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Everything posted by wolverine848
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We might get balance (Tanki X has MMS but it is anything but balanced) But then you probably won't be able to choose your map. Equip Titan-Freeze? End up in Kunger - now you have to visit garage immediately and then cant do so for 5 min.
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Yeah, the high impact ammunition can surprise light hulls on maps like Bridges - especially when they come up the ramps on Speed Boost.
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Here's what I might see in CTF regular battles on a given night Silence x2 Barda x3 Alexandrovich x2 bridges X2 Osa x2 Serpuhov x 2 Highland x2 Kunger x 2 Brest Tribute Polygon So out of 20 battles I see 11 diff maps. make it so we see closer to 16-17 diff maps to choose from There's no reason for 3 x Barda. The "random" map generator should not repeat a map that is already in play so readily - it should weight them down significantly. How come I never see Magistral? Skylark? Deathtrack? Esplanade?
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I think you are missing the point. In TEAM battles, faction paints are irrelevant. The only colors that matter are Blue & Red.
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I know right - you still need to play the battle you joined. RU defender sees RU enemy running with flag - no choice but to try to destroy it. Else it's sabotage. (and people complain about faction mults... :wacko: ) If you don't like killing your own Faction then play only DM - at least in DM you can cherry-pick who you want to kill and are not hurting a team.
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It's a computer game - not a professional league. Of course there's lots of kids playing. But I agree the rank brackets are too wide - have been beating that drum for a while.
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Multiple errors in every single battle tonight. What the heck is going on??? :o
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This will only work in maps dedicated to WAR participants. If you change your behavior in a battle (like not killing flag carrier wearing your paint) then you are sabotaging your team in that battle. Just play the battles as you normally would - if your k/d under those conditions is decent, the wearing of paints will not make a difference.
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2. During a CTF battle, and you see enemy running away with your flag - wearing your factions colors. You going to shoot? Or look the other way? 3. Will have even fewer players playing due to the higher vote threshold 4. Bigger disadvantage to lower and mid-ranks. 5k-10k for legend? Not so much. For W01? Huge cost. = less players playing. This WAR is still being played within the confines of Tanki Battles. It is not completely separate (like entering dedicated maps just for WAR). The wearing of Faction paints should not be changing your behavior during the battles.
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Played with my alt in a ~ lieutenant ranked CTF battle last night in Solimansk. Tank on our team with all m0 in garage. Did nothing all battle ended with score of zero. Somehow remained in the battle until it ended and even started next battle. Hmmmm.... maybe a mult? Just maybe...
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This is what I have been saying... my M3 viking at 17/20 still gets killed by Freezes - especially if they come in from flank. My m1.5 freeze is till doing well at mid-ranks - finished a CTF battle on massacre with 17 kills / 15 deaths - at that's with me doing a flag-cap mission.
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Sure - for about... 5 minutes. ;)
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Bet they still haven't introduced magnum / shaft / rail module - you know a long-range module that makes perfect sense? Oddly enough the one I equip most nowadays... Magnum / Isida / Ricco
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This is true... any RU vs RU kill brings their k/d closer and closer to 1:1... and i doubt they can avoid it with so many players.
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Rail & Thunder have the most - and I don't think it's even close... On second reading you mean most modules available in Garage? Could be true. What I meant was out there in the battlefield - Thunder and Rail see way more modules equipped in battles. There do not seem to be same amount of Freeze modules equipped - largely because the turret is rarer.
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What does catching golds have to do with anything? Many players can't turn their turret and just mult until gold drops. Catching golds is not proof of skill. Just like k/d is mostly a meaningless stat that is pumped up by campers.
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It would take a lot of mults to affect the RU score. That means a lot of enemies are making the 200 kills to vote, then keeping their tanks in your battles during battle phase. Seems easier to believe the RU players are just currently not as effective versus the possibility that so many enemies are voting then multing... I mean this is the reason for the 200 kills right?
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It works both ways. With much fewer tanks PL... - can easily drop their K/D with a few bad players - the effect of these few bad players is disproportionate And of course you are going to lose when enemy kills at that rate - 4 kills per tank. They are being more efficient than you and deserve to win.
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They've been too wide for some time now. Fewer closer battles are way better than many lopsided battles. When looking at battle list to play, most CTF are quite lopsided. Of course rank-spread is not the only reason for the imbalance - but - it definitely contributes. Example - Legend - there's no cap on it - can be legend1 to legend 50+ Huge disparity between legend 40 and Generalissimo. legends should just be playing with Legends - there's enough of them to form proper battles.
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When teams are dominating and spawn-killing, at end of battle I often see at least one person typing into chat "easy" or "Ez" as an extra poke. May not be connected but... ya never know
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So... what's happening with Vulcan premature overheat? I'm thinking about buying M2 - but - hesitant to give myself a handicap. Are Devs fixing that or what?
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Typically smky works best with Hunter/Viking or Titan. Get the Atlas Kit with Titan - that will give you one of each light/medium/heavy. If you short on funds then smky can work with hornet if you like capping (CTF or CP). Not great for slugging it out though - smky requires a few hits to kill, and hornet won't last long that way. Smky and Dictator suited for Defense or mid-field positioning - similar to Viking, but not a flexible as it is slower.
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many, many unbalanced battles recently. When you look at battles and see score 5-0, 6-1, 9-2... who would join those battles? Battles need to end sooner when they are too unbalanced - a couple reasons for this.. - losing team not a punching bag for long - ending it is a mercy - they can collect a few crystals and decide to stay of find diff battle. - winning team will actually disperse - which is what is really needed. If the battles keep ending early, no reason for all of them to stay fresh tanks on both sides means there's a chance of equal battle. The programming for battle-end timer needs a tweak. Having it kick in only when 2-1 odds does not work. 9 vs 5 is still terrible - yet the battle won't end. And I've seen it go 9 vs 4 with score of 6-0... timer would kick in to mercifully end it - BUT - some noob joins the losing team. That new tank does not make a difference - often ends battle with score of ZERO. So the winning team can run up it's score for more crystals.
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You want a combination of both. Getting 500 kills might be good - but not if you have 1000 deaths to go along with it. Getting 5 kills and 1 death - ratio obviously way better but - it does not count for much, The scoring will be weighted = total kills / total deaths. So a 5-in-1 is mostly a drop in the bucket when lumped with the rest of your faction. I would think campers can get a decent amount of kills with relatively few deaths. DM - unless you have OP equipment for your rank it will likely be closer to 1/1. So if you are good at camping that might be the way to go - but you will want battles that are mostly full.
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