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Everything posted by r_I_already_won0
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There's really no reason why larger maps shouldn't have been 12 v 12 instead of mutilated. As for 10 v 10 being the "ideal" for battles, balance-wise it is about concentration of tanks in an area. 10 v 10 is not the ideal for Dusseldorf, nor is 10 v 10 the ideal for Island. There is nothing inherent about 10 v 10 that makes it the ideal for battles. This concentration affects balance. When there is a higher concentration light tanks tend to underperform. But the myth that larger maps are better for light hulls is just that: a myth. This is because a light hull crossing ground has the same (or less because of impact force) odds of surviving as a heavy or medium crossing the same ground. We need 12 v 12 and 14 v 14 even on larger maps, and more interesting maps, instead of butchering the larger ones.
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No Let's do 2 years- makes it more high-stakes. 13-14?
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Not sure about this. It would ruin all stealth tactics as at least one person would re-spawn and spot the runner on a flyover. One word in the chat and nobody can every sneak up on campers again.
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*buys Isida* "What a great turret! Damage output is great at range!" 3 years later.... "Oh! It can heal too!"
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We all know that completing your mission chains in TO is necessary to be able to compete at an equal level. What if we had "credits"? Credits are earned by completing all three missions in a day. For this, you earn one credit. It costs 4 credits to "pass" a day without completing any missions. So, if you've done all your missions for days, but didn't have time on the last day, you don't lose your chain if you've built up enough credits. You "exchange" these credits for a "day pass." In settings, you can set it so that the computer automatically withdraws your mission credits to cover for days where you can't log on. Or, you can manually pay every time (given you have 5 or more credits in your bank.) The amount of credits you currently have would be displayed above the mission chain progress bar. There is a cap of 15 credits per account- you can earn them as soon as the number drops below 15. This idea was proposed to reward dedicated players who simply have a more sporadic and/or busy schedule. Hopefully this will keep those players. :)
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That would be an interesting thing to know, does the container already have the item or is the item determined at the moment when you open it? Hmmm....
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I liked the article. On whitehouse.gov, there is a page where you can submit online petitions, and if you collect enough signatures, the government HAS to look into your petition. The petition to build a Death Star collected over 25,000 signatures, so Obama sent back an official response: 1. 850,000,000,000,000,000 is a hefty price tag. 2.We already have a Space Station (International Space Station) 3. Vaporization of planets is not on the agenda.
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I think a large part of this comes from more of a vague feeling of "nostalgia" than any concrete update somebody can point to and say "this is when TO stopped being good." Everyone longs for the "good old days"...but what defines the "old days" is different for everyone. Some think it was before the smart cooldowns....but what exactly was better then? Some think it was when you could create your own battles- but the battles are objectively more full and varied now. But one thing we do know: that we had more fun then. The game seemed more "enjoyable", "friendly", and "relaxing", that we know for sure. But here's the thing: Any game has a period when we really enjoy and cherish it, and the natural tendency is for the game to become more boring over time. We search in vain for this "novelty" and wonder that we first had when we joined the game, not knowing that it is impossible to get back. We try to re-construct what Tanki Online meant to us back then- but it means a different thing to us now- the original wonder is lost- and the innocence can never be regained. I know at least for me the game is less fun now than 3 years ago. But 3 years ago drugging, the bane of my TO existence was a bigger problem. 3 years ago I had much less friends than I have now. It is important to recognize that this is an important part of the nature of games, and the feeling lies entirely on our side. It is not anything caused by the developers or due to the progression of the game. That's why TO is falling- because older players, unless it is a real part of their life, naturally leave, while TO is not doing a good job of attracting the current generation. Speaking of which, what happened to the ads?
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Can you see any damage counters, though?
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http://en.tankiforum.com/index.php?showtopic=366450&p=6372489
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Or when you get a lock and a teammate runs in front of you, blocking all the missiles and causing you to self-destruct from splash. To all the noobs out there: Do not run in front of a Striker trying to launch a salvo on the flag-carrier!
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I am the last one in favor of shutting down discourse but the way the game is set up I don't think low-rankers have any right to complain about Freeze or Shaft. Those weapons just change too much as you move up in rank. The freezing effect stays the same all the way to M4 but turrets and hulls turn much faster. You'll be fine. :)
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Lankbouv is generally right about his facts but they do not add up to any meaningful point that furthers the discussion. Such an unbiased example. Mercy on me. There are plenty of successful drugging Legends that have never spent a penny on this game...perhaps they use the money in real life for better causes.
