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yellowghetto

Tanker
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Everything posted by yellowghetto

  1. yellowghetto

    Mad Tanks!

    I felt 10 and 15 minute battles took way too long. It gets repetitive to stay in one map for that long (remembering Tanki X). Especially when the Devs are now focusing on developing the Mobile version. The game isn't like Fortnite or PUBG where the maps are very complicated. It is very simple.
  2. yellowghetto

    Mad Tanks!

    I really hope the Devs will listen to their EN Community's feedback. My own saying is that I want old MM back. 7 Minutes, Fun and Chaotic, with the same Imbalance the game has now.
  3. yellowghetto

    Ultra Weekend November 6th - 8th

    An Ultra Weekend is supposed to be those fun weekly scheduled events like in other games, but idk why I get such a negative impression from the name. I mean I do like the system of bonus exp, crystals, and those special missions, but something just makes me feel off.
  4. I agree with the third statement. The first and second tells me you are new to the game and don't know what the game went through, or you are just a spender in denial.
  5. yellowghetto

    Mad Tanks!

    We are on the same page. Less times in battles, especially with double health tanks means less battle fund and score. Meaning, more burnt supplies, harder to complete missions. Penalizing players make the game that much more unenjoyable.
  6. yellowghetto

    Mad Tanks!

    I am serious about Attacking team ASL Battles. It is the quickest way to grind for exp and battle points.
  7. yellowghetto

    Mad Tanks!

    I just want to disagree on the penalty for players leaving part. If a team is dominating, let them win. No one wants to just sit and get wrecked. The penalty system in Tanki X if you had ever played let a lot of salt in player's mouths and in general is a negative feel to the game. It is pretty obvious Tanki has lost its popularity, but a penalty system is just another thing to make players not wanting to head into battles anymore.
  8. yellowghetto

    Mad Tanks!

    yes If you guys want fast points, play ASL attacking team. If you get defending team, I highly recommend using Esc+Enter
  9. yellowghetto

    Mad Tanks!

    This experiment is basically asking players to leave. Just being honest. Nobody wants to play a game for hours just to get some really bad rewards. I only play for Daily Missions, but when I'm done, I don't want to waste my time playing anymore. You barely earn any battle score from battles. That's my criticism How do I rate the experiment? 2/10. A 2 is being generous.
  10. yellowghetto

    Warning Points

    I don't have any, but what are warning points? It doesn't say in the Wiki about Forums
  11. My main and favorite hull is H _ _ _ _ r ?
  12. yellowghetto

    Mad Tanks!

    The Hercules mission where you need to earn 50000 Battle Points NEEDS A NERF! It needs to be at least 20000! Nobody is earning sufficient enough points in the short battles!
  13. yellowghetto

    Large Maps and Old Madness

    Actually, the Old Madness version with the floor and pillars was never in MM. It was a map that was required to be created
  14. yellowghetto

    Friend Groups

    Yes that is the solution. Thanks! This should be put into the Wiki, that one friend is required in order for the group button to appear.
  15. yellowghetto

    Friend Groups

    https://prnt.sc/vdl942 That took a while to load I do not have my friends added yet, but is it needed?
  16. yellowghetto

    What happened to Tanki's tutorial?

    It's called, "Ask a Question."
  17. yellowghetto

    What happened to Tanki's tutorial?

    The tutorial no longer served any purpose and it runs on Flash. Since Flash is getting discontinued, there was no reason to keep it around. There is actually a short tutorial in the Mobile version of the game. On PC however, when you start Tanki Online, it shows you the screen of the full controls. I personally played the old tutorial before, but I think it wasn't necessary. Also, next time put this in the Q&A thread. This has nothing to do with Game Discussion.
  18. yellowghetto

    Make the Game Harder

    I randomly jumped to page 10, saw this topic's name, and had the biggest belly laugh. ? XDDD
  19. yellowghetto

    Recommended GS for each rank?

