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Everything posted by DarkVengeance
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Yeah ok I get it, you all have the right to change the game, tweak, so on. I spent plenty cry purchasing Legacy modules and upgrading same so as to have protection against each weapon, now you are removing all of these unilaterally, will I get a refund of what I spent ? Dark Vengeance
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Nives old boy, I believe I suggested this event after the Battle of the Social Networks, since I take Tanki to be part game, part Sport, part War..now if you devs did follow my suggestion, why am I not getting any credit? Dark Vengeance
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Interview [Issue 72] The Finest of eSports 2017 — ft. Gothic
DarkVengeance replied to Jaaames in Newspaper Archive
Respect -
Other [Issue 72] Tankicillin - The Birth of The Tankicure
DarkVengeance replied to Destrod in Newspaper Archive
What is wrong with u? Vengeance -
Lovely map, beautiful. Downside, it lags severely, and when I fire and hit, no damage is done. Please start an official thread relating to bugs and flaws, its innapropriate here Dark Vengeance
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Guide [Issue 70] The Art of the Battlefield #1: Using the Environment
DarkVengeance replied to Blackdrakon30 in Newspaper Archive
Great article, bout time someone delved into strategy. I agree with most of what you have said, aside from choice of attacking route. Drawing a line between Red and Blue base in CTF will give the shortest route. Using as close to the shortest route possible is not always the best way to go, people follow the path of least resistance, there are plenty attacks along this corridor and as such it is likely that this route will be the most anticipated and defended. The best route depends on the type of attack, in Clan Battles, or type of Tank. Some things are universal, against a good team, enemy choke points will be mined, avoid any route that runs through a single pathway to the flag. Run into any open ground, get shot. Beyond that, most maps have what I would call a speed route, and a stealth route. The speed route is usually open and direct. The Bridge on Serpuhov would be a good example. Here, a Wasp on Nitro, running at the right moment, will get into the enemies base. A Stealth route is usually long, with plenty of cover. Driving around the left side from the Red base on Kangur allows a Tanker to bypass most of the battle, and end up at the enemies base with full health. Should cover be blown, a speed route return on DA and speed is called for. It may take longer, but there are 15 minutes to play with, and many attempts can be made in this time. Dark Vengeance -
Challenging marathon session. Only thing, I have Kodiak T-A,already, and dropped C 125 000 on it. Had I known, id have held back on the spend, and won it in the Contest. Im sure many people are having this problem. Perhaps Tanki could refund the purchase price of a module if a Tanker is awarded that module, and has it already? It means we can purchase freely and do not have to gamble on what is offered in the contests Dark Vengeance
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Great looking contest, and its about time, but perhaps not timed the best, with all this lag from the 24 updated maps destabilizing the system..?
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In your example, using Smoky to knock off the aim of a rail across the map' would take plenty skill, more like luck, although Rail can do this well enough with auto aim. Magnum is different. Play at that level is a matter of calculation. Go on an empty map, preferably a big one with plenty of cover to make use of Magnums range and ability to shoot behind cover, set up a useful shot, say onto the enemies flag to clear out defenders, or onto usual Shaft camping spots, keep shooting until the shell lands right and record the elevation and power setting. Pick a spot to line the barrel up to, giving correct azimuth, and blast away. Each shell will land perfectly on that spot time and time again, it is a matter of well, virtual physics. I recall while I was testing the turret in question on Lost Temple, a guy entered and it became a duel. Guy attacked and I put a hit on. Enemy then took me out during reload. On the long run back for the enemy carrying my flag, I respawned, calmly took the usual spot, dialed in the settings, timed it right, and landed a shell on the guys turret from across the map, while guy was about a metre away from enemy base, destroying him. This sort of play is pro beyond measure, and why we have a turret like Magnum in the game. I agree with you that the current levels of skill employed, Magnum is underutilised. It can even fire at 10% elevation, keeping the barrel under the height of a low wall while still striking out at great range, so there is no 'Shaft picking off the Magnum barrel' as suggested in the V-Log. This tactic itself is painfull and difficult. I get back to my point, Tanki, in 3 Battle Modes at the least, is a team sport. The answer to a Magnum is another Magnum. Tanki is a wargame, war is not fair. It is similar to the position with snipers. The best answer in battle to a sniper is to deploy your own sniper. Dark Vengeance
