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Everything posted by wolverine848
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Show me the math and maybe I'll believe you. Ah... extended drum has 5 shots max and then a long reload. Forgot about that. I was mistaken and you were correct. So Hammer is really an outlier. Other turrets like freeze/Fire/isida and Ricco affected somewhat as well, but not as badly as Hammer. All turrets with a "regular" reload just double the shots/time.
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Turret balance, MM Sandbox, Smoky XT and new paints
wolverine848 replied to r_Nives5 in News Archive
Would prefer 4 protections at 35% maximum. 50% is too high and 3 too few with more turrets added over the years. -
MFS increases the range and the speed of the balls. IMO the impact is more as the balls arrive at target faster and closer together
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since you can't do a partial shot it takes Hammer 3 shots to kill a Viking at M3. With DA it takes 6 shots. You can't use time to measure time-to-kill with weapons that have defined shots. You need to work out how many shots it takes, then measure how long it takes turrets to do those shots.
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Turret balance, MM Sandbox, Smoky XT and new paints
wolverine848 replied to r_Nives5 in News Archive
So I guess you are advocating removal of twins since it requires NO SKILL AT ALL. I don't consider placement of brick a skill. And why is afterburn skilled? Hold spacebar for a couple seconds then run away as the target burns. That is skill? :rolleyes: Almost all turrets (except for Vulcan and smoky) have some significant advantage in one way or another. Do you like being one-shoted by shaft as you spawn? -
Wait - what? :o I have MFS equipped - permanently. And I can turn my turret and kill enemies at the other end of Serpuhov. Get bent. :P
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Still takes 2x as long for each turret to destroy the target... The energy pool turrets do have issues with heavy hulls that have modules, I'll grant you that.
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Yes - there's about a 30 second wait in the lobby while members load. During this time you can swap equipment. And once in the game it's a 30 second timer. 1) It absolutely can be designed to be faster than it currently is 2) You have correct equipment for the map & team as you start the battle 3) The 2nd 30-second timer can be adjusted or even eliminated altogether There's no reason a lobby in TO has to be even slower than it currently is. It takes close to 2 minutes to get in a battle with equipment correct for the map. Not sure why you think it will be slower.
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happens in the MM map.
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Nothing like racing an enemy for that RK - only to be stopped dead by an invisible rock. Then you are soon dead.
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There's more than one server, but only 1 lobby. So players from different servers (countries) get re-directed to fill a common battle. http://en.tankiforum.com/index.php?showtopic=364113&page=3 "Players won't be able to choose which server they play on at all. When you make a battle the algorithm will simply create the battle on a server of it's choice unseen to you."
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Sure there are certain instances where it does not help. But a lot of times the camera lets you "see" enemies hidden behind a wall that you really should not be able to see. Plus random shots by Magnum and you see numbers for your damage. Those numbers are just like "spotters", telling you your shots are close enough. Plus there's that flag carrier thing you did not comment on ;)
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You are already waiting - for many battles that can be ~ 1 min or more How is it wasting time if... 1) you know a battle will be imminent as the lobby is creating the battle 2) You do not waste time in battle visiting garage as you change equipment in lobby 3) The battles can start 5 vs 5 after a predetermined time .. remaining slots get filled in as battle starts 4) teams will start even, unlike now when it might appear to be even, but half the team still loading I have played Tanki-X - the "lobby" is one of the only good things about tanki-X
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More World Cup Paints - Bleccchhh :angry: But 30 days of premium (3 x 10) is not bad. :) And lots of batteries <_< - still no Drone though...
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IF that is the case... add this to list of Match-Maker faults. Starting a battle 8 vs 4 is not acceptable. MM needs a lobby where players wait for teams to fill (and can select appropriate combo for team and/or map)
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Players can still do this without a format. First - poster did not say it was already a format - was asking for it to become a format. Second - what does the posters request for a format have to do with private battles? Anyone can create a fire/wasp pro-battle and collect funds & score. Heck - they can do that with any combo - just set it to 1 vs 1.
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I know advocates like to say that... I just don't see memorizing an efficient order of pressing 2/3/4 as "requiring a lot more skill". But really, the learning curve for using supplies is much, much lower than the learning curve for maneuvering your tank and rotating turret in battle-action. Both require "skill" of a sort, but one requires more than the other - and I lean toward maneuvering as being the "more skilled" part.
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That's why it still has Striker. Smoky is for the medium range enemies. Quick-firing keeps the many enemies on their toes. Double-barrel makes sure it does significant damage. And if critical goes off... BAM!
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Not necessarily more skill. A different skill (learning curve really) maybe, but saying "more" is not accurate IMO. And some may be adept at timing supplies but still be weak at turning their turret. Once their supplies run out they just might be cannon fodder to the hot rodder who rarely uses supplies.
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I prefer no-supply battles, but even I have to admit the free supplies from daily missions, weekly chain + containers is pretty much all you need. How long you play each day? If you play 2+ hrs a day, yes, you might run short. But playing ~ 1 hr a day you should have enough. Unless you use an RK each and every time you get damaged (seen that before) Using supplies smartly and you can stretch them out quite far. But also depends on the "role" you play more often. Isida, or Flag Carrier you tend to use more supplies like RK.
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It's one server for all - you are playing on same serer the Russians are playing on. That's why in many battles you can't even "talk" to your team-mates.
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If a player is not adept (me) at Rail there's no point in playing this mode. Unless you take in freeze and just slaughter everyone else. Becoming the JUG is actually a handicap for me. JUG has 2 medium to long-range weapons. Replace Rails with 2 smokys and keep the striker. With better health JUG might actually get to use the salvos.
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Make everything do more damage! Add more splash damage! Jam 16 tanks into even smaller maps - Sandal - I'm looking at you! :blink: Spawn. Die. Spawn. Die. etc... etc... They seem to think everyone has the attention span of a 5-year-old.
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9:32? I've been placed in battles with < 2 min remaining. One battle ended before I finished spawning for the first time. They are probably using "average times" from peak playing numbers. it's not even in the ballpark for when I play.
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Turret balance, MM Sandbox, Smoky XT and new paints
wolverine848 replied to r_Nives5 in News Archive
There are very few MM maps that don't provide a lot of cover for enemy to approach base. Massacre stands out, but even highways, if you get past the first shaft-spawn-killing-ground, has lots of cover. Twins is the most efficient turret with double damage. Put it on a Titan and it can deal out a LOT of damage before the DD wears off or enemies finally manage to destroy it. Add DA (or OverDrive) and well... it is a wreckage machine. I agree on Vulcan - the current overheating makes it almost unusable unless an Isida is hanging out with it. On opposite side of twins, Vulcan is excellent on maps like Massacre, but terrible on maps with plenty of walls and buildings.
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