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r_carlo1234

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Everything posted by r_carlo1234

  1. r_carlo1234

    Changes in the battle creation system

    I know that, they are in a way forcing/encouraging people to play PRO battles. My question is why they want more players playing PRO battles? You say the change was a success in doing that. I just checked EN 4 with my WO2 account, there are 32 battles in total, from that 13 are PRO, from that 5 are Parkour, and the remaining 8 have a very low number of players. I can count 14 players spread in the 8 PRO battles that are not Parkour. I would say it is not working.
  2. r_carlo1234

    Changes in the battle creation system

    I would like to know what exactly is the idea behind the removal of the Create button. I feel like that change forces you to spend your Crystals on a PRO Battle Pass, but how does that benefit Tanki economically? It is not like they are forcing you to spend real money. Unless they want you to spend real money to buy crystals to buy PRO pass. But if you can buy crystals you might as well get Premium account. Is it so there can be more players for Premium Account owners to play with? If that's the case why not make PRO Passes cheaper?
  3. r_carlo1234

    Update 428 — Parameter tweaks and more

    DD might be neutral if all players had the same upgrade level (M0, M1, M2 or M3). In a battle the player with a higher upgraded turret will get more benefit from a DD than a player with a lower upgrade. The same with a DA for higher upgraded hulls. I would buy Titan M2 if I had the rank, almost have the money but I'm only WO3. (another account) :( But I like light hulls more.
  4. r_carlo1234

    Patch Update #429

    I too don't understand the removal of the map missions. They should make the system give one map mission per day (or every two days, whatever they decide) with the idea that if you decide to change that mission you don't get another map mission. Similarly, if you decide to change any mission you don't get a map mission until the next day or so, that way there will be no surprises to those that don't like map mission or think map missions are difficult with the new battle system.
  5. r_carlo1234

    Update 428 — Parameter tweaks and more

    In my opinion alterations shouldn't solve issues or make equipment useful. All stock equipment should be appropriate for most battle situations. Maybe Supplies need the rethinking to balance the game. Why DA costs the same for all tanks when we all know Titan needs at least 8 more plates than Wasp? Why a Speed Boost bottle doesn't last longer for a light hull and shorter for a heavy one? Okay, I'll stop now. :)
  6. r_carlo1234

    Patch Update #429

    Of course. The problem is I don't know which dev to blame, Willy or Nilly. Thanks for being honest BTW. So, enjoy your OP Smoky for now people, before the next Smoky update in a few weeks or less. Now, how to fix Smoky, just so they don't over do it? 1. Bring down the impact force to match recoil for the maximum damage range and half that for the minimum damage range. It's not fun for light hulls with rails and shafts, and it makes sense. That will also let others know how far it is the Smoky that just shot you, when you don't see it. 2. Make a critical damage parameter for the minimum damage range that is lower than the critical damage for the maximum damage range, of course. 3. Maybe increase the damage numbers a little bit. 4. Make Smoky leave smoke after each shot. Thanks if you read this far. :)
  7. r_carlo1234

    Patch Update #429

    Are you sure it is "9999 tanks"? Proof? It doesn't make sense if you do the math... it gives you 8.7 crys per tank. Even 500 crys for 50 tanks would be better with 10 per tank.
  8. r_carlo1234

    Update 428 — Parameter tweaks and more

    Thanks for the reply. To these I would repeat the same criticism for the lock-on idea, that is "safe long distance" healing, which in my opinion is unfair. The multiple beam could be if, for example, two beams divide the total healing/damage output into two; if three, into three, and so on. And doing it like that wouldn't require to downgrade other parameters like reload time. I wouldn't like that alteration, but healers may like it. Two or more beams with the same output as one, even if it drains energy twice or more times faster and the reload is longer will not be fair because you could just run and heal fast then go back hiding to recharge and look around and then go heal again, and again... I think two alterations of Isida should be made for the two main groups of Isida players: healers and attackers... one for each. And the stock Isida should be a balanced weapon that can perform both roles good without having unfair advantages like "safe long distance" healing. I too would like to see criticisms of my ideas, because I could be ignoring something. Thanks.
  9. r_carlo1234

    Patch Update #429

    I agree, but for different reasons. I'm new at Tanki and I can say that at the beginning it seems confusing the difference between Premium Account and the use of the word PRO. I think it would be more self-explaining and appropriate if it was called PRO Battles Pass'. Apart from that, there is one setting missing in the PRO Battle creation settings, one that would make me want to get a PRO Battle Pass or a Premium Account: A switch to select the maximum modification level of hulls, turrets and modules for the battle you want to play, for example 'M1 & Less' or 'M2 & Bellow', and so on, where the battle could be called something like 'Polygon CP M1-', or now 'Deck 9 CTF M2-'. Just a thought. ... and the opposite could work too, if you don't want mults or whatever, 'Canyon TDM M2+' anyone? ... wait, wait, how about 'Rio CTF M2', for M2s only? ;)
  10. r_carlo1234

    Patch Update #429

    I don't like the Smoky update. To me Smoky is like a trolling turret because it's hard to know where the shot is coming from, that and the very high impact force makes it OP, and with Double Damage is Double OP. Impact force should be the same as the recoil BTW, from 100 to 200, not from 150 to 330, and half of that in the minimum damage range, otherwise my hit tank is moving like wet bar of soup high on K-Y that it already is. What is Smoky supposedly? Is it like a cannon ball gun? Then the balls should decrease in speed with distance causing less damage the further it goes, not the same damage. Then, to know where the shot is coming from, the ball could leave a trail of smoke. My other idea is that with every shot the turret smokes, so that even if you don't see where the shot came, if you look around you could see the smoke where the shot was made even if the attacker went back to hiding.
  11. r_carlo1234

    Update 428 — Parameter tweaks and more

    I see three things that I disagree with: 1. A difference in Self-heal between DM and the others will become confusing to a player that plays in all modes. 2. With the lock-on range up to 25m we'll see more safe long distance healing. Unfair to the team that has less or no Isidas. 3. With the alterationation you'll not know or control the healing or attacking when there are a lot of tanks very close together, like when you're battling for a Gold Box and you want your teammate to die while you want to destroy the enemy tank. But there could be a lock-on alteration that extends for 5 meters, in exchange of 10% less damage/heal HP/secs overall, or whatever the devs calculate is fair.
  12. r_carlo1234

    Update 428 — Parameter tweaks and more

    I like playing with Isida, and I liked the Isida before the update, which in my opinion was OP. I remember when I was a noob, I couldn't turn my turret, but I learned quick to push enemy tanks against the wall and suck the life out of them. I like healing and attacking, both. The Isida after the update feels a little weak for an Isida that is attacking or defending itself, the tweak helps. But at the same time it is too much of an advantage for a team that has one or more Isidas healing Vulcans and Shafts and the other team doesn't. That's why I think a longer range for damage and shorter for healing could balance things out. But, that's just my opinion.
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