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LittleWillie

Tanker
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Everything posted by LittleWillie

  1. LittleWillie

    What is your approach to playing the game now?

    Play one mission then quit for the day. That's 90% of it. All I am doing is keeping my mission chains alive. I hope to have over 3,000 of each supply by the end of the tripling. I've already "won" the gamne. I have the best possible turrets and hulls for my ranks. My modules are not fulled MUed but aside from that everything is maxed. So my only sense of accomplishment comes from seeing the Supplies supply grow. lol
  2. LittleWillie

    Episode 139 of the V-LOG is here

    You of course have a point. But OTOH there is a rule-of-thumb in business that says for every angry customer who writes the company there are hundreds even a thousand who are angry but do not bother to write. These days with so many dazzling games most players do not bother to write. They just pick up another game never looking back.
  3. LittleWillie

    Why so many players don't use Overdrive?

    Ahh yes the A;;-Star Noob Team effect. It is amazing how many tanks run around forever with stars floating over their heads. This is the only good feature to the Overdrive concept. When you see a lot of stars remain you know you are on a crap team and you can lave. When I am drivingmy Isida, I know whom to heal. I think you might be right about eh gold boxes. I cannot believe that after two trial runs and all the stars and blue dome graphics that players with hundreds of thousands to millions of exp points are unaware the OD system is in the game. So if DontBeGreedy is right then Lightning78 must be wrong. But that is not true. They are both (probably) right. Most players save for GB use and most players are clueless. Saving for a GB drop is bad tactics. Bad decisions are what I expect from most Tanki players. Seriously I have never playered an established game with so many long time players that are still stuck with such rudimentary misunderstandings of their own game.. OD is just the latest example.
  4. LittleWillie

    Episode 139 of the V-LOG is here

    Exactly right. Some of these ODs will be considered var more powerful. Some are synergistic: all-supplies+enhanced turret. Those are the hulls you will see in battle. But Bomb? Will there really absolutely be a need for a bomb that can't be done some other way? Like a Magnum with all-supplies+turret enhancement for starters? Will one tank with a shiled offset teh ability to give yourself and 4 team mates all the drugs in the game? Color me skeptical. The odds these ODs will all be roughly useful are pretty darn low. So prepare to see a lot of a couple-few hull types. The price is unchanged because nerf item prices are not changed. Tanki wanted to reduce the amount of healing in the game. That does not happen in you weaken the RK but also make them easier to get.
  5. LittleWillie

    Patch Update #469 - Released 12th July 2017

    ByeByeBye posted: SO WHAT if missions were being done easily! SO WHAT? Did it hurt anyone? Were players happier? Do you actually listen to Hazel-Rah and his spin? Players need in game income...if they can't get it they will either send in money or stop playing. Doing missions is, most likely, players largest source of income. What is the big problem if a friend helped you take #1 in a one flag created game? SO WHAT? Every player had the ability to do the same thing, it was completely equal. The problem with it was Tanki might make more money if missions get harder...GREED. I agree with everything but the greed part. That is not greed on the part of Tanki, but rather relentlessly bad marketing. Another poster put it best awhile ago. I can't quote it exactly but it was along the lines of the joke, "The beatings will continue until morale improves". Tanki thinks unhappy customers will pay them to make the lack of fun go away. Please explain to me exactly why this is so. Show the math. Show the damage to the economy. This stuff is quantifiable. Quantify it. As for "wasn't fair to the honest players who didn't know about the PRO battles mission exploits" umm .. this is the place where I ordinarily lose my temper. So assume I have Dear Reader. feel free to insert some purple prose. In the earlier system I had to buy a Pro Pass in order t create these "exploits". That fact gave the Pro Pass a value. So I bought them. This is not a blamkity blank exploit it is a way to invest in-game money to gain in-game performance. The ability to figure this out and use it does not make me dishonest. It makes me a good player and your "honest" players the bad players. That is what games do, they reward blankity blnak brain power. Capiche? And Maf while you are crunching the numbers on that ruined game economy anlysis, do not forget to explain why the current tripling of mission chain rewards does not harm the economy. This particular change has given a massive boost in the Cry/play-hour ratio. A gargantuan boost that was just started w/o any prior talk or hint it was coming. Seemed like no big deal to introduce more income into the economy this time. Hmm. Also you might want to explain why you think players do not play less with more tedious missions ... when Tanki has tripled these rewards to get more people to play during the summer. Hmmm. It seems that Tanki knows that mission income incentivizes players to play. Hmm. So whay do you think less reward / played-hour will not incentivize players to play less? Answer: Self-educate yourself on bears. One advantage to the new system is all the floating stars. You soon learn when you have joined yet another All-Star Noob Team. Then you can leave for a different battle. Not according to the pair of Firebirds who came over the ramp expecting to toast a little Vlucan wasp. But they obviously were not the best fiebugs to strap on a tank.
  6. LittleWillie

