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GunslingerMongoose

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Everything posted by GunslingerMongoose

  1. GunslingerMongoose

    Ideas for Turrets!

    Wait wait for which? That's a really vague comment. I say if you exclude melee because via technicality you still need to lead a beam of melee juices into a target to hit said target. This technically make melee turrets a hybrid hitscan/non-hitscan thingy.
  2. GunslingerMongoose

    How many crystals do you have?

    No, I've hit 0 before I has no proof tho ;~;
  3. GunslingerMongoose

    Rise of the Abandoned : Part Three

    Ahh that makes more sense. But mine was plausible too. Also, by that technicality isn't TX just TO2.0 with beefed up graphics???
  4. GunslingerMongoose

    Rise of the Abandoned : Part Three

    Actually their weakness is low frame rate and bad rendering xD That's actually why the 2.0 project was abandoned in the first place I think. The devs had found the limits of the engine and 2.0 was scraped because it had too many technical issues to count and fix.
  5. GunslingerMongoose

    Personal Analysis: Light Hulls

    Tyvm, and I'll remember the details part for the future. With the reception on this one being positive, I'll continue the little mini-series next with medium hulls, so you'll have that to look forward to. It'll likely be more of a text wall though. It may just rival GoldRock's text-wall powers ;)
  6. GunslingerMongoose

    Personal Analysis: Light Hulls

    I agree about how awesome Hornet is. Despite the drawbacks in control and the center mounted turret, it just ends up being much more useful than Wasp in most situations. Also, ty :blush: Not quite sure what that means but Imma take it as a compliment so thanks :)
  7. Cheeki breeki M60, m8, assuming that's you. Also, very good score for a Tier X medium against high tier heavy spam lmao.
  8. GunslingerMongoose

    Ideas for Turrets!

    Well, we have 4 non-hitscan weapons in game, if you exclude melee turrets. I feel another non-hitscan weap would be interesting but there are so few ways to implement unique non hitscan weaps.
  9. GunslingerMongoose

    Ideas for Hulls and Overdrives!

    Ohhh. Yeah the M3 Lee wasn't even very effective, according to what wikipedia. It had severe issues involving how the gun was mounted within the hull, preventing it from using hull-down positions, and the 37mm gun was only effective against thin skinned Panzers and infantry. The 75mm was the star of the tank but again, it had issues. But, when it comes to APC's, I think one can safely assume that the BMPT was designed with at least light anti-armor in mind. I mean, guided AT rockets and dual high velocity 30mm ACs? If it doesn't kill tanks, it definitely kills enemy APC's.
  10. GunslingerMongoose

    Ideas for Hulls and Overdrives!

    Uh...? M3 Lee? APC? What whacky universe have I entered lol. I know the M3 Lee as a medium from WoT that has a 37mm pea shooter that you can't even use and a highly effective 75mm gun...
  11. GunslingerMongoose

    How to Deal with Campers!

    I kinda wanna say you forgot a sub-type of Shaft campers: Me lmao I have a very special mindset when camping using Shaft. While I do focus primarily on frags, I focus on a special kind of frag tactic: I frag high-ranked, better equipped targets and lodged in enemy campers. When you see me on your team, you can count on me attempting to dislodge enemy snipers (Sometimes even an enemy Magnum) and making sure that if I don't kill an M2 target, he'll be heavily wounded and limping on 5-10% HP until someone finishes him off.
  12. GunslingerMongoose

    [Guide] How to play in Sandbox like a pro!

    Cut him a little slack, he's only a WO3. He doesn't even have access to M2 Rail/Hornet, and the Tornado kit unlocks at WO5/3rdLnt iirc. Besides, an XP/BP and even AP guide would be better reading when written by a high ranked player, like Brigadier and higher.
  13. GunslingerMongoose

