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Viking4s's post in Piggy bank was marked as the answer
You then need to purchase it with real money to claim those rewards.
Click on the feature from the lobby:
Then click anywhere on the panel to open the payment system.
More info can be found here: https://en.tankiwiki.com/Piggy_Bank
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Viking4s's post in I did not understand what the wiki said about the Shock Freeze alt was marked as the answer
The temperature wiki and the augment page are 2 differents pages - they might not be synchronized. The difference is not that big as the turret would be could down to -1 in less than a second in both case so the return to temperature of 0 would take the same time.
As soon as the temperature of the tank becomes less than zero, it begins to return to its original state at a rate of 0.25/s. Thus, after exposure, the tank which has been cooled to the minimum temperature level (-1) will be slowed down for 4 seconds (1 / 0.25 => 4s). The system only count temperature recovery once per second.
Turret freezing rate is 0.6/s -> so about 1.2 second is required to reach temperature of -1. With the alteration +100% (in the the example of the temperature wiki page) that would be a freezing rate of 1.2/s -> 0.8 second is required to reach temperature of -1. If indeed it is +200% (as per the spec of the augment wiki page) it would be a freezing rate of be 1.8/s, so about half a second for the tank to reach temperature of -1.
If the you attacked for 0.5s (2 ticks) the turrets is could down to -0.6 (+100%), or -1 (+200%). The calculation will give you -1.2 but the maximum is -1.
From -0.6 it takes 3 seconds to defrost and the speed will move from 46% to 100%.
From -1 it takes 4 seconds to defrost and the speed will move form 10% (the minimum) to 100%.
The defrosting of 0.25/s is a continuous process, but as the cooling is a faster rate (+0.6 standard equipment) it would only start when you stop attacking. In about 1 second to 2 seconds attack the turret temperature is at -1. From that point it would take 4 seconds to completely defrost.
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Viking4s's post in Does the firebird protection module protect from other heat related damages? was marked as the answer
No!
FIREBIRD turret deals damages in 2 ways:
1/ Direct damage unique to the turret
2/ Indirect damage called Heat, also known as After-burn,
Firebird protection module called Fox only protect against the direct damage (up to 50% - Mk7 fully upgraded).
The heat damage which can be found on other turret augment (Hammer's dragon breath, Vulcan's incendiary rounds, Smoky's fire rounds) and overdrive (Hopper) can only be reduced or removed with hull augment Heat Resistance (-50%) and Heat immunity (-100%).
When your tank is subject to heat this status indicator would show up above your health bar to indicate that your tank is above normal temperature. It deals 300 hp per second and can last up to 10 seconds when your tank is fully heated (it should look really red).
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Viking4s's post in Battle rewards was marked as the answer
As you go up, the number of crystals added increases.
When you kill a tank of a certain rank, the system add x amount of crystals to the fund. The higher the rank the more crystals it adds. So if you are in a battle with a lot of rank higher than yours, the fund would be higher.
Here is what it used to be before MM and the hiddening of the fund.
There is 3 curved points that were given by the developer at the time (of the introduction of legend rank), for the others they were field experimentation from playing the game.
Rank killed Rank # Crystals worth Captain 19 5.5 Brigadier 23 7.3 Generalissimo 30 9.6 Legend 31 9.9
So the number of crystal increase quickly at low rank and then very slowly. This is logical, equipment is cheap at low ranks and then become more expensive as you rank up, this is how the game economy works. THis is why playing in battle with wide rank range is beneficial for the tank with the lowest rank (despite player being not happy).
The more tank killed the higher the fund, and to my experience the higher the ran the more firepower the more tanks killed per battle. But the destructive force of some Overdrive kind of counter that statement now. Capping flag and other battles objectives also add crystals to the fund, but the amount is unknown to me.
Nowadays, the value it is likely to be different as the length of battle have changed and the number of players per team too.
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Viking4s's post in Mission list was marked as the answer
Open TO on mobile or Html5 and check the progress of your mission. Then do you mission on Flash and get the claim reward on html5. This is what I do.
You can change the mission the first time for free and the next ones you will have to pay crystals. On the mobile TO you can watch advertisement instead of spending crystals.
