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LittleWillie

Tanker
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Everything posted by LittleWillie

  1. This would affect some turrets a lot, some turrets a moderate bit, and the remaining turrets not at all. So let's say this is put it. Weapons with much impact force would be duddenly have a hard time in combat. Tanks using moderate impact weapons would find the road a bit tougher. But those w/o an impact component would be unaffected ... except they would enjoy killing the now hobbled tanks So that would in turn force the fevs to re-exampine and re-balance the impact weapons to make them competitive again. Only then would you have the new system in place. So the question is this a change worth the large amount of work required?
  2. LittleWillie

    Let's Discuss Smoky!

    I am sure youa re spot-on, bu tI don't know one thing about Parkour ... such as it's purpose. Honestly not just sarcastic rhetoric. :)
  3. LittleWillie

    Let's Discuss Smoky!

    Are you talking about your account "smoked" to buy the m1 alteration? If so I would say yes buy it but not this very moment, 1st Sgt. Right now your imcome is probably better MUing your m1 Smoky to around 5/10 or 6/10. Plan on buying the alt after you rank up a bit more. By then it might be sale. But if you are sold on Smoky for the long haul, do plan on buying it.
  4. LittleWillie

    Episode 137 of the V-LOG is here

    Why will teams always form into one team with splash weapons and one team without? Sure your scenario will happen. But how often? 99% of the time? 0.01% of the time? No one knows when an enemy is going to use an RK. Unless an enemy pops one while already bieng being shot at with a rapid-fire weapon (or at least aimed at by a foe) when the RK is popped then it is very unlikely the RK will be disrupted. In other words RK disruptions will be more or less random except for those time the RK is used while being currently being pounded on. It is not like a Magnum user will be thinking, Well I do not know there is a wounded enemy behind that wall and but I do know that 4-5 seconds into the future he is going to active an RK. That gives me just enough time to charge up my shot and the shell to travel to disrupt the timed portion of his healing. Sure, splashes will disrupt some RKs. It's fair to say the already overpowered splash effect will become marginally more OP. But I don't see many battles decided just because one team has a Thunder instead of a Smoky. Well... Steak is a new paint so probably few players own it, therefor more players have a chance to get a freebie.
  5. LittleWillie

    Episode 137 of the V-LOG is here

    There's no question the change will weaken the RK. That's the intent after all. I expect something like this to evolve. If you use an RK in a hot active shooting situation expect to get back the instant portion and that's it. If you get more - bonus! Yes splash and other area type weapons will interrupt healing at times even if you are out of the way. But there are more than two tanks on the battlefield. Just because Enemy A cannot splash you does not mean Enemy B won't. RKs will be less effective for everyone not just non-splash turrets. Situations vary so one will win sometimes and lose others. As with all things in gaming players will learn to adjust timing and usage to wring the most out of the new system. Those that wring the most out of the new system will do better. And that's pretty much the point to gaming.
  6. LittleWillie

    Episode 137 of the V-LOG is here

    Calm down. We were discussion the situation where you pop a RK as you steal a flag. If a constant damage weapon like Isida or fire is hitting the RK user the constant damage nature of the weapon will cut out teh timed part of the healing. But the instant part of the healing would take effect. You agree this is how the new RK is reported to work right? If you hae different points to make be my guest.
  7. LittleWillie

    Episode 137 of the V-LOG is here

    Nerfed items are never reduced in price and neither are buffed items made more expensive. That's a small side point. Anyway the big point is as you say - how exactly will the RK work? From the VLOG i got the impression it would heal 2000 HP instantly and then the remianing 2000 HP over the next 4-5 seconds. But you are right there is nothing to say the total heal will be 4000 HP still. Anyway with an instant heal of~2000 RKs will still be very helpful around flags etc. You'l get that 2000 even if a firbath kills off all 2000 of the times points. Or s goes my assumption du jour. Rats! Uncovered. Actually ythe biggest winners will be Isidas and so forth that do constant damage. But everyone can hit the RK at that right instant so overall it is anet loss for the RK net gain for all shooters. What REALLY is my secret agenda though is this system seems to fall right into my standard patterns for Supplies use. Use 'em freely when you can score big but don't waste 'em in penny ante situations. If that makes sense. :)
  8. LittleWillie

    Let's Discuss Magnum!

    That was the show with Tom Selleck right?
  9. LittleWillie

    Episode 137 of the V-LOG is here

    OK few harsher critics of the Tanki crew than me. So to be fair I owe it to them to applaud these changes. The '"power now / suffer later" cooldown approach seems as good a way as any since we hace to have these drugs. And the RK kit change is really good at first reaction. The downside is Overdrive. I think the balance steps is a good idea. (No OD buildup while OD is running.) But I don't care how you balance it. If the mechanism exists it is going to transform team battles. Now you might have some players at the base with a screen of long-rangers and skirmishers around them. On offense you you must crack into a specific spot. But even so the assault tanks might like some support fire from outside positions. In other words this is how tanks tend to drive around the map when the battle is flowing naturally. With Overdrive this will change. Tanks will be constantly looking to cluster together to OD each other. Since they are near one another Always long, they will enter battle together. Support skirmishers on offense or defense will not get the benefits of the OD party. So they will either have less use in battle or they will simply join the cluster. With team mates now always looking to cluseter with other team mates all battles will become simple meatgrinder clashes of large groups. But overall Tanki devs are showing a significant if merely incremental effort to improve the Supplies rules. So kudos for that. Agreed. This should be rolled out in two phases if Overdrive simply has to become A Thing. Agreed it is a net step in the right direction. The change to the RK is a major change that just might improve things. Tanki should be praised for taking the risk of said major change as it is a given many will not like it.
  10. LittleWillie

    Let's Discuss Smoky!

