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Everything posted by Viking4s
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I have articles posted in the Amateur Writing Section AWS (example: [Review] The Tesla Turret (Developer’s Corner #2) and some other were selected for the Tanki Online Newspaper (last on was Crusader: The New Meta?). For articles on the AWS we do not receive commissions but sometime the best article gets small rewards at the end of a period (quarter or yearly). However, articles I get a commissions (in crystals) that are published in the TO Newspaper (it depends on the quality of the articles).
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What Is Your Opinion About the Current State of Tanki Online?
Viking4s replied to TheCongoSpider in Game Discussion
Read here the Q&A: Let's discuss Tanki Mobile! In other words an item in the HTML5 shop at € 10 will be at € 14.29 on the TO Mobile shop. Consequently this transition on mobile € 4.29 goes to Google Play bank account and € 10 goes to Tanki. Like this Tanki try to get the same amount for any platform, and the tax/fee from the store is pushed on the consumer. Fortnite is trying to bypass this and because of that the game was removed from Apple's App Store and the Google Play Store. -
You have to show some creation of yours around Tanki, and put them in the Your Creativity topic. After that you can apply to the Creative League. Then you will have a foot in tanki helpers team and you will get request (from the newspaper or the e-sport team,...) All these requests are paid/rewarded with crystals (amount are not disclosed - you will have to get in the team to find out). From there you could propose ideas or contribute to projects, the Helpers team and the CM are pretty open. Good luck. I might ask you for help on my articles to help you start :) (I can only pay by dropping GB)
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They will come, but not that big :D - unless it is for a new big Juggernaut mode and the "walker" will drop N2 bomb from behind ? Hopefully one per class weight (light, medium and heavy). ?Let's have the Juggernaut to follow the hull type that the player use, if track-tank then standard jug, if hover-tank then it will be an hovering juggernaut and finally if the player had a walker-tank then the juggernaut would also have legs...
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The hull is new so it is still possible that it might undergo further parameters changes. It is true that it is not pure long range weapon, trying to aim at moving target is difficult even for many turrets (except the instant salvo from Gauss). The devs already reduced the sped of the projectiles and increase the AP length effect (form 3 to 5 seconds) so you can fell that they want to reduces its long range capability to a medium range, a bit like they did with thunder when they introduce shell speed in the mechanics. So I don't think they would consider your idea to increase its long range efficacy. I do prefer to keep the splash damages because if you miss you can still have some effect (damages, AP and freeze) and it fit the concept with an icicle exploding on impact and damaging tanks in the vicinity. Splash damage also nerf the hull at melee range (self damages) and prevent players just to rush in with it. An icicle with homing capability? seriously? It is s good overdrive. I don't think that Wasp or Mammoth needs to have mark upgrade, I prefer that overdrives work in different ways to keep their originality.
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Have a read here for more details on its overdrive: Crusader: The New Meta? TL;DR: The overdrive is a combination of damages, splash damages, freezing effect and armor-piercing effect. Furthermore damages out increase as the hull MK increases(from 1500 Mk1 to 3000 at Mk7+), and double damages, drones (booster, crisis) and Adrenaline boost the damages too!! Splash damages help to damages, freeze (4 seconds) and remove protection (5 seconds) of several tanks at the same time on a radius of 10m.
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Nice! It could be the start for a bigger article about Teamwork.
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I will be glad to hear it ? There is a turret which is more or less ready but that the developer have not yet released, see here what it is about: [Review] The Tesla Turret You can use that to prepare and develop your idea before posting it in Ideas and Suggestions topic.
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Sorry, no idea. If you don't get an answer here soon try Questions & Answers
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Thank you master. ? It would be similar to Thunder e.g. similar speed and splash damages difference is the Freeze activity. At least the overdrive do not freeze you every five seconds. I disagree, it does have some similitude but Hornet as the scouting radar (which is a big plus for strategy decision) and AP cover the whole area. Reworked, yes, better... it would depend for which purpose. Thanks. The length is ... but I added images 3 light hulls, 4 medium hulls and 3 heavy hull. + super heavy Jug. I thinks devs are done with caterpillar and hovering tanks, it is time to explore something new and futuristic.
