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LittleWillie

Tanker
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Everything posted by LittleWillie

  1. LittleWillie

    Fall and impact damage

    Next thing players will be asking for tanks that can no longer steer while in mid-air from a jump. :)
  2. LittleWillie

    Let's Discuss Smoky!

    He's got an impressive profile so he obviously knows how to play well with Smoky. I am sure Smoky is the best weapon for some players. It's a bit like Striker in that an expert shot can make each turret a beast. But in general as used my tens of thousands of players? I cannot see Smoky as near the most powerful.
  3. LittleWillie

    Let's Discuss Smoky!

    I have a 2nd account that has Ttitan with Smoky. (I recently bought that account a Shaft too.) So I've used Smoky a lot. And I am quite comfortable defending my point that Smoky is not at all the most powerful weapon in Tanki Online. Yes at times even I go on a wrecking rampage even in my piece of crap Viking Smoky rig ... but that does not mean Smoky dominates the battlefield. I will say it dominates poor nearby Vulcans though. I will say I reckon I have about a 98% chance against a Vulcan not squirreled away in some sniper pit. What is says is you've used Smoky more than the other weapons. What significance that is supposed to hold for me remains unclear, I am not sure what you mean by different story, why my profile is amazing, or if you mean amaizing good or amazing bad. :) -----------------Edit----------- PS: I will say what Smoky is is fun. It's "tanklike" (I won't say realistic) in that you have to aim and shoot. Encounters are battles, not just one shot the enemy is dead before they know they are under attack.
  4. LittleWillie

    Let's Discuss Smoky!

    I have doubts. They are named Magnum, Striker, Ricochet, Twins, Shaft, and Firebird ... even Isida. Splash and big damage per hit rule Tanki and Smoky does neither. Rico and Twins both shoot faster than Smoky with enough impact that they win the impact effect - plus can splash or bounce. All these can pile up points much faster than Smoky. I do agree Smoky is versiitle. Yes you can beat any of these turrets with it. But add up all players in all games and Smoky come no where close to dominating the other turrets. It's actually at the rear of the pack. As for m4... the difference between m3 and m4 is roughly 12% DPS or less than +1% per MU stage. This is not significantly different compared to other turrets.
  5. LittleWillie

    Episode 136 of the V-LOG is here

    D.a.n.t.e I agree with you about the brackets. All I was trying to say is more that just is needed to attract significant new blood to Tanki. The biggest weakness to Tanki is the development/ranking-up/upgrading section - whatever you want to call it. In short Tanki gives me no reason to want to earn exp points. If anything Tanki gives me a reason to avoid exp points. Why? Because nothing changes as you rank up except drugs become more plentiful and takes drive a bit faster.
  6. LittleWillie

    Let's Discuss Smoky!

    Sometimes the +impact works better, sometimes the regular version does. Othertimes I start with one version (usually basic Smoky) then change to the other mid battle. It is perhaps the only alteration that comes close to meeting Tanki's claim that alteration do not make a weapon more or less powerful.
  7. LittleWillie

    Episode 136 of the V-LOG is here

    I hear ya. Heh I just made sort of the same point on a different thread. Though IMO it would take ore than just opening the brackets to reverse teh player decline. The underlying reason to the whole is ... there really just no reason to play the game. You can play for months and nothing really changes. Wide ranks are just one more example of I'll just call it 'enduring sameness'.
  8. LittleWillie

    Tell us your cool ideas for new «Overdrives»

    He might have meant "it is so difficult (to counteract)". Maybe. Because in reality it's proving to be way too easy to use.
  9. LittleWillie

    Episode 136 of the V-LOG is here

    D,a,n,t,e they cannot shorted the brackets. There are not enough players left to fill battles except during peak Russian-player time. The wide brackets are needed just to scrape up enough players when the western hemisphere is playing.
  10. LittleWillie

    Episode 136 of the V-LOG is here

    Well as we all know Tanki has decided to put in Overdrive so they are covering their to make it look like it's the player base's idea. Tanki is congenitally unable to discuss changes openly and honestly as we have all come to learn. And as we all know it will make a dumbed-down game dumber. One-Two-Three-Shift-Repeat (Hey what are the arrow keys used for again?) But there is no doubt Tanki will put it in as a permanent feature. Oh well, who really cares?
  11. LittleWillie

    Let's Discuss Ricochet!