    I use it very often. On larger maps you often find need the crits for distance. But at short range crits do not add a tremendous amount to overall DPS. Since I like fighting at close range that helps. On the other hand - Since I am always aiming for hull corners and turret tops quite often the normal Smoky impact does the job. Sorta nice to get the extra damage... Hmm. So it is always something to think about which means it is a pretty good design. Sometimes one way works better sometimes the reverse. Bottom line: If you are a Smoker fisrt and last get the damn thing. it is only 50k and occasionally on sale. However as I say i use it a lot. A lot. Here are the upsides. For a little less damage dealt you often take much less damage in return. Obviously it is easier to knock off aim on the same shots you do now.. But you can also toy with the close-in boys: Flame, Hammer, Isida and even Freeze if not, y'know, blindsideed situations. Vulcan is almost helpless against me even on a mammoth. I used to wear Flame/Freeze/Hammer module but now I just beat the snot out of them and use a different mod. Drag drug drug drug all you want but no amount of DA/DD alters the effects of impact. The higher in rank I go the more people can poo DA or RK. But if they insist I'll shoot them a few more time before they blow up. +Impact is not exactly common so players are in general a bit less adept at fightng against it. Not all mind you. But this leads to a specific use you might like. Swap the alteration in after 5-8 minutes of battle. It corosses them up. Or do it the ither way. They become leery of your impact so grab a bit more damage from crits. No matter your style, it is cheap enough every Smoker should own it just to have that option. Same for the m2 alt which I use far far far less often. Still glad I have it.
  11. LittleWillie

    Maintenance Tomorrow

    It is a 24 hour game. N matter when they do it some players will think, "why now!?"
  12. I changed teh drop key to I don't got a drop key. No chance of a mistake. :) It does not take long to re-set it to something if you want to drop one.
  13. LittleWillie

    Let's Discuss Magnum!

    I am sure both teams enjoyed your game of Tanki Online 2018 immensely.
  14. LittleWillie

    Maintenance Tomorrow

    I am glad they will be dealing with Supplies and Overdrive in the next VLOG. Not a buyer but I am awash in Supplies now. I have a few accounts average RKs over 650 now other Supplies 1600-over 1700. I have a big supply of Supplies. that is not why I do not like the Supplies system. I do not like it because it does not add to game play it detracts from that. I press 2, 3, 4. My opponent presses 2, 3, 4. It's just like playing Tanki with faster tanks. But if I stop pressing 2, 3 I blow up easy. So instead of focusing on driving my tank and reading the battle, I am pressing 2 or 3. If you think pressing 2 and 3 a lot for no net effect is the height of gaming joy then Tanki is your game. I am forced to press 2 and 3 I'd rather get more out of it than canceling out the other guys 2 and 3. Annnyway ... I do not expect good news but at least we'll know what they are going to do to us next.
  15. LittleWillie

    Let's Discuss Magnum!

    Exactly. LOS turrets are second-class citizens thanks to Magnum. Still not convinced? We have two new turrets, Stiker and magnum. Which one do you see 1 oe 2 of in almost every team in every battle? Do players seek out and use OP gaming options. Yes that is exactly what players do and right now they are buying the OP Magnum.
  16. LittleWillie

    Let's Discuss Magnum!

    I agree Magnums can be killed, I( guess the idea I am working towards is they are too effective from ~40m and in. If the devs insist on having a massive damnage weapon that can hit across the map and shoot over 85% of al obsticles, then damn it it should be able to deal aout essential zero damage under 40m.
  17. LittleWillie

    Let's Discuss Magnum!

    I think you're assuming I'm talking about a non-Magnum jumping a Magnum. That's the scenario Tanki offered as normal gameplay. But players are always moe clever. Now you see Magnums on ight hulls and they go on the offense. They can because all they have to do is dribble each shot out the barrel. Then the zoom into the area they just scoured of enemy ... repeat and keep going.
  18. LittleWillie

    Tell us your cool ideas for new «Overdrives»