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If you can't tell during battle if a player is one or the other, then that's good.
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Same as 2020, but with an additional event called "Noob day"
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Please create a table content with all the chapters links or at least create links between the different article (previous / next).
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Great year all around! Well done to all the winners!
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not quite in HD yet, but with the festive hat for a start
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Hello, Tankers, this new year is the harbinger of a new hull on Tanki: Crusader. Lucky players already managed to get it during the early access period, but is it worth the wait? Will it be a good hull or just a gimmick? Let's find out a little bit more about it with this review. __________________________________________________________________________________________________________________ Introduction With the early release of Crusader, Tanki has introduced three new hulls in just five months, expanding the hull range from eight to eleven (including Juggernaut). All these new additions were of the hovering type; instead of using caterpillar tracks for moving, they use a futuristic feature based on anti-gravity, a technology that allows hulls to float above the ground, and move in any direction. But this also provides good stability that prevents them from flipping so they can jump from high cliffs and be sure to land upright. The heavy “hover tank” Ares became the first hull with an anti-gravity feature in August; it was quickly followed by the light-weight Hopper in September, and eventually, the medium hull Crusader came in December to complete the range. As of now, the hull is only obtainable through Ultra Containers during the early access period. After the 15th of January, it will be available in your garage to buy with the good old crystals. Let’s review Crusader's stats and Overdrive ability and see its fighting potential in battles. Hull Specifications Crusader is a hovering hull with all the characteristics of the medium class hull, similar to them in speed and health points. The hull also combines the characteristics of the hover tank range, with its special manoeuvrability, strafing, and its uncanny stability. The anti-gravity force of the engine keeps the hull in a stable position and compensates for uneven surfaces as well as for the recoil when shooting. To overturn a hover tank in a battle, you need to put high effort into doing so or use lag. > Hull Name A Crusader is either a fighter from the medieval Crusades or a person who campaigns vigorously for political, social, or religious change. Therefore, Crusader's name does not stray away from the unspoken rule of giving medium hulls names that belong to a unique category of individuals with fighting abilities or strong military power, such as Viking, Hunter, and Dictator. The Polish and the Russian communities used the full name, Krzyżowiec (Crusader) and the Крусейдер (Kruseyder) respectively, while the German community shortened it to Ritter (Knight) instead of Kreuzritter (Crusader) which is a more specific class of warrior: Knight of the Cross. Crusader is also the name of an English tank used in World War II mainly to support the North African military campaign. > Hull Design The hull appears large especially in the middle where it accommodates what looks like the two anti-gravity engines. For reference, Hopper goes only one of them, while the heavy Ares gets four. I was not fond of Ares design, while Hopper is quite beautiful, and expected Crusader to be as good as Viking's aesthetic; unfortunately, it is closer to Hunter's blandness. At the front, we can clearly notice the large built-in cannon - the overdrive that shoots an icicle. This design looks very similar to Ares’ BFG. In my humble opinion, Crusader's default skin was not blessed by the goddess of beauty. What I dislike most about it is its wideness in the middle and then the standard complex details of the default skin which is overloaded with tiny details that make it look like an unfinished piece inside a swiss clock watch with a transparent casing. Fortunately, the elite XT Skin does improve the design, but unfortunately, it is only obtainable by opening Ultra Containers during the early access period. List of skins available per hull (left) - Crusader's Standard and XT skins (right). [Animated gif in spoiler] CRUSADER XT with Galaxy paint close up view. When compared with Viking, Crusader is wider and longer; however, the lumps on both sides are actually not tangible objects and you will see them disappearing