    I consider 8000+ to be good. It means someone has full Mk7 Modules, 1 Mk7 Hull/Turret equipped, and 1 Mk8 Hull/Turret equipped
  20. I will do a Win/Loss/Tied system to judge each question. Yes, I felt there were less occasions I got spawn killed, but this is basically equivalent to the old system where I can just run and double armor first. : Loss Well, the Overdrives and Drone use changed slightly. Defender Drones and Booster Drones just followed the exact same system. I thought the double health was good at first until I tried the long ranged turrets. I do not like this system and prefer old MM. : Loss The team aspect is a 50-50 to me, and that is the simple truth. There are always those random players who never follow the objective of the mode and/or don't know how to turn the turret. So regardless 8v8, or 6v6, nothing has changed. : Tied I feel this experiment is pretty useful for new players. It reminds me of the old tutorial where you are given Thunder and Viking and you are a star and one shot the NPCs. 6v6 matches in 6 minutes give new players time to learn the game and play battles for the first time. Just get rid of the double health and return the previous balance. Did it change my interest? For a brief instance, but not anymore. I preferred the old MM system because of the chaotic battles, which I consider more fun. I always leave battles if they are unfair anyways. For me, : Loss. For new players, its possibly a : Win. Even though I do not like these changes and think it will provide another negative show to the game, if these changes DO stay, I'd say that the Funds and Missions need to be reworked AGAIN. The Challenge, Missions rework, right before the experiment felt much better and balance started to stabilize. However, because of this experiment, I find myself burning supplies way faster and managing them surprising got worse. Missions are way harder to complete, and I feel that these special missions are too hard, and one is IMPOSSIBLE to complete unless you are spending hours playing Tanki Online, which I think is ridiculous (the 50000 battle score one). Also with the lack of time in battles, the battle fund barely goes up. I am earning like no crystals and it feels like 2019 Tanki where getting crystals from battles suck. Needed changes: Battle Fund buff, Battle Score Buff, Decrease every hull HP by at least 1500 so the longer ranged turrets can provide more value again. Was this experiment useful? Honestly yes. Was it handled well? NO! Came out of nowhere and it should've been like its own mode. Polluting MM suddenly is just bad because players are not used to it. : Tied This is what I think about the recent change. Copied from
  21. yellowghetto

    Friend Groups

    I started a new account to invite some of my friends to try out Tanki. They haven't started yet, but I want to make preparations. On the Wiki, it says the Groups unlock at rank Private, but I still do not see the Invite to Group Button appear in the lobby. Do I need to have friends on the account for the button to appear? I am playing on the HTML5 Client.
  22. I gave my full thoughts on the update in the Mad Tanks Post.
  23. yellowghetto

    Mad Tanks!

    I will do a Win/Loss/Tied system to judge each question. Yes, I felt there were less occasions I got spawn killed, but this is basically equivalent to the old system where I can just run and double armor first. : Loss Well, the Overdrives and Drone use changed slightly. Defender Drones and Booster Drones just followed the exact same system. I thought the double health was good at first until I tried the long ranged turrets. I do not like this system and prefer old MM. : Loss The team aspect is a 50-50 to me, and that is the simple truth. There are always those random players who never follow the objective of the mode and/or don't know how to turn the turret. So regardless 8v8, or 6v6, nothing has changed. : Tied I feel this experiment is pretty useful for new players. It reminds me of the old tutorial where you are given Thunder and Viking and you are a star and one shot the NPCs. 6v6 matches in 6 minutes give new players time to learn the game and play battles for the first time. Just get rid of the double health and return the previous balance. Did it change my interest? For a brief instance, but not anymore. I preferred the old MM system because of the chaotic battles, which I consider more fun. I always leave battles if they are unfair anyways. For me, : Loss. For new players, its possibly a : Win. Even though I do not like these changes and think it will provide another negative show to the game, if these changes DO stay, I'd say that the Funds and Missions need to be reworked AGAIN. The Challenge, Missions rework, right before the experiment felt much better and balance started to stabilize. However, because of this experiment, I find myself burning supplies way faster and managing them surprising got worse. Missions are way harder to complete, and I feel that these special missions are too hard, and one is IMPOSSIBLE to complete unless you are spending hours playing Tanki Online, which I think is ridiculous (the 50000 battle score one). Also with the lack of time in battles, the battle fund barely goes up. I am earning like no crystals and it feels like 2019 Tanki where getting crystals from battles suck. Needed changes: Battle Fund buff, Battle Score Buff, Decrease every hull HP by at least 1500 so the longer ranged turrets can provide more value again. Was this experiment useful? Honestly yes. Was it handled well? NO! Came out of nowhere and it should've been like its own mode. Polluting MM suddenly is just bad because players are not used to it. : Tied This is what I think about the recent change.
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