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Viking4s

Tanker
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Everything posted by Viking4s

  1. If you have concrete information, post, links, topic or whatever, on the subject please feel free to kindly share with us. I've not been been playing the game for long therefore I might not have seen all the discussion about the subject at the time when it was a hot topic. I have seen the topic on the rail gun (Railgun's damage value calculations) which was dug up from the archive in the last news paper (this was very useful). What is the information regarding the smoky, please can you elaborate/share? Everything on the wiki is approved / confirmed by the developers. Lordmostafa refers to the Wiki (http://en.tankiwiki.com/Mines) and unfortunately the wiki page do not currently hold/confirm what he said. Is the damage value random like any value as a fair chance to happen, or is it like the railgun and it follow a Gauss curve? if you have an answere fomr the dev the same way as Railgun's damage value calculations that would be great. I didn't had time to experiment, but had some clues that the random method might be the answer, rather than the double damage theory. This question in this topic gave me the opportunity to get more information.
  2. that's not really a big risk to take.
  3. Thanks for the answer. However, this is you saying it, so i'm still not convinced (it's not on the wiki). Their is so much information provided by the developer that we are lost. Seriously, how do you espect us to know if nobody tells us ? This is not confusion this is us trying to make sens of what we experience in battle.
  4. I suppose that the 240 damage value will disappear when your DD supplies expires, and the mine would have the standard 120 damage value.
  5. Please, regarding the random damage value between 120 and 240 for the mine, can we have confirmation from the dev that it is actually the case? If indeed random value is the case, does the double damage supply ON double the damage value of the mine? I assumed that 240 is the damaged caused when you have double damage supplies on. e.g no damage supplies mine = 120, double damage supplies on mine = 240 (2*120).
  6. Viking4s

    [Forum Game] Change a letter

    Daisy likes a lone pea? Good Man!
  7. Viking4s

    Tanki Picture of the Day - Have any?

    left my tank unattended for a short break when i came back :blink:
  8. Viking4s

    [Forum Game] Change a letter

    Daisy likes alone pee? Good Man?
  9. Viking4s

    Turret: Rocket launcher Vs Artillery.

    For the format you can use the icon that looks like a rubber and the button which looks like broken chain to remove the hyper link. You can edit your post an do it so it doesn't look like to bright. Please suggest this on the following topic : New name for the future turret ? Lots of people already suggested some name. Only the person that created the topic can create a poll. You need to find a name more related to the TO Universe.
  10. Maybe you could give a short questionnaire (on the first post) that list information that would help your team: e.g. Nature of the issue: When it happen: Which server it occurred: Is the server busy (red): Which country are you connect from: Which browser/Downloadable Client/Standalone flash you are using: Other details: .....
  11. It would have been nice if you didn't copy past from internet.
  12. Viking4s

    [Forum Game] Change a letter

    Daisy hikes lone pee? Good Man?
  13. Viking4s

    [FR] French players

    J'ai trouve une supportrice de poids pour motiver notre French Club !
  14. This is not bad at all. It is also a good way to spot spelling mistake (see above). authenticité est
  15. French people are very polite, so when EN people says "Hello" we would say "Bonjour" ;) Literally yes Hello, Hi = Salut Good morning = Bonjour
  16. Viking4s

    new name for the future turret ?

    Hailfire => Hailstorm (you got the lightning thunder splash damage with it)
  17. Viking4s

    new name for the future turret ?

    Rocket Launcher turret: 1) Reaper 2) Rogue 3) Firefly 4) Scorpio / Scorpion Artillery turret: 1) Arty 2) Armaggedon 3) Anvil 4) Bombard
  18. Viking4s

    [Forum Game] Change a letter

    Daisy hikes done pee? God Man?
  19. Viking4s

    CLOSED — Cedric's "Virtual Office"

    Not quite yet, he is still in probation.
  20. Viking4s

    Turret: Rocket launcher Vs Artillery.

    Nope, what a shame :ph34r: , ikr. I, actually, hate "wasd" and mousse control, it feels so un-natural and the mousse always get stuck somewhere on the table. I prefer keyboard or gamepad.
  21. Viking4s

    Turret: Rocket launcher Vs Artillery.

    Arty would probably have a sort of auto aim (not right or left but more a radius), once fired it will fall into a defined area if tank their then it falls on top of it (auto aim), if tanks more than 10 meter away, shell fall where is was calculated (bull's eyes, no deviation) and splash damages applies. If no tank in the splash damage area, then no tank is damages. The other issues I see are: * On existing turret you see what is infront of the gun. Here if the turret Arty goes up, does the scenery go down and you see the sky? If this is the case how can you estimate the angle as you will have a clean blue sky with no visual marker? If the scenery do not move but the turret move up when you lift the turret, how can you estimate the angle, again no visual makers? => it has to be a fix scenery base don the tank direction and some sort of a vertical graduated line with degrees values: from - 45 deg (bottom of the scale), zero deg (middle of the scale, when you press C the turret go automatically back to 0 deg) and at the top of the scale + 45 deg. * House roof are not finalized, some high building have square hit box, this would restrict the capability of this turret, instead of going smoothly around the house top roof they will hit an invisible wall. * tanker using Arty will be hiding behind high wall, houses or small hill, they might not see where there shell had fallen. A mini map would actually help the tanker to see where the shell has landed. The mini map should not shoes enemy position or teammate, only the last 5 shoots (like other turrets shooting turrets). Yellow spot if you hit nothing, orange spot if you hit a tanks or a tank got splash damage and black spot if you kill a tank. This would help to use this difficult turret. Alternatively an obvious explosion/effect that can be seen across the map could be an alternative (see the gif below in te spoiler) and also will frighten the tank that is just about to get bombarded. * As the user of Arty turret would be hidden behind tall wall it would be good (fair) to actually see like a long fire/flame going out of their turret (5 to 10 meter long) so it, somehow, gives away their position. That would be their weakness (cons).
  22. Viking4s

    Turret: Rocket launcher Vs Artillery.

    I already use my right hand to steer the hull, and I also use my right hand to control the mouse. Therefore you're asking me to have 2 right hands or use the right hand to control the mouse (and a big table) and steer the hull with my left hand. Hum, unfortunately I don't like either option, 2 right hands or switching control!? I won't be the only one. The mouse control is a good solution, but only for real gamer, which is not, to my knowledge, the mainstream TO player client. If we could play this game with a gamepad that would be much better (more button, more intuitive) but you won;t have the key from 1 t o 6 for the supplies.
  23. Viking4s

    Turret: Rocket launcher Vs Artillery.

    This is the current game play feature for all auto aimed turret (Vulcan, Railgun, Thunder,...), I don't know how wide is the rectangle window and if this is the same for each turret type. It requires the tanker to be accurate with the turret to align the y-axis with the tank he want to shoot at. The system will then shoot any tank that is aligned with that axis with some room on the x-axis. It won't be fair for the other turret if RL has a wider target window (x-axis) for its self aiming primary mode.
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