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Tani_S

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Everything posted by Tani_S

  1. He referred to Vulcan. Yes they increased parameters, but some of those have a bad impact on the performance of the turret, i.e. longer spin-up time.
  2. The only other point that could be negative I can think of, is that there will be more players in "pro" battles and less in MM battles. Hazel sees no reason to buff "pro" battles in any form. I am not sure how serious he would take this tho.
  3. Tani_S

    Tanki numbers

    Wow, that are some pretty nice ideas, but also ambitious ^^ Regarding getting data from the ratings page, it might make sense to contact the owner of the topic Biggest Druggers, @AbsoluteZero, who is updating values in his topic of a lot of profiles via scripts. Maybe he can help you out there in a way or can give you some advice. What I find interesting is to know how much speed a tank needs to jump over certain gaps and cliffs. Like for example for the jump at the Monte Carlo ramp where you need around 11.55-11.65 m/s or for the Kungur pits you need a speed of somewhere between 16.40 and 16.9 m/s (and maybe add some recoil to it). I think the idea to collect rating data of a lot of tankers is the better one tho, and it could be very beneficial to have numbers (usage and performance) at hand to evaluate the game balance.
  4. Tani_S

    See ya!

    Aww man... I haven't had much contact with you, but nevertheless I remember your funny posts quite well ^^ Goodbye and all the best to you for taking care of all those responsibilites of life :)
  5. Tani_S

    ★ Tanki Online Wiki Hub ★

    Maybe you guys know it: Is the impact force decreasing over distance (like the damage) or is it independent from it?
  6. Tani_S

    Tanki numbers

    You might want to have a look in an earlier project (numbers and some gun mechanics are outdated of course), if you need some inspiration on what might be interesting for you to calculate. This wiki article also provides a nice amount of detailed information.
  7. Striker doesn't seem to be effective in many maps apart from Poly CP. I try to play properly from time to time with it, but after a while I get annoyed and switch to other turrets and perform much better. The aiming in arcade is terrible and the salvo mode is mediocre, so it doesn't make sense to only buff salvo mode. Imho they should put the shell acceleration time from 3 to 2 sec. and get it a bigger auto-aim.
  8. So I assume we also shouldn't have Twins' long-range alteration then...
  9. I don't think that Shaft is a big problem in low ranks... a much bigger is the fact that the unlock rank of M1 Thunder is at Sgt-Major, which means you only need a third of XP compared to the normal unlock rank at WO4. This is insane early because you basically can go powerlevelling in battles vs Sergeants with it - I saw people with 1000 Score points in a MM battle and also with K/Ds better than 30 - 4 and you even don't have to camp for that. I got the feeling that TO wants to encourage camping. The profile changes of Shaft made it more to be a camper, Magnum is a camper turret, Vulcan was formed to be a camper, Thunder's range increased, playing effectively with Rail means to camp and with the alterations of Twins and Rico you can easily camp too. So should camping be considered as bad and boring?
  10. Nives once said in a Friday Raw stream that all turrets and hull will get an XT version. I don't know exactly when he said that, but I think it was one of first three streams.
  11. I fully agree on this. I think it's pretty pointless for the players, except of making it easier to brag with it - because you also don't get the full 9999 if you have only normal equipment and no XTs. If I really want to know the modification level, I will have to look on appearance details of the turret or hull again, like before the R and V update. What benefit do I have, if I stashed my garage full with supplies, but I never use them? Additionally, when playing in Legend battles, it is not so much important anymore, because I'd expect M4s there anyway. Also what helps if I know it, I can't decide on playing with or against them, so it's much more important that the team balancing system decides on the player's equipment than that the player's know about an indicator like this, but properly revised. On the other side, it could be used in the ratings page, when it included all of the garage equipment and not only the equipped one.
  12. Tani_S

    Tanki numbers

    You can take Rico's M1 alt. though, it has a huge range ;)
  13. It would make battles even more unbalanced.
  14. Are you talking about that Fidget Spinner thing? :lol:
  15. Tani_S

    ★ Tanki Online Wiki Hub ★

    Thanks for the response and for forwarding it :) Yes, I get from the description that it will only deal 90 % of the damage (not a 90 % chance) within a 1 m radius. So let's say 880 is Thunder's average M4 damage -> so on average it would deal 792 (90% of it) there, when going after the description. But now I think it will deal on average 880 at 1m distance and 792 on the 5 m radius (the latter point seems to picture a non-linear damage curve).
  16. Tani_S

    ★ Tanki Online Wiki Hub ★

    I think it needs to be corrected. Please have a look.
  17. Tani_S

    Tanki numbers

    Thanks, I appreciate the effort :) I do think that the average splash damage is linked to the average splash damage radius (unlike what the Wiki parameter description is telling). I tested it and what I get from the results is that the 90 % fit a lot more to 5m than to 1m. But I admit, that having so few numbers from Tanki makes it difficult to display a non-linear curve...
  18. Tani_S

    Let's Discuss Vulcan!

    True, the changes that are done, look like that it's made for long-range camping. That point about it being "boring" reminded me on Hazel saying a while ago that "we don't want boring turrets in our game" when referring to Vulcan. The question I ask myself is then how much camping is associated with being boring... Anyway, especially the spin up and the temperature changes are terrible for low rankers, and this needs to be repaired or somehow compensated.
  19. Tani_S

    Let's Discuss Vulcan!

    On the other hand the Vulcan without alt. Before the update could do only 3240 damage nonstop without overheating and after and with the alt. It can do 8100 damage.
  20. Maybe "Garage strength" just speculating...
  21. Tani_S

    Your GS?

    Mine is 9399 equipped with a drone on MU level 7
  22. Make a XP/BP button for MM, as it is already one of the most standardized ways to play. Only problem is it being mostly drug-free, thus having a bad impact on revenue.
  23. Tani_S

    ★ Tanki Online Wiki Hub ★

    Could you please verify the description on Thunder's splash mechanic: Is "maximum damage radius" true here or shouldn't it rather be "average splash damage radius" (because I think it would contradict the description of the parameter "Max damage radius") ? If it's true, I'd be curious about the explanations.
  24. Tani_S

    Tanki numbers

    Can you somehow show the recent change in Thunder's splash damage mechanic? When you hit a wall with Thunder and there is a tank up to 1 m away you will still deal 100% of the original Thunder shot damage. When the tank is 12 m away, you deal 25 % (weak splash damage). Before the change there was linear damage decrease between those 2 points (=> so it should have been 66% at 5 m). Apparently, Tanki now changed the mechanic to a non-linear damage for splash over distance, so that it will on average still deal 90 % at a 5 m distance.
  25. Tani_S

    Tanki numbers

    The damage counter says that it's 300 and independent from M levels and double power. Btw the wiki team doesn't decide on publishing it or not.
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