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Posts
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Everything posted by wolverine848
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Why do you think they took away option to complete missions on Pro-Battles? They want us to use more supplies. That is only way to complete missions now. Use up more supplies than you gain as reward!
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But you don't mention the 10%. TEN PER-CENT!!! So does that mean for 70 kills my reward goes from 12 DA & 14 Speed .... all the way up to .... 13 DA & 15 Speed? WOW!
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wait - what? It's not 02:00 UTC yet.
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Seems like a nice, fair, even battle, no?
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What makes you Mad in Tanki? Things you hate/like in the game?
wolverine848 replied to Ditzy-Dip in Archive
And after tonight's "update"? -
Sad part is... with so many previous "updates" I think - wow - worst update ever. Then for the next one the Devs top it and get even worse. They are one-upping themselves at being terrible - each and every time. It's astounding.
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So mess up the game for all those who buy Pro-pass to stop a few who use loop-holes in system? Seriously - Devs couldn't think of a better way that wouldn't cheese-off a huge chunk of the player base? Admit it - this is another within-game tax. Devs force us to participate in non-pro-battles where we need to use up a bunch of supplies just to complete a daily mission. Why would we buy Pro-passes next month?
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Then there's the opposite. We end up spending more supplies to accomplish the mission in a drug-battle than we get as a reward for completing. Ridiculous. Many of us buy Pro-passes because we prefer to play without supplies. That includes completing missions. This ruins that. What's the point of a Pro-pass then?
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But - fewer speed-ups needed right? With fewer steps you may not need to resort to speedups so much.
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Bigger rank brackets.... They are already too big. Gizmo vs Colonel is already silly. Daily Missions - non-PRO only. Ridiculous. Do you even want us to use Pro-passes anymore?
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Sure - but - Shaft can do it from other side of map from cover. Firebird has to get close to do that...
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Why is that player a "noob"? battle does not pause during Gold drop. Team needs flags - cap-em. Why should that tanker care if you lost your 10% chance at 1000 crystals? And this one... why is it more obnoxious that player left game after battle ended. Isn't that when most people leave a battle? After it ends...
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Can someone setting up the battle actually turn off that timer - the one that starts when teams are too unbalanced? Seems I've been in some battles where over 2 min went by and no timer :wacko:
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Unless you buy crystals with $ you should not buy any more M2s. 3 + 3 should be enough (though Hunter-Dictator are kinda similar). Put some MUs into what u have (to keep them competitive as u rank) and start saving for M3s. (kits or otherwise).
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Won't be an issue by time u get to M3. Just buy the alteration which removes Splash. So it's nerf that can be corrected with crystals. And maybe people who are really, really careful with savings can afford the alt at earlier levels. Oh - and buyers - can just pay as soon as alt available - so they don't really suffer I guess. Who'd buy m0 twins nowadays?
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Last April... seems to be no equipment sales but... Fool Days celebrations have just hit Tanki Online, and they’re definitely no joke. For 3 full days, till 02:00 UTC on April 4th, you can enjoy discounts on micro-upgrades and speed-ups, as well as a bunch of surprises in the form of gold boxes. Here are the details: -Up to 100% off Micro-upgrades and 25% off Speed-ups -During the celebrations, the very first micro-upgrade step of any item will be at 100% off — that is, free. Every subsequent MU step will get 5% less discount. So step number 2 will be at 95% off, step number 3 at 90% off, and so on until you get to 20%, which is the minimum discount. Since I only had m2 stuff last year I wasn't too worried about cost of speed-ups. But... this year, if they do sale as above... it will be mighty expensive to get more than a couple MUs on each item if I'm already at 12 ( < 50% off) or more MUs
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If you like smoky M2 you will like M3 as well. Keep in mind the jump from M2-M3 for smoky is not huge - 18% on damage (after the recent M3 buffs) You probably want to stop MU-ing the m2 now, and start MU-ing the m3 soon after you get it, else the diff will seem even less.
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First of all, I don't hate Shaft - I save that emotion for Ricco and Freeze :angry: But I am not a fan of the one-shot-kill on Viking. - Though Shaft takes time to charge, that is irrelevant to the Viking receiving the hit. Most shafts are opportunists. The kill is the key, not number of shots. So a Shaft will sit in the bushes even for 30 sec doing nothing... then blam! Viking spawning dead. - Viking, though medium hull, does not have great acceleration. maps like Serpuhov and Rio... there are spawn points where it can be targeted even after "ghosting" is done. As soon as you spawn in those spots you know you're dead. Very frustrating. - Light hulls have a much better chance of getting to cover after spawning and so actually have better chance than Viking of avoiding death.
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You interpreted my post as this? And FYI... I do have a protection module for shaft.
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Your Pros far outweigh the cons. Smoky Alt gives up 40% reload speed for similar results. Even then Smoky only gets +20% Max damage...
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Not in Ping-Pong or Island... ;)
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Plus... Smoky is not a long-range turret. It's weak damage is a measly 10%. It may "impact" the opponent, but then it's just tickling them as it has no critical.
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My main attack weapon is also smoky. But currently thinking about adding Hammer or Ricco - for maps like Polygon, Noise and Silence where there are lots of corners, ramps and tunnels. Smoky not quite as effective when it's "close-quarters" with lots of ambush points.
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I support this. I would give up some speed on my Viking if I could get back some stability. My Smoky needs a stable platform in order to maintain a constant rain of fire on opponents (and annoy them with my impact ;) )
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Sorry - I disagree here. Smoky had three characteristics that set it apart from many hulls. Quick fire / Impact / Critical. Over time they have nerfed the reload so it is not that different from Thunder. They lowered the Critical considerably, so it's main benefit is to add a bit of avg damage at long range to make it more than just a tickle. And some are suggesting it's impact should be nerfed even more? It's effect is really less than Ricco (I've had many 1-on-1 vs Ricco) and Thunder now has > impact. Smoky relies on the impact to compete with high-damage turrets like Rail & Thunder. You mention the alteration - but - that comes with a cost - no critical. The avg damage would drop even more. Alteration is mostly used for dueling. Can't imagine anyone using it in something like DM or TDM where time-to-kill is important.
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