against walls and buildings (pure Tanki magic), so where a Viking Hull goes, Crusader hull can also fit. [Animated gif] Part of the hull disappears in the thickness of the house so the hull hitbox is slimmer than its visible body. > Hull Control The hovering hulls were introduced by developers as the perfect equipment for mobile gameplay; they were not wrong. With the turret fixed to the hull, the set-up removes the requirement to control the turret aiming as it points where the hull is pointing, giving more leeway for the right hand to manage shooting, supplies selection and overdrive activation. On computers and laptops, there are two options available to control the hull: 1/ Mouse and keyboard. In that configuration, the hull moves forward, backward, and strafes to the side. The camera, the point of view of the player, follows the hull. With mouse control, you also can control your camera. 2/ keyboard only (mouse controls is disabled). This configuration allows the control of the tank like any other tracked tank, but no strafing is possible. The hull moves independently of the turret and the camera follows the turret. This more conventional control is better for players that do not like strafing and that prefer to use the advantage of turning their turret. Crusader jumps from high while staffing and always lands on its tracks upright like a cat. The only time that Crusader do not hover is when dead (obviously) and when struck by the stunning effect of the Hunter and Hopper: the hull will stop hover and while keeping its momentum it will touch ground and slide for some distance. > Hull Specifications As Crusader is only available to a few people blessed with luck, I looked in the Tankiwiki to find all the specificationa of the hull, and they confirm that the hull truly belongs to the medium hull class alongside the Viking, the Hunter and the Dictator. The hull sports the same Health Points (HP) range as the medium hulls (from 1500 to 3000) and its top speed range matches the Dictator’s range, the slowest of the lot with 7.30 to 8.5 m/sec. Crusader Мark 1 Мark 2 Мark 3 Мark 4 Мark 5 Мark 6 Мark 7 Мark 7+ Rank Available From - Price of Modification 150 6 000 16 000 29 000 54 000 87 000 130 000 388 000 Protection (HP) 1 500 1 852.94 1 985.29 2 117.65 2 294.12 2 470.59 2 647.06 3 000 Top Speed (m/sec) 7.30 7.58 7.69 7.79 7.94 8.08 8.22 8.50 The fact that two hulls with the same weight have the same speed range suggests that Tanki has planned to cap the top speed range within each hull class weight to keep the three hulls class clearly separated. This is interesting information as it would help us to anticipate some specification of the future hull addition to the game. Crusader Мark 1 Мark 2 Мark 3 Мark 4 Мark 5 Мark 6 Мark 7 Мark 7+ Hull Weight 1 800 2 223.53 2 382.35 2 541.18 2 752.94 2 964.71 3 176.47 3 600 Hull Power 800 829.00 859.00 882.00 912.00 929.00 953.00 1 000 Hull Acceleration (m/sec²) 9 9.94 10.29 10.65 11.12 11.59 12.06 13 Hull Reverse Acc. (m/sec²) 11 11.94 12.29 12.65 13.12 13.59 14.06 15 Another specification that Crusader shares with the Dictator is its weight range, they are both identical from 1800 to 3600, so they are the heaviest hull of the medium class. However, its power, from 800-1000 units, is close to Viking specs and both have the lowest power range, but the hovertank only improves it by 200 units when fully upgraded which makes it the weakest of the medium class. Regarding acceleration and reverse acceleration range, Crusader seats in the middle, but what makes it stand out is that the increase across the marks is the smallest of all. For the deceleration only an increase of 4 meter/sec2 versus 8 for the other hulls. For the acceleration only 4 meter/sec2, slightly less than Viking (with a variation of 5.3 meter/sec2), both hulls are therefore the slowest to decelerate. Crusader turning speed start has the highest a low Mark (100deg/sec2 versus 75 for Dictator), but then again, this parameter does not improve much with upgrades finishing as the lowest with 120 degree per second versus 150 for Hunter. The parameter for recoil is not specified in the wiki, but it is powerful and even exacerbates with hover tanks that have no friction with the ground; consequently, upon firing the icicle, the hull will slide effortlessly. Be careful when using the overdrive as the Crusader will quickly move backward over 3 to 5 meters, therefore keep your back foot away from the edge of a bridge or cliff if you do not wish to fall down. Despite being stable when jumping and hovering over small obstacles, Crusader is very sensitive to impact force from other turrets, which will make you easily miss your shots. In short, Crusader is not blessed with exceptional specifications: the hull is the heaviest, the weakest in power