-
Posts
3 454 -
Joined
-
Last visited
-
Days Won
7
Everything posted by LittleWillie
-
Not if you have a need for speed. :) Eh wot? i have to try this.
-
The tragedy of the average American's inability to understand simple math is on display here. A tank with DD/DA u[ is four times as powerful as the same tank w/o them active/ That is OVER POWERED. It means the best driving, the best aiming, the most shrewdly timed shots ... all mean nothing when faced with 4x power and plus speed and repairs. The game is about thinking about how to use supplies, not about how to fight your tank. That means OVER POWERED. I am going to stop now. You can try to teach a rock math, but it just annoys you and the rock. Nonsense. The players with more drugs will still do better. That means they will activate Overdrive sooner whichg means they wil maintain their lead. They may well get 4-5 Overdrive uses / match to your 2 or 3. The guy with the ost still has the most and now he gets even more added to his most. The devs are trying to create a game where you must have all three drugs up and active all the time or you cannot possibly succeed in battle. They think this will force players to buy Supplies from the Shop. That is the one thing consistent with Tanki. They constantly think they can force and browbeat their customers into giving them more money. Maybe that works with Russians. It does not work not people who grew up in Western economies ... where the customer is respected. The fact is: Tanki offers me nothing worth paying a single dollar. The game never changes from Recruit to Legend except for the fact drugging gets more and more prevalent the higher you go in rank. And that is a reason to NOT rank up. (Seriously. Tanki would be pretty much the exact same game if there were no player ranks and no different m-levels for equipment.) So there's no incentive to buy anything ever. Tanki you want better income? Give us an actual GAME.
-
Logic and math say you are LOLing at yourself. The least powerful m0 Railgun has an average damage of 600. The most powerful m4 has an average of 1200. So you can take a 400 Cry turret, add a 50 Cry DD, and it will do the same base damage as the version costing well over a milloin Cry. If that is not OP nothing is. So that's what was happening when I was trying to Pause for a break. A lame "fix" to a problem that ... what was the problem again?
-
Drugs are still massively OP so what are you talking about? Remind me again how do I play XP/BP again with no Railgun? Popular demand is noticed only when it happens to support a decision Tanki has already made..
-
Yep. I reached the very same conclusions. It is not at all "hard" to use the controls it's just different. If anything it's easy. That is why now you see Magnums on medium or light hulls just driving around dribbling shells out their barrels as they drive into a knot of enemy. Magnum is the biggest punk noob weapon ever. Just drive and woodpecker your spacebar. No. For God's sake no. Yep thet's the clearest sign. Most gamers flock to the latest bit of OP gear.
-
There is an ancient Eastern curse: May you live in interesting times. I'd LOL were such naive trust not so sad, There will be more drugging. Hint: Look into this new Overdrive thingie. LOL! You meant, "Feast on Druggers". One they buy their way to the 1st Overdrive cycle on the match they will maintain the Overdrive advantage. Hello spawn killing and more spawn killing and did I mention the increased spawn killing? You are right. Tanki is not dead. It is moribund.
-
Well my fellow "Tankers" it is official. Look at all the attention paid to supplies. Overdrive, new sound effects, new cool-downs, new RK rules. Why is this done? Because the devs are admitting the truth. Tanki is not a vehicle combat game. It is a Use Supplies game. Thids patch just confirms what everyone knows. Ladies and Gentlemen, prepare to press 1, 2, 3, 4, 5 and Shift. Food pellets will be distributed to reward your ability to match a lab rat in terms of intelligence.
-
Interesting point. That is an angle I'd never conceived. However it does not seem to affect me. I bought my m2 kit right when I qualified. Now it is MU 10 so my m3 versions are already bought and paid for several hundred thousand exp points still do go before I can get them. So no kit needed anymore with the new MU system. I get a solid majority of my Cry from mission rewards. But those misguided players who powerlevel might encounter exactly the problem you describe.
-
Perhaps the Vilcan Wolverine saw had this alteration. It might have stopped firing but resumed to quickly Wolverine thought it fired continuously.
-
That is a nice paint. I find it hillarious that some paints are 500 Cry and another 500,000. Did the customers decide this because the 500,000 paint is so popular? Nope. They are just arbitrary prices thrown around with no relation to how many players actually like a given paint. It's like McDonald's selling a cheeseburger with pickle onions and mustard for $1. But if you wat ketchup on it it'll cost $15. Add ketchup and take off the onions? $7. What business operates like that? Tanki Online.
