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r_I_already_won0

Tanker
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Everything posted by r_I_already_won0

  1. Another low-ranker complaining about Shaft. Not again. :rolleyes: Maybe they should buff M3/M4 Shaft and nerf the M0, though. Hmmmm....that sounds good. :wub:
  2. r_I_already_won0

    Let's Discuss Smoky!

    Well, you can't really predict the critical shot, and any tips on how to use the critical shot apply to all of Smoky. But impact force is a big player for SMoky. Against melee guns on light tanks, you want to back out of their range, but try to shoot at the corners of their tank. This will make them drive with a bit of their side showing. Hit that side on your next shot, and keep up it, and they will be driving a big curve. They'll either die, drug a DA and RK, or give up. Against Shaft, it's best to shoot as quick as you can, then get under cover. As soon as you think it's safe to come out, get as much shots as you can off. Against Railgun, try to hit them while they're warming up, but don't just wait. Against Thunder, try to close the range, or get off two hits to their every one by trading a shot, then peeking out before they are reloaded, then hiding until you are more reloaded again. Against Vulcan, hit-and-run should work, and against Twins and Ricochet, keep the distance and fire immediately after Rico shots leave the barrel to ensure that you hit. Against Hammer, count about 1.5-2 seconds after they shoot, which should ensure that not all their pellets hit. Against Striker, just avoid the volley by either circling them or using cover. Against other Smokies,it's best to be the one to shoot first, unless you are quite close. Always aim for the edges of the tank, but if you are finding it takes too long to aim, it's better to just make sure you hit. One missed shot can give the opponent the upper hand and you will not be able to gain it back. Also, the damage is pretty weak at far range, so as nice as it may seem, make sure to avoid camping far away from their spawn, etc.
  3. Actually, no. It would hurt the variety of drop zones. But here's another solution: the gold box appears in the sky and drops through the impeding props. So in Silence, if the drop zone was in the tunnels you would first see it in the sky over the blue base, and then it would descend through the map to the tunnel. The question is: Can it be done? IF NOT, here's another solution: Have TWO drop-zones. One on the actual place, and one on the prop over it. That way people would know at least where to look. P.S. I personally like those "insta-gold" drop zones. I love parking there and being the only one who sees it, and then I catch it before the other noobs realize what is going on. :P
  4. Most skilled Shafts do not wait around in scope mode with their laser somewhere. However, if they are covering a narrow open section, it's probably a Shaft, because a Striker would know they wouldn't have time to get the lock-on. It's quite easy to tell the difference from the way they move. If you can't, you must learn. ;)
  5. r_I_already_won0

    Fame! (Or: How To Fix Everything In Tanki)

    I don't think you're really supposed to make sense of all that. It's a game and you don't need to lose sleep over the possible history. :P
  6. r_I_already_won0

    Let's Discuss Shaft!

    "They" are noobs.
  7. r_I_already_won0

    Maintenance during server restart tomorrow

    Yes. So if you upgrade to M1 (essentially buying it) you ruin the purpose of the kits. I would just hold on until you can get Matrix, whatever. Good luck! :)
  8. Took the words right out of my mouth. Such a simple and just idea. Good job. :)
  9. r_I_already_won0

    Maintenance during server restart tomorrow

    The kit price is not affected.
  10. r_I_already_won0

    Maintenance during server restart tomorrow

    No, not worth it. I think it's great. On my first ever account I couldn't stop MU-ing my M0 titan because I didn't know how much it did relatively. Things like this to make the game-scale easier for new players are great! :)
  11. r_I_already_won0

    Tanki Online is on Steam

    Yes I think it's called Premium.
  12. r_I_already_won0

    Let's Discuss Freeze!

    Even for free it's not good, unless you plan on playing cramped maps with medium hulls all the time. For 100k? Just no.
  13. r_I_already_won0

    What to buy? Which is better?

    It is in no way worth 100k. That's pretty much all you need to know.
  14. Shafts are not noobs. People who kill during golds are not noobs. Buyers are not noobs, and neither are druggers necessarily. Everything else, people already know I guess..... But Welcome to the forum!
  15. r_I_already_won0

    Let's Discuss Vulcan!

    Well, we have two schools of thought, I guess, on what Vulcan "should" be. 1. A machine gun ( sweeping fire). This means low damage, low effective range, but an almost endless supply of fire and fast turning speed, with good auto-aim. 2. A machine gun, (concentrated heavy fire). This means high damage, higher-than-average range, average time before overheating, and gyroscopic effect. I guess they are trying to find a middle ground, and it's quite haphazard. Add to that the fact that there are only 3 effective alteration slots.
  16. Well I was interviewed but unfortunately (or fortunately!) I was late: Answer: My first impression was one of mild skepticism. I do not play Tanki X and therefore didn't have enough grounds to judge the technical effect it would have on gameplay, although I thought it would make supply usage more strategic and less wasteful. But I was happy that something was being done to address the issue. Answer 2: After playtesting, I found it to be a better system. However, it has its flaws. I also didn't get to play a lot during the experiment. One of the main problems seems to be that veteran players and veteran druggers simply don't know how to adapt to the new system within two days: the patterns, the strategy, etc. I think if people who regularly drug have more time to try it out and see what works best, instead of carrying habits over from the current system, it will be more efficient and enjoyable. Answer 3: I think there will be players who are pleased and those who are not pleased. However, it will encourage many to know that their feedback is being listened to and used to shape the direction the game moves in. Personally, that's what I'm the most pleased with: the response to player feedback, even if the actual change is not something I am crazy about. Good interviews Savage. :)
  17. Yeah, the hulls seem perfectly balanced to me. The problem is map diversity, or rather, the lack of it. Which leads us back to LAG.
  18. r_I_already_won0

    Let's Discuss Railgun!

    Too many little Railgun fanboys. I think it must be from the youtube videos. :lol:
  19. r_I_already_won0

    48hrs experiment with supplies this weekend

    Well actually this was one of the problems of the old system. DA and DD kind of cancel out, rendering them a black hole for crystals, and RK slows battle fund growth. But with this new system the drugging pattern is entirely up to you. It's much more fluid and that is one of the advantages. Pretty soon players will learn the best ways to match the cooldowns and combine them with battle drops.
  20. r_I_already_won0

    Tanki Online is on Steam

    It's great to see Tanki extending it's outreach and trying to at least make up for the trickle-loss of players. Well done. :)
  21. r_I_already_won0

    Fame! (Or: How To Fix Everything In Tanki)

    As I said to you before, ;) I would like to see this implemented only for DM tournaments when they return. The whole of Tanki is more military-based, like a war. Hence the sides, the ranks, etc. But DM tournaments are gladiator-based, which would fit perfectly. They need a separate rating for themselves as well. Now I know some of the biggest benefits would go out the window, especially the portion to reward players who stay with a losing side. But that can be done many ways. For that matter we could even bring in CTF tournaments like DM tournaments, for clans and such, using Fame as well. Also, Tanki is well-liked (by some) for its simplicity....and this is not exactly simplicity. However, it is a well thought-out and reasonable idea. :)
  22. r_I_already_won0

    48hrs experiment with supplies this weekend

    Well from my point of view this experiment is a direct result of players' feedback.
  23. r_I_already_won0

    Let's Discuss Supplies!

    Well, druggers camping remain druggers. :lol:
  24. r_I_already_won0

    48hrs experiment with supplies this weekend

    That nerf hit it pretty bad but have you seen the recent buff?
  25. It seems that the rating depends heavily on the number of opponents and score-increase per minute. Every time I do missions with other players my rating goes down. :P
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