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Viking4s's post in inactivity bug!!! was marked as the answer
You are right, it is not internet the issue. The kick for inactivity is based on the movement of the hull, therefore you need to move your hull time to time to avoid it. Killing and moving the turret do not count unfortunately.
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Viking4s's post in How Many Gold Boxes Will I Have.? was marked as the answer
No, the boxes do not overlap. The third GB would wait for a spot to be cleared before falling. Therefore you can only pick one per drop zone.
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Viking4s's post in Q2 Buyers... was marked as the answer
They are good people. The money they bring to the game help pays the employee of Alternativa, the company in charge of the game.
Maybe you should ask that question in the Game Discussion topic, this is a question with a broad scope.
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Viking4s's post in People... was marked as the answer
If you want to parkour in all tranquility select Private Battle option when setting your parkour map. When this setting is turned on, the battle you create will not appear in the main lobby for others, only you will be able to access it (it will be shown next to the symbol ). This makes sense if you want to organize events, clan wars or simply battles or parkour.
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Viking4s's post in How much, and by what mechanism, does Adrenaline increase turret damage? was marked as the answer
More data now available on the Wiki
Maximum values varies with the turret's range 30 to 39%. Not bad. However does not specify the rates.
Name Description Effects Price Adrenaline
This augment increases your turret’s damage in proportion to
the decrease in your tank’s health points. The less health points
you have, the higher amount of damage your turret inflicts.
Melee turret's damage: +0-39%
Close-range turret's damage: +0-36%
Medium-range turret's damage: +0-33%
Long-range turret's damage: +0-30%
Low hp percentage in order to activate 245 000 Now we have to guess how turrets are sorted out. ?
According to the latest event special mission (mid June), long-range turrets are Railgun, Magnum, Gauss and Shaft.
According to the Tanki Birthday event special mission, medium-range turrets are Smoky, Striker, Vulcan and Thunder.
According to the Lockdown 3.0 event special mission, short/close-range turrets are Twins, Ricochet and Hammer.
According to the May Holidays Event special mission melee range turrets are Firebird, Freeze and Isida. The new turret Tesla is most likely to be a melee range turret.
It is good to see that this Augment takes into account the taken risk as the turret range is reduces.
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Viking4s's post in How come I'm not spawning? was marked as the answer
I had the same issue today. better to report it here: HTML5 Bug Reports if you are using HTML5 or here Bugs and Glitches Reports if you are using something else.
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Viking4s's post in ubdate m/mk was marked as the answer
For hulls, you needed to be M2-20 equipment to be Mk7-0, same for turrets. The MU level below show different value per turret and hull. Find here the details of the MK conversion per equipment: https://en.tankiwiki.com/Mk_conversion
Example for 4 hulls.
Wasp Hornet Viking Hunter Old New Old New Old New Old New "M" MUs "Mk" MUs "M" MUs "Mk" MUs "M" MUs "Mk" MUs "M" MUs "Mk" MUs M2 0 Mk6 0 M2 0 Mk4 0 M2 0 Mk5 0 M2 0 Mk5 3 M2 1 Mk6 1 M2 1 Mk4 3 M2 1 Mk5 2 M2 1 Mk5 5 M2 2 Mk6 2 M2 2 Mk4 5 M2 2 Mk5 4 M2 2 Mk5 7 M2 3 Mk6 3 M2 3 Mk4 8 M2 3 Mk5 6 M2 3 Mk5 9 M2 4 Mk6 4 M2 4 Mk5 0 M2 4 Mk5 8 M2 4 Mk6 1 M2 5 Mk6 5 M2 5 Mk5 4 M2 5 Mk6 0 M2 5 Mk6 2 M2 6 Mk6 6 M2 6 Mk5 7 M2 6 Mk6 2 M2 6 Mk6 4 M2 7 Mk6 7 M2 7 Mk6 0 M2 7 Mk6 4 M2 7 Mk6 6 M2 8 Mk6 8 M2 8 Mk6 4 M2 8 Mk6 6 M2 8 Mk6 7 M2 9 Mk6 9 M2 9 Mk6 7 M2 9 Mk6 8 M2 9 Mk6 9 M2 10 Mk7 0 M2 10 Mk7 0 M2 10 Mk7 0 M2 10 Mk7 0
This was done so we have an harmonized distribution of Mk over 4 ranks and better game balance:
Level Rank Mk1 0 50 250 250 450 650 650 Mk2 1 000 2 000 2 000 2 000 4 000 4 000 6 000 Mk3 9 000 9 000 12 000 12 000 16 000 16 000 20 000 Mk4 24 000 24 000 29 000 35 000 35 000 40 000 40 000 Mk5 47 000 47 000 54 000 61 000 70 000 70 000 70 000 Mk6 78 000 78 000 78 000 97 000 97 000 97 000 97 000 Mk7 130 000 130 000 130 000 130 000 130 000 130 000 130 000 ... New price 290 450 359 650 348 650 289 000 361 250 309 050 337 250
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Viking4s's post in Batteries? was marked as the answer
Batteries is a P2W feature that encourage buyers to spend money on the promise to be stronger than others. You see after a while all buyers have tons of normal supplies (via premium, missions, containers, ultra,...) and all the equipment already fully mued. So if you create a new equipment that require a new supply that will keep cash coming in.
