Jump to content
EN
Play

Forum

rrro

General
  • Posts

    8
  • Joined

  • Last visited

Reputation

4 Neutral
  1. rrro

    Thunder projectile speed

    Would responsible company let their players to build a skill, and then change essential game mechanics to render that skill useless?? What would happen to Epic Games if they did something similar in Fortnite? I play Thunder almost exclusively. When Gauss was inrtroduced, I thought - What the heck? Faster reload than Thunder, more punch than Thunder, splash like Thunder, at least its not instant hit. But what now? Are you planning to ditch Thunder in the future? From my point of view it seems like the devs are bending the game around those silly descriptions their creative people put in "weapon characteristics". They made Gauss and are proud about it. They filled description with some dumm(b)y text like "it is Thunder with increased speed by electromagnetic coil" , probabyl written by their PR as its neither true nor real. And, some time after that someone realizes: Hey, according to description, Gauss shell should move faster than thunder shell. As the description change would be too obvious, they change game mechanics instead. Stupid move. I've been playing Tanki longer than I would like to admit. I liked how balanced it was... before so called "rebalances". Tanki was based on paper-scissors-stone system. Every gun had its counterpart, every gun was unique in its way. Mastering your gun you could be successful regardless on the type. There were unwise nerfs in the past, but in my opinion, the first major flaw was introducing Magnum with its unprecedented not_in_the_line_of_sight ability to shoot other tanks. Even the devs admitted that to beat a Magnum, you should have a magnum. That destroyed the gameplay as it was and since than we see constant map changes and rebalances in attempts to somehow remedy it. Gauss is another example - it could easily be added as an alteration to Thunder and it would make sense. Now there are almost two identical turrets. Why?. To me it seems like the devs lost track on original game concept. Bells and whistles added without careful consideration are slowly ruining the game. Tanki was fast paced arcade style game with few easy to understand tank combinations (shaft - rail - thunder - smoky - firebird). If I wanted to count shell speed and adjust my aim when shooting a moving target, I would play World of Tanks. I have chosen Tanki because it was fun to point and shoot while jumping with my tank. Maybe its time to dust off my nintendo and give a good bye
  2. Well, i dunno. Tanki was high in my eyes because the variability it offered. If you deliberately cut out 20 percent of players /fast shaft users/, what will you get? Who says shaft users shoud not target light hulls? Even if is so, why to force them not to? Its their game, isn´t it? Compared to playing style say two years ago, all the versatility is gone. How long is it you could play guerilla tactics with light hull? Two years ago, you could use light hull for minutes. Now you usually do not survive first magnum salvo (and that does not need to hit you), Game is littered with heavy hulls either with Twins or Magnums, Dumb weapons without any virtue for proper duelling. I thing there are two major reasons: First, devs seriously destroyed balance introducing Magnum (in rock-paper-scissors means - Magnum does not have any valid opponent except another Magnum) and since that they are trying all what they can to somehow balance it. Massive map changes, constant fiddling with gun parameters etc. And they are loosing players. Second, to increase cash-flow they apply "milking" techniques as it seems it works. They boost some gun, so nearly everyone buys it. Than everyone buys a module against it. So they boost another gun.... They introduce a new consumables (batteries) to burn cash, so in game, you either drug, or use your own drone, as without either is almost impossible to get a score. It probably works in short term, but I would much more gladly pay keep Tanki as it was when I started.
  3. well, I will the only upgrade that makes sense to me: The "report" button in right-click menu is positioned absolutely wrong. You will either have many false calls from people who did want to see a profile of certain player or invite them to a clan, or many frustrated tankers who wanted to report someone and opened a profile page instead of it. I mean, it is better than it was, for sure, but why you did it so lamely? Why the menu cannot look like this? Copy name Add to friends Profile Invite to Clan ----------------- Report The menu is way too small and it is easy to misclick in heat of the battle (proven many times).
