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Posts
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Everything posted by LittleWillie
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True/ Good catch. For half the time the workload is the same. Plus you do have to get some significant kills the 2nd day. (But for the daily missioner that much is n/p.) But still compared to the weekend GB events this War pays out at least tenfold more. It looks like TO has decided their in-game economy was in fact broken. Income levels are being raised though all these container giveaway mechanisms. God I love coffee. Yes you vote for your team strategy that turn but once that vote is settled everyone is on the same team fighting for the same strategy and earning the same phat lewt.
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Let's look for some perspective and context. TO has often run weekend contests like, 400 kills in 48 hrs gets you 3 GB, 800 gets you 5 and 2,000 gets you 10 plus a bonus prize. In the War TO is calling for only 200+ kills in 48 hours to win 3 containers. One container is worth about 10 GBs. Ten times the reward for a bit more than half the effort. And if you are on the winning team you get 20 times the reward for half the effort. Plus you can do multimple 48-hour periods if you want. That's not even factoring in 1-time bonus provinces. I don't think players can claim this event takes too much to participate not in the context of TO's past.
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Sir, I will not have you slander the good name of coffee through your failure to mention it. Yes but for ever batch of 200 you will get three containers. Estimated worth for three containers is about 9,000 Crystals, 45 RKs, and 70 each of the other drugs. So you'll get many of the used drugs back ... double the numbers if you win ....plus cash and a chance to win Premium Accounts, GBs, and Paints. But mostly for me it is a fun twist to try out. I like playing TO for objectives. :)
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Thanks for the confirmation. I will MU the cheaper modules ones tomorrow but not as many as I planned. Hmm. Most my accounts will rank up before Iron Days too. New options... At least tomorrow I will have a reason to wear the InLOve paint I got in a container. :)
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Nives, this is a crucial fact that was never mentioned in the War Herald posts. Please edit this detail into the OP at the top of this thread! According to what they posted here if you buy the paint but do not ever register 200 kills you will get nothing. Everyone will get 3 Containers for each turn they complete, 6 if you win. I encourage everyone who thinks this is the easy path to victory to take it. I am 99% certain only adjacent territories can be attacked. Think the board game Risk. ----- Maybe the Risk analogy will help. A lot of people still don't seem to understand the concept. TO will go on as always. You will play TO just like you always do. Meanwhile, off to the side there will be this big map just like the board game Risk. But there are more areas and they are named after TO battle maps not after Earth geography. IF YOU WANT TO, you can influence what happens on the big War (Risk) map. IF YOU WANT TO do this, you alter your TO play in the following ways. Other than what you see below you are just playing TO as normal in the non-Pro section. a] You make sure you score 200 confirmed kills EVERY OTHER day. b] You hope for a good k/d score during the next day. c] Repeat the above two-day a,b cycle ... IF YOU WANT TO. Each two day cycle you complete will earn you rewards after the War ends.
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Yeah thank goodness someone mentioned Iron Day here. Since it is so close I will probably not MU as many items as I planned... only the ones lagging behind the others, so to speak. Iron Day will be late February, right? Yes?
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Dang it. MU sale the day before my weekly mission bonus payout. I might fall short of enough to MU that last module. But enough cash to MU the ones most in need.
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Thanks for the reference bozo88. I had not heard of the TOG 2s before. Boy those ww2 Brits never could decide on one tank design could they. :)
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Actually you are right. I was playing a semantic game on the word "pro". Even I didn't buy that when I re-read it. :lol: But I still stick to my point that there is no reason to concede War #1 to RU. A big team is noit automatically the best team. And undefended provinces do not use the k/d stat at all. A small coordinated team can get a fast start thus getting resources early. During a (example) 10-turn game that is 20 provinces to attack @ 2 attacks / turn. Out of those 20 attacks how many will be defended and how many undefended? Some turns there might be no defended battles. The team can coast that turn. But when it gets down to fighting over the rocket province then teams will have to bear down. A smaller team will have an easier time getting the message out to it tankers. The huge team we expect RU to be will probably have a lower % of its tankers on the same page. Especially for War #1 when most players do not even understand the rules yet. All I am saying is there is no reason to presume RU will win this thing no matter how long some RU players have been in TO. -----Side Note---- Some ppl predict buyers or old-timers will start a new account or use a low-ranking account to pile up the k/d. But if they do that it will be the low-ranked or brand-new account that gets the fruit of victory. Is someone going to play a throwaway account if the rewards are thrown away with the account? Some people will you know it. But will there be many? We will see what we see. As for me LittleWillie will be going to War but LW is definitely not my top k/d account. In fact LW is my 2nd worst. But LittleWillie is the Original Willie so off to War we go. ;)
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Those likely bought a kit at Maj General. Do not worry, your MU method is superior. Especially for Isida. At m3 equivalent you can roll with Gizmos and be absolutely effective. I prefer Hornet but awhile back I did buy a Viking for a 2nd hull. Itis the 3rd fastest hulkl but had 50% more HP. For some battles I find moving to Viking much better. But I prefer smaller and faster to get to wounded team mates and to weave through healthy team mates w/o ramming them and spoiling their aim.
