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There's a lot of whining going on, don't know why, haven't played them all yet, but those I have played are much better, and there also seems to be a decrease in lag, so far, but we will see on that. Adding all the extra bits and taking some away has added a new dimension to many maps, and made the play less predictable, so well done Tankimen. "Aleksandrovsk — summer and winter (no visible changes)" Did anyone actually look! - several new control points added - and about time too, this is now a great map! ++ for that. It's Christmas day 2016 in Yorkshire - I'll say no more - new map my a... foot - what a swizz :-) All in all good job imo. _______________________________________ Hey Nives, Re: all the new competitions, very cool, just two observations you may want to consider. 1. For gawds sake allow light AND medium hulls in everything. 2. Allow an assortment of turrets 3. Change the times a bit - i.e. 5.30 - 8pm utc ---------------------- The thread seemed to have drifted into a slanging match about Magnum, and as a user I have to agree it has slightly spoiled some games on the smaller maps, and would not be sorry to see it excluded (or limited) by design from maps like noise, and silence. That said, a Mag is only as good as the team that will let it play to its potential, with a weak team mag is not good at all. Likewise, a good team, with the right tactics, can make mincemeat of Mags, because if they are not allowed to play, then they are a liability. 1v1 it is not much use against fatties with da or those with prot, just like many other turrets! BTW, if any turret needs sorting out it is Railgun - It kills without aiming, and at ridiculous angles, while parallel with the target, and even directly on top of it - yes that too! Food for thought everybods!
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Then why didn't you, instead of making people waste their time trying to help you!
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Roughly it translates to this: I'm sure an official version will be posted later Detailed terms of the promotion The competition takes into account the tanks that were destroyed by you both in normal (not PRO), and in PRO battles. Kills can be stuffed in any armament. The game time is counted from 05:00 Moscow time on November 16 until 05:00 Moscow time on November 23 (only 7 days). Paints of social networks: will be on sale in the Garage from 05:00 Moscow time on November 16; will be available for purchase at any rank; will cost 100 crystals each will disappear from sale after 05:00 Moscow time on November 23; will remain with the players who bought them for good. Prizes can not be exchanged for crystals or other game items. Each kind of supply, including a gold box, can be added only if it is already available for purchase at the time of the end of the contest. Compensation is not provided. To know how much you still need to overcome the desired mark, independently count the tanks you destroyed. Record your result after each battle or the value of the indicator "Destroyed" in your profile before starting killing. The results do not need to be sent anywhere: the system will automatically calculate how many tanks you destroyed during the promotion period. You can get only one prize for the highest score achieved. Thus, you can win a maximum of 10 gold boxes, 100 units of each supply (except for gold boxes) and 3 days of premium account (without taking into account a possible doubling). Prizes will be awarded within 72 hours after the end of the promotion. Premium accounts will be activated when they are credited to player accounts. All results of the action will be published within 72 hours after the end of the promotion.
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Yes that's true enough, but with the current system, the high-rank Legends, at least those who play fair, tend to congregate on Eu2, so you know if choosing that server what you may encounter in some battles, with the new system it is going to make life, harder, for want of a better word. Well most of the posts so far seem to have been about missions, maybe boring is the wrong word, but some are certainly more long-winded than they were before, as it has become more difficult to complete some of them quickly, and even collecting boxes has become a scavenger hunt sometimes.
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Well this seems like it might be a step in the right direction, except for one thing that has seemingly been overlooked. Players, at least if they want to be competitive, are now going to have look at the profiles of the those at the top of the scoreboard in every battle, to check if they are going to have any chance whatsoever of even destroying an enemy tank, let alone win the game. It is going to be just as tedious as looking through the servers. Case in point, Gizmo's and Legends 1,2,3 may now face a team with 12 Legend 40+'s with M4's and 50% prot mods across the board, and in case you think that won't happen, it just did, on the usually pleasant for low rankers, EU3. As it is, it seems like there are going to be a lot more one-sided games, and an huge increase in game hopping, as players struggle to find one to match their level.
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30 seconds? Is this a typo? By the time you have said hello and my name is... it's the end of the video. Lol :-)
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bigx started following [Special] A Test in Review: The Matchmaking System
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Review [Special] A Test in Review: The Matchmaking System
bigx replied to Yisroel.Rabin in Newspaper Archive
I foresaw the MM being foisted on us as there is no smoke without fire, aka Tanki was not going to waste hundreds of hours of development time. In spite of the flag-wavers, I'm sure the majority of the community hate this system as it stands, so rather than chuck petrol on the fire which is always unhelpful, how about a small compromise suggestion? At the very least sub-divide the no-choice battles into large maps and small maps, that way at least we will be entering battles with suitable combos if nothing else. To this end, how about a map window selector (same as that for battle creation) in the user interface where we can select/unselect those maps we do/do not want to play in thereby stopping the system from placing us in unsuitable maps, and wasting our time. -
Sadly it seems the Overdrive addition has not been accounted for too well, it will be so much more difficult to kill large numbers of tanks with the whole field doubling-up on all supplies. Maybe that is why the Legends are joining low rank games on EU5 in their droves?