  4. You are referring to kind of achievment comparable to "using Smoky to knock off aim of the firing Rail across the map". Using Magnum at this level takes a skill. Sadly, 9 of 10 games Magnum users just litter the battlefield with shells. Overcrowded maps as they are now just suit Magnums with heavy hulls. I bet that even a chimp could get good K/D ratio given heavy hull, good module and enough fodder. All other guns are somehow reasonably matched - you can fight against them with anything in your arsenal with reasonable chance. Against Magnum, all you can take is another Magnum and nothing else works. And that is what makes people angry. From long term view - the game loses diversity. Take 3 Magnums to sweep battlefield, 3 isidas to support them and if you do it soon enough, the enemy even cannot reform to oppose you.
  5. .. the same why you do not see Smoky around anymore. After they nerfed it, you need to place 5 good hits to kill enemy tank. With all the splash damage from Magnums firing like mad everywhere you simply do not stay alive long enough. Hornet+smoky was my favourite combo. One needed to be swift and aim well. But now you are killed by enemy you do not even see. EDIT: I have played new Rio and Highways and Forest now and IMHO all the "updates" lead to more straighforward game. A lot more troll-like "go fire go fire go fire", a lot less tactics and hit and run game. In Highways, the removed parts behind the houses were perfect for defenders to regroup and try to fight back after the front part of the base was conquered, or, when attacking, be one lonely marksman, slip behind, hide, and then to take defenders one by one in ninja style. This added nice aspect to that map, but now it is missing. BTW has anyone from the TO staff explained why they did the changes?
  6. - Industrial zone IMHO now favours Blue team more than ever. been playing like 5 games for reds so far, never been able to have balanced game in TDM. After that i just gave up, it is simply not fun being slaughtered like that. 1) Removal of small house on the top of the small corner platform ensured reds have no more cover when camping there, so no way to retaliate blue snipers hiding in buildings on upper levels. 2) By enlarging the other platform and adding a new concrete wall here devs ensured the blue tank can easily aim anyone in red spawn zone, having nice cover on hand. On the other hand, when you take it by red tank (if you can - the access ramp is completely open to blue snipers, but well covered when viewed from blue spawn zone), the same concrete wall prevents you from firing to houses in blue zone. 3) removing the tunnel leading in the ruined house means less chances to flip enemy tanks while they run for cover. Also - being Red and defending Blue tanks from creeping out - you could shoot their belly while they were climbing out and you faced them one by one. Now its just open flat field with a lot of places for blue to regroup and make assault attack across it. 4) The now deleted tunnel offered a chance to sneak into Blue base with light hull and surprise all the camping snipers with side attack. Now more complicated (close to impossible) Conclusion: favours Blue team, favours heavy tanks more than before. Having shaft+viking in house, dictator+Thunder on enlarged platform and maybe one Magnum will cover all Red spawning zones. Than the game is pointless as Reds almost do not have a chance to respawn and fight back.
  7. Besides of that, CTF was not the only mode played on Madness. Team deatchmatch used to be epic here, you needed snipers and close combatants in real cooperation. And what i miss at most is duelling on Madness. Shoot, rescue yourself by well timed jump, hurry up the stairway... Fighting with Smoky against Shaft was something like hide and seek on steroids. Probably too much fun to be kept. Keeping the Madness the way it was would be sensible. EVERYBODY would appreciate "new" map. How could original map creator agree to that? Devs, what went wrong? You do many experiments with supplies, but use educated guess on whole map change? You may observed the game was not balanced, and maybe it really was not. But still, people were playing it. If CTF on madness wouldn´t be popular, people would not play it. Sometimes its more about enjoying the game, not about balanced chances to win. And Madness was pure joy, because it was completely different from other maps. P.S. - On Monte Carlo map dominating the central bridge usually means game prevailment. Are you planning to remove it in future also?
  8. rrro

    How can someone get 6185 kills in 11 hours of play?

    that means 6 seconds per kill, not counting respawn http://ratings.tankionline.com/en/user/BoomDeadLol/ just curious
×
×
  • Create New...