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Everything posted by D.a.n.t.e
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Hunter and Viking are equal at both ends, M0 and M3, the difference are at M1 where Hunter is stronger and M2 where Viking is stronger. Different Overdrives for each turret is a radical change to hulls than any other balance update before, and for no apparent reason. Hazel said it is doing this because he wants to make each hull feel different, but with Overdrives?! I can think of better solutions to make hulls feel different and be different. I think it all begins with some people asking for new things all the time: "Are we gonna get new XTs?", "When we'll get new hulls?", "New turrets?", and so on. Who are these people? I want them to come out now. I think devs are reading too much into data and listening to the wrong people. Different Overdrives for each hull it's a sign of disregard for people that have chosen to work with one or two hulls for their Tanki career. We are at the mercy of devs to decide which Overdrive we'll get. And we know Overdrives will not be balanced, just like the current one that makes battles more one sided is not. Enjoy Tanki will is still enjoyable. Overdrive and Matchmaking could be very bad implementations.
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One of the reasons I play Tanki is for the mental exercise. Turning a turret is just a matter of practice, you can create a private battle and practice turning your turret, then turning your turret and moving your hull in one direction, then the other direction, then turning hull, then firing, and so on. I really hope devs do some changes to Repair Kit, like they said "maybe". Hazel says that the new RK prevents long range turrets from beating close range turrets in close combat, that may be true, but now those long rangers can beat close range turrets from a far distance even if the close range turret uses a RK, while the long range turret can safely do a full repair.
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People are right when they say this is for buyers. After the Micro Upgrade Update I was expecting 50% on MUs (and 50% on SUs to maintain balance), but they gave us 30%, and then 25% on Tanki's birthday. And they were defending that change in MU sales pointing out to that Update. Now they give us an unexpected 50% and 70% on SUs, the later of which is really bad for balance, unless you are a Legend doing the MUs I guess. One problem is that it messes up our plans, you don't know if you save for turrets and hulls at 50% and not MU at 25%, or you do Micro Upgrades expecting some of those MUs to be at 50%. It is for buyers because they can take advantage of this and be OP at lower ranks and they don't need to have saved up crystals or have plans.
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Valid Lower healing rate when Isida heals another Isida
D.a.n.t.e replied to BlackWasp777 in Ideas and Suggestions
You have to be a very good Isida player to use it on Sandbox and do well, and that makes it an issue of skill rather than Isida being overpowered. In other words those players are winning because they are very good players. A noob or average Isida in your team is actually negative in Sandbox, unless of course the opposing team is not so good, then even a noob Isida will make it worse for the losing team, but that's the same as when your team is losing and someone from the opposing team, with size issues, brings a Magnum or Shaft just to start spawn killing. If one Isida leaves the other alone, they are both dead. The same for the opposing team, if two Rails fighting two Isidas, or any other close range turrets, are not defending each other they will not do good. I can say that I'm above average with Isida and I sometimes change to Isida in Sandbox when I see the opportunity, not as a first choice. It all depends of how my team is doing and how they are playing. Isida doesn't always fit on Snadbox. -
I agree with this, but they shouldn't return the Smart Cooldown, at least not for now. The solution could be adding 5 seconds cooldowns between supplies, that way people don't mindlessly press 2 or more buttons at once. This on top of the cooldowns for the same supplies.
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Valid Lower healing rate when Isida heals another Isida
D.a.n.t.e replied to BlackWasp777 in Ideas and Suggestions
Battles are very imbalanced today, mainly because the long brackets and because many people are looking to join the better teams to have better chances, and you can't blame them because if you lose you'll get little rewards. You need to chose your battles carefully I exaggerated there, I actually think Isida needs a little healing nerf and little damage buff. -
My idea is a good compromise: Life Boost 2000 HP (no extra healing) 100 crystals (maybe smaller cooldowns like for the other supplies) And double the amount of the Repair Kits we have in our Garages. You can't have it all people, the old Repair Kit was OP, and this one is UP and causes imbalance. To balance Overdrives, cooldowns could also prevent you from picking up or receiving supplies from shared Overdrives, for example: You use a Double Armor, it lasts 40 seconds, then a cooldown of 20 seconds could also prevent you from picking up or getting Double Armor from Overdrives, even if you activate an Overdrive. Repair Kits ans Mines, 20 seconds after pick up, use or received.
