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Everything posted by wolverine848
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What makes you Mad in Tanki? Things you hate/like in the game?
wolverine848 replied to Ditzy-Dip in Archive
Yup - trying to communicate with team just gives you silence or a buch of gobble-dee-gook -
He was hoping for 3 stars - amirite?
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Correct. Needs to be relatively close to target(s). I know Diesel has a hate-on for Viking (with many good reasons) but the Viking overdrive activated with a smoky or Thunder will allow that tank to obliterate a Hunter long before it gets in range of the EMP. So Hunter could counter Fire/Freeze/isida Viking but... would be vulnerable to ranged vikings. Imagine how many mines a magnum with mortar alteration can lay when equipped on a Viking that just activated it's OD.
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It's right up there with Firebird. Not unusual to see 3-4 firebirds on one team. Especially on smaller maps like Sandal and Sandbox. (As an aside those maps are a joke with 8 vs 8 - just moshpits...)
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You are doubling the temp limit and tripling the heating rate while reducing energy by 50% and damage by 30%. On "paper" it appears to get a huge buff with a relatively smaller nerf. What is the net effect of this? Does it do more or less overall damage? How much faster does it do damage? Seems like it would allow a firebird to do way too much damage in a short burst and then run away. Would any tank survive a 2 or 3 second flaming? If the afterburn can kill almost any tank, does not really matter what damage nerf you give it - it will win out anyway.
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A good chance those players are going to visit the garage anyway - so might as well do it before the battle starts. And a good 25% (or more) of the battles start before all players are actually loaded. Have played many battles where it is 8 vs 5 to start. This "lobby" will help mitigate that issue.
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Actually no. MM was created to make it easier to get into battles, remove mults and have even teams in terms of numbers. One would hope that 8 vs 8 would result in fairly even battles... To get all that we give up A LOT, including map choices and decent-length battles. Unfortunately MM does not even do any of the things I listed above. So you were wrong and right. Wrong about what it is supposed to do. But right about the fact that MM does not do what it was intended for.
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WRONG. As soon as players realize their team won't win they will bail even faster. Especially if they get placed in an ongoing battle - since it is possible to get 0 stars.
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I agree. They've shortened the battles so much to accommodate players that really have no attention span.
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Nope. Winning team will just spawn-kill the tank that utilized it's overdrive - most likely on one other team-mate. (how many times u spawn next to 3-4 tanks?). So that OD was wasted. Unlike the spawn-killers which will be able to share with more. It's a loop that defending losing team can not overcome. OD has made some bad battles much worse. 90% of the time it's impossible for a come-back.
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What's going on with Isida scoring for healing? Just spent almost an entire battle healing team-mates, including an overheating Vulcan. Ended up bottom half of scores. You want us to heal or not? Might as well just equip DD and make kills since that seems only way to get Stars...
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See my post above yours. Used correctly that alteration is ridiculously OP.
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definitely more supplies being used. And definitely more players bailing on battles early when they realize they are on losing team. Even more battles will finish 8 vs 5 than before. And we get... 42 days of this? :blink:
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They do disappear. But since they last 30 seconds (or until stepped on) and Magnum can fire every 5-7 seconds? they can have ~ 4-7 mines mines going at all times. It is actually better for the Magnum to miss and plant a mine since most players don't have/equip Mine-modules and the mines do more damage than a direct Magnum hit. Now imagine running over these mines in a Pro-No-Supply-Battle :o
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Not really. Sure, DD & DA cancel out. But the difficulty in making kills goes up drastically the higher rank you are. At low ranks, the difference in equipment can be much greater. An m0 tank could be fighting a tank with fully upgraded smky m1. Increments of 23% + 30%. Way higher than say m2 vs m4 ... +9% + 13%. The tanks that have upgraded quickly make kills very easily on anyone a few ranks lower. The protection modules alone will make it much harder to kill at upper ranks. recruit to W01 you have no protections up to maybe 20%. Upper ranks 40% to 50%. This 30%-50% extra damage reduction makes a world of difference. Kills definitely are easier at lower ranks. Most K/Ds decrease as the player ranks up. That is hardly casual play. casual play would be about half that.
