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Everything posted by r_carlo1234
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Patch Update #441 - Changes to Isida, Hammer and Shaft, and other changes
r_carlo1234 replied to theFiringHand in News Archive
If you add two seconds or even one second to attack it will become overpowered when compared to Fire and Freeze. But if you cut 2 seconds to the reload then there is not that problem and you are reloading faster so you can shoot again sooner. I think the bigger problem is the overpowered weapons like Hammer, Shaft and Rico that make other weapons and tanks feel weak. I think the idea is "use double armor or die". -
I bought Osaka kit :) Two days ago :angry: And I knew the celebration was coming :( Didn't remember the date :mellow: But thanks to Tanki I'll congratulate the women in my life for their day for the first time :) (If we are celebrating here, I guess we should at least congratulate them) :unsure: Happy holiday!!! :)
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"SCD with longer cool down times (tactical gameplay)" or a system like the one tested with longer cool downs should be the norm in regular battles. PRO battles should be the place for drug wars. Or they should just make supplies weaker. And there should be more PRO Passes options, like 30 play hours pass for a third the price o a 30 calendar days pass.
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Patch Update #441 - Changes to Isida, Hammer and Shaft, and other changes
r_carlo1234 replied to theFiringHand in News Archive
With the numbers I suggested Isida M3 would cause 16,291 of damage per minute as opposed to 14,160 of today. That will put it close to Firebird's and Freezer's damage of 17,440. I don't think devs will like that because the range differences. But they should remember that Fire has afterburn, Freeze has freeze effect, and both can hit many tanks at once. The thing we should agree on and talk about more is that the 10 seconds reload time is too long for a melee weapon. The tanks that glow because of Isida idea will be in line with other melee weapons. Fire turns your tank red and Freeze white. Same, a tank being healed should turn green, one being damaged should turn orange, and healed and damaged at the same time yellow. This is not because I don't know if I'm being healed or damaged, this is because of Isidas that hide and heal a tank that's killing everyone in a way that you don't even see the beam. That makes Isida too powerful in some situations. I play Isida and I want Isida to be more powerful, but the turret that can attack and heal has to give up something. Thanks for the reply. -
I have an idea for Goldboxes and Supplies that are below ground: Since they will not be dropped with a parachute from the sky, they should be teletransported. A bright hole should start opening for the Supply to appear. And then close after the Supply appears. A bright yellowish for the Gold Box.
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Tanki should ask YouTube to remove the hacking videos and maybe accounts. That could help, i think.
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Patch Update #441 - Changes to Isida, Hammer and Shaft, and other changes
r_carlo1234 replied to theFiringHand in News Archive
Isida needs a tweak. I said before that Isida needs one extra second for damage, but now I think reducing the reload time by two seconds could be better. Also upping the healing numbers but rising the healing consumption would be better for healing Isidas. However I don't play Isida for healing only, so I need your feedback on that. This is my idea: - same damage numbers as today - 5 seconds damage (same as today) - 10% increase in healing - 8 seconds healing (that is 20% increase in healing energy consumption) - 8 seconds of reload time. I think when people complain about Isidas they only think of skilled Isida players, but they forget the countless less skilled Isidas, many of which can't even turn their turrets. Other complaints could be because Isida is annoying when it hides and heals other tanks and one doesn't realize right away. But that could be solved by making the healed tank glow. -
I hate this update. With all the steam my keyboard is all slippery. And that's not funny.
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I'm not sure about the 10 steps, but it could be good if in the future they also change the steps of the other modification and allow you to carry over your micro upgrades, like this: M0 10 steps M1 20 steps M2 30 steps M3 40 steps M4 50 steps to "M4+" or "M5" (New) Where if you add 3 steps to your M0 (M0 + 3 steps) and later buy the M1 you'll have a M1+3, and so on with the following modifications. But steps should be locked or unlocked depending of your ranks. If they do this, the differences between modifications should be reduced to have a little more balance.
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I'm not sure about this system, maybe because I only played about 6 15mins battles. My concern is about 1v1 situations and battles with an imbalanced number of players. I think the problem of imbalance is the supplies themselves and less so the timing. Maybe it should be an option on PRO Battles first so people can experiment with it for more time. And in the same manner you should try less powerful supplies. Here are some ideas I was thinking about: Elixir (repair kit) cost - 100 crystals health - 2000 hp Shield (armor) cost - 50 crystals light hull protection - 50% medium hull protection - 40% heavy hull protection - 30% Turbo (speed boost) cost - 50 crystals light hull boost - 30% medium hull boost - 40% heavy hull boost - 50% Poison (damage boost) cost - 50 crystals damage - 40%
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Patch Update #441 - Changes to Isida, Hammer and Shaft, and other changes
r_carlo1234 replied to theFiringHand in News Archive
Isida needs 1 extra second for damage so it con do well in 1v1. Also make a healed tank turn green and a tank getting damaged turn violet so others know what is going on, for example an immortal Vulcan will turn green when getting healed by a hiding Isida. That way all three melee turrets will make other tanks change colors. And it will also make Isida more vulnerable, which should be the price of having a turret that can attack and heal. Hammers with the faster shots, improved vertical aiming and ricochet is OP. Your explanation for the change sounded as if you were nerfing the turret, when you actually were buffing it. Rico, Vulcan and Shaft are also OP. All making hulls weaker, that I always feel forced to use DA or be more inclined on using heavy hulls. -
I think this could be good for regular battles if they also make a second version for PRO Battles in the form of 60 seconds between activations. I would call this one the 90 Seconds System and the other 60 Seconds System. And then there is also the one with Smart Cooldown OFF. It's simpler, for regular battles it will reduce the abuse, and we'll get used to it. And those who want more freedom to use Supplies they could have 2 options in PRO battles, if devs like my idea: 90; 60; 30/OFF. It also goes well with the idea of regular battles being a place for casual gamers. And it may help boost the number of PRO Battles and players. This is my humble opinion. Don't hate me.
