-
Posts
228 -
Joined
-
Last visited
Everything posted by realbigred
-
Hmmm sounds like Cedric is getting a bit rattled. He obviously knows that he dare not answer truthfully so therefore hints at glorious things to come (without any hard facts) and hides inconvenient responses in a smokescreen of secrecy and pathos. Mr Debono you should be a politician so that more people could hate you ;)
-
Bigger rewards for completing mission chains this summer!
realbigred replied to theFiringHand in News Archive
Cedric "It's gonna take a bit more, but it'll be worth the wait" = "it's gonna cost you more, but it'll be worth the wait for US to shaft you all even more". Call me cynical but as a management systems & economics expert I can smell management BS a mile off, and your vague reference to an obscure text does little to convince me that you guys are doing anything other than milking the declining stages of this product. -
Alteration for shells that adds mass to any tank hit therefore slowing it down e.g speed reduction of 10% / hit and reduction in cornering due to increased weight. not applicable to Vulcan / freeze / fire / isida or other energy weapons eg ricochet/ twins. Splash damage does not add mass.
-
make an "overdrive" that cancels out one or more (random) of the current drugs activated of the tank that you shoot. That would create an enormous cash influx for TO due to the demand for more supplies to replace the ones lost in battle. Win / Win we get to piss off the druggers and Tanki gets more cash. I expect it to be in the next update :D
-
Valid Protection module inverts Isidas effect
realbigred replied to realbigred in Ideas and Suggestions
Yes Dagel - I am wondering why, as isida is primarily supposed to be a healing function why you would mount it on a mammoth hull which could not keep up with your team mates. Could it be that you intended to exploit the (now) OP attack capabilities. All tanks must have their weaknesses (I use shaft and am regularly punished if fire / freeze get close) This was an attempt to balance those isida users that now exploit the devs mistakes. Remember you would only take damage if you attacked. As most isidas are mounted on light fast hulls a skilful player could outrun / outmanoeuvre a slower opponent. Don't forget that the opponent with this module could not be healed by his own team mates isidas. -
Pinky get yourself a shaft then get into a position where you can see the magnums barrel when it is raised to fire. One shot the end of the barrel.
-
how about piercing rounds that penetrate through tanks on a kill to deliver the balance of the damage to any tank in direct line behind the target. eg damage potential of round = 500 1st tank uses 300 to kill, shell continues to 2nd tank delivers 200 damage. damage to 2nd tank would be adjusted for range at a higher value (-50%) to reflect slowing effect of first tank. Similar idea to rail gun -ve could be piercing effect only works up to 1/2 normal range. beyond that it works as a normal shell
-
Valid Protection module inverts Isidas effect
realbigred replied to realbigred in Ideas and Suggestions
Puppy - the game became a joke when the devs started meddling with the game balance to try to increase revenue. Playability has suffered ever since and the angry "backlash" that N3tralRE speaks of was completely ignored as downgrade after downgrade was forced on us. So yes the game is now a pay to win joke. -
Valid Protection module inverts Isidas effect
realbigred replied to realbigred in Ideas and Suggestions
(Posted for the second time in the hope that this crap system will actually accept a post) woo hoo it works at last. -
Valid Protection module inverts Isidas effect
realbigred replied to realbigred in Ideas and Suggestions
Fluffy puppy - read it, think about it then comment when you understand it. Who would want it? anyone wanting protection AGAINST isidas that isn't using an isida turret. N3tralRE - seriously, since when have the devs considered any sort of backlash or the retention of players? -
Its like the chefs of the Titanic trying to decide what to put on tomorrow nights menu. so when will the rigged surprise result be joyously announced ? <_<
-
Valid Protection module inverts Isidas effect
realbigred replied to realbigred in Ideas and Suggestions
I'm not blaming the isida players for exploiting the advantages given to them. It just shows that the devs did not think through or test the buffs properly before releasing them. The original idea was to 'enhance' the isida protection module using the science of its weapon ie rather than adding armour to the defender, make it a smart defence that hacks the isidas own nanobots and turns them against that attacker. Electronic countermeasures if you like. -