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Nothing gets players bailing early on battles like a Star-Week. ;)
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Yeah... seems I was doing it wrong. However, you'd need avg of 10 shots to be effective. You may not get 10 shots before you die. The alteration will mean you effectively do less damage. My only mention of range is where smoky criticals make most difference - beyond low damage where critical receives no loss. Not to suggest range was a factor at all in the alteration.
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That's a big IF. 16 players in MM battles. Only three can get 3 stars. MATH says it's gonna take >> 17 battles. <_<
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Are you sure it's chances cut in half x +50% damage and not +100% damage? original = .189 x 776.47 = 146.75 damage alteration (from above) = 0.0945 x 1164.705 = 110.06 That's a large cut in damage for using alteration. For a 1/10 chance to do more damage at extreme range? Not worth it at all.
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I wish it was Finish 5... I often get Finish 7. Two or three of them on same day. The first (floater) weekly mission also seems to take > 1 week = 2 weeks. [finish top-3 winner x15, score 10,000 or 500 kills] So average player might get 2 containers + 1/3 of weekly crystals week 1. Then on 2nd week 6 containers + 3/3 of weekly crystals. Over 2 weeks that's = 4/6 crystals + 8 containers ... that's a pay-cut versus the mission chain we spent 10 weeks to build up. And hard-core get 6/6 crystals + 12 containers + any funds earned in the extra battles they play. Between buyers and hard-core, it seems the casuals are getting brushed aside. TO wants those players to find something else to do? How is that good for Match-Maker?
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1) If the daily missions were actually doable on a daily basis, would not be a problem. But many are not - score 1500, (complete battles x 7) x3 Two days of missions like that and now you are looking at 2 weeks for "weekly mission 3", not to mention the floater that often takes > 1 week to complete. 2) Are you crazy? Pay 5000 crystals, then end up with 125 SB, a useless soccer paint, and a "rare" ammo-color for a turret I never plan on buying. Players would be losing funds, not gaining. At the very least... you should only have to pay for proportion of mission unfinished - 18/20 means you pay 10% of 5000 = 500 crystals, not 5000. If TO is trying to drive away the casual players - congrats - well on your way. I don't play last 2-4 days of the week because there's no point - my missions have not re-set.
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How many threads you gonna post this silly idea in? They are not removing triple modules. Your idea is a non-starter. And go play TDM in Pro-battles where you can have fun in sniper duels. Or equip your thunder module - you know - the one sitting in your garage. It's your choice not to equip it. It makes no sense. AT. ALL. Every non-shaft dead each time they re-spawn on highways. :lol: I guess Vulcan users would not be able to use fire-module. Good luck on the over-heating.
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I am saying you should always equip 3 protections. ALWAYS. To not equip 3 protections is just silly. So... the only way the firebird has a chance is to hope that shaft or Rail misses? Hoping you are fighting unskilled enemies is a fools errand. What is the firebird gonna do on Highways when it spawns? Dig into the ground? Of course with all those hours on long-range weapons you have a bias against mid and short-rangers who want to protect themselves. Sounds like you just want to have long-range duels. Go play TDM in Pro-battles.
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With the 10-week-chain you did not have to play every day to keep "top chain". You did not even have to claim a mission everyday.
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Except that many of the "weekly" missions take > 1 week to finish because many of the "daily" missions end up taking > 1 day to finish. (3 missions for 3 different modes can have you play 21 battles - in one day :blink: ) 1 week + 1 day to complete means that next mission won't load for 6 more days. They are then more like bi-weekly missions. Fix the (top-3 x15) floater and some of those silly "daily" missions (finish battle_mode x7, score 1500) and problem will not be as bad.
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