and barely gets better when upgrading, so even when it starts strong, it finishes either average or weak. I would not select that hull for this specification only. However, what would make you buy it is probably its stability and being of the medium class (difficult to overturn), but what about its overdrive? Overdrive The Crusader overdrive is a built-in cannon which the second hull equipped with this mechanic (with the first being Ares), but unlike Ares, this one is purely offence-oriented. The projectile fired is made out of a thick layer of ice and shaped like an icicle for better aerodynamics. Upon activation, the overdrive requires three seconds before firing it as it has to manufacture the icicle. The whole process starts with the cryo-generator absorbing the surrounding moisture (large blue light in front of the hull) which is then cooled down and cast into the shape of a sharp icicle; eventually, the projectile is shot at high velocity. When hitting a solid obstacle, the projectile shatters into small ice shards dealing cold splash and armor-piercing splash effect to the opponent in the vicinity of the explosion; tanks will take on damage, partially freeze, and temporarily lose their armor protection. Crusader overdrive full mechanics demonstration. > Overdrive Charging Parameters The charging of the Crusader overdrive depends on two parameters, the charging by point and the basic charging overtime. Overdrive Charging per Hull Wasp Hornet Hopper Ares Titan Mammoth Charge per battle point (%) 0.6 0.5 0.7 0.7 0.5 0.6 Charge per second (%) 1.0 0.9 1.0 0.7 0.8 0.7 Overdrive Charging per Hull Viking Hunter Crusader Dictator Juggernaut Charge per battle point (%) 0.5 0.6 0.6 0.7 0 Charge per second (%) 0.4 0.9 1.0 0.7 2.5 Crusader's Overdrive increase for each point earned by a factor of 0.6. This is the same rate as for Wasp, Hunter, and Mammoth, which is better than Hornet, Viking, and Titan with only a factor of 0.5. When Crusader kills a tank, it will earn ten score points and consequently its overdrive will increase by 6% (0.6 * 10). Its overdrive passive charge per second is the highest with the factor of 1. It shares this fast charging parameter with Hopper and Wasp by taking only 100 seconds for a full charge (100 / 1). The longest overdrive charging is for Viking with 250 seconds (100 / 0.4) and the fastest is Juggernaut with 40 seconds (100 / 2.5). Even if you do not manage to score, points the quick charging will be beneficial; this overdrive is more suited for players that stay in defence or support where they have less opportunity to score and wait the right moment to support once the charge is completed. > Overdrive Effective Range The effective range of the Overdrive has two components, the first one is the distance that the icicle can travel across, and the second is the splash damage range of the icicle explosion. Crusader's cannon range belongs to the long-range category (unlimited) as the icicle travels in a straight line until it reaches a solid obstacle. It would then explode and cause melee range splash damages. (Solid obstacles in the game are enemy and ally hull, supply drop (including gold box), walls, tree trunk, pylon, bridge, ground, icicle…) However, the projectile will not explode if it crosses way with intangible obstacles like turrets, Titan’s dome generator, drones, flags, rugby balls or control points. The vertical auto-aim angle of the Crusader is identical to the close-range turrets (Twins, Ricochet and Hammer) with angle of 11 degree upwards and a 14 degree downwards, which means it is slightly more efficient to shoot from an elevated position. Splash damage performance (%) of Crusader (light green) compared to existing overdrives and turrets. The splash damage reaches a 10-meter radius from the point of explosion (light green line). The damage percentage profile is similar to splash damage from Terminator rockets (white line) in maximum radius distance and final weak damages (10%), but 30% weaker at 5 meters radius. Compared to Striker's (dark green line) rocket it is also less powerful at 5 meters radius, but then it becomes stronger after 8 meters radius. The gun range is unlimited like for Ares, but the effective damage range (10m) is third worst after Ares healing/killing power (6m), and Mammoth AT-field (7.5m). As a Crusader player, be careful to where you aim your overdrive to as splash damage deals self-damage so make sure that you stay away from the explosion range! Therefore, maintain 10 meters distance from your enemy, ally, or any obstacles that stand in the trajectory of the icicle if you do not want to taste your own medicine. Fire the overdrive too close will result on self-damage and eventually death . > Overdrive Damage and Effect When the powerful icicle explodes, any enemy