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r_I_already_won0

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Everything posted by r_I_already_won0

  1. r_I_already_won0

    Complaint Book

    Tried that on a Striker Hacker (you see them every day), was told I used the wrong video-sharing service, and gave it a big "never mind." :rolleyes:
  2. r_I_already_won0

    Complaint Book

    Agreed. The amount of pathetic flag-blocking m0 parkour mults on my team and the drugging kids on the other is enough to drive me insane. Last night I left a battle because I used drugs and Overdrive to take an important flag and two members of my own team pushed me off the side of the map. And this s--t happens on the daily. Not to mention these are the battles I choose. Not any random battle that I join. Waiting for matchmaking...
  3. r_I_already_won0

    New Paints, Weekend Discounts

    Thank you developers. :) I would suggest to make the chance of getting a paint from the containers rarer. Soon enough everyone will have lots and lots of high-end paints, driving them down in value. Another option is to split the garage paint rarity by price.
  4. r_I_already_won0

    Rugby Mode is coming January 27th

    Played a few battles in Rugby and the one thing I noticed (having experienced it on the testservers the gameplay wasn't all that new) was how it takes the most OP turret in the game (Magnum) and makes it even better. Magnums camp in the corner, nobody pays attention to them because the ball is somewhere else, and the splash damage into the cluster of tanks trying to fight each other is insanely effective. If you end up hunting down the Magnum your team loses that much effectiveness as you are not helping in the fight for the ball. The same priority principle applies to Shaft but Shaft does not have that splash damage so it is not a big problem. Why does no one realize that realistic artillery doesn't take down fast-moving targets? Nerf the Magnum.
  5. r_I_already_won0

    How much Hours you Sleep Today?

    I haven't slept for 22 hours
  6. r_I_already_won0

    Assault Mode arrives December 13th

    Agreed- The goal is to have sniping and vantage positions for the blue- in any war defense takes up "defensive positions." When the points are in open spaces it ruins the whole point. :ph34r:
  7. r_I_already_won0

    [Community HQ] now OPEN

    We do have a memes section: http://en.tankiforum.com/index.php?showtopic=170228
  8. r_I_already_won0

    Let's Discuss Isida!

    The nanobots make more sense but the electrical beam would be nice as an M0 alterations, just like a white spray for freeze and the old purple flame for firebird. "Elemental attributes" is meaningless. It's much better to correspond turrets to ways of making war in the real world. Firebird- chemical weapons Freeze- biological weapons (kill the crew inside) or possibly radiological weapons Shaft- nuclear weapons Railgun- railguns Vulcan- laser-based weapons (plays like one but the description is other) OR chain guns OR microwave/heat weapons Striker- rocket launcher or microwave weapons (with the laser delay) OR air-to-ground missiles mounted on helicopters Hammer- sonic-based weapons Twins- stereotypical alien "plasma gun" (think Star Trek, Star Wars, Man of Steel, Avengers, etc) Ricochet- EMP possibly (affects electronics but not people and terrain), possibly gravitional/nuclear-force based weapons Magnum- Conventional artillery (HE shells) Thunder- HESH shells Smoky- AP and HEAT shells Isida- nanobots/swarm weapons (against reactive armor) or cyber-based weapons
  9. r_I_already_won0

    Let's Discuss Striker!

    1. Not disagreeing here. But the strategy I propose is still viable. 2. Not disagreeing either. But most Legends will not have an M4 striker module and those that do will probably not whip it out for one Striker player. 3. Never use the salvo unless it's certain they can't move under cover in time. Basically if you catch an enemy in a very open area, or if they are capturing a point, or surrounded by other tanks, etc. Otherwise, play like Thunder and ignore the salvo completely. 4. It's useful on all maps. It's just not as useful as other turrets. I think, though, that we have the same view here. :)
  10. r_I_already_won0

    Let's Discuss Striker!

    You should turn your hull/turret to make the missiles have less of an angle to travel. There is a strategy to turn while the missiles are launching themselves as you watch your opponent's movement. Sometimes you even want to turn in the opposite direction so the missiles do splash instead of hit the cover the opponent is behind. It is certainly very underpowered but not complete garbage. The absence of protections is one thing. You also have to choose your battles- Massacre for example is quite easy to get locks on targets. For other maps you play like Thunder- and also keep track of the barrels that have just fired. Never use the Salvo unless it's almost certain the enemies can't move out in time. I use Striker and never had a problem getting first, even without drugging. Used 60 supplies from Recruit to Warrant Officer 2. Although certainly the hulls are much slower and Striker will necessarily be weaker as it ranks. Don't understand how anyone could play Tanki seriously and not notice Magnum's strength and Striker's weakness. Something should have got through to the devs by now. My friend who uses Hunter-Smoky complained of this too. It must just be lag- because I've used Striker for a long time and never done damage when the missiles miss, unless it's splash. I watch the damage counters so I would know.
  11. r_I_already_won0

    Car Lovers United

    W Motors Fenyr Supersport Apollo Arrow In case you're interested, here's a spreadsheet I made with the top speed and acceleration of all 204 different supercars of 2017 (ignore the convertibles, they got messed up when I was sorting it.) Numbers are miles per hour followed by acceleration 0-60 in seconds:
  12. r_I_already_won0

    Assault Mode arrives December 13th

    Is the point rate for the blue team adjusted based on the ratio of the number of red players to blue players?
  13. r_I_already_won0

    [Forum Game] 1,000,000 Posts

    36, 610
  14. r_I_already_won0

    Why I don't play Tanki like I used to

    And the combo choices! Bless my soul if I see one more hornet-railgun in silence or polygon something around the house is going to be broken. Sometimes I laugh when they are on the other team. But to be brutally honest with those xaxaxaxa pushpin trickshotters: "You have no right, no right to enter that Silence CP." :ph34r: :ph34r: :ph34r: There should be an option, when matchmaking comes out, to select if you have a combo suited for maps with more player concentration or maps with less player concentration. The best battle I ever played was a 20 v 20 1-hour Dusseldorf with some friends on my team. There was coordination. There was friendliness on both sides. There was skill in abundance. You felt challenged, thrilled, exhilarated to be a part of such an effort. Players used the chat nicely and strategically. Each turret and hull had a role- attacker, defender, helper. Equipment was even across the board. People abstained from drugging voluntarily. :unsure: Any new player that reads this will probably think it is too good to be true. Because as of now it is.
  15. I love how you provided him the TLDR for a one-sentence post. Nice and subtle laughs. :lol:
  16. r_I_already_won0

    Let's Discuss Isida!

