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Everything posted by greatesttankbattle
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category Ideas for Supplies and Drones!
greatesttankbattle replied to Ilia.ArchangeI in Ideas and Suggestions
EMP temporally disables all electronic devices of the enemy tank. This supply would work like a mine but it's non-lethal. The enemy tank would be disabled for 10 seconds allowing you or your teammate to finish it off as it wouldn't be able to move or shoot as it would lose connection with Headquarters. (BTW the tanks in Tanki Online are unmanned drones, Tanki X said it in one of it's trailer for a new map)- 2,764 replies
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category Ideas for Supplies and Drones!
greatesttankbattle replied to Ilia.ArchangeI in Ideas and Suggestions
Tracker What it does is allow you to select a random player to have their name become very large and been seen everywhere even when you can't see his tank. This allows you to pick the player who's you think is the most dangerous and allow your team to know where he is. So let's say there's a drugger dealing a ton of damage you can track him letting your teammate know and for them to kill his before he can drug. He will only be tracked until the time runs out or you die like any other supply.- 2,764 replies
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New Turret kind of weird but cool The Cloner What it does is spawn new tanks into action. It spawns AI tanks that can be any combo to go and kill enemies and when your AI tank gets a kill it counts as you getting a kill. It's reload time is about twice as long as a Shaft but you can keep spamming AI tanks. If anyone kills you you lose all of your AI tanks. The AI will not be as advance as a player but can kill enemies. Tell me what you think.
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Shafts can be very annoying. I don't die a lot from them because I use Viking but man even if he kills no one the Shaft user can cut off entire routes just for being there. I can understand the rage the light hull users get. The Shaft uses the old system for shooter games where it just uses calculations to determine a hit or not. This means you have not chance of dodging a well placed shot. How about making Shaft like a real sniper where you have to deal with travel time and bullet drop. It would mean even though the Shaft fired you have a chance to dodge it.
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I know the purpose of Drugs is so people will buy them so we can play Tanki Online for free. From a financial standpoint drugs make sense but Drugs can ruin peoples game play. It needs to be fixed. I'm against removing drugs but they do need to be Nerf. Tell us what you think Tanki should do. I personally have many things that Tanki can do to fix it but I chosen my simplest, limit the number of drug you can have active. If you can only use one drug at a time it would make people use drugs tactically and Make Tanki Great Again! #donaldtrumpphrase
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Ricochet is annoying not only it's bouncing plasma balls but it's range is OP
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Also I thing inventory supplies should have a long cool down. Not 45 seconds NO!!! that's too fast, more like 5 minutes now that's better. It'll make play use drug tactically. Don't worry Druggers you can still get pick ups. This is a simple fix but I'll make the game a lot better.
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Agree repair kit is the worst. I know it's necessary because there's no natural health regeneration but it's way to overpowered. The idea of a slow repair kit is great. Also I like to add that you can't move for the time that you are repairing to simulate your crew is repairing your tank. This would make the game more strategic and people would rely more on isida's than ever rather than running in Drugs Blasting.
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I feel like Thunders long range damage is to low. It's close range damage is great able to 3 shot most hulls but it's long range damage sucks. When I was getting shot with a thunder at long range it does very little damage. I would like a buff for range damage but aside from that it's a very good turret.
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I feel like railgun reloads to fast maybe a longer reload.
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category Ideas for Supplies and Drones!
greatesttankbattle replied to Ilia.ArchangeI in Ideas and Suggestions
Heal Cloud You activate it and a mark shows up on the ground, then a shell hits full of heal gas and all of your teammates can heal. The colour of the cloud depends on what team you on Blue of Red. The healing will be slow to make it balanced and the cloud will disappear after a few heals.- 2,764 replies
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category Ideas for Hulls and Overdrives!
greatesttankbattle replied to Ilia.ArchangeI in Ideas and Suggestions
Maybe a Hovering Hull? -
Guess what people a Rocket Launcher Turret is coming SOO EXCITED :D
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category Ideas for Supplies and Drones!
