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Everything posted by D.a.n.t.e
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When there are camping Magnums and Shafts, and your team is losing people just leave battles, and since mostly noobs join losing teams, it is very hard to make a comeback. Even druggers prefer winning teams, it is uncommon to see one of them join losing teams and even if they do they leave as soon as they see they are not going to win. Sometimes I drug just to make a drugger leave, because if they stay in battle they'll make some of my team mates to leave. Knowing when to join or leave shouldn't be what this game is about. If battles were more balanced and the rewards more reasonable the game would be fun. I understand about priorities, but the recent changes to rank brackets, addition of crystal missions and making one shot turrets is telling me that devs can do changes but they want to do changes to force us to use drugs and spend money as hard as they can. Is not about you, I think you're doing a good job for the position you have.
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Kills, Deaths and K/D ratings should have yearly counts aside from the total. For example: Total: 2017: 2016: 2015: Kills 30000 10000 20000 - Deaths 20000 5000 15000 - K/D 1.5 2.0 1.25 -
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What happens if you entered one code incorrectly, what do you do then?
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We should call it light/close to include Freeze, Isida and Hornet.Not everyone has Fire and Wasp.
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DBF for 24hrs + Sale on "Supplies 1500" and Shop kits
D.a.n.t.e replied to theFiringHand in News Archive
1500 Repair Kits is way too much. 500 would be more acceptable and you can call it the Drug to Win Kit. -
wut da heck
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No, it is not.
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valid Protection modules decrease 10-15% the impact force of the weapons they are protecting
D.a.n.t.e replied to Strikechard123 in Ideas and Suggestions
I agree, 50% is huge for impact, but it is huge for damage too, that's why I think the maximum should be 40%. When it comes to your idea, I think you raise a valid point, whether that was your intention or not. Protection against only damage is not enough to protect your tank from turrets that have other abilities than causing damage. For example, Isida only has damage, it doesn't have any other ability, but Fire has damage and heating that also causes damage. Similarly Rico has damage and huge impact which makes you unable to fight back, then you're at the mercy of that turret. So protection from Fire's damage and heating is as necessary as protection from Rico's damage and impact. -
valid Protection modules decrease 10-15% the impact force of the weapons they are protecting
D.a.n.t.e replied to Strikechard123 in Ideas and Suggestions
You are right. If Smoky's strengths are 50% impact and 50% damage, then reducing both impact and damage by 50% (M3+) is actually reducing 50% of it's overall strength. If you only reduce 50% damage, you're only reducing 25% of it's overall strength. -
6. Isida too can ruin the balance of battles, with its now fast healing and 10 seconds of it, it can heal many attacking tanks, thus ruining balance. Healing should be used out of necessity, not as a career, in my opinion. A fix could be to give less exp points to Isidas that are not attacking at all or that are healing the same tank. Healing time could be reduced as well. Isida to Isida healing could have its own healing rate (lower). And maybe make the beam weave so tanks that are getting healed will have a hard time defending Isidas. 7. For an attacking Isida the shooting aim is difficult to control, even more so in space mode. If you don't want to expand the overall angle, you can make it have a cylindrical aim instead of a cone, for example, at 5 m it can have a 30 degrees angle, at 10 m 26, at 15 22, just an example. Thanks.
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I meant the topic, because people don't know that they have to go the live stream site (link), to find the link for the code, unless they go page after page of this topic or ask a question. Are you talking about Isida's damage or heal? Because, at least for me, 'damage' is about right, the problem is heal. They should reduce healing and healing time, in my opinion.
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valid Protection modules decrease 10-15% the impact force of the weapons they are protecting
D.a.n.t.e replied to Strikechard123 in Ideas and Suggestions
There is one problem, some turrets, for good or bad, have high impact as their primary advantage. This will be like double jeopardy on them. But there could be an Impact Module that reduces impact up to 40% if fully MUd, that would go great with my idea of a new protection system (single modules, 4 slots, 40% protection). Edit: Impact Protection Module is a bad idea. -
category Ideas for Supplies and Drones!
D.a.n.t.e replied to Ilia.ArchangeI in Ideas and Suggestions
Good post. You should post that in the Complaint Book.- 2,768 replies
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- supplies
- drop boxes
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(and 1 more)
Tagged with:
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1. Rank bracket is too long. (Standard battles) 2. Magnum is Over Powered by a lot. 3. Ricochet's impact and damage is too excessive. 4. Fire alteration is OP. 5. Crystal missions are not fair for the loosing team. More reasons for people to abandon battles and try to only join winning teams, and you can't blame them for that.
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Free to suffer. Work to continue. Pay to win. Pay to enjoy.
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valid Make Striker's laser different from Shaft's
D.a.n.t.e replied to Mario3108 in Ideas and Suggestions
You flip them and then another shot and it is dead. -
Yeah.
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Is it possible to change the letter case of a nickname? Example: From D.a.n.t.e to d.a.n.t.e
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I have one solution for the Gold problem if they are unable to fix it: Lock and unlock Micro Upgrades depending on ranks. I posted this in one topic about it:
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The video is in the first post of this topic. What's missing there is the link to enter the code.
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I did join winning teams today, did my missions fast. Only a CP battle was a little challenging when 2 druggers entered the losing team; I had to drug a little to help my team secure victory. I hope you're not being sarcastic. ;)
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Sales on Shop paints, servers merged, new paints, and more
D.a.n.t.e replied to theFiringHand in News Archive
Now we really need tags for our friends. So we can tag them as EN, RU, or whatever language they speak. I was originally against this idea because it could be abused for missions. But with the coming Random Battles this issue will be irrelevant. EDIT: ^ That's a great idea. Thanks! Matchmaking can use our selected tags, in this case language tags, to send us with other players that speak the languages we speak or understand. No need for Hazel to make Klingon the official language of Tanki. ;) -
Sales on Shop paints, servers merged, new paints, and more
D.a.n.t.e replied to theFiringHand in News Archive
I guess there's a lot of good Shaft players then because I get one shot many times. There'll be noob players with any turret, starting with Isida, yet many only remember the good Isida players of the other team. Since Shaft is harder to play, I give you that, those that play Shaft are good with it, meaning less Shaft noobs. But that's just guessing. i still don't understand the 'I was first there' importance, unless you are talking about being first and picking up supplies and start one shooting as soon as someone enters and then maintaining that momentum. Anyway, good luck with your Shaft. :) -
Sales on Shop paints, servers merged, new paints, and more
D.a.n.t.e replied to theFiringHand in News Archive
You say you were first, but looking at the kill numbers you have 29 kills and your team mate has 19. Those are the same numbers the other team has as lost tanks. Were you first there by a few seconds? ;) I give you Vertical Aim and Arcade as nerfs, you can rotate hull along with turret while looking for the next victim and you can hide your laser, but you can kill Titans with Double Damage.
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