    ((I thnk it was only 1 degree but I am not sure I recall correctly.) Yep my ranked accounts who di dnot have Rico protection bought it at the last sale. When I converted a Smoky account it came down to Rico or Shaft. If you cannot beat 'em.... Anyway I went for Shaft and I am not sure that was the way to go. OTOH maybe it was. Either way I jion the League Of Overpowered Weapons.
  12. LittleWillie

    Shaft - The New King of DM?

    Yeah it was veering off topic. Someone broght SAtriker into the convo but you are right. The thread is about shaft. To which I say It's pretty OP. But that's not the best term because a few turrets are OP in my estimation.
  13. LittleWillie

    Let's Discuss Ricochet!

    Let's see: it shoots very fast, each shots does considerable damage, it has a long effective range, it has a wide arc of fire, its shots can bounce around walls and thanks to that wide arc the computer will make sure bounces hit and potential unseen target, and it does so much rapid impact hitting that most targetts will not be able to shoot back. So yeah it's pretty good. Unless your idea of "good" means "well-designed and balanced as compared to other weapons".
  14. LittleWillie

    Tell us your cool ideas for new «Overdrives»

    Let's be honest, any "Overdrive" they put in will be - at best - like using makeup to cover up an axe wound. More likely it wil end up being a second blow from the axe. So IMO it doesn't matter what Tanki does with "Overdrive". Tanki is dead meat on a stick. At least outside Russia it is. Dig: https://mmohuts.com/news/crossout-review-2017/ Video down the page a bit https://mmos.com/review/crossout Tanki is not a game, It is a combat engine. This is a game, It gives you the combat engine plus something to do to creatively develop your game position over time. Tanki isn't even in the same class. R.I.P.
  15. LittleWillie

    Shaft - The New King of DM?

    The article is correct. Shaft is OP these days. So I bought one. In a Striker vs Thunder match, advantage striker. It too is an OP turret. Striker is by far my highest k/d tank.
  16. LittleWillie

    Gamer's Club

    Two days ago I caught winfd of a new game called Crossout. Itis described as Mad Max meets Twisted Metal. That sounds right up my alley. I watched a video of gameplay. Vehicles are all built from modules ... add more armor but to make room for it yo need to get rid of the jet engine "speed booster". There's a comlete off-combat development side complete with player crafting the ability to sell / buy from other players. And in reading that review I learned of two more ngames about 1-2 years old called Robocraft and Galactic Junk League. The downside is system requirements. I know my system does not meet the recommended stats and maybe not the minimums. But that is a solvable problem. To say Tanki looks ancient and underfeatured is a vast understatement. Tanki Online is dead meat on a stick and Tanki X too. TX foes not come close to offering what these other games offer. It's just TO rehashed.
  17. I understand the need to avoid stagnation. indeed your company does some things very well such as The Game, VLOG, the various contests and so forth. However you keep working only one side of the equation. You keep messing with the combat engine. What needs development is everything outside the actual combat. There is no growth in this game only a facade. You rank up with your reward for 3-4 months of play is to get another copy of your exact same tank with slightly better parameters. The economic system is such a travesty that a game account is locked into one hull and one turret. Here's a game with 13 turrets and 7 hulls. That's 91 different combinations in the game but you won't be able to experiment with 90 of those 91 without crippling your account financially. That's variety? The fact is shrewd players see these things and leave. The long-term development ladder that keeps players playing is simply not there. You are left with extremely young or otherwise unsophisticated players. So your player base will demand more dumb easy "features" like Overdrive. Which in turn drives away even ore of the player base. You're on a death spiral and apparently do not have the resources needed to fix the real problems. So you constantly fiddle with combat parameters and add abominations like Magnum. I fully expect this game to die out in the next 6 to 18 months. Depends on how much more you can wring out of the platform, as realbigred said.
  18. LittleWillie

    Let's Discuss Supplies!

    Imagine that players of a game discuss a certain feature of that game on a forum dedicated to that game in a topic thread created to discuss that feature Clearly is is ridiculous to play a game and suggest ways it could be better on a forum owned by that gaming company.
  19. LittleWillie

    Let's Discuss Supplies!