    Personal Analysis: Light Hulls

    Personal Analysis: Light Hulls Many an argument has been raised within the community when it comes to the light hulls in Tanki Online. Which is better? What situation should you use each hull in? I’m here to clear up different opinions and add my personal opinions on the matter. So, sit back and enjoy. I feel that I should add a warning before I start however. What I write is highly opinionated. It shouldn’t be taken as fact and shouldn’t be used as an end-all-be-all light hull bible. Wasp The fastest and most mobile hull in the game. It can serve many purposes in a match, be it capturing a Control Point or capturing a flag like a madman. So what makes Wasp popular for many players? Well, to start, it’s the first hull you can purchase when starting the game. Costing a measly 100 crystals at Recruit, it opens many possibilities for players to discover a speed-centric playstyle. Wasp can also pair with almost any turret in the game effectively, with the exception of Shaft and Magnum, for obvious reasons, mainly stability. So, on to the advantages of Wasp: Highest speed in game, best turning rate Low profile, slim body Large gap in hitbox between tracks, making hitting Wasp from the front at longer ranges difficult Rear mounted turret, allowing for peak-a-boom tactics What about disadvantages? Unstable design, easily flipped by high impact turrets such as Railgun and Hammer Lowest HP of all the hulls, tying with Hornet for stock M0 and M3+ (or M4 as it is also called) Cannot drift Hornet The second fastest hull, and almost equally as mobile as Wasp. Just as versatile as Wasp in a match, it can perform as many feats as Wasp, and some that Wasp cannot. Hornet is madly popular, and it always has been. However, Hornet unlocks at a much higher rank than Wasp does, 3 ranks up from Recruit. Costing 400 crystals, Hornet is quite a bit more costly than Wasp, but the 400 crystals are well spent if you can use Hornet to its full capabilities. Hornet looks and performs amazingly well with any turret, including Shaft and Magnum, due to the more stable design. Hornet’s turret is also located in the center, further improving stability while firing from the front or back. So now on to Hornet’s advantages. Second fastest hull, equally as mobile as Wasp Low profile, medium width of hull Higher stability Can drift easily The disadvantages? Drifting is difficult to control Center mounted turret makes peak-a-boom more high risk Lowest HP, tying with M0 and M3+ Wasp My Opinions I’ve always had a spot in my heart for both Hornet and Wasp. I love the aggressive playstyles they can offer to me, and I love the versatility of the two hulls. However, at the end of the day, I’ll generally take Hornet over Wasp. My reasons for such are that Hornet is easier to handle when it isn’t drifting wildly. However, drifting wildly creates a fun and challenging experience. Next is the drifting itself. Only one other hull in the game can drift at low modifications with a Speed Booster, and that’s Hunter. This makes Hornet a preferable hull to Wasp for me because it also creates another way to evade attacks, and it makes brawling fun. Then there’s the HP. While both Hornet and Wasp have nearly identical HP, Hornet M1 has more HP than Wasp M1. Wasp only overtakes Hornet on HP at M2, and not by a terribly large amount. I feel in the end the more HP, no matter how little, is still better. In the end, I personally feel that Hornet is better, however for new players who are curious which hull to choose for light hulls, Wasp is a cheaper option because it allows new players to play test the aggressive playstyle of light hulls. If you happen to like Wasp, you should go for Hornet next. In the end, however, this is still just my opinion and shouldn't be the end-all-be-all as I said above. Just a personal side note, this is my first time trying amateur writing, so be as brutally honest as you feel you need to be. I'll take all suggestions and comments seriously, and I'll try to implement any advice I get as well.
  14. GunslingerMongoose

    Ideas for Hulls and Overdrives!

    Two main armament cannons on an MBT isn't yet possible, however a main armament that can use multiple and various shell types has been, and they are still in use today. For example, take the experimental MBT-70, a joint USA-German project. It shared designs features of what were going to be the M1A1 Abrams MBT and the Leopard Mk2 MBT, for each country respectively. The biggest stand out feature of the MBT-70 was the gun, an experimental 152mm Gun Launcher, which could fire typical APFSDS shells, HEATFSDS shells, and a special guided anti-tank rocket. If we had a turret in Tanki that offered the ability to swap between various shells, we would have much larger variety in gameplay and playstyle. EDIT: I just remembered there are quite a few APCs to date that carry 2-4 low caliber autocannons, 20-30mm standard, I believe there was a design with a dual 45mm. Best example I find was the Russian BMPT "Terminator" Heavy IFV.
  15. GunslingerMongoose

    Ideas for Supplies and Drones!

