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Everything posted by LittleWillie
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Perhaps you are right but I prefer a more conservative approach. I also assume all turrets would be addressed. So Freeze and Vulcan needn't be made the next Rico, and Rico and Twins (et al) would be moving down the totem pole at the same time. A host of small changes might do more than expected in combination. I don't anything about Freeze except from the receiving end. I certainly do get caught and killed. Sometimes I an fight back. Freeze is the one turret I consider using an RK while under attack, if I think that will let me kill and escape. They seem pretty potent to me. But, there is no denying they are not seen as often as most other turrets. There has to be some TLC they need. I don't know what that it exactly but I assume something is needed. Vulcan actually is quite capable of producing damage so I really am conservative about boosting it. Right now nothing is as fun for me as Wasp / Vulcan so I stand to gain. But honestly it does not need much. A bit easier to shoot downwards would make it a better fit on some maps IMO. ------- I edited it to a 9-point scale from 7.
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valid Mines should have splash damage
LittleWillie replied to Rico_Viking_9000 in Ideas and Suggestions
Actually Hammer is highly unrealistic, There's a reason no anti-tank weapon was ever built around grapeshot. Tanks were invented to protect against things like bullets and shrapnel. There's no realism to giving mines splash damage. But there doesn't have to be realism. This is a game. From a game design POV I don't see a reason for this. It would not be the end of all that is Holy but I am not thrilled at teh idea. Nope and nope. Laser weapons are becoming operational. So are railguns. But plasma ball launchers are still nothing but sci fi right now. And if they are ever built the balls are not going to bounce off walls. :) -
OK I guess it is time for me to do one of these lists. I'm gong to use categories rather than just a 1-13 list. TURRETS (Team Modes) [Most powerful in category named 1st] 1] Powerful; Gross Imbalance = Magnum 2] Powerful; Major Imbalance = None 3] Powerful; Substantial Imbalance = Rico, Twins 4] Powerful, Minor Imbalance = Isida, Hammer. Shaft 5] Balanced = Thunder, Fire, Railgun, Smoky 6] Lacking; Minor Imbalance = Vulcan 7] Lacking; Substantial Imbalance = Freeze 8] Lacking; Major Imbalance = Striker 9] Lacking; Gross Imbalance = None General comment: Splash is too prevalent and covers too much area IMO. Likewise I thing the upper end for single-hit damage is a bit too high. Again, speaking in general. As for healing in any PvP game I have played the healing unit(s) are always the single-most important units in a team. They are inherently powerful. 1] Magnum is the only current example of a design completely out of step with the rest of the game. It needs a top-to-bottom design review. 2] Empty 3] Rico and Twins are both guilty of having one too many tools in the tool chest. I don't think major changes are needed. Suggest a secondary limitation be added such as loss of vertical arc or steeped damage loss over distance. 4] These three are notably more powerful than the rest IMO. They could probably stand for some fine-tuning. A bit less DPS for Isida. A bit shorter range for Hammer. A bit lower max damage for Shaft. But the need here is not so clear. 5] These turrets seem about as balanced in terms of power and useage as one could reasonably hope.Of course fine-tuning ideas could be put forth. 6 and 7] Freeze and Vulcan are both deadly in certain situations and applications. But there is no denying hey are not seen in battle as often as most turrets. Each probably justifies a small boost in capability. For Vulcan perhaps a bit more down aiming arc? For Freeze maybe a wider arc to snag more enemies at once. Whatever form it takes the boost probably need be a mild one. 8] Despite having a rather large attack and a big splash effect Striker is still the lest-effective turret in the game right now. Accurate fire means aiming the turret correctly despite the offset launchers but also rocking the hull to aim correctly in the vertical axis. This must all be done by naked eye not with a handy digital readout as Magnum has. The salvo mode can be devastating but is rare in typical game play. This turret has plenty of strengths. But in actual use there is clearly some shortfall. It is the least-used turret in the game it seems to me. 9] Empty
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Desert now gets a negative review. Magnum packs had already ruined that map. Now they've added better cover and sightlines for the Magnum packs. Just had another Desert game with 4 magnums on one side and a couple on ours. My favorite map Massacre must now be said to be a failure in redesign. It used to be a real challenge for aim-by-eye midfielders. But if you were good at aiming by eye at speed on rough terrain you were a force to reckon with. On the new map those skills still apply but the enemy has no problem in the reckoning with you department. Midfielders are being rendered extinct by the long range weapons. On old Massacre the middle ridge meant there were a few 'dead zones' where you could be seen but it was hard to draw bead on you. Now you can be sniped across the longest map in the game. The midfielder gets killed much more often just getting into an effective range. Then after respawning the longer map means more time to close to range again which means more chances of being sniped en-route. Bottom line is the midfielder spends far less time per game in their effective zones. Also this map was changed from an "bring-flag-there" flag position to a conventional "Get-it-there-then-return" position. This meant defense was an active thing. Someone had to hold the flag on the defending team even in full defense mode. Now defnse means the same on any map. Add it all together and the most challenging dynamic map from before is turning into another dull map dominated by long-range campers. When a team fills up with 5, 6, 7 long range snipers there is no one left to go take the flag. In CP it's nearly as bad, in TDM the effect is even worse. ***** I have played at least 7 or 8 games on new Massacre with my Titan / Smoky. This unit was often a major force in a Massacre battle. On new Massacre there were a coupl games where that combination did very well. But most game iI has fighting like crazy just to stay about even. Then I'd go t the garage, drop in my Shaft, and get 6 kills in a couple minutes. Same game same team, night and day in terms of ease. **** Massacre is a map that needs to go back to the drawing board. It is a major let down for me to see the best map in the bunch turn into another Avoid It map. :(
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Sounds good on all fronts.
