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Everything posted by wolverine848
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Post here your issues with lags and server instability
wolverine848 replied to theFiringHand in Archive
Another wasted night of playing. :angry: Takes almost 2 minutes to load a battle that MM has selected. Ping rises to 900 I keep getting the no-damage glitch. Holy Frank! What have you done to this game? :o -------------------------- Total futility trying to play a battle. Leaving game early for 2nd night in a row. And it's not me tanki - it's YOU -
Maybe you are too close to the ramp for a good launch angle. farther back it should not be an issue unless target backs up out of sight. As soon as you have lock, accelerate your hull to drive your "aim" upward as the missile launches. This will give a bit of vertical travel before it starts homing.
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The order of battles on list should go by map name - not how much time is left. And the name of map should be displayed in the english-version of the system name. It is very difficult to find a map we want to play on - which is a big part of why we go to Pro-Battles in first place.
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Wouldn't AP rounds have less impact? They punch through with ease... meaning the target does not absorb as much of the momentum/energy. Unlike a shotgun. I keep seeing suggested alterations for campers that want to do ridiculous amounts of damage. There's a fixation for getting one-shot-kills on everyone. This is too OP.
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You are probably correct. Some solutions to that... 1) relegate RGBY, ASSLT and JUG to pro-battles. They are not core and just dilute the # players per mode 2) Play with < 8 tanks per side. I'd rather play 6 vs 6 with total rank-spread of 4-5 than 8 vs 8 if those last 4 tanks mean rank-spread = 8+ 3) Reduce rank-spread and accept that waiting time might be longer. I'd rather have any of the above 3 to have quality battles. getting into low-quality battles quickly is a terrible solution.
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Thought they last until they either 1) explode or 2 ) the layer dies. Mortar (magnum alteration) mines last 20-30 seconds...
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BINGO! They keep making changes to attract Mobile users - since... they are "the wave of the future"? Or some crap like that...
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I've never joined a group and my alt was still getting placed in battles with players many ranks above me. Kinda makes completing some of those missions impossible. As has been said over-and-over again - the rank-spread in MM is way too large. It borders on stupidity.
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Post here your issues with lags and server instability
wolverine848 replied to theFiringHand in Archive
Battles are all but unplayable tonight. Two accounts - did two missions each and am giving up now. BRUTAL. -
Post here your issues with lags and server instability
wolverine848 replied to theFiringHand in Archive
Anyone else have a LOT of problems (fail to load, fail to respawn, fail to do damage) after server restart? -
Hmmm... my alt was in a game almost exactly like that recently... same map... same campers. it's just stupid. I blame the Challenge/Stars for this mess.
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Where does the 1.5 multiplier come from? So the module is somehow tied to the turret? Makes no sense - there's really no reason the tungsten works better when module not paired with Thunder. Also... how much would this cost? You want to negate a 250K module (plus upgrades) with a ~ 100k alteration? In the end though - this is another idea to give long-range turrets advantage. Hard-pass.
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Valid Showing player's efficiency in the experience bar
wolverine848 replied to Ghost_Animators in Ideas and Suggestions
I wonder how many ppl who started playing after 2014 never visited GAs channel... and never did the poll... -
Why not just equip Twins protection so that... if there's a Twins enemy you are protected from those shots as well as your own splash damage? Once you are at a certain rank you pretty much have ALL modules anyway...
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And you had the nerve to accuse me of making up stuff. :D :D :lol: :lol:
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And you had the nerve to accuse me of making up stuff. :D :lol: :lol: :lol:
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What about them? It's a team game (unless your in DM). If half the players won't be getting stars the system will fold. Players wont care. Should this just be about the top 3% of players in the game?
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So threshold would be score of 100 in a 7-minute battle? :huh: (currently it is 70)
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what was so great about tanki in 2011? why is their a cult of players who want to bring it back
wolverine848 replied to NatchGa in Archive
devs need to fix the many issues with match-maker before introducing new concepts that will just make it more complicated and unbalanced. Until they do that - many players (including new ones) will "hate on this version". -
Still not understanding how this works... If you have this "alt" and target has Grizzly module you bypass the module? But if target has Grizzly module AND Thunder equipped you don't bypass the module? Where did you get your numbers 440 & 1320 from? Also - the "no self-damage" & "No Splash" is already an alteration - so that should be removed - don't want repetition... Who knows if THAT GUY will be happy or not...
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Prevent injury from backblast to whom in Tanki? And you had the nerve to accuse me of making up stuff. :D :lol: :lol: :lol:
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Agreed. The loss of 3 missiles should be punishment enough. Loss of missile speed goes too far.
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Whomever says there are no mults in MM is full of crap. Just finished a TDM battle where one of our tanks went 0-17. Inactive tanks dont stay long enough to go 0-17.
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I have it - and you hit way more often than with a standard single-shot. Problem is you can't use full salvo at all - so - it loses a lot of flexibility and over time does less damage. But it is decent for targeting fast moving light hulls.
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Since Hunter is way more stable than Viking - it allows smoky to land a lot more of its many shots. Viking only has speed advantage on larger maps where max speed comes into play. Hunter actually has better acceleration.
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