tank within a 10-meter radius vicinity is not only damaged, but they feel the explosion impact force, the cold effect and lose their armor for three seconds. When a tank is destroyed by the direct effect of the icicle the cause of death will show the red atomic cloud mushroom which is also used for the overdrives of Wasp and Ares. Both damage and impact force parameters of the overdrive are upgraded with the hull Mark, and this is a first for an overdrive. This is very strange, the Hull becomes a turret on its own right, if it has a gun, shoots like a turret and can be upgraded like a turret: then it is a turret. Was this Icicle technology first developed as a Turret concept? Viking also has an overdrive mechanics that indirectly follow the Mark level, but it does not behave like an independent turret. Crusader Мk1 Мk2 Мk3 Мk4 Мk5 Мk6 Мk7 Мk7+ Overdrive damage (HP) 1 500 1 852.94 1 985.29 2 117.65 2 294.12 2 470.59 2 647.06 3 000 Overdrive Impact Force 500 617.65 661.76 705.88 764.71 823.53 882.35 1 000 The overdrive health point (HP) damage range from 1500 at Mark 1 to 3000 HP at Mark 7+. To improve the low damage output, an efficient strategy would be to aim at a group of tanks and let the splash damage do its work. Furthermore, Double Damage supply and drones with damage boosting ability (Crisis and Booster) increase the damage output of Crusader's Overdrive, just like they do with turrets! Therefore, the maximum out put at Mark 7+ equipped with a fully upgraded Booster drone can deliver 12600 HP damage for a direct hit (over 60% health point of a Mark 7+ Juggernaut). But the health points damage is also reduced by other protection features that the enemy will gear up: double armor (halves it), Defender drone, passive protection of drones and Titan’s dome. Surprisingly, the universal turret augment Adrenaline also boost the Icicle's damage output, and the boost is related to the turret range. Is it per design or is it a bug? Let's wait and see. The icicle has a huge impact force on exposing which also follows the hull parameters upgrades: 500 at Mark 1 to 1000 at Mark 7+. Crusader's Overdrive impact force is superior to the Gauss (in sniping mode) and Magnum's explosion impact force from 300 at Mark 1 to 900 at Mark 7+. It is similar in strength to the BFG explosion; however it is superior with a radius of 10 meters versus 6 meters for Ares. But the icicle explosion is nowhere near the Wasp N2-Bomb or the Juggernaut overdrive blasting power. Use the strong impact force to knock off your enemy's aim. This is an especially useful tactic against enemy Juggernauts. When hit negative status effects Freeze and Armor-piercing will be displayed. Tanks hit by the Icicle or the resulting splash damage within the 10 meters radius will lose their armor for five seconds while Armour-piercing (AP) status indicator will show-up (broken purple shield status effect). The AP effect is totally countered by the AP immunity hull augment but not by Titan's dome. The negative AP effect is not applied when self-damaging. Additionally the tanks will be frozen for about four seconds (just like with Dictator's overdrive), and the Freeze status indicator will show-up(blue snowflake status effect). Affected tanks will have slowed movement, speed and turret rotation will move to a fraction of their original speed. The freezing effect can be diminished or ignored by equipping a Cold Resistance or Cold Immunity hull augment but not by Titan's dome. The negative Freezing effect is not applied when self-damaging. Last but not least, the top advantage of this overdrive is that its whole mechanics does not have any interaction with other overdrives, which means that once activated the process is not stoppable unless you die of course. This is a great plus for the gameplay and strategy of this hull. However, there are three main issues with this overdrive. The first, as we have seen already, is self-damage, so do not use it in tight spaces or crowded areas. The second is lag, it will make your precise aiming miss your original target, therefore if you are prone to lag, I would not buy Crusader if I were you. And the third and last is the poor stability of hover hulls to small terrain bumps and obstacles, and above all its sensitivity to impact force from other turrets (Thunder, Magnum, Smoky...), which will make your icicle easily miss its intended target. Icicle fired to oblivion after impact force from Thunder’s explosive shell. Now that you have all the details of the mechanics and specification of the hull and its overdrive, it is time to put it to good use in your gameplay. Gameplay & Strategy Overall, this hull is meant for the destruction and neutralization of standalone targets at medium and long-range, therefore medium and large maps with clear spaces are all