    Patch Update #469 - Released 12th July 2017

    When there is no meaningful long-term goal to keep players interested over the long term then it is hard to retain players. Everyone is differnet but I am sure I am not the only one who gets gaming satisfaction from improving one's in-game capabilities. That really doesn't happen in Tanki
  7. LittleWillie

    Episode 139 of the V-LOG is here

    Well since we're guessing... Deactivate supplies: titan this seemss good on defense and combine it with Magnum;s to defend a flag Bomb:Hornet because for some reason I assum they will ut this on a fast hull. See thru walls: Viking ... An all-purpose hull fast enough to make use of the OD info All supplies: Hunter the original OD for the original hull I guess. Increased firing rate/unlimmited energy:Dictator ... Just because. Generator/shield: Mammoth. Since Mammoth is a defensive hull put a shiled over the flag Invincibility: Wasp. Everyone says mammoth but whay make a strong slow tank strong and slow? But on a Wasp it's flag-stealing time.
  8. LittleWillie

    Let's Discuss Viking!

    Bo of course sspeed isnt everything. But for some players they will ike the speed more than Hunter's advantages. Also IIRC Viking has the best medium acceleration whi ch for me is important. But for other players not so much. As for the other medium hull all I'll say for it is it resists the smoky impact alteration pretty darn well.
  9. LittleWillie

    Let's Discuss Viking!

    Viking is not weaker overall if your personal skills set benefits greatly from speed. For me the extra speed and acceleration is worth the other trade-offs. Viking / Smoky with extra impact at 10 metres hit me if you can. None of the hulls are vastly out of skew. I mean I've never one thought There's a Mammoh so I will win! nor There's a Mammoth I will lose! You get good using the hull you got. ?? How is speed a detriment to a wide wheelbase? The width can make for tight squeezes and impassible gaps, but I never thought of widths not going well with speed. Indeed my wide and fast Viking lands on its feet a lot more than my faster and narrower Wasp. A lot lot lot.
  10. LittleWillie

    Episode 139 of the V-LOG is here

    I see what you did there. :)
  11. LittleWillie

    Patch Update #469 - Released 12th July 2017

    IMO the fundamental weakness in TO is the fact there is no real reason to level up. But there is at least one reason (ever more and more drug use) to avoid leveling up. Dure and m3 turret and hull shoot harder turn and move faster. And that's nice. But so does eveyone else's tank. So relatively speaking, not a hole lot changes. Perhaps the hull ODs should not be available until you buy the m3 version. That'd give some reason to level up. That's what they tried with the turret alterations but they abandoned that project half-finished and still grossly unbalanced. I expect the same form the hulls.
  12. LittleWillie

