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Everything posted by LittleWillie
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That is funny today is the first time I have heard Tanki players go out of their way to insist the are not a solid and skilled player. It is the first time I have heard players publicly insist they have no interest in being seen as a solid skilled player. Usually I see players pushing and shoving in order to be first in line at the "I am Pro" crowing stand. Oh well live and learn. It does not surprise me to read layers say they do not want to stretch themselves, that they do not want to learn to play better, that they are happy findings a little rote task they can do and are happy to repeat it over and over. That is probably why our of the entire Tanki \Online player base so few players are really any good. Oh well. No skin of my nose. I not the one who ain't learning.
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Where did I say "everyone has" to be be a pro? I didn't. But I do think most players aspire to be good player. I do think it is good for the game overall if the player base is more skillful. I think taking players out of the comfort zone makes players better than does leaving them forever in their comfort zone. I am sure there will be players who will quit rather than challenge themselves. Oh well.
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I think it is fair to say MM is taking many players out of their comfort zones. That's good. If you really are a "pro" you should be able to find a way to contribute with your main turret and main hull in any mode on any map. Sure, some modes and maps and enemy teams will be very tough going. But if you want to be a "pro" in fact not just in talk then you have to learn and experience a wide range of situations. Players who have been playing the same small set of maps and modes day after day are probably having some bloody games and not liking it. That's natural. The players who fight through the rough patch will be tomorrows predators. The same sameness every day crowd will be the prey. Edit / PS: I stull am having not log on problems either using the client. I do have the bad lag spikes at times. But as for log-on issues.... zilch.
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What's so bad about sparring against your pals form time to time? You might find it fun. I never expect to finish 1000 exp missions in 2 battles. Especially TDM where there are no flag carriers or CPs to generate exp. I usually view those as a 2-day mission, is I do not Change it instead. In the old system I spent a lot more than 1 minute between battles looking through all the open battles to find one competitive with open slots. Or waiting for a 2 minutes game to end to grab an open slot. It just "feels" long now because you are just passively waiting, starting at the clock ticking. If MM gives me a game on average of 1 minute wait then that is a deal I will gladly take.
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My longest wait so far was 5 minutes for an ASL game, to do a mission. This was about 90 minutes before server reboot IIRC; a low-usage time. I quit that went to a Quick Game and was placed in about 20 seconds. The next battle I tried ASL again and got in in ~1 minute. I have had many generic missions that can be done in any mode so I have played many Quick Battles. If all you want is a team game this option will place you ... well ... quickly. Sometimes you roll over right into another battle. I've stayed for the whole game many more times than the handful I have quit. My experience is battles tend to be worth playing now more than they were before. But it is early and I have not had the log-in problems that have annoyed other players so much. I think this MM is good for the player base though many do not like it. MM has showed how so many players just play one or two modes on but a handful of maps. MM is forcing many players to face new scenarios. Well that's just going to make them better players in the long run. My once or twice peek at the Pro lists showed much more variety in games and maps than before MM. For the first time there were various CP games not just Poly. There were a bunch of rarely seen maps in the CTF section. If MM means players will actually use the Pro section for variety then the Pass might be worth the cost. Before MM the Pro section was filled with sameness day after day. Technical problems aside the MM concept seems to be delivering wha tI hoped from it. YMMV
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MM Suggestion: Add a "Prioritize" toggle to the system: Prioritize by Rank: MM would build your game with all tanks w/in 2 or 3 ranks of one another even if this took considerable time Prioritize by Time: MM would build your game quickly by taking allowing wide range of ranks.
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I have not had broblems logging on. The lag has been vey bad for me as for everyone. But logging on has been NP. Aside form the lag my experiences with MM has been more good than bad. About 8 in 10 games have been interesting and worth playing. Wait times have been about 7 or 10 times shorter than the displayed average wait. When longer than the average it's not been by too long. Longest wait has probably been 2 minutes. Shortest about 4 seconds. I will trade the ability to pick a map in exchange fore better odds the game will be worth playing to the end. The shafts and magnums cannot just hang out on the same few maps all day long anymore. So it is a net improvement for me. Obviousl many bugs to the system still. Fome TO? Who could have see that coming?
