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Everything posted by wolverine848
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It's good if your team does well or you are near top of losing team. With XP you are almost guaranteed to complete mission no matter how your team fairs. Remains to be seen if tankers in middle of losing team will accumulate crystals or not. LOL. Just read patch notes... so ... you have to finish the battle to count the crystals? what is this... Tanki-X? If your team is getting ruined you have to sit there and take it in order to collect? HOLY CRAP! And... "Bonuses from Premium account and Beginner’s Pass count towards mission progress". But - they are not "finishing the battle". So how can it count?
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Well - both my critical percentage went down and my critical damage amount went down. Sounds like a nerf to me. :blink:
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what? It's regressive - going down for all levels below M4? :o
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Maybe cuz... everyone has an opinion and maybe does not agree? Feel free to express yours - or not.
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?? :blink:
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People buy Module Protection vs the Turrets they feel most threatened by. If many are already using Thunder protection, doesn't that indicate the Turret is potent, and probably doesn't need any buffs? And buffing a turret because a lot of people have protection is then devaluing the Protection Module they invested in - many, many crystals. Well, magnum is new (striker also) so that is case where people 1) haven't saved for module yet 2) waiting to see how it does (is it potent enough to warrant protection) 3) waiting to see if enough people use it (is it numerous enough to ...) or any combination of the three above. A really separate argument can be made on what the max protection should be... is 50% too much? maybe...
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Wait - the buff was due (at least in part) because of protection modules tankers might have equipped? So if one does not have it equipped in a small-med map then you could actually say this update makes it OP? Long range need to choose between Vulcan/Thunder/Shaft/Rail... give us 4-slot modules please.
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Isn't splash on Ricco an alteration?
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Absolutely. It's just funny the way Devs described the update... "To make twins less short-range and more medium-range". A lie. Anyone with crystals can make their Twins short-range. It's all about spending crystals, and once again buyers have a huge advantage.
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Not so sure the Mastery-Ranges will be that wide. Currently I'm battling in a 10-11 Mastery level. hard to believe it will be a 20-gap jump in 10 mastery levels. That would contradict the "match-making" Devs keep hinting at...
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valid Remove the K/D ratio from all profiles
wolverine848 replied to tankcalm in Ideas and Suggestions
Maybe in games where killing is the only measurement of success. In tanki there's two battle-modes where you can win the game without destroying a single tank. K/D= 0 Isidas also say hi. -
IF they follow same method, it depends on how they convert... They might take your equipment and give it some kind of Mastery & Upgrade at same level. M4 Turret? could end up with 50 mastery & 50 Upgrade = no advantage vs similar opponent. M3 Turret (no upgrades)? could end up with ~ 40 mastery & 40 Upgrade = no advantage as you would face opponents with 40/40... Your rank is independent of equipment, so that won't factor in. major difference is you can battle lower ranks on an even playing field if you have m0s or m1s in your garage. You wanna use your m0 vulcan that has been collecting dust in your garage? You can fight privates. :)
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My original comment was a response to Killer saying "The whole point of isida was to heal teammates, not to be an attacker" It needs to be both. Just healing? Boring, and very limited to what it can do. No team-mates = useless. Just attacking? The why bother... might as well use Freeze or Firebird. I favor a balance of attacking and healing. This is an arcade game with very little room to have a dedicated healer. Very few would buy that and use it regularly.
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My crystal ball, along with comments from many tankers suggest this to be the case. You don't have to believe me, but compared to when isida had 50% self-healing, there are fewer of them in most battles. Tankers were angry when Isida had self healing dropped to 10%, and even more so when lost it completely. Many use it since it's their only M3. As they gain more M3s it gets less use. So if Devs were to take away all attack ability and make it just an ambulance - I truly believe it will become a rarity on the battlefield. I don't see many people buying it in future if all it could do was heal. It would become a novelty turret. I like Isida - but would not use it if it could not defend itself. Your what isn't what?
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If isidas cpuld not attack, they would become extinct. I have an M3+ and use it fairly often. If they took away all attack ability I'd stop upgrading it and it would gather dust in my garage.
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Devs - why are the rank brackets so wide? "because high ranks want to play with their low-rank friends" is not a valid reason. They should create an alt lower account to do that or wait for their friends to rank up. There's a reason for rank brackets - it's called balance. make the rank-brackets smaller.
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Does not work. If people don't like that mode they will not play it, regardless of daily mission or not. Most people use the free switch on it unless there is a substantial (LOL) crystal reward. So in actuality there are very few TDM battles to choose from.
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Disagree. Every tank needs to be able to defend itself. It's a TANK BATTLE game, not a real-time strategy game. Go play StarCraft - they have dedicated healers. Would be very boring to just follow team-mates around and heal them.
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valid Battle doesn't end until the Gold box has been caught
wolverine848 replied to Captain.x in Ideas and Suggestions
Nah. Best part is when game ends 1 second before the box reaches the ground. Golds are a side-show. And... what if your team has winning score (and time expired) but then opponent team caps to tie or even win while gold is falling. <_< -
Golds, Modules and Equipment Giveaway plus X2 Funds
wolverine848 replied to theFiringHand in Contests Archive
The kills have to be made within a 24-hr span. So if you had 1.2k kills over 15+5+9 > 24 hrs. Maybe you made 1044 within first 24 hrs and the rest over the next 24 hrs? -
If you want experience fast - buy an Isida and use it to heal team-mates. Vulcan's on Titan/Mammoth are best because they keep damaging themselves while firing continuously. You want tanks that don't die in one shot - else you have no one to heal.
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I agree - partially. Isida needs to be able to heal and defend/attack - else it gets boring fast. But the change they made was quite drastic. Was just providing poster an example of a specific weapon that had been nerfed drastically.
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Wouldn't it be better to try to change the way some of those missions are implemented (or even remove them entirely) than to mess up many people who prefer Pro-Pass? It does not seem like lot of thinking went into the "fix" and the consequences it involved. The current battles really are complete one-sided fiascos. Not balanced at all. If Devs are going to "force" tankers into regular battles the following needs to be looked at... - Rank Ranges. Even Field Marshals struggle vs Legends as they could be anywhere from 2 ranks higher to 50+ ranks higher. - Supplies provide too much advantage to the one using. 100% bonus really is too much. 50% would be more reasonable. - Awarding of crystals. No incentive to join a side that is behind. Since there's very little reward for losing, people leave battle to look for a winning team to join. And so on...
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matchmaking in Tanki-X.. an outlook for Tanki-Online?
wolverine848 replied to BlackWasp777 in Archive
I have a Tanki-X account. Have been playing that some over past few months. Beautiful graphics. Mastery level and Modules are interesting. A few things though that I do not like. AT. ALL. - Camera is too close to the tank - does not allow nearly as good battle perspective. Tanki-online Camera way better. - Missions - all based on kills, and that ramps up with Mastery - making harder to do and... bad for CTF mode. Many just there for kills. - Tank movement. It is very odd - almost like 1920's jalopies the way they bounce around with bad springs. Do not "feel" like tanks. -
Does not seem worth it. A few (a bunch - whatever...) tankers were exploiting the system. I get it. However, that does not justify giving the shaft to a large population of gamers who were completing their missions in Pro-passes legitimately. Now we have to battle Legend 20s + with their 50% Protection Modules, infinite supply of drugs, and full garage. I'm sorry to say those battles, as lop-sided as they are, provide little to no entertainment value. Now we complete fewer missions, and claim fewer missions each day because of that. The PRo_Battle pass (which we pay for monthly) was a way to make it "fair". It no longer is "fair".
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