impact on the fun in the battles (at least in the starting months), mainly because druggers and nondruggers play together. It's more likely that people get over these things when the gameplay update is already working.
  17. Tani_S

    Let's discuss Tanki Online HTML5 Version.

    As the HTML5 conversion is the top priority, do we have any estimation how long it will take to get it done? A month? 3 months? Half a year? A year?
  18. Tani_S

    Let's Discuss Augments

    Yes definitely. You will keep your alteration if you buy a higher modification level of a gun and you can equip it, when ever you want to.
  19. Tani_S

    Share your rating!

    In the profile pages the "Time in game" tag should be renamed to "Hours played in game", because the unit is missing.
  20. Tani_S

    Patch Update 456 - Video by Hazel-Rah

    Yes, Slugger makes the spread nerf less of a problem. Horizontal spread for normal Hammer for Hammer with Slugger Before update: 7° ~4° After update: 10° 5° Vertical spread stays: 5° ~3° However the turret rotation (nerfed by -5%) for the slugger alt. is now -70%.
  21. Tani_S

    Upcoming Sales

    Someone posted this overview over the TO festivities and sales of the last year(s) a while ago. I think it was in the news section. Could someone give me a link where I can find it again? :)
  22. Tani_S

    May Holidays, Sales and Goodies Coming!

    When I watched the Vlog, it sounded like it would be the first option. But maybe that was just my impression.
  23. Tani_S

    Let's Discuss Magnum!

    Another good map for Magnum is Aleksandrowsk CP, just had one triple kill after the other :P
  24. I got some alteration ideas for Striker: 1) M1 „Lone Midfielder“ Damage for arcade mode +20% Reload in arcade mode +25% 2) M1 „Auld times“ Laser removed Add „sway” effect during aiming time 3) M1 „Suppressive Fire“ For salvo mode aiming for terrain is possible Hull cannot be moved during aiming time 4) M1 “SAM launcher” Auto-aim up & down +35% Reload time for arcade and salvo mode +25% 5) M2 „Raider“ Aiming time -20% Reload time for arcade mode +50% Reload time for salvo mode +70% 6) M2 „Light Rocket buggy“ Aiming time -25% Damage in salvo mode -25% Reload time in arcade and salvo mode +20% 7) M2 „Rocket Tower“ Aiming recovery time +150% Shell angular velocity +50% Aiming time +15% 8) M2 „Heavy guided missile cruiser“ Max. salvo damage +30 % Min. salvo damage +30 % Pause between salvo rockets +100% Let me know what you think about them :)
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