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I played from about 20 minutes after server reboot to about two hours after reboot. No matter how the semantics are structured those hours have far fewer players than at peak hours. MM is going to make the most lopsideed battles in terms of rank ranges when few players are online. That is the only point I was making. AS for the games themselves, I had only a couple games I left because they were not worth playing. There were some big rank disparities in a couple games but they played OK. So in my experience M was a marked improvement over the previous combing the list to find a battle worth joining. That's just one day. I am sure a fair measure of this MM system will take more than that. Your idea of being able to go to the garagebefore teh battle starts is a vry good one IMO.
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Some battle fund examples We lost 3-2. My pay was about 80% of a similar score on winner team.
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It is two hours after the reboot. So up to now MM has been working with a small number of active players. That is when MM will make the most chance for lopsided games and longer waits. When many players are on MM should perform at it best. Comment up to now are based on MM at its worst.
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I hadn't even seen this announcement. I just logged in to find MM. So far it has been OK. Only dumped one battle. Have been in some matches with high ranks but the game was OK. Wait times not terrible I'll put it that way. So far so good.
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You will have the same protections you have today - except with more flexibility. Your equipment is not being "destroyed". This is another factually-bankrupt assertation. This is a change. Good players adapt to change like ducks take to swimming. Change means good players have the window of opportunity to pwn the masses as they struggle to comprehend the new system. Sorry to learn your confidence is at zero.
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What coming rebalance? What have you heard no one else has?
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Beleive it or not there are still players who fill chat with comments like "So and so is a drugger!" If I am in the mood I reply, "oh yeah well you're a protection moduler!". Both supplies and protection modules are optional items in the game but they are in the game. You have to equip a hull and a turret but no one forces you to use supplies or a module. But here in TO there are many players who get pantie-twisted if other players play the game as it is designed and coded. SMH I've long said the supplies system in TO is simplistic and could be more interesting but I never denied supplies exist. Now TO is introducing drones which will apparently adds a level of complexity to supplies use. So this is what many players have asked for for a long time. Yet we have people claiming they will never use drones. SMH. I guess "droner" will become the next battle cry of the loser. If you do not want to play TO after drones go live that is entirely reasonable. But if you continue playing and refuse to use a major section of the game, or expect other players to also forego that... that is what is not comprehendable.
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You know all this at this level of detail how? You don't is the answer. Some players will "get around to buying a drone" 1 minunte after they log on the first time post-update/ These will be players with many batteries in stock. Looks like you should read teh definition of "worthless" because this ain't it. And I clearly said on these sort of conversions it is unrealistic to expect more than 20 - 30 cents on the dollar? Go your math "grades" allow you to understand what 20 cents on the dollar means? Hint: It is a word problem. If your math skills were anywhere in danger of being in the >99.9% population then you'd know ANY POSITIVE NUMBER > ZERO. If your reading skills were up there you see I did not say players like you would get a full 1 Cry for 1 Cry compensation, I said you would get MORE THAN NOTHING.. And you are. You are getting batteries that other players will not. So you are getting something for your investment, not the "nothing", "useless", and "worthless" claims that are being pouted about on this forum. Something > nothing... capicje?
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Actually you have that backwards. Low module investment players will have few or maybe no batteries. They will run out quickly not the people with a ton of batteries in stock. This is a tangible payout to compensate for the conversion. It seems fair to me. These sort of things usually convert at 20 or 30 cents on the dollar. Then you will be pned by your betters in the new system. It will be like playing with no protection module in today's game. [shrug] Your game your choice. You didn't demonstrate you know an thing m8. I;ll play the odds... it is 99.9% my background is stronger than yours.
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Group A: Players who invested a lot into modules (incl .LGY) these players will get the same level of protections they have now, plus many batteries. Group B: Players who invested moderately in protections will get teh same level of protection they have now, but zero or very few batteries. Some players from Group A cannot claim they will not have an advantage over Group B players. That is dishonest. Their advantage will just be in a different form. But it does exist. Batteries will not be "useless" any more than RK's are "useless" today. Stamping one's feet and pouting does not change reality.
