-
Posts
37 -
Joined
-
Last visited
Everything posted by The-Kill-Switch
-
alright well lets flip the coin, i like to play alot of "pro battles" (battle list battles) because they arent as full of p2w's and people who have the money for infinite amount of supplies. despite the lack of map variety, i find them more fair. however, dictator is way too powerful in them, even on supply battles. since pro battles are generally longer than match making battles teamwork is more of a thing, the dictator just boosts the entire team and there is nothing thaty can be done when an entire team of fulls supplied and ovedrived players storm your base. the only thing you could do is flank and try and take their flag, but then you will still be met with an army on you way back, the only thing you are doing is buying time that often your team doesnt make use of. the freezeing isnt a big problem or anything, its just the principle they keep adding mechanics to it just to make it popular. thats not the way to make something popular, you wait for the people who like it to make use of it, and other players will learn and follow. but now i just see dictator as too much of a benefit o the team who has it, for example who is going to be more useful (assuming they are the same skill level), a viking with a super long od recharge, or a dictator that boosts everyone elses od by 50 and has a shorter cooldown than viking. obviously viking is only 1 example but the way i see it is that dictator offers more to any battles than other hulls do, due to this 50%. if it was nerfed in that aspect, without further changes, it might be alright. but anyway, this is going off topic. my original point was mammoth was a balanced overdrive, but it was changed because of something so minor as gold boxes. and the devs priority is messed up if they nerf something balanced over a "bonus" yet buff things just to make them popular even if they where fine before.
-
mostly its 50% to other team mates. 2 dictators on a single large team can power a whole round of overdrive in an instant. of course thats theoretically but in any situation where the dictator is near 2 or more team mates the 50% is overkill. maybe 30% at best should be granted. but when all you have is dictators camping in their base until they have overdrive, then power up a bunch of hunters and titans there is absolutely nothing your team can do without massive use of supplies or your own overdrives, but if you use yours its not a problem for them because the dictator can do it all over again in such a short time it seems like. its a viable overdrive with just 30%, maybe even less would still keep it viable. the problem is the devs just see something is unpopular and buff the hell out of it till its op just to get people to use it. if something is viable and people arent using it, leave it alone. some players will find the hidden gem and use it to their advantage, it doesnt need to be buffed just to have people be interested in it.
-
you just proved my point. 1+3-2=2 they gave it a buff to remove the same nerf, therefore all the other changes have just been buffs.
-
if i remember correctly the last update to it was another buff that froze enemies, after the one where they made it add 50% to others overdrives. every update to it seems to be a buff as if it wasnt powerful enough.
-
once mammoths overdrive became 5 seconds people didnt mind it. it wasnt overused in battles but wasnt useless either and in the right hands was effective. no need for changes. the only uproar has been over this stupid temporary event. it doesnt matter if the players see gold boxes as a major mechanic, if they are stupid enough to see it that way despite what the developers themselves have said contradicting that idea, then thats a problem with there thinking, not the reality of gold boxes being nothing more or less than a bonus. i knew these devs where getting worse, especially with the cash grab coin boxes and stupidity such like, but now they have gone back on there own principles over something so minuscule as a silly event that is around for a couple days. they nerf a balanced overdrive yet keep buffing dictators overdrive, you gotta ask yourself "what are they thinking" from time to time. at last hunters od got a nerf, not enough though. their priorities are wack.
-
the mammoth changes are absolutely ridiculous. you changed its overdrive drastically, based on gold boxes. yo tanki online team, remember when you said "gold boxes are a bonus"? news flash lads, a bonus isnt meant to be a dictating gameplay mechanic. in standard matches mammoths overdrive was fine, you needed to use it tactically to make it effective. it was in a balanced state. but no, lets forget about the core game modes and focus on gold boxes, lets be honest, anyone complaining about mammoths being op because it could get gold boxes easily was foolish, because gold boxes are simply a nice bonus and in no way, shape or form should influence balance changes that effect the core game. If you think gold boxes really should justify heavy balance changes then you are a buffoon.
