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Everything posted by indyone
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The html5 version is much improved, but there are still some major problems. The old game should not be decomissioned until the above and the black screen problems are fixed. I was playing and suddenly not long after the game started, my screen went black. I could still fire, but could not see what I was firing at, so I quit and rejoined. The longer I play, the more I have to quit and rejoin. Also, the yellow highlighting is still quite wide and obnoxious. I still see instances of yellow highlighting fully on a tank that should be at least partially visible. The tanks are harder to see at a distance with this version, for instance in the stadium map.
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Thanks for confirming this for me. This change should have been split into 2 different augments. Tankers with no augments should have been changed over to have the new reinforced gun carriage equipped and the tankers with the old reinforced gun carriage should have been selected with the new un-reinforced gun carriage equipped.
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What about computer users that were fine with the magnum the way it was? All it does is operate horizontally now. So, are you telling me that I have to augment it to get it to operate as it did before? Please change the default back. I am not sure I am a fan of this turret anymore. The augment should be a choice one way or the other for a week or two rather than sticking users with something they don't necessarily want.
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@enri_chill I just played juggernaut and the enemy team was just killing the team prior to my arrival and players kept leaving (that is how I got put in the game). Multiple vulcans shooting as well as Juggernaut as ally tanks are spawning. A good example of a lack of balance. Tanks equipped with alterations are just taking out the other tanks easily and dominating the map. Balance is needed to stop tankers from leaving games. I played a game and an enemy firebird was easily taking out protective domes and other tanks. Two equivalent tanks with different turrets and the same amount of health should be able to shoot at least once each before they are destroyed. Yes, the juggernaut is overpowered, but this happens in other game modes too. From old posts, I thought balance was checked, but I am not sure anymore.
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@ALEX22THEBEST This has happened at least 3 times to me in the last week. You don't even have to be in a game. I click and am waiting for a response and eventually the link displays or the error appears. If I click again on something instead of waiting or try to go to something else, the error appears.
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@Viking4s I would rather see the tank than the outline. There are too many yellow outlines. If there is nothing hiding it, a tank should be visible. I had better visibility in the flash game.
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When the enemies positions are revealed, they appear as a yellow outline only. When the tanks should be at least partially visible, all I see is a yellow outline. I don't have this issue with Flash mode. Please reply by email, if possible.
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Something needs to be done to address #2. I leave at the end of a game and come back later that day or the next day, because you get in a streak of losing battles, due to players leaving battles (usually of the same type - probably due to challenges or preferences). Sometimes these are mults to purposely cause an imbalance. No matter why players leave, the imbalance is sometimes hard to recover from. Sometimes the game is playable by the addition of other players inserted into a partially played battle. One possible way is to award an extra percentage (like a handicap) to the losing team with less players. For example, instead of getting 1/9th or 1/10th of what you might normally get, you get 1/5th. That also means your team is taking a percentage of the points from the team with more players.
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Interesting viewpoint.
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This is regarding html5 version. 1) Click on upgrades for a tank upgrade in progress. The font is so small, I can barely see the cost of speeding up the upgrade. 2) This is a general comment. In some parts of the game, the graphics look really good. In other parts, the graphics are not so clear or nice, compared to the flash version. 3) General feel of tank movement is not as tuned as the flash version.
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I don't think tanki is balanced. Keeping balance is a very complicated task. It is not just overdrives, although I agree that the mammoth needs the old overdrive. The mammoth is so slow, the speed increase is almost unnoticed. The existence of complaints does not mean a change was needed. To balance, the base tanks need to be tested without alterations and overdrives and then with alterations and then with overdrives and then with different combinations to represent the various tank configurations. Instant overdrives are used by everyone to capture flags, control points, goals, etc. I previously suggested there be a zone without overdrives around flag bases, control points, goals, etc. in the same way that you cannot place a mine too close to the flag. The zone for control points, goals, etc. should be larger, so that the overdrives cannot be used. The titan's healing dome is pretty much the same as invincibility, so why wasn't that nerfed. One can also argue that overdrives should be allowed for defense only, but I would rather not have the overdrives around the goals. Probably the most balanced overdrive is given to the dictator, yes, the original overdirve. Some tankers didn't like that either. The Hunter overdrive should not cause drop of the flag or ball, enough is done by deactivating supplies and power ups. Again, tankers park these by the goal and just wait for someone to show up, so they can stop the goal.
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Ok. Then overdrives and some of the alterations can be reduced to help restore some balance. Having a combination that is overpowered in comparison to other tanks may seem great except when you are on the opposing side. For example, having one tank, like the Gauss causing the majority of the damage to the opposing team creates an unbalanced game.