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In the suburbs of New York City.
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There are, actually, and since the battle fund is twice as high, golds are dropping six times as often. Play a few battles and you'll notice it soon enough.
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Yes, sometimes your scope hit will do your arcade shot damage. I thought this bug had been fixed a while ago. :huh:
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A well-coordinated Freeze-hornet wolfpack is absolutely devasting. A couple friends and I could take down drug-pounding Titan-Smoky and Mammoth-Twins players without losing much hp or using a single supply. Then again, this is not unique to Freeze. Coordinated railguns can focus fire on one enemy at a time- destroying them instantly. Ah yes but that is because you are already playing into his game. By trying to take the flag, you are putting your head in the lion's mouth, so to speak. If you meet freeze on open ground in the midfield he is most likely dead.
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How many Legends don't actually drug? I think the number is pretty low.
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I don't think you understand the question. The fact that Legends drug has no bearing. You can't throw obvious statements at the wall and expect them to have any impact whatsoever. You did not specify how you are measuring "active" as it does not have a tanki-related definition. The classic "do you even understand English???" is used by children who can't comprehend why others don't see their point. Don't be that kind of person.
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Great job on the jump hacks, I'm not seeing them any more. The next hacks that need to be fixed are the Striker and Thunder aimbot hacks where they can hit you from anywhere on the map. I've consistently seen different players use these hacks every single day. It shouldn't be too difficult to isolate because most of these hackers are using the exact same hack. And the storage system for "/vote"s where the moderators can see how many /votes a player has received is long overdue. Every battle where there is a hacker 2-3 people vote, which would definitely add up over time to something more than an error in the system.
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AMA! (except age, name, and gender)
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"Active?" as in xp earned per hour? Sure. "Active" as in most hours spent per day? Perhaps- if you mean the large buyers, who tend to make the game a priority. For F2P players it works out better if you don't play that much beyond your missions. "Experienced" is in most total xp? That should be obvious- they've had more than enough time to build up huge stockpiles of supplies! What are you trying to say?
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I love this, but is it possible to take the "legendary" paints of the containers? Many older players who bought them exclusively for their rarity are disappointed that they were betrayed like this....thanks! :)
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Story [Issue 70] Murder at the Dusseldorf - Part I
r_I_already_won0 replied to Flexoo in Newspaper Archive
The Murder of Roger Ackroyd, yes, it was a stunning book the way she pulled it off. But for most to use it (or the other "it was all a dream" trope that makes me sick to my stomach) means that they do not have as strong a story to begin with. It's a cheap trick for enhancing the "shock" factor at the end, and it's quite difficult to get away with. (There are exceptions- C.S. Lewis' The Great Divorce uses this, but does not push it as a big part of the plot, so it is pardonable.) Doing things because a master did them is not a valid statement. It's how you do it. That's why elves are so overused in fantasy literature even though the original is one of the greatest books of the 20th century I liked the way you did the names of the characters Flexoo. :) -
Well there's nothing that says the number of turrets and hulls have to be the same. Tanki could have 130 different turrets and 3 different hulls. It's actually a pretty coincidence that they are so near in number to each other. The reason for this is that hulls only effectively vary in stability, speed, and armor. Turrets vary in range, damage over range, projectile speed, effect on the enemy hull, accuracy, penetration, impact force, etc. A turret is simply any way of transferring damage to an enemy- it can be as creative as you like. Whereas hulls operate on constraints- they have to be able to work along a "line" with other hulls and operate different turrets on them. Going crazy with hulls results a confusing tangle of combinations for players, and the only feasible way to do this is along "abilities" as there's simply not enough you can alter with a hull. Shape doesn't come into play like it does for WoT. That being said, I do support your idea of more hulls. Not hover hulls, or spider hulls, or invisible ones. Just the in-betweeners. Not only that, but options and choices for "abilities" to equip on each hull that affect the turret. New hulls could be: An AFV with high stability and high speed, but extremely low health. A light tank with the stability and acceleration of hornet but the speed of wasp. However, all guns it carries get a small nerf in damage and impact force. Or perhaps it could "shift" any damage it takes to the turret, and affect the turret negatively. A medium tank with the chance of "bouncing" shots. In others words, there is a small chance your railgun may do 0 damage. A heavy tank that turns its turret much slower but can deploy gas. A main battle tank (like Hunter or Viking) but it has a set amount it can travel after each spawn point, like fuel, and a set amount of ammunition as well. Balanced by an increase in auto-aim. Variety, variety, variety.
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