-
this is hilarious!!! as if the previous tancoin containers where not a scam. this is disgusting and scummy of the marketing team. its actually unbelievable, never seen such a horrible scheme. unless the odds of getting higher rewards are increased by at least 5 times, in fact no, forget that. dont be stupid kids, dont waste money on this, ever. not even 1.
-
let me give you a fairly realistic scenario: your on serpuhov, red team. you are trying to push up to the blue base from either the middle road, left bridge, under the bridge, or the right lower path. a magnum camping behind the wall right of the back house on blue base (right relative to blue side) can hit you in any of those positions, and those positions cover all of the map aside from the path along the far right of red base (where blue players defend anyway). throughout the entire push you cannot fire at the magnum without being a magnum, they are experiencing very little risk, but a high reward. yeah i get that it needs splash damage to compensate for it being difficult to hit directly, but its splash range is way too wide. hence why i suggested a reduction in range, but damage within the lower range dissolves slower than normal, so its proportionate. as for mortar, 30 seconds is way too long when you can place 9 or 10 mines down in that time. you can constantly have the map on lockdown without even exposing yourself what so ever. and even if you are moving side to side, if you arent a light hull then at medium range you will still take a massive hit from splash, this should not be the case considering magnum is supposed to be a long range weapon. the reinforced gun carriage makes magnum even more effective at short-medium range, but its not meant to be a medium or short range weapon, its meant to be long range. my overall point is that the risk:reward ration with magnum isnt balanced. you can do so much with it, without even having the possibility of taking damage. and it doesnt take a good player to place a tone of mines all over the place, to hide behind a wall and be able to hit anyone making any kind of push with damage. also the thing is yeah you might not hit directly, but that doesnt matter because you are still doing damage, without facing any risks, its free damage so the amount isnt really important, its the fact that you got damage off without even exposing yourself to the possibility of damage. with every other gun in the game (besides projectile weapons where you can fire and then get behind a wall and lead the enemy into the shot [takes skill to do]) you have to at least expose yourself a little to do damage to someone. magnum, thats not the case.
-
my thoughts on magnum: this should have never been added to the game and has no place in it. the game relies heavily on using cover to gain an advantage in battle, and using that cover strategically to be effective. magnum takes away this entire idea. it can shoot over cover, and has ridiculous splash damage so when shot at the side of cover it does massive damage to. the game should work on this principle: "you should always be able to avoid damage with skill." and for the most part you can, by using cover well, knowing maps and positioning yourself in places that are advantageous in the scenario. magnum take that idea and throws it in the bin. a magnum can have perfect line of sight on me, while i have absolutely no way to avoid damage or even fire back at them to either kill them or knock there aim off. the only counter to that is shaft or another magnum, and shaft would take alot more skill to hit a barrel shot than it would for the magnum to do similar damage without even exposing themselves. its a completely unfair turret and requires no skill to use in more circumstances than any other weapon (other than something like a melee weapon at barrel touching range, but thats fine because you at least have to get close to use a melee weapon, if someone can use there skills to get close then they deserve the damage they do). magnums splash damage radius is so ridiculously large that you could be aiming for 1 guy and hit his team mates that are like 2 tanks distance away from them, and apparently that takes skill? just shoot in the general direction if your enemy, you are pretty much guaranteed damage, and alot of it. onto its alterations, mortar is op. anyone who argues otherwise clearly uses it all the time. wow, 15% less damage, what a shame, dont worry though, because you will place a mine that makes up for that lost damage multiple times, oh and did i forget to mention that you receive no splash radius penalty? BALANCED BOYS!!. the reinforced turret carriage or whatever its called, right so you might lose some range, how sad, never fear though! you can just sit on a slope to get that range back, oh, and now you can hit people to the sides even easier than before (as if it wasnt easy enough with a splash radius that covers half the map). there is only 1 "balanced" magnum alt, the one that charges your power faster. and even then it doesnt matter, because its on a magnum. this turret should be removed in all honesty and player who bought it should be compensated. but since the devs never remove anything, ever, even if it would balance the game, maybe a compromise could be made: remove mortar, make power build up on reinforced carriage slower, half magnums splash radius but make the damage dissolve slower over that radius, lower its damage by 17.5%, make the reload a bit slower, make the lowest angle of fire 25 degrees. then, and only then, it might fulfill its role as a long range turret that takes careful planning of the shot to deliver a large amount of damage in a area. not just a "shoot it, kill everyone in a 20 mile radius without any kind of thought put into it" gun. thank you for reading.