suitable for Crusader overdrive. But as the hull is on the slow side, the medium maps are better matched allowing it to express its full potential. And if you keep your 10 meters distance to avoid self-damage, a small map can also be profitable for this medium hull. Destruction of a cluster of tanks near the control point in Wolfenstein. The freezing and armor-piercing capability of the overdrive makes Crusader the perfect weapon for crowd control as it quickly wipes clean a strong defence or stuns dead a raid of attackers. Thanks to the splash damage effect, enemies hidden behind protective walls or sniping in a corner of the map are not safe from its wrath. This hull is also perfect for tanking from the middle of the map and for supporting the attacking allies by weakening defenders on the frontline prior to their arrival. Neutralisation of foes nested on a high and fortified position on a Kungur map. Watch out for the recoil. The icicle travelling speed, far faster than Ares BFG, is the ideal weapon to attack control points in CP and Siege battle modes where enemies tend to flock in numbers. Furthermore, it's immune to the shield effect of Titan’s dome, a commonly used hull in these modes. For maximum efficiency, aim at a tank in the middle of the group or the wall close by to maximize the splash damage output radius. After the icicle’s explosion finishes off your enemy, whose armor is temporarily deactivated by the AP effect with your turret, the maximum damage will be achieved with splash-damaging turrets such Striker, Magnum or Thunder. All this splash damage business makes the Crusader well suited for a splash damage specialist. Aim for maximum splash damage: middle of the flock (left) and solid obstacles (right). Make sure you are 25 meters away from any Hunter or Hopper to avoid ill-timed stunning. [Animated gif] Three kills by aiming for maximum radius splash damage output on Scope map. However, the warm up delay of the overdrive before firing gives away your position and warns enemies of your imminent deadly strike. As this mechanics is very similar to the Railgun one, skilled Railgun players will be quick to adapt and master it. If you are not familiar with Railgun gameplay, here are some quick tips. When facing enemies, use the terrain and nearby obstacles to hide the activation mechanism and time the firing to aim at the enemy at the last moment. When in open space, pretend to fire in one direction, but then rotate the hull to your true target at the last moment to catch your enemy by surprise. If you use these techniques, you'll find that you'll achieve better results with Crusader's overdrive. Pretending to leave before aiming the overdrive straight to the enemy face. Within five seconds shoot again to finish wounded enemy without armor protection. Another possible approach is to flank the enemy,= and attack from the side from a safe and far away position, like the scenario shown above. You have all the time to aim properly and time your attack. Remember that the icicle can be seen from far and despite its speed, enemy players can still avoid it. The good stability provided by the two anti-gravity generators allows an effortless and smooth jump from cliffs and bridges without any stabilizing techniques needed by regular hulls; therefore, any turret can be used. However, due to the nature of the overdrive (splash damage) and relatively slow speed of the hull, melee range turrets are not the best fit. Saying that you can still use close range and melee range to kill enemies and achieve other battle objectives to charge up the overdrive and then use the overdrive for long range support. In that case, the overdrive becomes a secondary firing mode that extends your damage range firepower that a versatile defender can use temporarily and venture out of the base to accomplish some supporting gameplay. Ratings & Conclusion > Hull novelty - Being the third hovertank, there is not much originality; however, this medium hovertank was definitely a must have to complete the full portfolio giving mobile player one playable hull in each of the three class: Ares a heavy hull and Hopper as a light hull. Ratings: 4/5 > Design creativity - Meh, I clearly do not like the hull design; the base is a lean sport car silhouette to which you welded two large and ugly fans on each side: the result is gross. Maybe 3 or 4 smaller fans would have given a better look to the design. Fortunately, the XT skin looks better but it is not easy to get. It is my own opinion, but some players call it a fried egg hull… Ratings: 2/5 > Overdrive - The overdrive is strong and perfect for offensive gameplay when handled by a skilled player; Railgun and Thunder users would be quick to leverage this asset. The icicle mechanics offers a lot of potential in all