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Posts
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Everything posted by LittleWillie
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I cannot make any sense of your comment. What matters is the game-play. In the game I see Isidas in virtually every battle doing very well. They just cannot casually charge at 3 enemies and kill them all before driving off, anymore. THAT was the broken situation. Today is the correct situation. I made sure I played my Isida in a dM in a battle with player much higher level using the next level gear. I did not thrive but I did not get pasted eaither. I finished with about 1 kill/minute. The overall felling was it was about as difficult a time I have with Vik/Smokey in DM against much better-geared players ... So I am sorry but a BALANCED game means Isidas have to work hard in DM ALSO. That is not the only hull that is not at its best in DM battle ... Ever notice how many Firebirds are in every DM? Yeahhhh
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Which is why Isidasy were put into the game, to provide the healing function. And since everyone agrees that Isidas are still fulfuiling their intended role the Isida debate has been resolved: Isidas are fine.
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He stated the conditions of the test, which allows me at least to give it the proper significance. Therefore his report was not "stupid".
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Thrn you acknowledge that Isida is not broken because it will still ably fulfill its intended function, and that indeed that function is decisive on the battlefield. IOW, the Isida debate is over.
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Have you not played in the past week. I see Isidas n the battelfield all the time and they are doing great. Probably the prople who just want to killkillkillkill are gone and only the people who know how to play the healing role remain. And they are doing fine. You all do realize that these piles of words we leave here mean exactly nothing. It is the actual game play that matters. And in actual games, Isidas are doing fine.
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You are haning thigs both ways. You claim the update will make the Isida weak. But you project that the Isida's foes will still treat Isidas as though they are strong and target them lavishly. If you are right that Isidas are now weak, players will figure that out and start targeting the now most-dangerout foe. Or if you are right about Isidas continuing to be targets then that means the player community still sees Isida as the most important tank on the battlefield. Which will mean you claim Isida is broken is wrong. But you cannot be correct on both counts. Consider: in actual game play the Isidas are doing fine. You made a case, you made it with vigor, but you have lost the debate.
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Do yourself a favor. Don't grow up aiming for a career in science. You do not have teh knack for experimenation. CooperO's test was not "stupid". It was just a simple baseline test to evaluate relative damage outputs. It give a foundation against which other, more complex, tests can be compared.
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Maybe rich Gizmoo players who have too many Cr to burn will do so. But new players do not have the CR to pay for these silly 'alterations' because every Cr is neede just to keep their one turret/hull combo viable in combat buying just what is absolutely needed and not a CR more. And reducing my damage output is NOT something that is needed.
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Yep. One incident is all that is needed to arrive at a conclusion. Why are you surprized when one tank with double its noirml hit poijtns can beat a tank at its norml hit points. Thats teh drugstalking not the turrets.
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Exactly, some sort of mechanism lije that is needed ... probalby several, layers atop one another. One half-idea I had was every tanker who finishes the mission should be assured something like 5 CR / minute played win or lose. That would reward staying to the end in a losing 9butnot hopeless) battle. And somethimg along your idea is needed...to scale up rewards on larger maps to offset the fact there are longer time between spawns and kills.
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I agree with the complaint about locking layers into one turret and hull. And after this update, that weakness to the game looms even larger. It plain sucks, and Tanki should address it. But at teh same time Tanki could not leave a glaring design oversight remain forever... Here's TO in a nutshell: Fine game-play, very good maps, and everything else about it is a disaster. The way Exp and Cr are awarded mean all the good maps go away and Poly CO/Noise CF account for half the server. As for Supply burn, that's intended. Supply burn means playing more than your daily missions is unprofitable. So if you want to play for hours each day you will eventually have to pay real money or run out of drugs eventually. Where Tanki failed is in giving me a reason to care if I advance in rank or not. In fact the game sounds less fun the higher your rank. So I split my time among alternate accounts. I aim to complete the daily tasks while earning as little exp as possible. I hate ranking up. But I play as much as I like, missions give me the drugs I need, and I don't pay a dime. Isn't that hilarious? What other game encourages a strategy of laying less often? I would be glad to support this company financially. But until they fix the game's economics and development ladder I have no reason to do so.
