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Posts
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Everything posted by wolverine848
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Well, your topic is about team-play. And hornet shares it's entire OD with the entire team so...
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In the battles I've played so far Hoppers were doing 80% of the capping and most battles were blow-outs.
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Lots of wasted space now.
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Ugh - this compresses the topic strings to the left side. It's cramped and looks kinda goofy. Not sure "stats" were really needed...
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Um... your nuclear supply drop question is odd... why you use Viking in that example? Viking is one of least team-oriented ODs.
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Well, experiment hardly over and already I miss Skylark and Deathtrack. And already Hoppers are back to their usual form as unstoppable in Rugby and Assault... ?
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Lost Forum access for hours. What happened?
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You need to equip a drone to get 9999. Most F2P tankers can't equip a drone 24/7 - they have to choose their spots as they run out of batteries otherwise. I'm above L5 and I don't have 9999. I push 9800 with drone equipped, as I never maxed out my protection modules. What's the point - those last few MUs mean almost nothing in todays game.
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There's a Major in there - LOL. MatchMaker is just dumb.
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Well, you covered 4 of 6 ... ?
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No one forces you to play that much, so if you get stars carried over are ya gonna play less this month? Or play the same and have even more carried over? What's the point?
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Not enough maps Could not choose your progression - at the mercy of random blueprints "deserter" status Advancement/rewards based on win-loss record League re-set casual players backward at end of season Tanks were too big / camera angles were odd resulting in a cartoonish look (and movement) Yeah - it was awesome ... ?
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Ugh... ya beat me to it. And that charging for the pre-sets is another hit to the F2P tankers. They will have to start choosing between getting gold tier in Challenge, or having more pre-sets. As I recall they were relatively expensive in TX. Never had many "x-crystals".
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Yeah sure... but... wanna bet they charge TKs for each and every "preset"?
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So... what I said above... 1 second after damage stops AP status goes away...
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Well, normal freeze does this already, no? And how does a freeze with "toxic mixture" freeze an enemy when it "Swaps out the cooling agent"? That makes no sense. No cooling agent should = no freezing... And in WIKI it says AP duration is 1 sec. How the heck does that work when applied via a DPS melee turret? One second after damaging enemy the AP status disappears? So friendlies basically have to shoot at target simultaneously?
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Do the Devs even realize that their new "cool" ideas are ruining the game?
wolverine848 replied to EmeraldCat in Archive
Just too many combos now to make it feasible. They'd never lower prices enough to make it possible for F2P tankers. The module system allows TO to add as many turrets as they want without complicating things (protection-wise). they've only ever done that once to my knowledge, and that was due to a massive change. Doubt it ever happens again. -
Didn't like TX (stopped playing it after a year) and I'm liking TO less and less (as more and more tx is added) so...
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Do the Devs even realize that their new "cool" ideas are ruining the game?
wolverine848 replied to EmeraldCat in Archive
Would never have added it to the game. I mean... might as well add air strikes too, right? How can it be removed from the game now? Don't see how.... So at least fix mortar, and if a shot misses it lays a mine. But no splash damage. -
Well, that was part of the system... And also part of that system was the fact that only modules upgraded your tank. It did away with the ability to upgrade your tank... was just... weird. And yes, TX had many faults... not enough maps, the ridiculous deserter flags, awarding advancement based on accumulation of wins, ... etc, etc.... Also hated the League system... it reset casual players backwards - just dumb.
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Do the Devs even realize that their new "cool" ideas are ruining the game?
wolverine848 replied to EmeraldCat in Archive
Maps in TO, for the most part were designed for LOS turrets. If you want to target a flag area, or a cap-point area you needed to put yourself in some danger. Magnums don't have to do that. Take Siege for example. Anyone can see where the cap-point is and just start targeting there. See some damage numbers, hit shift, and you viking-magnum will kill everyone that is not protected by a titan dome (and that also does not have broken armor). ? Magnum IS artillery. Both are quite bad. Magnum-mortar misses the target, does splash damage, and still lays a mine. That is just dumb. Either lay a mine or hit target. None of this hedging crap. And Gauss EMP should not be doing snipe damage. Again... is it an EMP shot or a high-explosive shot? ODs add too much impact to the game. They are available way too often, through ridiculous charge rates, the supply drops, or Dictators. There's tanks I've seen in battles that seem like they have OD 24/7. It's too much. They are not really strategic anymore. Not a fan... -
Do the Devs even realize that their new "cool" ideas are ruining the game?
wolverine848 replied to EmeraldCat in Archive
When paints had protections there were fewer turrets in the game. Only buyers could keep up with adding more paint combos to cover new turrets. -
What Is Your Opinion About the Current State of Tanki Online?
wolverine848 replied to Maf in Game Discussion
Well, the way rewards (challenges, missions) are implemented encourage this. Many battles these days are trash - quality has gone down over time. -
More trash battles. 15 active tanks vs 10 active tanks. Legends with GS ~ 2600. No wonder battles end early in 5-0 blow-outs
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32 tanks on Iran or Canyon. You're funny! ?
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