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Valid Lower healing rate when Isida heals another Isida
D.a.n.t.e replied to BlackWasp777 in Ideas and Suggestions
But that's the problem with drugs and druggers, not exactly with Isidas. Many druggers also have MUed equipment and alterations If you see a lot of druggers with any quipment in the other team, it is better to quit. In my opinion, packs form when players of a team see a good Isida player and they want to join the fun, so it is a good Idea to identify that good Isida and target him/her. -
Valid Lower healing rate when Isida heals another Isida
D.a.n.t.e replied to BlackWasp777 in Ideas and Suggestions
It can't self heal from any enemy tank, not even the fat juice Mammoth... all the same. Of course, Magnum, Thunder, also Rail (penetration), Shaft (one shot, unless you're targeting Riddler), Rico (overpowered), and Fire and Frezee (multiple targets). As you see it is very hard for Isidas... It needs a buff instead of a nerf. When Isida packs are ruling the battle it is because your team is not putting a good fight. -
Valid Lower healing rate when Isida heals another Isida
D.a.n.t.e replied to BlackWasp777 in Ideas and Suggestions
You can't discriminate turrets and say that Isidas can heal any turret but not heal another Isida. You people need to come up with a better solution that affects all the same. Here's one: - Two seconds delay when switching from attacking to healing. - Two less seconds for healing, for a total of 8 seconds. - 10% less heal. - One extra second for attacking, for a total of 6 seconds. - 10% less damage. - Two less seconds for reload, for a total of 8 seconds. And it's not the Isida's fault that some of you don't have or don't use Isida protection. :P :) -
My questions: Can you give us at least 4 seconds after dying to go to the Garage without respawning? Many people don't like the current protection system. Do you have plans to change the current protection system? To something like Quad Modules with 4 protection of 40% that we can setup anyway you want. During kill contests, does one need to finish all battles for our kills to be counted? With Matchmaking, will groups of friends only fight against other groups of friends, or a group of friends can fight a group of random players? With Matchmaking, will it be possible for "friends" (or mults) to fight in the same battle but in opposing teams? For Overdrive, while it is still in the game, can you give it a number to use for activation, apart from Shift, like the other supplies have so people can learn how to use it? Or how about an announcement in the News pane with the start symbol and the Shift button? Have you devs already understood that a different Overdrive for each Hull is a horrible idea? Far better would be an option to select the overdrive we want from a list many, regardless of the Hull we have. But as you may already know the Overdrives you are working on are horrible. What do you think of this? An this idea "Make Overdrive charge faster for those putting a good fight in each team, and less for those not doing well in each team, meaning the two good performers, one of each team, should see their Overdrives charge at the same speed, and so on"?
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Probably. But why not a suggestion for something like "Multiple Team Death Match" (MTDM), where the system functions like TDM but for more teams? And to prevent 2 teams from teaming up against a 3rd team, it shouldn't put friends or recent friends in more than 1 team, and you'll only get substantial points if you're targeting all teams equally. And for DMs, that hopefully you'll leave it alone ;), you should only make substantial points if you are targeting all the other players. There's could also be numbers above enemy tanks indicating how many times you have kill those tanks, so you target those that you haven't killed or killed few times in order to get more points.
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No problem. It is a good idea to make Winter mode feel different, because right now Winter is just a white version of any map. There could be options for Summer, Winter and Moon; then apart two options for day and night too. So you can have Winter Night, Moon Night, or whatever combination you want.