    I see your point, but often one tank is the "heat of the battle" most of the time. Came out of a Massacre CP using Striker. I was on the hill and the Isida was concealed behind the slope. I was able to stay up there the whole battle and Salvo after Salvo destroyed the enemy Shafts, Railguns, and Striker. Of course they were hitting me too- but not fast enough that the Isida could not re-heal me. When it got particularly intense I would back down behind the slope myself. (Only difficulty was Magnum- but they were relatively easy to lock onto.) Now if that hornet-isida had been running after multiple teammates, I am willing to bet we would not have won by as much as we did and he would have certainly died more.
  17. r_I_already_won0

    Let's Discuss Isida!

    But often much more effective then running around between multiple teammates, if you choose your targets right. An Isida that stays exclusively behind a drugging Mammoth-Vulcan is helping his team a lot more than running around between different opponents. Calculations support this as well as the fact that the player plays more aggressively and thus dishes out more damage with an Isida behind him.
  18. r_I_already_won0

    M4 stuff in TO

    Ha! no- they nerf after the sale, when everybody is nice and ready to use their shiny new OP Magnum. ;)
  19. The problem is that the Striker shots go directly toward the target even if the target is behind an obstacle. Striker needs an aiming buff that directs the rockets towards the nearest wall, inflicting splash damage upon the hiding opponent if he goes behind cover while the salvo is coming toward him.
  20. r_I_already_won0

    Assault Mode arrives December 13th

    Still think it's a bad idea. Let the natural defenders play defense and the natural attackers play offense. If it turns out that on certain maps certain sides have an advantage then there are two options: either change the positions of the points or change the rate of the point increases if there's a general trend among all the maps. There is definitely more score opportunity on the red side but many will choose blue for the simpler and k/d-padding gameplay.
  21. r_I_already_won0

    Double Funds and Crazy Weekend

    There is no point in complaining. I made 400 kills (not this account) opened 3 containers: -100 of all supplies -3500 crystals x2 Not that impressive but I wasn't particularly playing more than normal except to enjoy the double funds. So you could say I got something from nothing. :)
  22. r_I_already_won0

    Assault Mode arrives December 13th

    If the Legends have full M4 garage then they would probably have several protection modules that they can change to as needed, so one side still doesn't have a protection module advantage. And we'll have to see if matchmaking allows you to choose which side you get sent to, otherwise lower ranks will be upset. Yes this is not my highest-ranked account by far. :) 1. Why do attacking Magnums have to get up close. Can't they bombard the points from their own side of the map? And they are even safer since the defenders are less likely to go hunt down the attackers. 2. Magnum is the absolute worst turret for protecting Isidas, it is not too effective in close range. And the damage output of Magnum isn't the highest in the game either. 3. I don't know. Wasps might be hard to kill but they are sure easy to flip, especially when they come up ramps. Magnum is more effective against slow-moving hulls- smoky and ricochet are much easier to kill wasps with. Then the score would have to flip, right?
  23. r_I_already_won0

    Assault Mode arrives December 13th

    You should be able to set which side you are always sent to. Nobody on the red team wants a Shaft. There is nothing magic about "taking turns". Some like attacking more, some like defending. There's only a need for the team-switch if the developers choose to be ridiculously stubborn and do not let players set their side preference.
  24. r_I_already_won0

    Assault Mode arrives December 13th

    You're missing the point. Certain turrets are better suited for attack and defense and you'd be better off joining the side that benefits and complements your turret more. So, red side will probably not have the same turret breakdown. Both sides will have protection modules- so they can be left out of the picture. Of course- the primary goal is to kill Isidas- but not just defending ones, but those hugging the attackers as they run the flags. Magnums can defend but no reasonable Magnum would choose defending over attacking. When Magnum attacks there are easy targets for it to hit (the points), but defending Magnums have to adjust for individual attackers. And freeze is more effective for defending as it slows down attackers. Also, why would Isidas heal Magnums? Magnums take the least damage- least score for Isidas. Wasps are easy to kill and/or flip, especially when they are running straight at you.
  25. r_I_already_won0

    Assault Mode arrives December 13th

    Guns better for assault 1. Magnum - able to easily shell points where there are concentrations of tankers 2. Firebird-rushing into concentrated areas and clearing them up. 3. Twins- infinite ammunition is wasted unless there are lots of targets Guns better for defense 1. Shaft- the targets will be coming to you. 2. Railgun- penetration certainly helps against attack trains 3. Freeze- slows down attackers running up the flags 4. Vulcan- switch between multiple attackers, can hold a certain spot 5. Thunder- Splash is too risky for assault, and you have to occupy line of sight for bombardment Guns for both: 1. Smoky 2. Ricochet 3. Striker 4. Hammer 5. Isida- there will always be defenders to heal, but sticking to a single attacker and healing them works well on the red side too. Certainly I think assault mode will help alleviate some of the stigma for low k/d's. :)
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