-
Posts
280 -
Joined
-
Last visited
Everything posted by Pink_Legacy
-
Yasss! I've been wanting blue paint for so long!
-
Yep, tried that once. They'll basically tell you that you received them and fabricate facts to demonstrate that you did receive them.
-
This is my favourite part of the whole forum.
-
Funnily enough, he is quitting Tanki. That, however, will have no effect on Tanki's updates, as, regardless of the general belief of some players, he is the English Community Manager, not the Chief Developer That Decides Everything In This Game.
-
Of course. Now that the top scorer gets a comparatively bigger share of the fund than the rest of the team, the key to success is not only fight the other team but also bring your own team down. Get the enemy flag, let no one else get it. This is the future of good crystal management.
-
Alright, I've played a couple of games with the match making system and these are my initial impressions (which are liable and likely to change in the future without previous notice): Clicking to go to a battle and nothing happening but having a pop-up saying, "Wait" was a bit of a bummer. Then again, it's not much worse than screening through several servers to find a decent battle. Both times the system took less than a minute to send me to a battle, so I guess it's faster overall. Both games that I played were somewhat enjoyable, especially the second one. The teams were more or less balanced (on my first game, all ranks above Warrant Officer 1 were in the same team, though), the battles frantic, and there wasn't a clear winner until the end. I don't know if it was sheer chance, but people didn't seem to use too many supplies either. I absolutely love the new Polygon map. I think it's awesome. I'd really encourage the developers to make it the new Polygon for custom battles as well. Now it's a map where you can have some sort of strategy, where the bases are protectable, and you don't have enemies spawning all around you. I has an interesting gameplay, as opposed to the old Polygon, which is basically used because it gives quick experience and crystals. I've got mixed feelings about the new fund distribution system. Since it favours those on top of the score board, it is possible to get a decent reward even in the losing team. That is good, and I guess it's meant to encourage people to fight hard even if their team is losing. On the other hand, though, I fear that once players have figured it out, it will encourage sabotaging, especially on the winning team. Also, it may encourage players on the bottom half of both teams to just leave the game, because the reward is not worth it. But my greatest problem with it is that joining a battle half way through it is not desirable. I happened to see that a couple of people left the battle and were quickly replaced by new players. Well, if the system sends me to a battle when there's only four minuts left, I'm quickly out of there. If the team is half decent, it's highly unlikely that I'll make it to the top half, and fighting hard to end up in the bottom half because the others have had more time to build their score up is simply not worth it. Overall, it's something that I can live with. I feared that I would only play custom battles with this system, but, although I wish that it were possible to get into battles without overdrive, I guess I'll play both.
-
I appreciate the suggestion, but if/when I stop playing Tanki I'm certainly not going to start playing another version of the same game, especially since, last time I checked, they can't be bothered to make a client that works on Linux.
-
Because I've still got some little hope that the matchmaking system will be worth a try, and that I'll be able to play custom battles with overdrive turned off without having to buy a pro pass.
-
A few seconds that can easily turn into a couple of minutes depending on variables such as equipment, supply use, or team size. I do realise that activating my overdrive also activates it on nearby teammates. That's exactly what reinforces the advantage of the winning team and makes it easier for them to win. Now, battle tactics in Tanki are basically: go as a pack, drug more than the other team, get to activate overdrive first, enjoy positive loop reinforcement. All very strategic.
-
It doesn't, it becomes available first to those who capture flags or points and destroy more enemies. So, basically, overdrive gives an advantage to the team that already has an advantage, which, in turn, makes battles even more one-sided than before.
-
You guys should seriously reconsider this kit rotation thing. This is like the third sale on a row that I'm considering buying something on the shop and then realise that it's pointless, as I'm still waiting for Tornado Kit to appear in the garage. If the kit was somewhere around €10, I'd probably buy it, but I'm not spending €15 (let alone the €21 that it normally costs) on it. You'll know better because you've got all that data that tells you stuff and renders what players say on the forum useless, but I think you might be losing money on that.