-
yeah its a game, but its setting a bad standard. gambling in any form is a game, and ultimately it revolves around a company making money off of people trying their luck. but kids dont know any better than to keep going, and will keep loosing money to the game.
-
im actually disappointed, that some of you people actually fell for this blatant scam. it was a scam the second you saw anything other than tankoins in the prize pool. its sad because this game is aimed at kids, and this is obviously gambling. when you look around the shop you dont see any kind of warning or notice that this is gambling, and that it should be done at your own risk. one of the scummiest marketing schemes i have seen in a while in a game.
-
what a scam all problems tanki x fixed, and now its shutting down for this joke of an alternative.
-
pfft, this game will probably get shut down soon after tx because they are having problems with the html 5 #BringBackTX
-
Shaft: Hunter: mammoth: magnum: twins: hammer: freeze protection stuff: you have some good points there, i hope that this topic serves as some sort of inspiration for players to at least consider some of the things spoke about throughout it, from what i can see its been provoking productive conversations and brings different viewpoints to light.
-
ah right i see what you're saying, i say that in this particular case because currently i see smoky players using incendiary or autocannon, the better players tend to use incendiary and then you have the smoky, titan, fully maxed millions of supplies, and auto cannon players who tend to be more p2w than good at the game. i occasionally see cryo, but not as often as i should, not exactly because its bad, but because incendiary is too good and makes almost no reason to use any of the other alterations (aside from autocannon) over it. i think nerfing incendiary would be motivation enough for people to dabble with cryo since i see it having alot of potential in team play and even for singling out enemies.
-
im not ignoring all the other turrets and alts though. im not sure where you got that from, i covered things that i saw as things that either where too dominant, didnt have a balance between risk and reward, or just weren't good features. most things talked about took into consideration everything, including some things i didnt talk about because the post was long enough.
-
with replies ^^
-
hence why i suggested nerfs to those turrets in the main post. as i said in my follow up, only buff cryo if an incendiary nerf still proves to have incendiary better than cryo, considering its a more expensive alteration. if an incendiary nerf would do the trick then dont fix what isnt broken. i would argue that smoky is decent at long range with stock, and i do understand what you're saying about autocannon being effective at long range, crits have no damage fall off, but again my main issue with it is that it doesnt encourage a skill gap between users with it. appreciate you explaining the protection thing again, i understand you better now. and yes i see where you're coming from, it would be more cost effective to upgrade the hull than protection modules, but also take a look at this: Turret — from 0 to 4000 Hull — from 0 to 4000 Each protection module — from 40 to 400 Drone — from 50 to 500 as you most likely know, this is the new gear score values. total gear score from max modules is 1200. thats considerably less than a hull. and this gear score update was supposed to give more important parts of the tank a gear score according to that. this means that hulls are more important than modules, rightly so, if a hull is more important then it should be more cost effective and accessible than modules that arent meant to be as dominant a part of the tank, and from what i can see modules are too dominant in the sense that they pretty much dictate what turret you have to use. i can understand if you think thats a bit far fetched but im tryng to be somewhat cohesive with the game and what the devs intend, even if that means i have my criticisms. thank you, although i dont consider myself a writer, that is probably a more appropriate place for that topic. im new to this forum so im not sure exactly how to go about that, maybe a mod could move my topic there with its replies and delete this one? pardon my obliviousness but im still trying to figure things out.