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Valid Lower healing rate when Isida heals another Isida
D.a.n.t.e replied to BlackWasp777 in Ideas and Suggestions
Isida only needs a small nerf to healing that's it. Remember that before they increased 40% of healing few people were using them. Just cut 2 seconds to healing and reloading, and some 10% of healing. That will reduce Isida on Isida, Isida on Vulcan, Isida on Magnum... and so on. Isida packs is not a big issue, because if your team is good you just keep shooting them and they will run out of energy trying to heal each other and they'll not go far. What is really needed though is a way to know which tank is being healed, that's where I suggest healed tanks to turn green, then you'll know there's an Isida behind that tank. -
1. 1st place missions. In a 4vs4, all 8 will be 1st place, and you know... game economy, and stuff... 2. That complicates things, how is the system going to figure out the rewards when you were in one team first, then switched to the other team. And what if you and your buddy are playing 1vs1 with fire and wasp for some contest, you both have lots of kills and the battle fund is big, then another player joins, maybe even a mult, and you and your buddy team up, 2vs1, and you share the big reward, what then?
- 258 replies
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I'm being genuine, what did I say wrong?
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Not exactly, because we don't know what those 80% feel or want. But when people ask 'are you gonna release a new hull' in the forum or during a Livestream, it shouldn't mean all forumnites or all players want new hulls. Some people ask wild things, while others are more careful with what they want and maybe even more quiet about it. I think that's one of the issues with the surveys.
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This Overdrive is bad, I just played 4 battles, all of them one sided. In two my team won by 10-0 or 10-1 easy, the third one we lost 7-0 but they just massacred us, it started even but after they cap the first flag things turned bad for us, then 4 Magnums appeared on top of Rio and started spawn killing us, our Overdrives barely rose, while they were using it one after the other; the last battle was a little bit balanced we won 6-0, but few noob players in the other team made it easy for us. I did this battles in an alt test account without choosing my teams carefully (high ranks, winning, well performing), It was luck I ended up in the good side of 3 battles. You either lose badly, if you stick till the end, or you win easily, but you know it is Overdrive that causes those type of endings, not that we are so good or so bad. In that sense the game becomes predictable, maybe even boring, you just have to know when to join and when to leave a battle.
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I don't know if you know this, but I think if the devs are reading the data well and doing good calculations and decisions, they must have been expecting the backlash, was that the case or they just expected a good reception? That may tell us if they know what they are doing or not. Not that we need to know that of course. Personally I wouldn't trust numbers in this case. I'd like Tanki to do well, for players and for you people that are employed there, I just think it is not headed in the right direction, I think they are reading the data wrong or reading to much data and I think they are listening to the wrong people... Invincibility?! Come On! Just imagine a clan full of tanks with Invincibility. Anyway, thanks for the reply.
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If you as a group of people want to boycott, fine, but don't insult others. One reason I'm not a buyer is because I don't trust Tanki with my digits, but since they introduced many gift card options, I may do a purchase when needed, if Tanki is still enjoyable or course. Tanki needs both, buyers and non buyers, we all need them both.
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You drift on pavement but you should slowdown on soil because it is wet. For night mode tanks should have headlights.
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Invalid. You can't discriminate any turret, that is like saying Magnum should be blocked in Noise. Imagine 2 Isidas vs 2 Fires in Sandbox.. imbalance. Fix or remove Overdrive, and fix Magnum. About Isida my idea is to reduce healing time from 10 to 8 seconds, reduce reload from 10 to 8 seconds as well, reduce 10% of healing and increase the beam angle a little bit.
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Valid Countdown timer in drop box location
D.a.n.t.e replied to CuT_TheRe_HeaRTs_OuT in Ideas and Suggestions
No. With this idea a player of the dominating team doesn't have to wait at the drop box location, the player can just check the timer and go check the other location, all that to time the catches more effectively. -
Polar bears don't know how to Photoshop, the photo is real.
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Too many errors and glitches after the update. I think they are making the software too complex that they will not be able to manage it properly in the future. The game should be about point and shoot with some power ups, but this Overdrive is too much, it only benefits the dominating team. It's good for Spawn Killings, I know because I have done that with Isida. Many players know how to chose their battles (winning, high ranks and well performing), those that don't chose their battles carefully must be very frustrated that they lose every time.
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