    Patch Update #469 - Released 12th July 2017

    I sense good-natured teasing behind this burn so I'll just give you one of these. :blink: My play style I don't think counts as camping. Suicidal maybe. This is true in the general sense but I can assure you the good players will find nuanced ways to use it. I know because I already have and I've not played much at all under the new system. Best example so far: Deathtrack on the low area behind the building near Point E. My WaspVulcan had moved from Point E and was advancing along behind the building. Then an enemy Freeze came down the ramp. I took it under fire knowing I could kill it in time. But then an Isida trundled down after it. I was already reversing, shifted fire to the Isida. I was a bit faster then the Freeze. The Freeze cone was just reaching me; I was starting to slow. So I took a chance popped the RK. The insta 1000 hit me and I sped up so slightly. I opened the distance for a fraction of a second before the freeze touched me again. But now the Isida was dead. The Freeze was closing but I still had the firing angle. He died. I lived. I did not get more than maybe 1500-1600 HP back from the RK but it was just enough to beat TWO foes while under attack from a constant-adamage weapon. Then do not buy them. The Devs weakened the RK so there would be less overall haling in the game. That will not happen if they make weaker RKs but increase the number of RKs used. So the 150 Cry will stay. That is the absolute spirit! Especially for an Isida driver. :) Remind me again how many bonus Cry you get for having a k/d > 6.0? Oh yeah that'd be zero. :)
  13. LittleWillie

    Patch Update #469 - Released 12th July 2017

    It is easy enough to test out and see for yourself. This is one advantage to the change. You now have noob indicators to help tell you which team mate is brain dead and which are not. If you see a team mate with a star over his head for minutes on ends, he is a noob. If you see a star remain even when surrounded by five teammates, he is a noob. If... well you get the idea. The noobs do not. Anyway as an Isida user it helps to know which team mates are the most valuable to jeep up and fighting. Heh.
  14. HA HA HA HA HA HAHAHAHAHAHAHAHA!\ No lag in Tanki!! BWAH = HA HA HA HA HA HA HA HA HA HA HAAAAAAAAAAaaaaaaaaaaaaaaaaaaaaaa[gasp wheeeze pant] aaaaaaaaaaa.a a a a a a a Thanks I needed that. BYW I use the client.
  15. LittleWillie

    Patch Update #469 - Released 12th July 2017

    Right. They did not lower the price then nor any other time. Why do you expect it to happen now? You can buy RKs if you want but I never have bought any and I never will buy any. OK, that is one scenario out of an infinite number of scenarios. The funny thing is, I have used RKs since the change and guess what? They completely healed my tank! Tell me how returning my tank to 100% HP "useless". No question but lag is worse with this update. Just like with the "useless" clan system. patch. heh.
  16. LittleWillie

    Episode 139 of the V-LOG is here

    LOL! Great catch. Who wins when the immovable object meets the irresistable force? The can of worms gets bigger. Another worm in the Great Can of Game Imbalance. He means thew hull OD considerations will force players to use hulls they'd otherwise not need in their garage, Yeah they come "free" with the hull (or do they?) but you stil have to buy the hull.
  17. LittleWillie

    Episode 139 of the V-LOG is here

    This comment sparked a new thought and a new POV on this announcement. Modes. Which OD will work in which modes? The slow but invulnerable OD seems to have little value in DM, TDM or on any CP map with more than Point A only. It seems entirely designed with CTF in mind. I am not going to look at all 7 ODs matrixed across the 4 modes. But just one example shows how some ODs will not fare well in all modes. So once again players will gravitate to the one or two "good" hulls. The other hulls will gather garage dust. There's already no reason to level up. Now Tanki is channelling all players towards the one hyll with the best OD. They should just save time. Give every player the m0 Hunter + m0 Smoky then eliminate all Ranks, Modules, and the other hulls and turrets.
  18. LittleWillie

    Patch Update #469 - Released 12th July 2017

    VALUE = USEFULNESS divided by COST. If you reduce both usefulness and cost you have the same value. The point to nerfing is to reduce value. When they took away self-heal from Isida did they reduce the cost too? No they did not. But beat you head against this wall if you must.
  19. This new update has added to lag and to how long lag hangs around before clearing up.
  20. LittleWillie

    Let's Discuss Striker!