greatesttankbattle replied to Ilia.ArchangeI in Ideas and Suggestions
Clone supply How it works? This supply when activated will spawn a clone of your tank that has it's own AI. It has the same health as your tank and deals the same damage. It can't use supplies by itself but if you use a supply it will transfer to your clone. The clone is completely independent from you and can't despawn however you cannot use more that 1 at a time. This clone will be very focus on objectives and can be used to as a meat shield. It won't be the most smartest AI but it can get kills. Tell me what you think about having a Clone on the battlefield.- 2,764 replies
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What I mean is by adding some drawbacks for supplies an idea can you not see I know supplies don't have drawbacks but I want some added to help balance the game because supplies are OP and it's soo hard to fight a drugger also don't you hate it when they activate a repair kit. What I want is for Tanki online add some drawbacks to help balance the game I know how supplies work can you not see TTK_229 it's just a suggesting to add some disadvantages when using supplies.
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When I gotten M2 isida yesterday I gotten pass the first set of numbers fast and BTW I'm a captain rank now. For ranking up isida is the best. I think I know why people think isida is overpowered. I always play with Viking hull and I don't think isida is overpowered the reason people think is overpowered because the majority of people play with Hornet. This is the reason why people think isida is overpowered. It's because hornet has less health than viking so that means the self-healing can keep up with incoming damage but with heavier hulls like viking it can't keep up. A side from double damage doubling self-heal (Tanki needs to fix this) it's the hull that plays the difference with a lighter hull the self-heal can keep up but with a heavier hull the self-heal can't keep up as the self-heal is the same for all hulls.
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Category Ideas for Game Modes!
greatesttankbattle replied to Ilia.ArchangeI in Ideas and Suggestions
Defend the core DTC Blue Team Blue team are the defenders the must defend the capture point from attackers if they lose a point they fall back. There are 7 points including the core as the final defense point if the core is destroy red team wins. If they defend the points and core for long enough blue wins. Red Team Red team are the attackers they must capture the points (the points are the same as in capture point mode but take longer the capture) before the time runs out. The attackers have 5 minutes to capture the point and the time is reset after every capture. Red team must capture all the points before the core is exposed. When the core is exposed red team must shoot at it until it blows up then they win.(the core has a lot of health) but if red team fails to destroy the core or doesn't capture the point before the time runs out blue team wins. Inspired by This mode was inspired by PvZ Garden warfare 2 garden and graveyard mode check out gameplays on youtube -
How about a map where you play in 2 huge demolished building connected by 1 bridge.
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When using a supply there are no drawbacks at all when using them how about adding some. Double armor the drawback when using this supply is that your tanks speed is reduced meaning you move slower and only speed boost will bring your speed back to normal. Double damage the drawback of this supply is that your reload time will be longer and have a slower rate of fire (includes twins and ricochet) also your recoil will be larger as it can almost flip a wasp if using railgun or any large recoil weapons. Speed boost the drawback of this supply is that your tank will be harder to control. Mines already have it's drawback of disappearing when the owner dies. Finally repair kit the drawback of this supply is that for the 2 seconds of repairing you cannot move or shoot this is to imitate that your crew is repairing your tank and is busy, this will also prevent those druggers from just activating their repair kit when stealing your flag. Tell me what you think about these drawbacks of supplies and that they should be added to the game if you have social media tell Tanki directly about these drawbacks of supplies.
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I need more crystals not drugs I don't even use them but that life hack though is nice if you really hate doing missions. Can there be more crystals rewards?
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Is it better to spend a little bit on micro upgrades or a lot on a new turret mack?
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DRUGS are the most overpowered and make the game unbalanced. No turret or hull is overpowered drugs make it overpowered.
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Is it me or does Hammer have a REALLY long range, it's a shotgun!
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I find that Shaft do a good job of scaring players and not killing. If you play rio map and on the blue side there's a sniper on the beach side you can prevent red team from ever advancing on that side the reason is because of the laser everyone can see it and avoids it. If you are lucky you can kill some spawning players but most of the time they make it before they become solid. Shafts play more of a Psychological role than a physical role.
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Smokey is great if you have good accuracy but my aim is awful railgun is better. I know what your saying that your accuracy has to be better with railgun but the thing with railgun is that the shots to kill are very low 2-3 shots for most hulls as with smokey the shots to kill are very high meaning you need to have constant good aim something I don't have also I think railgun has a stronger lock on but anyways if you have amazing aim Smokey is meant for you.
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