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Wow you never know what to expect from this crew. We've been waiting over a year for certain bugs to be fixed and basic balance tweaks. We've been waiting months for huge project like mobile, MM, and HTML5. But what do we see announced instead? A massive additional project we'd not heard of before --- this energizer thing. I have delayed LW's rank up to Marshal because I did not want to make the wrong module investments. Now we know we will not see these changes for many weeks. SO I am going to go ahead and MU my pair of modules that unlock m3 @ Marshal. Weeks can become months so I might as well up my protection levels. That was my one primary need-to-know. So that makes this VLog a good one. Might be wise to set aside some income to ensure you have some investment cpital when drones make their debut. There's so much that will be new all of a sudden it was enough for 3 VLogs. I don't know what to think about the specifics yet. I just can't help but think TO needs better management. To many projects at once and too many projects left unfinished. I doubt those two things are unrelated.
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Valid Get experience for catching gold boxes and containers
LittleWillie replied to RIDDLER_8 in Ideas and Suggestions
This is a whim not a reason. -
You are 1-2 ranks from getting m2 Smoky / Viking for 0 Cry each since your m1 stuff is 10/10. You did what I did same mu steps same hull and turret. If you are a full time Smoker get both atls but I would not get PTS unless on sale. AA is my bread and butter so even the full 50k is worth it for me.
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Matchmaking cannot get here a moment too soon. But even that will not be enough to stop this lunacy Magnum situation. I just finished missions and decided to just look for a could few good games. Thus began a string of 6-7 straight games where Magnum Force dominated that game and forced me to conclude no fun was to be had there. Just quit a Bridges CTF game that started full., But other team capped a flag AND seemed everywhere on defense at the same time. People on my team were already bailing out. When I dropped I noticed all five remaining teamates were Magnums. Played an ASL game on Highland last night. I spawned saw magnum teammate, again, another ... the first six team a mates I saw were all magnums. I know were were taking magnum firre from the enemy too.. But I did not count them I left. I hope MM will reduce some of this but I doubt it. There is a reason so many players use Magnum - It's a broken design and players are exploiting that. After all this time we can only conclude TO wants the entire player base to convert to either Isida or Magnum.. ====================== Though on the new protections system. I see Issmo's concern for a new system that does not just start out all maxxed out for everyone. Nor one that is practical only for buyer players. An interesting system might be possible if equipping more than one type reduced the effectiveness of each installed protection. There's any number of ways to finesse this. The impact coule be designed to be tiny at low ranks and significant at teh upper ranks. Protections could b e Primary/secondary/tertiary so at least one protection would be robust. But not as robust as just going with one module equipped. Ranking up or MU steps could apply to reducing these various multiple protections. The conversion process could consider mutlimple modules to be 'MU steps' in the new syetem. So deep investors would get some return on all that module work. But that level of complexity seems to be outside teh design philospphy. The power-ups are simple 2x damage or armor so the protections will probably be simple too. And that leave's Issmo's concern open.
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Valid Get experience for catching gold boxes and containers
LittleWillie replied to RIDDLER_8 in Ideas and Suggestions
Is this Sonic the Hedgehog or a vehicle battle game? The Mario Brothers give this two thumbs down. Maf: I do not see any rationale behind your stated rationale. Why is this not rejected out of hand? -
I am a glutton for punishment. I use Smoky full time on one account and 90% Smoky / 10% Shaft on another. I use the Assault Ammo alt (+impact) almost always. I use the PTS alt occasionally on the full time Smoky when I want to reach out and touch somebody at longer ranges. For the other account obviously I can use shaft instead for long range.. What I never use anymore is Smoky without one alteration or the other up. So IMO Smoky is probably the best example in all TO of what an alt "should" be. It makes the turret different, but not in a different class. (If you follow my drift.) I think Smoky will suffer under the new system. Smoky is still a force when you're "in the zone". But if you are having a good run with Smoky the enemies can pop in anti-Smoky modules to counter you. today Smoky benefits from most players have modules designed against the ore common and/or OP turrets. Today when you have a hot hand Smoky can thrive. Tomorrow will geting a hot hand just get your foes to pop in the anti-Smoky module? I think the low-use / UP-ish turrets will possibly be even less-used / more UP-ish. Do well using one of those and the enemy sends you out of t4he zone with a 50% resistance. OTOH all crystal balls are cloudy. It will be 2-3 months before the bulk of the player population has learned to use the new system. Only thing we know is the change will be profound.
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God forbid you should red the instructions on page 1
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No. I am not a chimp nor do I have (nor do I particularly even want) access to Pro Battlezzzzzz. :angry: If you red the report you will see I got credit for a pickup or two then I ceased to get credit all in the same battle. I just knew someone would ask me this.
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