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I understand the rationale of having "Supplies" aka "Pick-ups" aka "Power-ups" available in a computer game. They add variety to game play. They provide the game company with something to sell to raise revenue. I actually support the rationale. The key is in the implementation. Let's take the overhead view in order to sum up why TO's Supply system is a detriment to the game. Let's see where the problem lies first. I actually do not have any problems with the concepts of a Repair Kit and the Mine. Virtually all games with a "health" function also have a "heal" function. The Mine directly add a new tactical wrinkle that is entirely consistent with the idea of tank combat. We can talk about adjusting their exact workings and how they are obtained, but these two Supply concepts are OK. The weakness is found in Supplies #2, #3, and #4. Again, I agree with the concept of enhancing the tank's performance. I disagree with the implementation. The best way I can illustrate the weakness of this implementation is this. If Tanki Online simply sped up every turret and hull by 40% it would be like every tank was forever using all three Supplies: Double Damage, Double Armor, and Speedup all the time always. Because DA and DD simply cancel each other out. All that drugging, all those Crystals and Euros and Rubles and Dollars are spent to arrive right back at the starting point ... except everyone is driving faster. In other words, in the final analysis, in the end-game, you are buying DA and DD Supplies to accomplish... exactly nothing. The people who buy into such a system are chumps. Tanki is the only game I've played where I see so many players dislike that game's Power-Up concepts. I think this is the reason. TO's "Increase Offense" Supply should do this by speeding up turret turning/acceleration and the weapon's reload rate. TO's "Enhance Defense" Supply should do this by speeding up the hull's travel/turning speeds/accelerations. These two enhancements would depend on the player's skill to translate into exactly how much more damage would be dealt or avoided. It would not be this simplistic doubling effect which ultimately cancels each other out. And when not canceled out, dominates game-play rather than skills doing so. As for the new Supply #4 (because obviously the speed-up is redundant) I do not know. Someone on the TX forum suggested a Smoke Grenade. That too would - if viable - fit in as do the Mines. An idea I had was to enhance the function of Modules somehow. But I am sure we could think of something. in summary the point is the current system's simple doubling function is lopsided when it is effect. And when both side use it ... it is the same situation as if it had never been coded into the game. Wouldn't it just be better if TO's system had Supplies that did not simply multiply damage and hit-points, but instead enhanced the ability of players to display their actual skills in battle? The answer is not in saying no to drugs, but in demanding better drugs.
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I lie, because I am a fan of Cary Grant and the movie "My Girl Friday". :)
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Thank you. I did not realize the 92% figure referred to DR only. To answer your question... The post I replied to made the flawed claim that now Rail users can just blaze away and not care if they miss shots, because the firing rate is so very high misses do not matter. My repose pointed out Smoky has an even faster firing rate, and I damn sure know I cannot afford to miss shots.
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This this the reason why the Isida change was put in. Isida was intended to be a suppport pturret for players who enjoy the support role. But it turned out to be super-dealyy too. So the game is full of players who have no intention of healing team mates. They just want to engage in combat. These players will more to other turrets, where their natural inclinations lie. I too will not miss these Isida players. That will eave the field to players like me who know how to play the support role. And when that happens OKDad you will come to look forward to those Isidas on your team..
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BlackWasp777 I read your post. You make good theoretical points but bottom line is I see plenty of Isida players doing just well. That is all the matters. Will the number of Isida drop in DM matches. I fully expect that will happen. That is why the change was put through, to make that happen.
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You have no idea what you are talking about. Toodles.
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Just had another great 2-3 games on My Isida ... I will admit though without good team mates the healing role can be futile. But so fun when yo have a decent team.
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The answer lies in scenarios in which the two opposing tanks do not simply drive head-first towards each other. The proof is what we see in play and I have seen Isidas doing just fine. The only turrets I see doing notably better is Freeze, and that may be mostly due to seeing so many more of them. But I digress... Here's the basic requirements your are futilely pushing against: No turret can be the best in every role. Isida is intended to be very good in the team/support role. In any balanced game, therefore, Isida cannot be also very good in the solo role. Your argument boils down to: there are other short-range turrets the (you perceive) to be better in solo combat. OK, let us assume your perception is 100% spot-on. We are sill left with the above requirements. Your argument may be valid but none of those other short-range turrets have the special non-solo ability of Isida. Or to flip your argument on its head ... If Isida is made as deadly in solo combat as Freeze, Hammer, And Firebird ... then why would anyone buy THOSE turrets when they can have one that also rules in team play? See? Keep pounding your head against the brick wall if you must, but brother it feels so good when you stop. ;)
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"Kicking ass" eans contributing significantly to the team win, thus gaining amply in both EXP and CRY. If you think that healing your team mates cannot possibly lead to team success, by all means stop playing your Isida,
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I know you are aware of it, but you neglected that factor in the post I replied to.
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I entirely agree that most Isida players hate the change.
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Viking/Smoky was supposedly the uberest OP-iest combo before the update, or so several people have told me. So now it is even Super-Duber-Uberier? Well, I'll just have to learn to live with it.
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Being stuck with gear you do not want anymore is another matter and for that I blame Tanki as much as you. I feel your pain for that much. I am still not sure what to buy for my m2 stage but at least I did not spend all my Cry before the change. I understand that feeling of frustration.
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Spawning, pressing 3, driving at the nearest group of enemies, and killing 3-4 them as they helplessly fire at you if far far far more boring. I just played my Isida and I had a blast. I also rocked. And so did the other TRUE Isida players who are still out there. I don't miss the kilkillkilkilll Isida players. Oh yeah, I did just fine in DM and popped only 1 DA all match. I played that way just to try isida un-enhanced/ Face it, you either learn to adjust a bit or you quit playing Isida. Your choice. This silly notion that Isida cannot possibly exist unless the self-heal is very high is just nonsense. Other parameters are important too. No other turretl can heal yet those players manage to play Tanki.
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