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Love to know myself. We should not be left to surmise why it is 24 including many of the most popular maps have been changed
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This turning turret thing is misunderstood, and is usually taken as a high point of noobiness. At M0, given the speed of rotation, it is faster to turn the tank. At higher levels, turning the turret is faster, and can be done even if in a crowd of Tanks or a confined space. With enough room to manouvre, turn both tank and turret for highest speed. I would say this 'high point of being noob' needs revision. Cutting off a comrades line of fire so that its 1 on 1 instead of 2 on 1, or bashing a teamate so said person flips is the noobest stuff ive seen on here
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I think the point is that everyone is bashing teammates around, there is little coordinated play, it is a pain in the ass, noobish and rude. Why should a team mate pop the supply Overdrive simply due to a comrade acting like a spoiled child? It is up to the player with Overdrive fully charged to determine where and when it is used, not simply because some kid is low on health and is demanding to be healed or wants to go gung ho. These things need to be co-ordinated, meeting point, many tanks crowd round, hit overdrive, storm the opposition, take flag, not 'im low on health, he has the overdrive active, let me throw a tantrum, drive into the guy, shoot him until im healed'
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Nah. Up close Magnum takes greater intuition than say Fire, Thunder or Twins, even then there is no 'run up and blast.' Landing a shot with Magnum from behind say the Reichstag building in Berlin onto own flag, or across the map on the enemies base takes much practice and calculation. Magnum is the hardest turret to play and takes the most skill. I dont even have a dog in the fight, im primarily a Ricotier, but purchased Magnum at M2 and spent two weeks training with it when it came out. The principal defence is, in fact, the Magnum operators lack of skill, and chances of a miss together with lengthy reload time, all reducing the chance of a hit. That and having a good protection module. Beyond that, if the enemy has a Magnum team needs a Magnum and they duel. I dont know why people whinge so much about this turret, its the best addition to the game in a long time
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Actually, players grinding would hurt you. Those who spend some of the time grinding, some working on skill will have far more cry, unless you buying, and this turns into higher MU levels and more power. Aside from DM, Tanki is a team sport, to state the obvious. The contest of skill strategy and tactics you are looking for can only take place in Clan battles in any event
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Ya but should a wargame like Tanki not have at least one slaughterfest map?
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U onto sumthing...how about maps of all the capitals in the differing communities..London, Moscow, Warsaw, Brasilia..That way, if Tanki takes the war concept further, introduced in Battle of the Social Networks, we can invade each other, winning national teams fighting in the losing teams city :)
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Great ideas, great nick, tho dont know if Tanki can pull off anything this complex
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There are new turrets, the maps were in the game before these turrets were added, maps now changed to include, I dont see an issue with this. Magnum is not invulnerable, can be killed 1) by enemy Magnum indirect fire 2) barrel hit by enemy Shaft 3) close quarters assault Removing that damned hole in the middle in Forest is most welcome. Adding territory to Highland seems odd, it provides great minimalist gameplay, similar to Iran, now no different to any other map. Widening of pathways on Red Alert, much welcome, frustrating navigation for any Tanker not using a medium or heavy hull
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Hmm Upside, way cool taking the 'Crazy Weekend' marathon kills contest and expanding same to a war, while still keeping the individual aspect. Great idea adding PRO battles, dont have to pour 1 000 supplies in to win. Great paints Downside, prize way too low for 7 000 kills, that would be 3.5 protection modules on the usual weekend kill marathon. Alienates the international community some, keeping to Russian social networks. Lets have another with better prizes, FaceBook against Twitter?