Three points:
1/ expensive batterie that is spent every minute
2/ expensive drones to buy and to Mued with expensive micro upgrade
3/ drones that consume even more normal supplies.
Spending crystals on drone or normals supplies is the same, the more you use them the more crystal you get, crystals you use to buy more supplies. The difference is that with Drones you will spend more crystals and spend your normal supplies faster, then you will have less crystals for other equipment and less normals supplies for battles, but you will finish on top (till your money runs out) - what do you want?
F2P should spend as less as possible crystals on Drones and nothing on batteries:
1/ only use batteries they earned from missions and containers
2/ buy only drone that do not consume extra normal supplies and when discounted
3/ upgrade it gradually when 50% discount
4/ play with it when it counts (x2 fund)
Average buyer will do the same because drones are expensive to run, only super buyer can afford to play 24/7 with it, so it kind of limit its use.
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Viking4s's post in Crystal Boxes at Rank 11 - Warrant Officer 1 was marked as the answer
Q: Why are there still Crystal Boxes at Rank 11 - Warrant Officer 1 ?
A: Because of the rank range of your battle. As long as there is Rank 11 players in your battle you are likely to have will have blue box. There is an overlap, but it is more important for ranks 11 and below to have less supplies on the ground than for ranks above 11 to have crystals boxes. It was always like this when the supplies were unlocked gradually, it is more noticeable with the blue box or the player that mind it.
Q: Any way you could pass this on to the powers that be so they can fix this?
A: Forum helpers collate every week a summary post of all the issues, ideas and questions posted by players to the the devs and the CM. It it easier for them if they are already posted in the right topic. As for "fixing it", the only way is too clearly separate the rank range, and that power falls under the game designer remit.
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Viking4s's post in Form post was marked as the answer
Under your post it should show option one of them is "Options", click on it then you will see "Hide" - click on Hide. Your post will disappear.
If the option is not available contact one of the forum moderator listed here Forum administrators and moderators
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Viking4s's post in Railgun + Hornet Why? was marked as the answer
It is a good combination of speed and firepower versatility. You can quickly move from one place to another or quickly hide behind wall and obstacle, it is more stable than Wasp. Also you can make 360 shot, which require skills, and do flip and other interesting parkour trick (not as good as wasp but still). Hornet is also short and offer less surface visible to the enemy. If on the side you can recover with turret with recoil.
Railgun keep its power strength at any range, so you can be dangerous at any distance. Cherry on top you can shoot multiple enemy if you manage to align them. The trail is kind of a tease for the enemy, saying I am here try to kill me.
The 360 shot with railgun is really rewarding the ego too. As the railgun has a delay of shooting this make it even more interesting to master. There is a lot more shouting tricks with railgun.
To conclude this combo offers: speed, versatility, accurate shoot, tricks and skills display.
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Viking4s's post in Reporting with a Video Evidance was marked as the answer
You can report other players only on the Russian forum. You have to record a 1 - 10 minute video of the hacker and upload it to YouTube. Once the video is uploaded to YouTube, post the video here. A moderator will check the video and decide if the player will get a ban.
Important: Before posting a video on the Russian forum, make sure to read first the rules about video for reporting violation.
From the Help site: How to report a violator?
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Viking4s's post in Objective #2 was marked as the answer
There is already a topic open for this contest: Sky is the limit.
You better ask your question overthere directly to the organiser. There is no reason for them to come here.