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old-railgun, As ThirdOnion says, you are asking to undo what the devs said was their intent. If they undo the Last Great Rebalancing for railgun, then Isida users will demand the return of 50% self-heal, Shafters will demand penetration damage again, Vulcans their mega-impact effect, Smoky its faster rate of fire and massive crit hit damage, etc etc etc. Railgun was not the only turret changed since 2016. You are asking for something that Ain't. Gonna. Happen. The devs are not going to rol;l back a year and a half of development because one or three people post on the forum.
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I think ad hoc teaming in DM is allowed/tolerated because how are ya gonna police that? Going to monitor all chat in real time? So they have to allow it. But it is against the spirit of the every-tank-for-itself scenario. Side note: At first I thought during the War everyone would be wearing their tam paint. That would make DM .. interesting. 3 RU, 2 PO, 4 GE and 2 EN tanks wearing flags, a bunch of people not wearing them. The flagged tanks can see who to shoot and who to help. The no-flag tanks can feast on everyone. But everyone would see the "teams". But that is not how it works as it turns out. So we will not see that and least not nearly as much.
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When the devs changed railgun, IIRC, they said it was their desire to give light hulls a slight chance of living through 2 hits. That is why there is a compensation adjustment in BP/XP to ensure 2-hit kills. I have never played BP/XP so my memory is a bit hazy on this. But if I am right here you are basically asking for the direct opposite of the Devs; goal here. IOW, rotsa ruck with this one.
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Compared to about 15-16 months ago management has improved performance. They are better at giving players adequate warning of future moves. Communication both ways seems better. Lag and game drop-outs are notably better. I complained often and loudly on these issues. Progress has been made. Game mechanics however are a mixed bag. The major rebalance from about 15 months ago was generally an improvement. But the addition of alterations has been uneven at best. Some "alterations" are basically required to use the turret, Others are untterly without value and never used. Only a few are actual "options" in that they make things different not stronger or weaker. The increased weekly mission payout has been a major improvement. This has helped give players a bit of breathing room in TO's warped economic system. Now one bad purchase does not cripple an account's finances for months or years. All ranks have more Supplies to compete evenly with the big buyers. Lower ranks will find it easier to level up. Overdrive is a concept that has really simplified the game. It is such a major factor having a few fools who do not use their ODs can cause your team to lose. But OTOH it also helps close the gap between buyer and non-buyer. I am of two minds on the current OD. But I as for the future 7-OD system I fully expect that to be a tragic failure that completely unbalances the game. Two new turrets were added and it seems the Devs immediately forgot about them. There's been very little change after the original rollouts. Striker is hard to use and generally considered teh least useful turret in the game, Magnum, is the exact opposite. It is pathetically easy to use and pathetically over-powered. Yet nothing is being done. TO has always been very good at player events. They continue to do well in this area. Plus they have boosted the play modes from 4 to 6. Overall I am more upbeat on this game than I was 15 months ago when TO's lack of communication led me to make one of those crippling purchases. (To this day that account lags behind my others due to this 100% avoidable FUBAR by Tanki Online.) Before then I bought the occasional Gold Box to provide TO with revenue without buying mtyself an advantage. Since then I have not spent a dime. Today I think TO has, overall, improved. I am now at the point I am willing to start supporting TO again. Except I will not ever drop a single kopek on this game, until and unless TO balances that mutant failure called Magnum, It's been a year TO. If you want to earn your keep do your job on the top priority: basic game balance. Fix Magnum.
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There is a problem in Rugby mode, In CTF the flag carrier can be killed, the flag goes on the ground, and your tank drives over it to (depending on which flag) either pick it up or return it to your base. These three things can all happen within a split-second. But in Rugby I have killed the enemy with the ball, driven over the ball, and did not get the ball. It can take a second or more before the ball "realizes" it is on the ground and available to be scooped up. This has happened a couple times. And when it does, it generally means You Die. 1+ seconds is an eternity when there's a mosh pit around the Rugby ball. This definitely can be fixed and should be ASAP.
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I have no idea what this post means. If Russians really are "pros" then they are not in the habit of inflating their k/d scores as normally this stat is meaningless in TO. A "pro" does not inflate meaningless stats. A "pro" focuses on the meaningful. There is no reason to think just because a player is Russin he or she will get a great k/d ratio. I play against Russians probably 80% to 90% of the time, judging by the chat. The competition is not godlike. And much of the game wil come down to good strategic choices not k/d ratio anyway. No one has a crystal ball here. Myself I will plunk down 100 Cry and see how the War plays out, Myself I am not going to predict gloom and doom over the big bad Russians. I am just going to give it a whirl. I can afford 100 Cry.