    I have it! I've been told many times her on the forum that Drugging Is A Skill. So let's combine Tanki's defining characteristic (tragically over-powered Supplies) with the typical Tanki player's game-play skills (the ability to press number keys). So: The Pros-Kill Supply. When activated every enemy tank in the game explodes. But using this Supply will require a tremendous amount of player skill. The player will have to push 7 then 8 (or 8 then 7) yes that's right TWO NUMBER KEYS! Yes this Supply will destroy every hostile tank in the game no matter where it is on the map but it is still balanced. First the need to press two buttons means even the most skilled Tanki Pros will take months learning just how to use this Supply. Secondly with Cooldowns you can use this Supply only once every 40 second so that's balanced. And lastly I get to use the work "balanced" in the same way Tanki PR flaks get to you the word. You know, dishonestly. OK that should do it. We have a winner.
  19. I think the number I used does include missions. Number of crystal "obtained". I think that way because it has to. I get so much of my income from missions it just has to be included. I was rounding off but SkittleWillie has 352,198 exp pts and Number of crystals obtained 397 254 BlackChick basically laid it out. I play my daily missions and very often that is it. Use your Change/Day to turn a supplies reward into a Cry reward. Sometimes I'll complete my mission and quit. I score 975 Cry. If I play 12 more minutes I earn 1047, meh. The point being: missions mission missions and not much ore play time because experience points are your enemy! The last thing you want to go in Tanki is rank up. (This is my #1 example of Why Tanki Is Broken.) I do play more at times but I never stick around with a bad team. I don't mind playing and losing a good battle, but I will not waste my time playing on a team that is outclassed. (When I am doing missions an outclassed team is perfect for Finish 1st tasks.) Still dying to play more Tanki each day? Run another account. The downside? Time. This approach take months. But since we are not interested in ranking up ... so what? You play, you say 'that's enough for today', you stop. Just do your best to do 1 mission / day to keep the chain going. Eventually you must rank up (boo!) but by then you have enough Cry to keep your equipment as good as it can be. That's about it.
  20. LittleWillie

    Let's Discuss Magnum!

    What is worse to me is how a Magnum player faced with a nearby enemy can just woodpecker his spacebar until a shell dribbles out the end of the barrel, scouring the map clean of any threat. I am developing a Striker account., It uses the Striker-only module which it has MUed as high as possible. I do this for protection againstt my own spash damage vs nearby enemies. I mention this because Magnum players should and will do the ssame thing. Then watch out. (yes, Striker is overpowered too but as it is still a LOS weapon it's not nearly as bad as Magnum.)
  21. WaspShaft98, thank you for the Polygon drugger story. I have to wonder about "players" like this. He's obviously spent a lot of real money to buy Tanki equipment. He then uses this purchased advantage to the maximum limit even to the extent of using the change-sides exploit. His reward for all this investment of real money? Crystals. He spends $100 cash to "win" an in-game prize ... a prize he could have simply bought for about $5. This guy has 310 exp points and has earned about 125k Crystals. I have an account with ~350 exp points that has earned 400k Crystals. I've spent zero cash. I win. I run an Isida / Hornet too. It's both great fun and a force in battle. You need that speed to get where you are needed. Learn to drive like an absolute maniac, swerving and turning and reversing direction at SU speed all the time keeping your turret aimed at a constant spot. When you can do this in combat the enemies melt before you. So you can fight back oh yes. But healing allies is the key. You are right about giving your support to those who most deserve it. I'll heal anyone I can - but that does not mean getting waxed to save a team mate who cannot save himself. So anywhay when it comes to healing I have two bits of advice: Accept the fact in general your goal is to extend the fighting abilities of your immediate teammates as long as possible, That means you are going to die a lot. Don't let that bother you. Your goal is to extract the most out of each spawning. In some cases you've kept your teammates up as long as you can, you are out of energy, the incoming fire is still hot ... so you drive into the line of fire taking up the damage meant for your teammate. That's a satisfying way to go out. Second is simpler... don't be afraid to use DDs a lot when HEALING. DDs are great defensive boosts for the Isida team. Do these tings and you will rack up the points and the team wins .. together those spell C-r-y-s-t-a-l-s. Or as I had thee other night, 6 errors in a 15 minute game. I kid you not. 6.
  22. Striker alt ideas being typed as they form in the brain. Hard to think of alterations for Striker ... most suggerstions were to do with lock-on time and that is hard to offer in two versions. Anyway so let's try a new line of thought. Part One: Get rid of splash ... or at least reduce it severely. )Some splash might be needed as direct hits are harder than with say, Shaft.) Part Two: Replace splash with the freeze effect. Or perhaps instead with the fire effect. I favor the freeze effect. I've not thought it thorough but there have to be some juicy tactical options available when you can disrupt/slow enemy tanks at vast distance. Guess that's it.
  23. LittleWillie

    Let's Discuss Smoky!

    Well that's on me then. I didn't make that calculation. ;) I don't think Smoky is a bad design just that there are some other turrets that in general are more capable.
  24. Remeber the VLOG wher they said they were reducing the number of ricochets each shot could do? "Good idea", I said to myself. "We reduce number bounces to twenty". continues the VLOG. "Facepalm!", I respond. Gosh, only 20 bounces? What a meaningful restriction. Yeah. Right. Now why di dthe new Rico owner post this? :lol:
  25. Just read the title and: Motion Seconded.
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