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In general most of these new maps should have more CP points. Maps big enough to have 5 have 3. Yorkshire (tanks for adding this btw) has 5 but it could have 7 easilly. And a map or three with even number of CP would be OK too. The reason to remove all cover from Island is obviously to remove the need for any thinking. Just spawn and shoot and repeat. It is a PL wet dream for the mindless. These nonsense ideas are why it is trolling. Constant distractions from the sincere contributors.
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Wow forgot all about that one. Yeah... ages.
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Post here your issues with lags and server instability
LittleWillie replied to theFiringHand in Archive
It seems to me the period of lag at the start of each battle does not last as long as six months ago. OTOH in the last couple weeks I see long delays (sometimes) between the red damage numbers, and that tank blowing up on screen. 2 or maybe 3 seconds at times it seems. Overall it does seem bettr and I have griped about that. So positivie feedback when it is due. -
Well that is exactly what I mean. You can go root him out but that means charging up a map and most likely mines. There should be som angle it has to worry about even if it is a tough shot. For example I was able to hit the IZ platfor from atop the shipping container near the DA drop. that required shooting thorugh a narrow angle left by the hanger (or shed) roof and rocking my hull each shot. It was not at all a routine shot and from enemy territory too but I was able to hit... then the target went behind the all better/ I lost even that shot. The bunker is too well screened. Maybe wall fragments or "dragon teeth". Give some gaps to shoot through. Yeah I think we can add Kolhoz to the list. That map need re-design anyway. Maybe they just left these out so players would get more use of thenew maps right away. If not the 'sameness' of few available is already taking effect.
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Good point. I do not miss Lost Temple but Deathtrack is a great map. Don't think I've seen Novel either ... that one could use improvement though. Don' think I've seen Parma or Bobrusk ... haven't thought about it up to just now. As for what i have seen so far, more upside than downside. Three concerns at this point. Industrial Zone has that walled-off raise platform. It is too well screened. There is not good vantage point to fire t tnks hiding up there. Highland has a similar area walled off. There is no clear shot to fire into that safe zone. ---If the designers want safe camping areas they must be vulnerable from a couple vantage points. At least from one. That means the team needs to hold the 'bunker' area AND the vantage point in order to be secure. Right ow all it takes is gettng to the 'bunker' and seeding some mines. --- Massacre does not have that problem. But it does have too many firing lanes the entire length of the map. This means shifts and rails can sit at extreme distance and cover much of the spawning base area. In order to get firing lanes into the spawning areas it should be required to seize a firing location somewhere in the middle map region. It a gross mis-design to allow direct LOF from one end of the map to the other.
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Cool! Hope you like it. You just have to accept the fact the damn thing will tip over a lot. You must drive aggressively with this combo so tipping is going to happen. You have to think in terms of you having two "forwards". As you dodge and struggle to keep your turret on target you find yourself moving backwards. Sometimes you have to instant invert the steering controls so reverse becomes forward. You end up acting like a tank that does a 180 in the time it should take ot turn 90... This is what seems to fool foes when you fight at close range. ----------- Just the other day I had a Blast from the Past. Here's some actual World War 2 footage of the Wasp / Vulcan combo in action.against Rommel's vaunted Afrika Korps. :rolleyes:
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In a numbers game I would wager the users of NONE plus own 6+ modules are in the vast minority. It would likely help more than it hurts. That being said an ability to sort one's on garage would of course be even better! It's just a small idea for a mini issue.If there was not such a simple way to address it I'd not have bothered. ;)
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Controlled skid e.g.