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Alterations are over-powered. Their effect or time of effect can be reduced by 50% and still be a good alteration. No need to be able to make so many kills per press of the shift key. Balance is also allowing all tanks to enjoy and take part in the game. When tankers leave games, it is usually because the game is not balanced. One shot kills can occur with or without alterations, but that does not make it fun for tankers being shot. Being able to use the freeze alteration to continuously re-capture control points or score in assault does not make it fun for everyone. Freeze protection should protect against this.
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The alterations could be reduced 50% in time and damage and this would bring further balance to the game. I have played 2 games over the last 2 days that the opposing team consistently and repeatedly used the freeze alteration to re-capture their control points or score in assault. This gave an advantage of at least 50% over the other team. Balance is also making more opportunities for all tanks to enjoy and take part in the game. I am starting to see more tankers leaving games because of the comparative disadvantage.
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I agree. I like the old hulls. Some other suggestions to add. 4) Bring back an equivalent to the old hulls or add another level of tank hulls. Maybe even allow 4 types of protection at once. 5) Nerf some of the OP alterations. You can also make fire from an ally a counter for freeze. 6) Restrict the titan's overdrive to same restriction as mines around flag and control points. Otherwise, it is too overpowered. If you are going to leave it there, it should be reduced in time or healing. Sometimes 2 of the same team activate at the same time, covering even a larger area.
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Some suggestions for re-balancing. Either one of these or any combination would help without adjusting guns. 1) strengthen hulls 2) strengthen double armor 3) strengthen protection 4) allow freeze to protect against instant freeze The Gauss, for example is too OP. You only allow 3 protection modules at a time and some guns just take one shot and go through any hull. It has been this way for some time. The double armor helps, but isn't really double armor anymore. In the past you could take one hit with double armor and no protection. That is not the case anymore. I used a viking m3 and it was one-shotted by either Gauss and was useless. I started out many times and was unable to change much. I only had maybe 8 to 10 seconds to do something and the tank was destroyed.
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It would be nice to have a traditional mode. Getting back to the old times might be a nice game mode or map where you play traditional tanki mode only, like you are suggesting. No extras.
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Every time you introduce something new you disturb the balance of the game. Some things I think should change: 1) Freeze alteration should only be for freeze turret. 2) Alterations plus overdrives make tanks too OP (Over Powered). 3) Titan's overdrive shouldn't be allowed over the center of a flag, control point or goal. This should only be allowed outside the same radius that would be covered if it was in the center. 4) Draining of active affects should be removed. Tanks can be immobilized and active effects drained at the same time leaving no defense. 5) Re-test tanks against each other in different situations and rebalance, so that tanks can have more than one shot, or multiple seconds of freeze/drain time, etc.
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Valid Protection module inverts Isidas effect
indyone replied to realbigred in Ideas and Suggestions
I like your posts, but at the same time, I would like a protection module that allows healing and damage in such a way to return some of the initial features of the isida turret. These enhanced revenue features along with nerfing of turrets destroyed balance in the game. The isida needs power to be able to counter some of the tanks like the hammer or ricochet with enhanced capability. -
This is about balance. I like some of the new alterations. Since all the new tank alterations were added, balance seems off. The hammer especially and the smoky are overpowered with the new quick repetitive alterations. The hammer kills off many tanks in a row with very limited damage to itself. Non-hammer tanks (regardless of hull) may or may not kill even one tank during one encounter. I think you need to re-evaluate balance again and any time that you introduce new hulls, turrets, or modifications. Some tanks can approach other tanks, but will be dead, basically, because of different turrets, despite using health to try to stay alive. Tanks with Vulcan, Hammer and Ricochet with a good M3 hull are hard to approach with a good M3 hull and a different turret. Balance needs to consider short versus long range turret. For example, a long range turret, for example, should not be able to inflict the same amount or more damage as a short range turret (at short range) as appears to be the case. This is assuming the hulls, protection, etc. are the same.
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I like some of captin_xlab's ideas. I am trying not to repeat. But the wait times to join a battle can be too long (at least one time over 1 minute) . I'd rather be able to easily switch servers as is today and decide which battle to choose as well. Having the create option with this was a good option, since choice was limited. This type of button is probably better for new users, since it provides an easy way to join battles, like the battle button. After some time most players like to decide which battle to play.
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I am speaking mostly of the power boost. I don't have as much of a problem with double armor or speed boost. The power boost ruins balance in the game.
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As stated, the power ups are too powerful. I have mentioned this before. If you are not going to modify or allow these to be not allowed in all battles, you should consider restricting these to holidays or pick up in game only (i.e., remove them from supplies). Games are ruined and players are leaving very frequently.
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Valid Protection module inverts Isidas effect
indyone replied to realbigred in Ideas and Suggestions
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The earnings for staying in a battle should be increased. The point of this is not to give a participation award, but to make the rewards more equal. Consider this example. The amount of deaths per side is equal, however the flag captures are unequal, for instance, 7 to 3. the winning team today appears to get many times more than 70% of the points. The losing team should get more points, up to 30%, in this example.
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