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We non buyers are an important part of Tanki too, without us you'd be running maybe 2 english servers and 5 russian servers at the most. We are not crybabies when we say that today's supplies cause tremendous imbalance, we're just telling it how it is. Most "druggers" like easy wins, they'll join teams with the most higher ranks and premium users and that is winning. If you're lucky that's your team, many times they want all for themselves, like when they get the flag and stick around to kill and then wait for them to spawn to kill them again, and then maybe go capture the flag. If you're in the loosing team you have an uphill battle. Yes, we can use supplies too, but we don't have 1500 of each at our disposal. Many times I do use a lot of supplies, hoping for a turnaround to put my team in the positive numbers so we can attract oportunistic players with better equipment and many supplies to our team, sometimes works but it is very hard. If it doesn't work, you're asking yourself why you didn't leave in time like some already did. We will use supplies, but it is very frustating. Is that good for Tanki? Maybe you devs need to start new playing accounts to play yourselves and not buy anything and see how a non buyer feels. We are not asking for total balance, we just want it to be reasonable.
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Patch Update #441 - Changes to Isida, Hammer and Shaft, and other changes
r_carlo1234 replied to theFiringHand in News Archive
Some say Isida doesn't have a special ability like Fire and Freeze... Then what healing is? Shaft, Hammer and Rico are OP. Shaft users don't like the laser... I have a solution for that, make it invisible and in exchange make the bullet fly like Striker's and have the same damages as arcade. No need for charging but you can't one shot... What!? But you said you want it to be like a real Sniper Rifle, it's your idea. I think Isida is good now. -
Patch Update #441 - Changes to Isida, Hammer and Shaft, and other changes
r_carlo1234 replied to theFiringHand in News Archive
That talks mainly about basketball rules and 1v1 video game fighting. I don't think it's a good idea to apply that in Tanki. Just return Shaft to what it was before and take 10% of Hammer damage and remove bounce effect. Isida could be okay now, I'm not sure. And match all impacts with recoils, it's ridiculously the way it is now. -
Patch Update #441 - Changes to Isida, Hammer and Shaft, and other changes
r_carlo1234 replied to theFiringHand in News Archive
Shafts are now OP, Hammers are even more OP that we need to add another letter before OP, like SOP (super OP) and Isida can kill you very quickly. Like someone said: Hammers can reload will looking for their next victim. Maybe the idea is 'use DA or die'. Someone else said that it's a shame that they didn't made the changes or warned us about it before the sales. Luckily for those that bought Hammer, Rico and Isida, they got some OP turrets. -
Patch Update #441 - Changes to Isida, Hammer and Shaft, and other changes
r_carlo1234 replied to theFiringHand in News Archive
"Careful analysis of Hammer over a period of time has shown us that the weapon is too powerful when compared to other turrets." And you're making it shoot faster!? And adding ricochet!? Sure, reload time will be longer, but they can reload while they are heading back to their base with the flag anyway, with a big smile on their faces. I'm not gonna even touch the alteration issue. -
Lags and freezes guys. Please extend the Discounts for another day.
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When will February 14 begin in Tanki in UTC terms? EDIT:: I have one more graphic of how I think Artillery should be and look, it will be the last, I promise: It needs to turn 180 degrees vertically. Names: Vertigo
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On second thought, only the SPACEBAR should make the barrel go all the way back, and once the camera changes from front to back, then you can control the turret as if it was normal. And the C could be used to return the barrel to normal. The barrel is too long, make it more like Thunder. And because sometimes I forget if I was going forward or backwards, this:
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They could make Artillery reversable: .
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Patch Update #439 - Balance Changes, New Alterations and Bug Fixes
r_carlo1234 replied to theFiringHand in News Archive
URGENT VIRTUAL PUBLIC ANNOUNCEMENT People! Hurry up! Go to Garage! Check what turret you have on you hull! If the turret is Firebird, Freeze or Isida, change it to any other turret! I repeat, if the turret is Firebird, Freeze or Isida, change it to any other turret! You can relax now... You're now ready for the New Tanki. Thank Me. -
Patch Update #439 - Balance Changes, New Alterations and Bug Fixes
r_carlo1234 replied to theFiringHand in News Archive
Only if they match Impact force with Recoil. Because it makes sense. If you want 250 of Impact you should accept 250 of Recoil. -
Patch Update #439 - Balance Changes, New Alterations and Bug Fixes
r_carlo1234 replied to theFiringHand in News Archive
Rico was already OP. And Vulcan a little OP. Now they just made them more powerful. Luckily I opened a new account and I have both. Yesterday was the second day of missions for this account, it took me two hours to complete them, it was very hard. The amount of pros with new accounts is incredible. In contrast, with my Second Lieutenant account it took me two 15 minutes battles to complete my missions. Mods, where is the 438 update topic? -
I have a Second Lieutenant account and I just tried the Battle button, look what happened: Like always the system makes you the fourth rank, and like always higher ranks are waiting for a lower rank to create a battle like this so they can join and dominate. I quickly got out. I would not play a battle like that, not because I'm afraid of higher ranks necessarily, but because the next player to join will most likely join his team than mine. They system should make us the second or at least third rank in the battle.
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