-
i dont see cryo being used very much because incendiary is too dominant out of the 2, and is less expensive. it may just be that incendiary should be nerfed and that would bring balance to them being used closer to equally, but if an incendiary nerf wasnt enough to encourage the variety then cryo should recieve a slight buff, nothing too massive but something to allow it to keep up with incendiary. my main point with the autocannon alt is that it doesnt matter your skill level with it, you will get the same results no matter what. long range tracking isnt hard, even for slightly bellow average players. also autocannon is as effective long range as it is short, there is too much randomness too it to have skill dictate the winner of a fight between 2 users. and for protection, i dont know who is talking about hull upgrades, in fact i think hulls (aside from some overdrives) are balanced, so maybe im missing the point but hull upgrades isnt a parameter of protection modules. 50% protection offers too much of a sizable advantage to someone using it, there is a reason that you dont see many good games with that high a protection against certain equipment, because it is too much of an advantage. as i said, 35% is alot of protection still, but its not so much that fighting someone with it is almost going to guarantee victory for them. the ability to make your tank half as effected by 3 turrets isnt a good thing, and never will be. if i am missing a point would you kindly rephrase it so it makes a bit more sense, thanks.
-
hope its better now, thanks im used to the tanki x forum and this one works completely differently. are you agreeing to my topic or TO_King's post?
-
In response to your points: shaft: the thing is you can use shafts arcade shots offensively and at closer ranges, similar to how you use thunder. unless im mistaken it does damage right between thunder and smoky with a reload time to reflect that. i feel like the alteration allows it to be just as effective at long range as stock shaft, but too effective at close range to the point its just an upgrade. hunters overdrive: the reason i think it shouldnt activate supply cooldowns is if someone runs up you on you full supplies, yo activate your overdrive, your already expensive supplies have literally served no purpose. i think the cooldown should last the rest of what the supplies duration would have been. i dont think hunters overdrive is stupidly overpowered, just a tiny bit too effective. to be honest i dont see it as a big issue but just something worth mentioning. mammoth overdrive: i spent an hour on the post, after the update. what i said about 10 seconds wasnt referring to the overdrive, it was referring to my proposed reword for the overdrive. the rework i proposed isnt a nerf, or a buff. it would be an almost completely different overdrive with mechanics the game currently hasnt seen. yes i agree the overdrive is less op now, but i still dont like the idea of it being absolutely unkillable for 5 seconds, even if it had 27 juggernauts firing salvos at it. magnums mortar alt: you only spoke about my 1st proposition, what about my second? me second was "only place a mine if the magnum doesnt hit anything" i think this would be more balanced than removing splash damage looking back over it. splash damage is important, but the thing with magnum is, especially using this alt, all you really have you do is fire in someone general direction and you will do high damage along with placing a mine even if you miss by a millimeter but still do massive damage. railgun alts: although the scout alt doesnt have splash damage, it also has no damage fall off over range making it far superior to thunder in almost every way. thunder alt: we both suggested the same way of fixing it. twins stable plasma alt: i know how to counter twins, but the issue i have is that i have to work hard to counter it and take as little damage as possible, yet all the twins user has to do is chase me and put a brick on the space bar. it isnt a balance of risk and reward. and as you said, you see most twins using this alt over the rest, when you see 1 thing being used over the rest you know its not balanced and therefore is reducing variety. this is why i think it must be removed. the other twins alts are opposite of eachother, one is long range and the other is short, stock twins should be right in the middle, but all you see is people using stable plasma for the mid range, or pretty much any range that twins can be used. and lets not forget, ricochet is a different turret, not another version of twins. having unstable plasma on rico shouldnt make it a stock