-
Last night I realized that yes indeed Critical errors seem to be down dramatically. I have been a harsh critic. I have asked for work done on this sort of thing instead of flash stuff like Overdrive. Now Tanki actually did it! So itt is now on me to say they did good work here.
-
Bigger rewards for completing mission chains this summer!
LittleWillie replied to theFiringHand in News Archive
There is no doubt I see RKs popped much more these days, No doubt I use them more as well. But I try to buy something with each use more than not just blowing up in yet-another DM exchange. As a side comment I've thought a bit on these Supplies. I like a sense of progress from gaming. Tanki denies me this. I've often described how my strategy is to avoid messy exp pt gain. So I think I have subconsciously been getting my sense of development by amassing more and more supplies. :) -
There is an alteration for faster turning while firing, I forget what the tradeoff is because I have no use for either Vulcan alteration.
-
Yesterday ran into a battle against 4 (possibly 5 at for awhile) Magnums. When I joined at first I thought I had stumbled upon an all-Magnum team. But it turned out they had a rail, rico and flame too. Maybe some others forawhile. But we had three Isidas. After we cracked their defense it was a nine minute orgy of vengence. :)
-
Bigger rewards for completing mission chains this summer!
LittleWillie replied to theFiringHand in News Archive
Never thought of it as a warning! I just see drugger so often its like the boy who cried wolf. :) I used to do 21 ,issions / week or close to it. I used to play more than that too. I've never run out of any supply ever. Even when I first started I didn't use many because I tend to be a 'save it in case I REALLY need it" player. But mostly because my eye-hand was still so bad I couldn't be bothered to try to use a supply. Even now I don't use RKs unless it helps be get a flag/CP. Or it helps be bust up a knot of enemy what needs busting up. Or a flagrant RK user enemy needs trimming. Or when I feel like it. :) Basically when there is something at stake not just a random encounter. So they keep building up. -
First as for RL weapons that has no bearing on the game. When there are guns that shoot balls of fire that bounce off walls then we can start to talk about RL. :) But actually the recoil from the 30mm cannon is so strong it actually slows an A-!0's warspeed. You are right that it's mounted directly in line with center of mass and the aircraft's nose. If it were off-centered the plane would want to steer in that direction when the gun fired. As for the game ... I think they over-nerfed the Vulcan because they do so many things at once. They reduced DPS. They reduced the auto-gyro. Now impact will make you miss some shots. Net: still lower DPS. They cut down it's vertical arc quite a bit. Net: fewer tactical options. But these steps were done AFTER the big reduction to impact force. The reduction to impact force was an obvious need in such a rapid-firing weapon. (Now a similar problem exists with Twins and Rico.) I criticize the devs for changing too much at once. So were I to undo some of this nerfing I'd start looking at vertical arc. OR start with a mild DPS boost, maybe 5%. +25% is far too much. History shows to stay away from big impact on Vulcan, The auto-gyro aspect is the most interesting. It means Vulcan's are an easy lunch for my Assault Ammo Smoky. But as a Wasp/Vulcan user the auto-gyro has a massive effect. Under strong auto-gyro I had trouble turning my hull while firing. But I learned to use that resistance to sort of brace my light hull against my own recoil. With weak gyro I can turn my aim very fast even while firing because the gun now turns with the hull. (Ever been circle-strafed by a Vulcan? Me neither ... but I've circle-strafed a few.) Nut now with weak gyro my own recoil is my own worst enemy. I have a mis-match; m3 gun on m2 hull. Just firing raises my nose. Firing to the side is most likely to end up with me on my side or top. The whole assembly is always on the verge of control, But if the thing did not flip over so much the k/d rate would be so high it'd be embrarassing. :p
-
Bigger rewards for completing mission chains this summer!
LittleWillie replied to theFiringHand in News Archive
Stockpile quantities are closing in on 900 RKs and 2000 of the other supplies. As a daily mission player I always get ore than I use. With the 3x policy this summer I am awash in them. I'm sure I am not the only one. So you players who still type "drugger" into chat ... prepare yourselves for a lot of typing over the next well as long as Tanki exists. Futility awaits you! -
Tanki's weird system of unlocking different weapons at different ranks is one of the underlying problems they have trying to "balance" things. The new MU system makes it more noticeable. The best way to level up at low ranks is to get Smoky/Titan. M1 unblocks at very low ranks and m2 at very high ranks. So get your m1 turret and hull (17,000 Cry) and MU them up. In doing so you bring Colonel-level firepower to Warrant Officer ranks. Spend the next 400,000 exp points raking in Crystals and warming yourself by the heat of burning enemies. DISCLAIMER: This advice is given for players who want to level up. The poster does not recommend leveling up in Tanki Online. Players level up at their own risk. No guarantee is given, written, or implied.