    The only module I have is the 1-slot Striker protection mod which I have MUed up to 35% at 2LT rank. I know it will help me is virtually every battle I join.
  21. LittleWillie

    Episode 139 of the V-LOG is here

    Funny how a few moments of thought can help. Let's take a look at the odds Tanki will be able to introduce six new overdrives which will all be equally useful. There will be 7 different ODs but they will have one identical function: How they become available for use. We already know what often/usually happens with this mechanic. One team gets an advantage then the OD effect helps them keep this advantage for most of the game. Nothing is this respect will change when there are 7 different flavors. The winning team will get to use their ODs more and that will lead to more OD advantages. This sort of effect is called a "positive feedback loop". The team that gets the PFL rolling for themselves will just spawn camp the weak team mercilessly. So we can look at these seven announced OD types and see which one(s) will do the most to sustain the positive feedback loop.(PFL) and thuse be strong is spawn camping. The current OD has a known powerful PFL The OD which enhances the turret will have a strong PFL. The Bomb OD will have a PFL though how strong is uncertain. The remaining ODs are not very useful for sustaining spawn camping. The negate supplies OD will not, because spawning tanks do not have time to use many drugs anyway. The protection bubble will not be that useful in camping as it does not boost firepower. Same with the slow but invulnerable OD. The see-through-walls feature is not needed when you are spawn camping as you see them spawn then die just fine w/o it. Yes, the defensive ODs wil help a bit in breaking the spawn camp. But defense doe sno tmake the OD counter climb fast. Offense does and therefor the offensive ODs will lead to more ODs being used. It's that PFL again. So now we can make some reasonable predictions. The one or maybe two best offense-boosting ODs will become favored. They others will not. So lucky players will keep the hull they already like. Unlucky players will have to buy new hulls. A few months form now expect to see one or two hulls to be used by 75% of all players ... if not more. Soooo... if you have a bunch of dirty forks at home plunge them into Tanki. They'll come out clean because this "game" is done..
  22. LittleWillie

    Patch Update #469 - Released 12th July 2017

    Useless means "has no function". There is no point to both nerfing an item and also reducing its price. The entire point is to make it less valuable than it is currently.
  23. LittleWillie

    Patch Update #469 - Released 12th July 2017

    No, the point to a Repair Kit is to repair your tank. No matter what the new RK will give you 1,000 HOP back. Now look up the definition of "useless", It does not mean what you seem to think it means. + And nothing will change when there are seven different overdrives. Because the same dynamic will drive their availability. So drug drug drug to get teh early OD edge. Then it's drug drug drug plus OD OD OD as you spawn camp the cannon fodder team. There might be seven different OD types but the all share the trait of being a positiuve feedback loop. The better you start off the better you contnue to do,and so on. So ... let's think a bit. Since the Top Use for the OD will be spawn camping why type of OD will be best? The negate drugs will be pooor because spawning tanks get blown up to fast to use many drugs anyway. So too the bubble of protection. Slow+ invulnerable won't help. See-through walls .. nope. The turret booster would be helpful as well as the existing drug your team OD. Which one am I missing? Anyway we already have shoiwn why these new ODs will under so stretch of the imagination be equally useful. Prepare for a future Tanki where everyone uses the same one or two hulls. Everyone. LOL. Well done devs! ROFL.
  24. LittleWillie

    Episode 139 of the V-LOG is here

    To all you jumping up and down with naive joy over the new Shiny Thing let's stop to think for a minute. What is likely to happen? Will these new powers thrown at the game all atr once be balanced within each other? The odds of that with a top-drawer development team are very low. With Tanki's track record the chances of success are dismal. They haven't even balanced the alteration to turrets. Not to mention some turrets do not have alterations while others have more than two. SMH. So let's say after several more moths they manage to somewhat balance these new features. What are the odds the hulll you like using will get the new overdrive feature you want/supports your style? Your odds are one in seven. So we can expect a massive fustercluck for several months after which you will most likely have to pay for a new hull. I am pretty certain this will be the final straw for me. I'm sure few will be saddened to see me go. That's the best criterion for good solid game design alright: Does it help me personally? If yes run with it.
  25. LittleWillie

    Patch Update #469 - Released 12th July 2017

    The whole point of changing RKs was to weaken them. Therefore there wil not be a reduction in their price. Nor should there be. Reduning their price undoes the original purpose which it make them a weaker factof in game play. If you make an RK 50% ad effective but give players twice as many of them, then nothing has changed. No other item has had its price changed when it was weakened or strengthened. Which is the correct thing to do once again.
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