twins, and as i see it it doesnt do that, it plays differently, therefore i think its an acceptable alteration. hammer: my favorite turret in the game, i love it, satisfying, powerful but not overpowered, and takes skill/strategy to use, unless you have duplet on it. you said you use adaptive reload, not in fairness i havnt had a chance to try that out however you did say that it takes little effort to do well. if that is the case then i dont think just a +10% reload is enough of a disadvantage for it, but i trust you can report back to me on that one. i personally use hammer with slugger, an alteration that i love because in the right hands its good. the turret turns very slowly but if you have good awareness and can drive well you can make it work. im a an of alterations that take skill to use but pay off if you master it. freeze: i say the decreased energy consumption should be nerfed because it just cancels out the lower damage, as i said it does take longer to do that same damage but in maps where its easy to single out opponents through standard encounters (happens to be alot of the mm maps) it becomes too effective. and self destructing is never a good thing to do and you are advised to only use it when flipped over. it ruins the game for both parties, the one self destructing as you loose score and potential a team point (and you should never do something to lower the teams score, practically multing) and also makes the person attacking you not get the score. its quite a cowardly thing to do when all is said and done. smoky: incendiary rounds: agree cryo rounds: in that case then maybe the shot should add 25% of the damage lost by no crit autocannon: smoky, titan, autocannon. you miss a shot? oh well just wait half a second and fire again, hardly makes a difference. oh you just took some damage from people peaking you? dont worry just hit speed boost and repair, you will get to them quick and your a titan so it was only a tickle anyways. i know that was slightly exaggerated but you get the point. yeah you loose some crit hit build up but you fire so fast that it barely has an effect. the rng involved is relying on crit hits. the damage it does normally isnt alot so pretty much all the damage is from crit hits. thats the definition of relying on rng, and rng is never (and i mean never) a good thing as it doesnt have any counters, you dont know whats going to happen. granted neither does the user but thats not an issue because its not that great of a risk to them, yet they still get undeserved reward. you really dont need any skill to use it, just hold space (or m1) and go. thats all there is to it. whether its overly effective or not isnt the issue, because you dont know if its going to be effective, since its all rng. its just something that any old fool could use and could either do good or bad, depending on there luck. and the final thing ill say on this alt to solidify that it is truly the epitome of no skill: if you are the greatest player in the game, and you fight the worst player in the game, you both use this alt and the same hull with the same ugrades, who will win? either could win, you can try and make up as many scenarios that you want but at the end of the day its an alt that anyone can get the same (random) results no matter there skill level. if you imagine the same situation with stock smoky, or any other smoky alt, the pro will always win. Hornets overdrive to counter protection: yeah it works, but what if i dont want to only every use hornet if i want to deal some decent damage. the fact that protection is so high reduces variety in hulls and turrets. with a lower protection this wouldnt be the case. not so low that they are useless, but not so high that its as bad as it is now. 35% is probably more fair than 33.3. also the people who spent their crystals on protections and upgrades dont lose anything. you still have the highest protection advantage. here are some ratios; 50:35 m4 35:24.5 m3 25:17.5 m2 15:10.5 m1 10:7 m0. the protection reduction is across the board, not just max modules, so people who spent there crystals for the highest protection advantage still retain there highest protection advantage. i have mentioned variety alot, reason being that with balanced variety it will take more skill to know how to counter all different things, whether that be hulls, turrets, alts or protected opponents. this could truly separate the average-good player from the great player. thank you for responding and giving feedback, you have allowed me to see some things that i didnt before and i hope i have done the same for you. thanks again. what does that mean?