battle modes and can be leveraged in any map size if enough room is given, but most optimally in medium size. Beware the self-damage though. Ratings: 5/5 > Overall - The hull is quite stable as it cannot be flipped and can jump effortlessly from heights, but it is quite sensitive to impact force like a light hull. This quality is both a strength and a weakness; however, this is the price to pay considering the benefit of being stable, having medium health and carrying a strong long-range overdrive. It could easily be the next meta in the game. Ratings: 4/5 Of the three hover tanks, Crusader is the most interesting and I hope you will succumb to it if you haven't already for one of the two others. It is not about its exterior design obviously, but for the trick under its hood: good speed, better than Ares, and for its strategic Overdrive, something that Hopper lacks. For me, Crusader's greatest asset is the overdrive, the broad range of opportunities offered by the overdrive when properly leveraged would benefit both solo and team players. Once fully released, the hull will quickly become the major contender in the medium hull range; Hunter and Viking will be badly upset by the new kid on the block. __________________________________________________________________________________________________________________ Thanks for reading - I hope you enjoyed. What are your opinions on Crusader? Be sure to let us know by participating in the poll above! See you later lagger. VKG4S Specials thanks for @Akame, @Jay and the Tankiwiki, whose materials (videos and gif) were used to make new animated gifs. And especially @Akame for doing further testing with Crusader hidden abilities.
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or when it is available on the Test Server ...
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contest Code De La Route - Version Tanki
Viking4s replied to Dynasty in Les Archives du Journal Français (French News Archive)
por favor, traduce en español también -
uwu, piggy bank and challenge progress.
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Thanks for those who participated to the Poll (25 respondents)! 80% wish to a have a secondary fire mode. I think that is to be expected. 48% think that Tesla should be a melee turret, against 28% to belongs to the close-range and 24% to medium-range. Medium range is a bit far-fetched but why not. More than half the respondents would like the second firing to be long-range. After seeing many secondary mode with long range and even two Hovertank overdrives (BFG and Icicle) displaying the same long range behaviour it seems very likely. Even thought it ends up only Medium range, this is still powerful enough for me.
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I was not kicked, I left ?
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Micro-missions added to main post as Mobile unique feature (for now )
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Hi Riddler, your expectation and interpretation goes beyond my article content which do not assume at all that it is available, enhance the last chapter discussing its potential release date. I assumed end of this year but that is assumption, not certainty, as now they are focussing on new hulls and juggling with the MM mechanics (number of players, map size...). The article mainly discuss what was shared by developers (2 v-log teasers) and I added my onw ideas on the missing bits that people would discuss, guess or wish. One should never take seriously what developers said at any one moment in time, because they will change their mind later, often more than one, and once in a while will deny what was said... For example it was said that Tesla will come after Ares release (in August), but then they released Hopper in September. Later (livestream Nov 2020) they said that Tesla will not be released this year, and that they will not promise to release it next year either (2021), because the current main focus is to release more hull, about two: one hovering and another one maybe with legs instead of tracks. As of this week another hovering hull (Crusader) has been release. So now we maybe wait for another hull (maybe with leg) to be maybe released, but you never know it could be maybe another hover type. Saying that it means maybe 2-4 months at least, which bring us to March 2021. So my bet for Tesla is on for the 12th Tanki birthday. Wait and see which predictions will match reality, as long as by June we still have over 4k players at peak time that is.
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You will find all the latest and available information about Tesla here.
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With this post did you not just broke the code? ? Do what I say, not what I do. ?