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Viking4s's post in Why doesn't Juggernaut's double armor work? was marked as the answer
Yes it is for show, not only the DA but SB and DD too, as you can see all the spec in the wiki are for the Juggernaut with the 3 supplies on. Instead of dividing the damage by two like any other tank with DA on, the Juggernaut has its HP doubled, therefore damage appears as normal. Dividing damage or increasing HP is the same really, but it is confusing.
I think the three supplies icons are displayed for mainly two reasons:
1/ As the drops have no effect on the Juggernaut if the icon are visible then the players driving the Juggernaut would not take the supplies away from its teammates.
2/ make it look like the super tank is badass. (Marketing 101)
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Viking4s's post in Is spawn killing prohibited ? was marked as the answer
Yes it is allowed to spawn kill.
IN order to reduce spawn-camping, players will now have temporary invulnerability from all forms of damage in addition to the transparent “phantom” effect when spawning.
This means that after spawning, you will have a few extra seconds to fight back enemies or find cover. Unlike the initial “phantom” effect, during the spawn protection period you will be able to shoot, deal damage and activate supplies.
Hornets with active overdrive can still deal damage to enemies with spawn protection (but not those still invisible), and this protection is completely disabled in format battles.
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Viking4s's post in 1.33X instead of 1.75X - Xp was marked as the answer
Experience points (on the rank (green) bar near your name on the top corner) are not the same as Battle score point visible on the score board.
They are huge differences between these two, see all the details here in the wiki: MM Battle Score and earning Experience points.
In normal MM game, the crystals added to the battle fund would be like x per killed tank. In this special May event it will be like x time 1.75. In other words it if 10 crystals per kill, it becomes 17.5 crystals per kills. These crystals go to the battle fund, they don't go to you directly. Only when the game ends, the crystals you earned are a split from the overall battle fund, the calculation depends on 2 things:
1/ if you are in the winner or the losing team - 3 cases:
a/ you lose your team get about 40% of the battle fund,
b/ you win, your team get 60% of the battle fund,
c/ you draw, everybody got the share depending of their scores.
2/ your battle score, the highest the better, if you have premium an additional amount of crystals is given (not from the battle fund).
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Viking4s's post in Special Mission - Complete F2P Mission 17 times was marked as the answer
Regarding the <F2P> special mission of Lockdown 3.0 Final, you need to do 10k battle score point, it is not about experience points. They are differences between these two, see all the details here in the wiki: MM Battle Score and earning Experience points. Quick example: capping a flag is 75 battle score points and only 10 experience points.
You need to enable the mission by visiting the special mission section before you start playing every morning.This section is only available on HTML5 browser and Android mobile. After enabling the mission you can play in any Tanki system, even with the Game Client.
Once completed don't forget to claim it. It will be reset to zero the next day (at 2:00am UTC+0).
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Viking4s's post in Link for log-in was marked as the answer
There is no way around it, he needs to provide an email address. It is to avoid bots, mischievous people and trolls.
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Viking4s's post in how to have strong JGR was marked as the answer
All you need to know about the Juggernaut strength and parameters is there (the wiki): Terminator (the turret) and Juggernaut (the hull)
You will find out that the strength of the Juggernaut combo is directly linked to the Mk level of your equipment.
For example if you have a MK3 turret, the Terminator will be a MK3 too. It doesn't matter if you have MUed it, it will always look at the MK level. Except for the last level MK7+ (aka MK7-20).
So if you want to be fit with the strongest Juggernaut combo you will need to wear your strongest combo from your garage.
To be stronger you will need good/right protection module too, so if possible select the best trio of protection, observe the enemy team and protect yourself against the most common turrets on the battlefield and/or the ones that seemed to be hunting seriously your team's Juggernaut.
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Viking4s's post in 0 stars? was marked as the answer
You need to have a minimum of 70 battle score points in MatchMaking battle (look on the scoreboard your progress). If you had 70 or over and see zero, then it is a visual glitch that occur times to times. Be aware that the 70 battle score point threshold is an unwritten rules (not in the wiki) that had evolved since its implementation. Currently it is 70 (was 100 one time ago).
If you want to understand how battle score are given look here: https://en.tankiwiki.com/Matchmaking_System#Battle_Score_and_earning_Experience_points