-
"It takes quite a lot of skill to accurately hit targets by controlling the angle and power of the shot. The only exception is something like ASL mode where all enemies sit in one place so the Magnum just fires into the same spot repeatedly, but in other battle formats camping like this and still getting a high score is quite difficult. Personally, I never liked the camping strategy. Whenever I use Magnum, I play with it just like Smoky or Rico." i agree with what you say about asl mode, but i see the camping strategy used much more than it should be in all modes. also consider that matchmaking maps are quite different from the majority of maps, and for someone like myself who doesnt have enough money for a tone of supplies to be used in mm battles i find myself playing all different maps, some matchmaking some not. and i appreciate that you and many other may play matchmaking for the most part and not see as much of an issue with it, however through my experience i have seen magnum bee too easy to use for how effective it is in many other maps. "To avoid getting knocked around by Twins, stand with your back against a wall and your aim won't shake as much" im well aware of this, and it works to stop your aim from being distressed, however i also said i think twins does too much damage, if you go against a wall you are forced to take that damage and have little option to try and avoid the shots (i explained about that in the main post so i wont go into any more detail). as i said above i think its reload should be increased slightly, the damage per projectile is fine, but i think it would be better if it didnt fire quite as often. (no suggesting a major nerf to fire rate, just a few tweaks) " To avoid Firebird, just stay out of range. Yes, with the compact tanks alteration the fire effect becomes extremely powerful, but the energy tank itself only lasts 2 seconds" yes, obviously staying out of range is what anyone would think of to avoid it. and as i said i think firebird itself is fine, the burn effect (used by many different turrets/alts) isnt how i think it should be but isnt overpowered necessarily. also with compact tanks the energy lasts about 4 seconds (normal firebird lasting about 6) and that is more than enough time to rack up a few kills quite easily. and yes if someone repairs then they get rid of the effect, however any kind of somewhat intelligent player will bait the enemy into using a repair, because they basically have to repair or in just a half second of firebird spray they would loose over half there health (medium hull). once the enemy uses repair the firebird shoots again and its all over, no way to counter the damage other than have a titan dome, find another repair or have an isida/freeze next to you, all things that are fairly unlikely. "Shaft already got a big nerf years ago when the laser was added. Now, in order to counter it you just have to be on the lookout for lasers. I really don't think it's much of a problem these days," with the speed that shaft charges up, if you are driving through any kind of somewhat open area a shaft will get you. but i agree that the laser gives you away, its quite easy to hide it (especially considering how transparent it is) but it can be a dead giveaway. with that in mind i think a better way to fix shaft would be to make the laser more opaque and to make it have a longer charge time. (similar to how it does in tx if you have played that game). "Dictator's OD is very underrated, considering that barely anyone uses the hull in battles It's not easy to get an organised team using dictators effectively, and I have yet to see it in any MM battle. If someone is capable of doing it and it easily wins them the battle, then they deserve the victory." obviously our experiences may vary, but i have seen many teams with a couple dictators and they just dominate, they dont even have to be particularly good players, just as long as they use there overdrive near others. i see why they kept buffing the overdrive, it wasnt getting any attention because people thought it was boring and it became underrated as you said, but i dont think that justifies making it as powerful as it is now. just my thoughts. "For Titan, I'm pretty sure it's already possible to take out a Titan with Viking shooting it non-stop using DD and overdrive. Also it has three major weaknesses - Hunters can disable the shield (and disable all enemies in it too), Hornets can shoot right through it, and Mammoth's OD works through it too." everything you said about titans overdrive is correct. but in the majority of situations i see it being too effective. consider that titan is a heavy hull with very high hp, a hornet using shaft would have to use double damage to kill the titan. magnum too, railgun cannot unless alts are used. a hornet using any gun that cannot 1 shot it wouldnt really work because the overdrive heals the titan as well (im fine with the healing). yes a hunter can disable it, but its likely the titan would have killed the hunter before its close enough. viking also must use double damage, without its very hard to kill the titan and other tanks under the overdrive. im not saying it should get its resistance cut in half, just a slight reduction. "I feel like you missed the update where Mammoth's OD duration was literally halved, down to 5 seconds from 10. I think in its current state it's much less OP than it was, both for gold boxes and general gameplay. It's very difficult to find enough enemies to drive into when you have just 5 seconds, so I think it's fine." i saw the update when it came out, and i also saw that its cooldown was reduced (as it should be to make up for its duration nerf). but the issue i have with this overdrive isnt the duration, its the inability for it to be killed. i think it should be very hard to kill, but not impossible. thats why i proposed my idea. but yes i agree, its not as powerful as it was before but i still have my gripes with