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Everything posted by wolverine848
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Upgrade levels on the actual turrets/hulls? Those levels don't affect game-play so they are irrelevant. A novice in TX would get destroyed by a "veteran" or buyer with high-level modules. They are the equivalent having TO OverDrive over and over again throughout the battle. And even novice buyers can get Tier-3 modules and upgrade them. Drugging in TO is NOT p2w. You get enough supplies as rewards from different sources to complete your missions and have plenty left over. Maybe hard-core players who attempted to reach last step of "Challenge" start to run short - but that is playing 4-5 hrs every day. Neither of my accounts has spent real $ and I have way more supplies than I can use. the only supply that might fit your narrative is batteries - mostly because Devs have over-priced them. And the Seasons you mention - don't forget to add that casual players can not progress - because at end of every season you lose points are can easily be set back to a lower "League".
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What positive things do you want to see in Tanki Online?
wolverine848 replied to KariWolves2 in Archive
I remember that convo and a Mod confirmed it was 1 battery per minute. Maybe there have been some newer drones introduced that somehow devour more - but that was not the case back then. Need a source that confirms > 1 battery / minute usage. -
Mostly agree. Modules though... quit a few "OP" turrets now - you know - the "flavours-of-the-month". You might get by with 2-4 modules early in the ranks, but by mid-ranks you need to keep adding them whenever you can (on sale of course) - especially at m2 and beyond. Having multiple items in your garage that need MUs can save you a LOT of crystals if you upgrade each one (only once) whenever there is a sale. And the turrets now with Incendiary alterations... complicating it even more - needing two different protections for 1 turrets. IMO, introducing that was a mistake.
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Depends on the map and mode. You won't need to equip Ricco module on highways very often - mostly due to the range nerf. For DM... Fire (ALWAYS fire) / Twins / Hammer (for those nasty Duplets) CTF... "prodigi" is default. Swap out Shaft for Vulcan if they are present with that OP alt. Ricco does not really have any OP alts, and the MFS alt not nearly as useful now. Many turrets have very good alts. Not Ricco.
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Yup. TX progression is too random. Upgrading via containers/blue-prints is terrible - since you have to rely on luck to get what you want. Only buyers can really upgrade as they like - just buy $ more containers that have blueprints. Had an account when TX first came out. Have not played it for 6 months.
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Making it even more OP. Once targets are hit by Vulcan's burning damage they don't last long. The fact that Vulcan with this alt delivers two types of damage adds fuel to the fire (pun intended).
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None... at all? One account has seen that 2x. Other account is on it's 3rd iteration of that stupid mission. :angry:
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Urgent nerf? :lol: That's pretty funny. Already had a big nerf recently. Well, if you can't dodge Ricco balls at "long" range you're in a static pillbox. Even with MFS you can still see them coming. And with the recent range nerf, there is now no "long" range. So the alteration is not nearly as useful as say... any of the Incendiary alts. Hey - when they gonna add that to Ricco?
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So more missions where my Colonel account needs top-3 on winners team. Since there's a 50% chance you automatically fail because your team loses I try DM, First battle I get from Match-Maker is already half over. Not much of a chance finishing top-3. Next battle I'm lowest rank fighting Generals, F. Marchalls and Commanders. Finish fourth. 3rd battle I'm once again lowest rank - and this time there's Gismos as well. Finish 5th. [add a fourth battle where again - am lowest rank - finish ... FOURTH] The missions are bad - but the rank brackets are beyond stupid with how wide they are.
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You get enough supplies from the rewards - missions , regular containers and weekly containers. If you are running out of supplies you are either using too many, or playing too much. Complete your missions and if you still want to play - go Pro-Battles no supplies. I checked your profile - you have used 50k more supplies than this L3 account. You need to cut back on your usage.
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Speaking of top-3.... have 1 more "daily" one to finish. Of course MM puts me in a DM with 4 minutes left. Frank that.
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What positive things do you want to see in Tanki Online?
wolverine848 replied to KariWolves2 in Archive
While I agree that missions do not reward enough batteries - due to over-value (cuz Buyers) - the usage is not even close to 20 per battle. Drones use 1 battery per minute and battles are now... 7 minutes long. So if you have your drone equipped before battle starts, the maximum # batteries you can use is... 7. -
Carried over. If you completed 10 last week you now only have to complete 5.
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As opposed to Twins, Magnum or Firebird?
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Anyone else getting into battles where your team just instantly loses?
wolverine848 replied to DeathIsImminent in Archive
It should definitely be more transparent if a group is in the battle. Some kind of tag - like clans have. -
category Ideas for Supplies and Drones!
wolverine848 replied to Ilia.ArchangeI in Ideas and Suggestions
Are we allowed to "not like" your idea? Dictator OD already does exactly what you describe. And why is it so hard to hit SB shortly after one of the other two supplies? Cooldown to use SB is quite short.- 2,764 replies
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Top player on Red team almost equaled your score - despite the huge differential in the Team score. Scoring (in MM - not ProBattles) was changed to reward individual performance in order to encourage players to finish battles. That Red player deserved a good reward. Doctor1956 on Blue still received more funds than staspel on Red, even though stapel had a higher score. Winners get a higher % of funds - but not that much higher.
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I was just referencing the "Finish Battles" mission. Whether you try or not, expend supplies or not, you complete the mission so long as you were there when the battles ended. Even 2 minutes due to MM. The Top-3-Winning-Team missions are another matter. They are waaaaay to difficult. Average of 60 battles to get that done 15 times.
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Anyone else getting into battles where your team just instantly loses?
wolverine848 replied to DeathIsImminent in Archive
Mods keep trying to deny this - but I really don't believe them. If a groups clicks battle and another group is not available they will start the battle versus singles. No way they make them wait 3-5 minutes. -
Sledgehammer. Incendiary. They need to do something about Incendiary as it raises damage on Vulcan and Smoky (with no drawback on smoky) and you need 2 different modules to protect yourself against 1 turret. Smoky alt should have either a range nerf or damage nerf - Vulcan comes with 10% damage nerf.
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Don't punish yourself by opening when you just have 1. Save them up and open 8-10 at once. Less depressing that way.
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With 7 minute battles they need to re-think the OverDrive use missions. 10 daily can be a chore since you will be lucky to get 2 ODs in one battle...
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Wish they'd just give us an alt with salvo-light - Faster lock-on for 2 missiles. or call it "Neo-Hunter". Hunter is ok for fast battles, but is kind of weak since you can never have a large volley. 2 missiles would be a decent compromise.
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You don't really have to put any effort into that. Time - yes. Effort? Up to you how much... But they can be a pain when you get 3 different ones on same server-reset.
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Why am I not surprised by this... But that still does not explain how WO1 might have it.
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