    I agree that this needs to happen but TO won't implement it. The only reason why is that people except for buyers who wanna be drug-hogs would be the only ones buying passes. As a result, this lowers income for TO, which makes this a non-TO friendly idea which means it won't be implemented.
  16. GunslingerMongoose

    Ideas for Augments!

    Joke or not that ApocCharger would be trollish asf xD 10sec charge team to be able to deal up to 10,000 dmg? Hell to the fcking yes XD
  17. GunslingerMongoose

    Ideas for Turrets!

    Star Wars blasters fire super condensed, super heated bolts of plasma. They do actually have a physical impact on targets due to the plasma being incredibly dense.
  18. GunslingerMongoose

    Ideas for Augments!

    Ahh. HEAT shells also weigh a bit more (hence reload reduction) but the turret reduction, I agree is pretty useless. As for the reduced impact, if I may point towards the difference between APDSFS and shells like APBCHE (For plebs, 1st is Armour-Piercing Discarding Sabot Fin-Stabilized, the 2nd is Armour-Piercing Ballistic Capped High Explosive {Think of an AP shell with a flat penetrator with an explosive charge in the warhead}). APDSFS is known to be ultra-high velocity with minimal impact effect against vehicles, due to the shell flying so fast that it cuts through the armour rather than shattering it, which is what APBCHE does. APBCHE shells are much slower but heavier, which gives them a much more powerful impact. So reduced impact is logical. :D
  19. GunslingerMongoose

    Ideas for Augments!

    Yes but for those who purchase the alteration that use it OUTSIDE XP/BP/AP would find it highly disorienting when switching between standard play and XP/BP/AP play
  20. GunslingerMongoose

    Ideas for Turrets!

    It would make Hornet's soon-to-be overdrive somewhat redundant. :p
  21. GunslingerMongoose

    Unified Battle List and Chat channels

    It's an emergency patch. Also, your argument about how long it took you to get kills with M4s is invalid because half the match you played in was filled with 25-50% Thunder protection modules. Maybe if you had bothered changing to a different turret you would have performed significantly better... Smh and that kind of mistake from a semi-pro player? It makes me lose my faith in humanity.
  22. GunslingerMongoose

    Unified Battle List and Chat channels

    Emergency Patch, yea? I sure as hell hope so, Nives. It's irksome having to wait 30-40 seconds of precious time in a battle just to swap equipment.
  23. GunslingerMongoose

    Unified Battle List and Chat channels

    THis is literally impossible. You can never anticipate the effects of an update on a live server under a live server load. Only what you get in the test server. And even then, anticipating EVERY SINGLE BUG is impossible in itself. If Tanki did somehow manage to get a lot of bugs, one or two would always slip through. That's just how programming a game running on a 10 year old platform works.
  24. GunslingerMongoose

    Unified Battle List and Chat channels

    The responses I'm about to show you come from when Cedric was still CM, and many other situations, proving you wrong as to the fact that Tanki "doesn't listen". Yes, we're trying our best to pinpoint the things that are causing lags and glitches. The thing is that it's not just one thing that causes lag; it's a million and one things. So we're basically going through these things systematically. The first such step was the thing with transparencies. And there's more coming. This post was made when an update was released to make the Drop Zones for supplies in a battle visible from anywhere on the map. It turns out that this was the cause of a severe issue that caused thousands of players to experience fatal errors and crashes. After they released the update, I asked the above question, and the white text response was Cedric's prompt reply. http://en.tankiforum.com/index.php?showtopic=275523&hl=+bug%20and%20glitches%20report&page=1 There's also this topic. You can't go 1 page without seeing at least 3 moderator responses, all of them providing advice to the players and assuring them that their issues had been collected and given to the devs. And given to the devs it has been. Many minor glitches that were once in the game have been removed over the course of the year.
  25. GunslingerMongoose

    Ideas for Augments!

    An interesting idea, and one that would be tremendously appreciated. However, take into mind that the charge up time for Railgun is 1sec iirc. This means the charge time would be .5 seconds. This would be a MASSIVE difference to XP/BP/AP (DR in russian, as it would be if TO took the time to rewrite it) mains and players who are proficient with Railgun. Imo this alteration would actually not be purchased by many due to the enormous difference it creates in playstyle. I myself would greatly love this but it would screw with my rhythm with Railgun too much to be usable. Still, hats off to you for coming up with this idea.
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