it. "You have some valid points here, but you often forget that the alterations you think are OP also have specific disadvantages to them, which allow them to be countered. I agree that some of the alterations you mentioned are OP, though definitely not all of them. Developers are constantly monitoring them in order to make appropriate balance changes, as you can see from the numerous updates that affected alterations." i clocked that alts have positives and negatives, but i tried to only mention alts where i thought the positives way outweighed the negatives, basically just upgrading the turret. you can tell if this is the case when you see the vast majority of players using some alterations over the rest, for example duplet, almost every hammer i see is a duplet user. the purpose of alterations is to add variety and add another level of skill to know how to counter different ones. im all for that idea but some are simply upgrades. i would like i hear what ones you thought i was wrong about though, so i can either justify my reasoning as to why i think its not balanced, or so i know where i was wrong. i also do take note that the devs are adjusting alts alot, but i mentioned some that arent getting any attention that i still see people using over the rest due to how much easier it is to use. "I fully agree, but you said it yourself - supplies are a vital part of the game economy, and unfortunately at the moment the revenue from their sales is vital for the project's survival." this is very unfortunate, however i do genuinely believe that if they dedicated more time to releasing more cosmetic then they could make up for it. when xt skins where sold in the shop people bought them like hot cakes despite them being expensive, i think they should only have a skin every other season in the battle pass rather than every season, instead maybe add a legendary paint or maybe an alteration, something that isnt a skin but is equal in value. this way they wouldnt be giving out so many skins in the battle pass, and could put more into a cosmetic shop. i think they would still sell and due to there not being as many in the battlepass it wouldnt be over saturated. i appreciate you reading all the way through and giving feedback, i have tried to do the courtesy of the same in this reply. also i know it was long, and i know this one was long too, but i wanted to make sure i didnt just bullet point issues that i had, but rather explain why things are bad in the current state, and what could be done to remedy that. i also thought the "1 topic = 1 idea" rule was more about not repeating your idea in another topic (as suggested by the example given). ill keep that in mind for the future though. 1 last thing, im not used to this forum so im not sure how to quote a part of someones reply, hence why i did my own quotation marks, im used to the tx forum so i apologize for that.
-
My suggestions to make the game as best as it can be. Hello, although i have very little forum activity i have been playing this game for many years so i think its safe to say i have seen its ups and downs. Essentially i wanted to make this topic in order to address some things in the game that i think need to be changed/added/removed. The reason i have decided to make a new topic rather than add to an existing one is because i have a fair few ideas that dont fit into any 1 category. And of course i think its worth mentioning that some of my ideas may be controversial at 1st glance but please do read everything before you make a response, if you make a response. Anyway, lets start: 1st of all, turrets. arguably the most important part of a tank. the turret is supposed to allow your tank to operate in all different situations, some better than others in certain scenarios. however, i believe that every turret should have a good balance of risk to reward, and unfortunately i think some arent fitting with that. magnum, Firebird, twins, shaft, thats about it for the turret section, now only hulls. i will include hulls overdrives in the hull section too. hulls: dictator, hunter, titan, mammoth, now for the most important part in my opinion, alterations! Alterations: firebird: magnum: shaft: railgun: thunder: twins: hammer: freeze: smoky: finally, thats it for alterations. now for a few things that i think would improve the game in general. supplies (aside from batteries) should be free and limitless. there should be more emphasis on the skillful and strategic use of supplies rather than the current "whoever has the most wins" and yes i know this brings in revenue for the game, and i know the devs have to put food on the plate for them and their families however if they care about the game they should make supplies free and limitless and get revenue from new skins that they release. maybe add a purely cosmetic section to the shop where you can buy ammo colours, skins, paints and more cosmetic items for real money. another thing that i think should change is protection modules, more specifically there values. the absolute maximum protection against a turret should be 33.3% (m3 fully micro upgraded) 50% protection is a very silly idea, making a turret half as effective is dreadful and reduces variety. if someones got 50% protection, you pretty much have to change turret because killing them just isnt happening. 33.3% protection offers a good advantage still, but isnt as overpowered as 50%. thats about it, i truly believe that these things would help to make the game the best it has ever been, the most fun to play, actually take skill to be effective, and have more variety in battles while maintaining a balance of risk to reward. if you read all the way through i want to say thank you because this was very long, i would love to hear your thoughts on these ideas and any criticisms you may have. thank you.
-
could i do a guide on some of the new wave alterations or is that not considered new enough?
-
why is matrix on here? predator is a far superior kit