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Plain vanilla = unaltered
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Maf I have spent years working professionally as an experimentalist and data analyst. Mixing data sets just goes against my grain. As it does with anyone with my training. Is there any difference between YT data sampling and out forum contributor method? I do not know. Maybe some of those vids were of the infamous Black Rain drops. Sometime YT posters do not post original material but rather montages of clips they liked from other posters... so some data might be recorded twice. Maybe YT posters tend to post results they enjoyed but not less happy openings? That is why I ask contributors here to post every week. I do not know. But there are differences in results that seem to exceed expected error. So I found a better use for the data. I do not report paint names but I do record them. When / if there are maybe 200 Paints reported I will do a comparison of found paints versus the cost of those found paints. I do not blame you for not recording paint names. But I cannot use those data for that part of the project. Collecting a 2nd data set allowed me to demonstrate to the readers here that diifferent percentage results will still give better mission rewards than the 3x system. Some comments have been on the lines of "well what if my luck isn't as good as the project results?" Because of all your work readers were able to actually SEE the effects. This is another way to test the reliability of our project. That 2nd data set also caused me to re-work my spreadsheet. Now I can compare any two data sets with ease. Next report we will have about the same number of reps before the new paints were added and afterwards. I will break down our results before and after. Did TO also change the odds when they added the paints? If they made large changes we might detect them. Treating the YT data the way I did obtained more value from your work than simply merging the data. I appreciate the time you spent to help the project.
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Man I went months earlier using Assault Ammo all the time, But in the last few weeks I am using the other alteration whatever its called a lot. It hits a like a ton of bricks. If one alteration isn't working too well in a game shifting to the other can often turn things around. What I don't use though is the vanilla Smoky. Both alterations are superior. (But they don't usually make sense used in combination.)
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It just takes 100 Cry to buy a Paint and try it out. There's just not much to lose by giving War a chance. (Sod off Beatles!)
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Thanks everyone. I've gathered all the new data. We are well over 800 now. Next report at our first major milestone, 1000 openings!! yay-y-y-y-y For the first week I got no paints. Yay-y-y-y-y. But I did get a railcar full of Gold Boxes. 3x5 and 1x10. Meh-h-h-h-h. One thing about Gold Boxes though. If I ran a Clan I would use these GBs as a way to reward deserving Clan members or to give financial support to needy members. A good team-based Clan could pool these Container GBs and create a nice little internal support / morale system. Just an idea I wanted to get out there. I did not open LittleWillie's Containers. I am keeping them to be opened before the WAR event breaks out. I figure if I have to get 200 kil;s, maybe I will get lucky and win some PA days at the same time. :)
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Actually with 13 turrets and a 3x module the number of possible combinations = 13! / (3! * 10!) = (13 * 12 * 11) / (1 * 2 * 3 ) = 286 possible 3x protection modules. I have not yet done a full comparison but is seems for every turret there are no combos with two other turrets. e.g. there are no Fire / Striker / (Any) modules nor Fire / Shaft (Any) modules That is most likely the design intent. So do not expect a mix-and-match module system nor expect every one of the 286 combos to be made available.
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It depends on how TO handles the numbers. My guess is the all the kills and all the deaths are just added up before dividing. If so that would mean your 1000/100 tanker hes 5 times the influence as your 200/20 tanker. But it is possible TO instead takes the k/d results (in your case 10, and 10) and averages them out. The 1st method is more likely but we players do not know the nuts and bolts of this calculation.
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.... IF you want to be active for every one of those turns., As you mentioned in another post, tankers do not have to participate in every 48-hour turn cycle. I am still sticking with my prediction of 12 days for War #1. One team will figure this out while the other three team go back-and-forth in the strategy phase.
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All you folks worrying about mults are convincing yourself of a problem before there is any evidence it exists. Does the potential exist? Sure. But will multing a different team achieve anything measureable? Maybe not and I'd go so far as to say probably not. First there are hundreds and thousands of players. No one is going to have command and control over ths player base. So someone spends a lot of effort to organize a mult strike. They get 25 players to mult one team. The team has 2,500 players contribute. The 1% mult effort is too tiny to make a difference. Annnnd even if it were larger the effort fails because they picked the wrong team to mult. PO was the early leader so the mults vbought PO paint. Then GE came on strong to win. But the PO paint was already bought. No way to mult GE, only PO. No do-overs in buying the right paint. Those 25 players will all have to spend 48 hours happy to be wasting their time. First in getting 200 kills then the next day in sitting around in game but not playing just getting shot up. Then if their team wins the war they get nothing because they did njot spend that time bulding up their team. Building up one';s own team adds to your own winnings. Multing another team earns you nothing. I know the above has not changed minds so her's the kicker. Not one of us knows how TO calculates the best k/d. For all we know TO has accounted for multing already by building in anti-mult functions into that calculation. e.g. the lowest 10% of all k/d on every team are just dropped. Or as Taffy suggested k/d below a certain level as assumed to be mults and dropped. Or more sophisticated methods are possible. Everyone is going on as though these countermeasures do not exist. Well ... maybe they DO exist. Are YOU going to spend 5 hours a day multing a team biuilding up no credit for reward in victory .... and knowing TO might just toss all those hours of yours into the wastebasket for no effect? Not me. My take is multing in this system is less likely to bring a win than just playing hard and honestly for your own team. We'll find out but I am not going to get all worried until I see some evidence. Not when you consider there is very little at stake. Play as much or as little as you like, have some fun, and you might get a reward of some sort. Bujt the chance for a new type of fun in the main thing here.
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