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British tanks are built with a hot water system for brewing tea. :)
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Something t make driving more interesting ... I am tend to be inclined in favor. This slippery idea seems a natural. Hornet beware, yes... but Hornet enemies beware too. I can see some maneuvers already. :)
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I agree Yorkshire is big compared to the other 10x10 maps ... but I am glad there is an exception to the rule. At least there's one. Yorkshire might be very good for DM. In a full DM game you are constantly spawning atop someone or they upon you. DM on Yorkshire might workout pretty well.
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The bolded part goes a long why to explain why there are two camps in the magnum debate. Magnum defenders think of this as a great demonstration of skill. Magnum critics see this as a great demonstration of the turret's OP design. Is it skill to remember a couple numbers then hit the same spot every single time? Some players will say yes other will say not so much. Tanki is not war this is a game with tanks in it. It is not a war. Wars are unfair. A game better be fair. If not it is A] not really a game at all and B} whatever it is it is something few people will bother playing. It is in every Tanki player's own self-interest to see their turret is well-designed and fits in with the rest of the game. That does not apply to Magnum only. But today, Magnum is in a class by itself. Other turrets needs some fine-tuning. Magnum need a complete overhaul.
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LOL ... the Swagnum not so much Even Steven. Awesome new term coined here. :lol:
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It has had some changes. At least one new ramp was added that I recall. ----- The Magnum excusers seem to be saying the game Rock-Paper-Scissors would be a better deigns if it were Rock-Rock-Rock. But we all know the better game coms from greater complexity not less,
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I know that is the common assumption but it is wrong. No one at my rank can have better equipment than my fully MU10 stuff. I have thousands of Supplies. No buyer or grander can have better gear at my rank. Also grinders level up ahead of me. More power to them. Them leveling up does not hurt me. Yes there are some very good Magnum players that an do things like that. I played one last night in Massacre. TThey account for about 3% to 5% of all players using magnum. The underlying point critics have is, one does not need be anywhere near mastery to do very well with Magnum. This is the understated way of putting things by the way. I am not talking about situations of someone acting like a spoiled child.. I am talking about the substantial number of players who never use a star to help a team mate --- or themselves for that matter. As for the bumping part ... sometimes there is a selfish player who expects you to pop it for them. Sure. More often that not it is a case when I didn't see the star myself. That can happen while you are fighting another tank. Quite often I appreciate the bump telling me that. It all depends on context. As for myself I will try to use the star to best win the game. That does not always mean boost the first team mate you see. But in general I try to use it on as many team mates as possible as quickly as the situation allows. If I see a team mate doing the same I'll look to do the same for him. If someone is bumping you it might e a jerk or it might be someone who wants to work with you.
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This is a request for a simple display change in the Garage. Right now the blank module with zero protections is always displayed as the first (or leftmost) module. Next from left to right come modules the player purchased sorted by m-level. Next come the un-purchased modules. On my display this means I see six modules plus a small bit of a 7th. But one of these 7 is the leftmost zero module. The suggestion is t move the 'zero' module to become the rightmost of all the owned modules. That would allow Garages to show the 7 most powerful owned modules instead of 6. It is a very small concern but OTOH is re-sort to fix. :)
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Just now finished ny1st CTF polygon game. It was a blast. Vulcan/Wasp OMG was able to pour fire into enemies all over from where the new RK drops. Of course yo are right in the open too. Had almost 30 kills but also was killed nearly as much in return. Bottom line was a fun game on a map with all sorts of new firing angles to consider. Had an Osa CTF game with a god team who played well to cooperate. But they had two Isaida / Hornets and we had none. We held at 1-0 for a good while but they just wear you down. Then they come at you full of ODs. We ended up losing 4 or 5 to nada.
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I dunno. I kill a lot of railguns and I am killed by a lot of railguns. It seems to be operating in the Even Steven area you'd hope all turrets operated.
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I know people don't believe me but Wasp / Vulcan can really be killer. There seems to be something about the steady recall that allows the Wasp to dodge better that people expect. If you an keep your bullet stream on them while driving crazy you are a DPS machine. If any 2nd or 3rd enemy is anywhere in sight you can shift fire and just keep pouring out he bullets. But you will die a lot. A lot from having a light hull and a lot from tipping over again and again. (Every once in a while you can recover from a tip over BTW.) So it evens out. It's just a lot of fun when you are 'in the zone' with this combo.
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If the game's economic model was properly designed there would be no sales in the game. Those are a patchwork added because player income does not match equipment costs. So you have these sales. That in turn means players cannot buy new gear when they want it or earn it. They have to wait week sor months for a sale to go in effect. The thing is players are not hurt. The game company is hurt. In 2017 there are millions and ,millions of online gamers. But very few are willing to wait months to get the reward they earned from game play. I suspect tens of thousands of players are driven away just by the clunky economic system.
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