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Player: llliiill2 - Jump hacker with indestructable tank
bigx replied to bigx in Player: llliiill2 - Jump hacker with indestructable tank Game Violation Reports
You need to collect evidence. The best proof is a video which clearly shows the violation. Quality of the video must allow moderators to easily understand nicknames and ranks of all the players. Before the creation of the post read *** GAME VIOLATIONS SECTION RULES *** -
I've not had a critical error for about a month or so I'm happy to say, even lag has improved. I use the Opera browser. I stopped using the downloadable client as that gave 2 or 3 errors per session, whether or not that has improved I have yet to test. Anyway good job server-side guys :)
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Hi folks, Here is my input, the good, the bad, and the plain daft, but Cedric did specify off-the-wall. No idea if these have been mentioned already, I don't have time to read this whole thread. In themselves they are just random thoughts, but if they help to spawn better ideas they will have served their purpose. Doomsday nuke, kills all enemy tanks in one go, limited use only. Nukes for hulls - Heavy Medium or Light Nukes for turrets - Mag/Shaft only Snail mode - Slows all enemy tanks in vicinity, hulls and turrets. Overdrive deactivator mode - for enemy tanks in vicinity. Super-speed nitro - 2x speed of Wasp, any hull One-shot kill mode - all enemy tank combos Double Damage deactivator - some/all enemy tanks Mine mode - During O/d activation - one tank goes into minelayer mode, e.g. one every 2 secs (mode is limited) Force field mode - Isida only gets zero-damage all-turret protection Firebird/Freeze able to fire one massive wall of flame/ice (once only) Shaft gets ability to move in sniper mode All ordnance turrets get critical hit and massive splash damage Self damage removed on all friendly turrets Enemy base area receives extra two flags for a short time period Control points locked against enemy tanks for short time DM/TDM each destroyed enemy counts 2x (could be set to work only for large score disparity) Health mode - All tanks in team get 100 health immediately Protection mode OFF - All enemy tanks have their protection modules deactivated Protection mode ON - Friendly tanks get module protection upgraded to M4 for (M3 battles) for short time Supply mode OFF - All enemy tanks in vicinity get all supplies in use deactivated Number of personal supply usage limited for all tanks If personal supplies used exceed x- number, Overdrive is deactivated for that tank for duration of battle. Overdrive monitors scores and speeds-up or slows progress count depending on the team/personal scores Deactivation of ALL weapons 5 seconds after Gold drop siren Gold boxes increased to 5 per drop - crystals decreased to 400 per box Lastly, I would suggest at least a few non-pro battles are left as normal, without the O/d feature
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Patch Update #441 - Changes to Isida, Hammer and Shaft, and other changes
bigx replied to theFiringHand in News Archive
The title says it all. Don't get me wrong, I have nothing against snipers/shaft at all, they all form part of the game but in my view it was a mistake to over-power it to such an extent it can not only kill at the whole length of any map, but will take out a Dic M0 with one shot. No doubt the snipers all love the new update, which will vastly improve their stats, but think about other players in the game, and the game as a whole. Here's several examples of what I am talking about: Today I played the Tribute map using the Dic hull, I spawned 8 times and every single time got killed with a single shot from shaft before I had moved a single tank length. Example 2 I played the Highways map, the enemy had six shafts, I got to the middle of the map once in 12 attempts from the spawning site on the home terraces. Example 3 Even managing to survive a shaft hit, on reaching enemy lines with little health left there is no chance of capturing a flag, or killing anything, or staying on a CP long enough for it to register without using supplies, assuming you have any, even then one more hit means you're dead. Note I'm only talking about lower ranks here, it's no fun for anyone, especially the youngsters to get blasted to hell before they can even play in the game, I'm sure they will very quickly get fed up and play something else. No doubt my complaint will quickly get shot down by avid shaft users, but instead of thinking of yourselves, think of the game as a whole, who wants to keep winning 10 - 0 or 100 - 0? win or lose, I don't. What say you guys, perhaps enough support may get the devs to rethink and do a u-turn on this update. -
valid Different sounds for Isida depending on the team it's on
bigx replied to bigx in Ideas and Suggestions
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valid Different sounds for Isida depending on the team it's on
bigx replied to bigx in Ideas and Suggestions
Haha, well I think if implemented the current sound will remain as it is -
valid Different sounds for Isida depending on the team it's on
bigx replied to bigx in Ideas and Suggestions
Note to Mods: I think I posted this suggestion twice in error, I didn't expect such a long delay before being published, no reflection on you guys I know you're inundated. :) please disregard other post if so.