Valid Protection module inverts Isidas effect
realbigred replied to realbigred in Ideas and Suggestions
Except that the reload time on shaft is easily twice that of isida and the gun tracking is the slowest of all turrets. That's the downside for shaft. a group of shafts would easily be overrun by a group of isidas due to not being able to shoot as fast as they can heal each other. -
New bugs discovered after the Critical Error was disabled
realbigred replied to theFiringHand in News Archive
several times on joining a battle I have had a loading screen pop up that does not clear. The loading bar gets to 90-95% then stops and freezes the keyboard. Refreshing the link restarts the battle and usually clears the problem. -
Defenceless spawning without random spawn points is demoralising. To see player after player constantly spawn killed by the opposition camping around the spawn points just shows how out of touch with the gameplay the devs are. Listen devs - you want players to use drugs in battles right? well you cant use any supplies if you have the cr*p blown out of you before you can move let alone activate any supplies. Spawning tanks should get some time (5-10 seconds) where they are invulnerable but can fire, move and activate supplies immediately. This should keep enemies at a distance from spawn points. IMHO the zero supply gimmick adds nothing to the game (maybe ok in DM) but turns battles into drugging fests. Just another way to milk money from players who pay to win and another way of pissing off / forcing out players that rely on skill to win.
-
Valid Protection module inverts Isidas effect
realbigred replied to realbigred in Ideas and Suggestions
going off topic a bit bit but in reply to N3tralRE There certainly needs to be some limit on isida / isida healing, maybe a low %ge of normal isida / other healing to stop group invulnerability. I feel that the isida attack is now too powerful especially as the attack does not need to be aimed with any great precision (just like fire & freeze). Perhaps the effect cone needs to be greatly reduced to something more similar to a gun to require a similar level of aiming skill to get a hit. -
Valid Protection module inverts Isidas effect
realbigred replied to realbigred in Ideas and Suggestions
self healing as in groups of 3-4 healing each other constantly while attacking. -
Valid Protection module inverts Isidas effect
realbigred replied to realbigred in Ideas and Suggestions
self healing as in a group of 3-4 healing each other constantly while attacking. -
we are surrounded by sycophants and kids. Are we even playing the same game? "it has been an awesome time..... nice to see Tanki is still going strong" Please tell me this was irony or at least sarcasm.
-
Valid Protection module inverts Isidas effect
realbigred replied to realbigred in Ideas and Suggestions
just like self healing and increased damage promoted invulnerable packs of isidas dominating battles was unfair to the rest of us. -
Valid Protection module inverts Isidas effect
realbigred replied to realbigred in Ideas and Suggestions
when will this be reviewed? -
its really simple assassin: following a successful hit the alt allows the next number of rounds (number to be decided ) to follow the first to the target but only if the aim is close enough. ( ie gun pointed towards target so that the round would hit within 1 tank length in effect a near miss). The rounds could only hit if there was a clear line of sight as per usual so they could not swerve around walls etc like strikers rockets. After the number of assisted rounds have been fired you would need another successful hit before the next set of rounds would track the target. This would not be available for shaft when using sniper mode but would be during arcade mode. This would not be available for magnums as line of sight is needed.
-
Beg to differ MAF but check out the latest generation of precision artillery rounds (M982 Excalibur) being deployed by the US. Look it up on youtube. The rounds have guidance and are steered so yes a round CAN willingly change direction once they leave the barrel of the gun. You really need to keep up with Western technology.
-
an alteration that enables ammo to mark the target helping to guide the next 3-5 rounds that would have been near misses onto the target. near miss effect distance to be determined but probably within 1 tank length. note this does not cause ammo to fly around objects like walls if the target is hiding but just helps rounds find any part that is in line of sight.
-
Valid Protection module inverts Isidas effect
realbigred replied to realbigred in Ideas and Suggestions
just to keep this in view and active
Jump to content

































