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Fustly, Great guide :) Id add as follows. All this elementary stuff has to be mastered, preferably early on. That being said, all this goes out the window in the crush. Comrades jostling about trying to get a clear line of fire, to avoid fire, to manouvre, to take the most efficient path. Incoming fire with its impact force, the effect of recoil. Much of the game seems to be a wrestling match aimed at putting a tanker in the best position to fire, avoid fire and get from one place to another quickly and efficiently. 60% of the problem is our own team. This situation suggests two areas of development: Playing well with others Imagine driving in a city where there is no orderly, agreed way of doing it, no rules of the road. Each person operates individually, and constantly tries to get to the destination first. Not very workable, that is Tanki. Id suggest the following guidlines to correct this: 1) Let faster tanks through. A Viking should give way to a Wasp or Hornet on the attack, for example. Let them use their superior speed 2) The guy closer to the ramp or corner, takes the ramp or corner first 3) Be mindful of comrades behind while fighting. Try not to get in peoples line of fire. It is better to have supporting fire than become a human shield 4) Give teammates room to manouvre when fighting 5) Dont use superior power to push comrades of lower weight out the way, be courteous and efficient 6) Quite obviously, let the flag carrier through The Force game Id suggest as follows: Be mindful of Weight, Power, Impact Force and Recoil, and consider the effects of these when picking Turrets and Tanks. This is a little regarded but effectively huge aspect of gameplay, and has been neglected in the writing so far. Obviously, be one of those irritating geezers that fires to knock an enemies aim off while fighting. Position tanks head on or against walls to prevent aim being knocked off, Pay attention to the timing of an opponents shots, so as to be able to efficiently reposition and return fire. With the correct application of force, there is great opportunity for team play. Reaching an agreement with comrades to shoot at enemies front left corner, for example, or to drive into the same part of an enemy, will have the guy spinning around wondering what happened under the effect of multiple attacking forces, no matter how much weight is carried Dark Vengeance
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You are missing a key point that all Generals (I just made General, let me enjoy it..) take into account, what is called the 'Advantage of Terrain.' The most notable feature of the Forest map is, well, the forest. Most everything is covered in low-lying vegetation. This works well for Viking, together with Tundra or Savannah, and Thunder or Smoky, engaging in a range where the health metre is still not visible, but damage has not yet dropped off. Each team should have at least 2 Dark Vengeance
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Thank you smartass, but the FAQ makes mention of 'preparing battles for all ranks.' Hardly my fault if the post is ambiguous/vague, which is why I asked for clarity, and its not a nice paint, its a fantastic paint. The skills are good as well :)
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Is this event a live stream Q & A, a battle/both? Dark Vengeance
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Very cool. A suggestion, how about expanding the animation option to all paints for say 100 000 cry? Paints such as Arachnid and Liquid metal, with waving lines that provide pseudo animation are going to look inferior and stupid now in comparison to those with full animation. Im sure Tankers would not want to have to choose between a favorite paint that has already been purchased at some expense, and an animated paint with a different design. Id also suggest and adaptive camouflage paint that would adapt to any background, similar to the Predator in the Predator film franchise, bit 80s I know, or the T 1000 in the Terminator franchise? Armies are at the moment working on this sort of camouflage for tanks, and this works with Tankis near future, neo CyberPunk thing. Such a paint would be the high point of tactical utility, and probably the best paint in the game, id suggest a price at 500 000 cry. Tanki could, further, go into the sensor wars, that is between sensors and camouflage, in keeping with developments in military technology. An Infrared scope that can be added to any turret, providing an infrared dot wherever the turret is pointed, to pick out Tanks that are hidden by adaptive camouflage 100 000 cry, an Adaptiv thermal coat that may be attached to any tank that will change the temperature signature to defeat such a scope, 100 000 cry, so on , Dark Vengeance
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The usual thing, could be slow internet in my part of the world. Have to reload 3X to get into Tanki, then on picking a Battle there is slow-loading. It seems im logged into battle as the 2 minute counter measuring lack of activity starts, while I still have a loading screen, followed by kick for lack of activity. After one or two attempts, I get Seems to get worse after an Update, and at around 21h00 UTC Dark Vengeance
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