    Daily missions give ample Cry to have top-quality gear for your ranks. You are right about needing to stick to one hull and turret. Players also need to simply not play the game much except when doing missions. If you do that you will earn a high Cry / ExpPt ratio and that is what you need when ranking up. The new MU system loses the advantage yo mention but it gives new opportunities. Uner the new system kits are mostly not needed. Simply MU your hull and turret as fast as Cry allows. MU 10 steps and you have the next m-level gear w/o needing a kit. I have two Major accounts. One has m2_10/10 turret and hull. The other isn't yet at 10/10 but that's because it broke Rule 1. I converted turrets. So it has m2 hull and 2x m2 turrets at an average MU of 5. Why does this sound so easy? There's one ore requirement: Patience. :)
  20. Yes it is and Oversrive wil make that worse. A fully drugged tank is the new normal. Any tank unable to be fully drugged is crippled. Which is why I don't buy them. Whenever I glance at a Pro list I see: Poly CP, Noise, Island, Sandbox and perhaps one or two more. The "Pro" pass is so badly named. It should be the don't think just drive into the pile of tanks with a brick on your spacebar die respawn repeat, pass. At Christmastime I suggested Tanki do a weekend map event every weekend (or many weekends). Then thre were missions like Get Exp/flag caps/destry enemies ... all on the Holiday map. For the weekend players would always find battles to be found on that map.
  21. LittleWillie

    Tell us your cool ideas for new «Overdrives»

    Tanki is trying to retain players by adding bells and whistles to the combat portion. But that is actually Tanki's better half. Tanki has a functional 3D combat system that works well aside from lag and connectivity issues. The combat engine element is present. What is missing are the elements that turn a combat engine into an actual game. Put another way Tanki give the player no reason to want to or need to level up. Everything you can do at legend you can do at Sgt or WO at worst. There is not much difference between driving an m1 tank and fighting other m1s and doing the same thing with m3s. The same maps, battle modes, pro Pass options ar the same. Which is good because the game economy is a ruin. Items cost so much that one account is wise to develop only 1 turret and hull. It can take months between ranking up to the next m-level ... and once you do all you've done is tread water. (see above) The prices are so out of whack that the company is constantly offering "sales". Players know this so they do not buy stuff unless it is on "sale". "Sales" therefore are the real market price. Tanki should just re-price all items as though they were on sale - then - cut the prices of everything so one account can develop some variety from a Cry POV. These games are about developing an account making it more capable over time. This basically never happens in Tanki. The entire portion of that makes it a "game" is missing, We can fight, sure, but TO gives its players no explanation nor reason why they are fighting or what they fight to accomplish. imagine a Tanki game with (to use one example) a tank crew section. Each crew member could be trained in skills to tailor you position to the style you want. Perhaps bigger ghuls take more crew members. Perhaps crew members can be killed and skill set back .. or clone baks invested in to prvent huge skill losses. A few months ago I proposed here another idea - a backstory for Tanki as a bloodsport complete with Fame raings and tank sponsors. Look it up if you want but it'll never happen. The point is the current game doesn't offer us that context to play off from. And it never will. The Devs never move in that direction. But this is what should be done. Having an interesting devleopment ladder is essential for long-term player retention. No version of Zero Supply will make up for omitting it.
  22. Point 1: I thought the matchmaking system would let players find the Pro battles with the settings they want. For example, "find me CTF battles with no user supplies and no map supplies". If it is just a fancier Battle Button with no ability to choose a specific battle ... well not only will that not fix the need it will create new shortcomings. Point 2: I am not particularly worried despite this because I do not think this will ever happen. I've learned Tanki announces a lot of things that never appear. IMO all the huff and puff about Tanki being a "casual" game is just justification to keep the badly designed DA/DD power-up system. As in "Oh we can't have sophisticated power-ups in the game. Tanki is for the casual player." Whereas the real motivation behind the public relations is Tanki sells too many drug kits. They do ot want to annoy those customers by redesigning the power-up system.
  23. I fear the period when I am looking for a decent battle join. My fear is i will not find one with an open slot. Once I am in battle my fear is it will turn out to be a blowout. (Unless I am on an "earn Cry" or "Finish 1st" mission. Then blowouts are good.) LOL. In a game tanks can drive off three story roofs without harm, in which vehicles can literally steer and turn while sailing through thin air, in which balls of plasma bounce off walls and home in on enemies - in this environment they decide to introduce one real-world aspect of tank design.
  24. LittleWillie

    Let's Discuss Supplies!

    For the same reason I played Candyland when I was a kid, chess in middle school and France 1940 in HS. It might seem fun to forever game on the "easy" setting but most people get more enjoyment out of growth. But it's their ruble so if many or most Tanki players enjoy perma-noob status so be it. Edit: The problem specific to Tanki is that the power-ups in this game simply dwarf all other influences. An m0 hull/turret on DA/DD/SU is more powerful than a full m4 rig undrugged. One takes millions of Cr and over a year to earn. The other costs 150 Cry and are as plentiful as mosquitoes in the Amazon. That effects ore than skill development. It ensures gameplay for everyone is dominated by powerups.
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