-
Oh good, then it'll just be like the current battle button that no one uses because more often than not it sends you to a hopelessly lost battle. I've got some little hope that it'll be different, though, because I seem to recall that the battle fund would work differently, so it might end up being worth it to stay in a losing battle. However, I can't but wonder why on earth they would spend so much effort on a matchmaking system if they aren't going to sort out the dynamics that make the game unenjoyable.
-
Oh yeah, I mean that I hope that they don't remove the option because Overdrives are a key element of a hull's role or something like that.
-
I just hope that this overdrive nonsense can be turned off in custom battles, which by the looks of the coming changes is the only thing I'm going to play.
-
Did you try clicking on the screen? Sometimes flash will stop being active and you need to click on the window to activate it again. I get that all the time
-
I don't think they are trying to say that battles are now balanced. I think that they just mean that now repair kit is more balanced with other stuff because it doesn't make you virtually immortal. That said, of course the new repair kit benefits the winning team over the losing team, so did the old repair kit, so do all other supplies, and so does pretty much everything else in Tanki other than the point system in CP. One-sided battles is a long-standing problem in Tanki that is not going to be solves with changes on supplies, and I don't think that the changes in repair kit were intended to improve this. They just wanted to make it a bit easier to compete for those who don't use supplies.
-
Well, at least Tanki started being honest and admitted that the real reason they will only allow missions to be completed in normal battles is that they want players to play normal battles. Other than that, they could have chosen better questions to answer. They could have told us how the html5 migration is going, and such stuff. But no, XT items and new equipment, which we all have been told about it previously, was more important. Wasn't this the whole point of the change, that a long range turret should not be able to beat a short distance turret in close combat and that a short range turret should not be able to beat a long range turret at long distance?
-
Magnum's being a mistake has nothing to do with how people love it or how much skill it requires. It's a mistake because it violates the two general rules that all other turrets follow. With any other turret, if you can shoot me, I can generally shoot you or, at least, get quickly either out of the way or find a position from which I can shoot you. Also, for any other turret covering is a real barrier to hit another tank. Magnum violates these two principles, which makes the game frustrating. Anytime I face a Magnum at a different level (either above or below), I might as well just stand still and let it destroy my tank quickly, because I can't shoot it and if I move, it gets me, if I find cover, it gets me, if I stand still, it gets me. Standing still is just the easiest option. In short, Magnum is a mistake because its gameplay does not follow the same general principles that all other turrets follow.
-
Okay, this is my question: Why don't you guys just acknowledge that Magnum was a mistake, refund those players who bought it, and retire it from the game?
-
I'd like to think that they don't use it because they realise that the game is more enjoyable if no one uses it. Most likely they haven't figured it out yet, though.
-
Yes, exactly, normal battles are completely un-abusable, just like that one on EU17 that I found yesterday where a player was playing against her own mult, or all the battles in abandoned servers where people gather to complete missions. There's absolutely no reason why missions should be allowed to be completed in pro-battles. As the examples above show, the current system is much more unexploitable.
-
There are many games out there older than Tanki that are still thriving. Tanki's problem is not its age but its appeal to players.
-
My favourite part of the vlog is when it says something along the lines of "every hull is going to have a different overdrive, so we opened a topic to ask you for ideas, and surprise! turns out that your ideas align perfectly with the ideas that we already had."
-
Weekend Giveaway with hot prizes and 1.5X Funds!
Pink_Legacy replied to theFiringHand in Contests Archive
Thanks for the warning, mate. Guess I won't be playing Tanki this weekend. -
Nah, assuming that the animation is properly made, the only thing you need to do is to make its speed a variable that equals the tank's temperature instead of a constant. It takes two minutes at most. Again, I'm not saying it's a good idea, I'm just saying that it isn't hard.
Jump to content









































