-
How does it affect me? The PL player will just rank up past me. I'll never play against the PL player. I'll play against the other mopes who are at my current rank. I lose absolutely no gaming experience from ranking up slowly. Tanki is a failed design because it gives players no incentive to gain exp points. If you solved this root problem you'd not have to spend so much time putting band-aids on your product. Cutting a DD from +100% to +50% represents a loss of 25% DPS to the drugged up tank, not 50% Furthermore reducing the power of DD / DA to +50% would affect every player ... not just the owners of one type of turret as you said in your preposterous analogy. What do you think readers, intent to deceive or just bad at math? I have to admit I still do not understand how this thing is going to work. Private battle pro battle custom battle MM battle battle button battles ... there are to many term floating about. But you have vut to the bottom line: it looks like htis system will be much leff flecible for the player who wants to do daily missions. Overall this is an effor tto make it harder to be a f2p player. This could be a blessing in disguise. The fisrt time I cannot complete a mission and thus break my weekly chain will be the moment I'll probably stop doing daily missions all together. I won't say "quit" as I might still play jere or there as whim takes me. But make no mistake, a cumbersom MM system will drive fence-sitting players from the game. As for that we will see if this thing is ever done. I agree their approach in general is almost certain to fail (see above). Ignoring the root cause is like replastering the walls after every rain instead of fixing the roof. It's good to see you are aware of the need to do something like this. I hope you get it right. Tjhe post that said get rid of "earn Crystals" missions is exactly right. I've missed these missions by 1 or 2 Cry. I am not going to think well of a game crude enough to force 15 minute more play game to get 1 Cry.
-
I said nothing about impact force on targets in mid-air. Please do not make up things I did not say. I am saying Vulcan does have an impact effect that does affect enemies. Enemies with treads on the ground. That being said I do agree with you they over-nerfed Vulcan back when the gutted the auto-gyro effect. But I do not think adding impact is the way to undo that over-nerf. I'd suggest looking at adding to Vulcan's vertical shooting arc.
-
If I click on a button and reliably get a fun battle then it'll be a success. If this does not happen it will be a failure. As for exploiting the system in ways not intended ... player communities always find ways to do these things.
-
This is not true. Vulcan has impact force. You can read it on the data chart and you can see it in play. It is not very strong but it is constant. my Captain runs a Wasp m1_10/10 with Vulcan m2_10/10. After the Vulcan got to MU stage 5 or so I started to notice the impact effect on enemies more. At step 10 it is enough to get occasional disruptions on lighter hulls. Example a Hornet coming up a ramp. You start hitting it and it takes a couple seconds ore to drop its nose to a level, shoot-back-at-you position. Perhaps I get ore use out of it because a a Smoky user I am used to aiming for hull corners. But the impact effect does occur. Someone posted that Vulcan is boring. It is if you play the brick-on-spacebar mode. But put it on a Wasp and learn to fight at all ranges it's huge fun. Nothing like blowing up a Firebird who thought he had an easy lunch. When you're clicking on all cylinders it's an awesome fun adrenaline event. Even with all the tip-overs and self-destructs. :)
-
To tell you the truth in some 15 minute games I forget the salvo mode is an option. That's going too far with the idea. :) PS: Striker isn't a weird combination of smoky and thunder ... it's an adaption of Twins with better-looking projectiles.
-
valid Protection modules decrease 10-15% the impact force of the weapons they are protecting
LittleWillie replied to Strikechard123 in Ideas and Suggestions
^^^^ Right now all weapons have various effectiveness in actual game play. If the existing situation is changed to where weapons are affected and others are not, then this will change the existing balance of combat effectiveness. You cannot have it both ways. You cannot say, give me a defense that will help me against Turret X, Y, and Z then turn around and say Oh well Turret X, Y, and Z will not be affected at all. So is it a good change or a bad change? I am not stating an opinion. What I am saying is, this sort of change will affect the game balance. So the devs should be prepared to undo a mess if they make one. Is this change good enough to warrqant the respources? -
I agree with most of tihs. On the pther maps used in Tanki Online, Magnum is merely dominant without the adjective 'completely'. I disagree it is a hard turret to use. If it was hard to use you'd not see them popping up in every battle, Striker is OP too but it is hard to use. How many Strikers do you see compared to Magnums? Case closed on 'hard to use' my left foot and furthermore [rant rave sputter]
Jump to content




























































