-
Posts
83 -
Joined
-
Last visited
Everything posted by iplayatankonline
-
was on my lower account i was a vulcan with at time isida support, sometimes freeze support. was on death track was using titan, and was t d m the enemy team was very heavy with light hulls. wasp and hornet. there was the odd medium hull a couple vikings, 1 hunter maybe. no dictators. and there were no large hulls. i camped in and around the spot facing the team that has those two buildings, on the platform where they spawn, there is a ledge that overlooks it with good cover. i had over 50 kills, but i don't remember final number. but i think at the time my vulcan was op for the rank at mu level. i slaughtered every light hull in seconds on spawning, and hunters and vikings also quickly fell or taken down by teammates. firebirds, isidas, freezes, rails, they fell to a rain of fire. i died a ridiculous few number of times. there was one point in middle of battle where i will not lie... i felt embarrassed at how good i was doing. half the enemy team had escape my spawn zone slaughter, but i thick there were 4 light hulls that kept respawing in same spot. so i killed the same 4 hulls 4 times in a row each. they literally did nothing but spawn and die and spawn and die and spawn and die and spawn and die. i think i blushed, and even apologized in the game chat and suggested their team take heavy hulls. i don't remember exact kills or deaths, beyond a few and over 50, but i know my d/l number hovered around 18, always below 20 but it was crazy.
-
I think vulcan is perhaps not being given proper credit. I have thought this out a little in my head... I'll probably forget something, but oh well. Ok so let's start with some unfortunate news. The damage is not significant. Double damage isn't necessarily a must, but a ready supply of them sort of turns vulcan into a substantially more worthwhile weapon. If you can't access double damages from drugs, or map, and are just relying at the at best 540 damage, or depending what rank you... you're job becomes harder without. It is in fact the lowest dps in the game. Furthermore, you can't really hide while using this turret. You hit someone, you can usually target a number of times where you get a second or 2 of free damage, but they quickly know where you are. Also, you give yourself away to everyone. In DM, TDM, CP, CTF you fire you let everyone know where you are. The overheat once started comes on fast, and sometimes because of the vulcan bug, you will overheat has soon as you hit shift. No draining the bar, you just overheat. This has gone unattended to for some time. At least 3-4 months. But it is just a once per game type of thing. Not every spawn kind of thing. it can be mitigated somewhat by jus tstoppign the fire, and restarting, and with protection. That's most of the bad. And how bad is it? Well with the good, I think it can be overcome. So, the good is that its consistent damage. Using repair against it is usually just an extra 1000 health, which on double damage only gains them a second, on normal damage its about 2 seconds of damage. ... I have m4 so I know that is best case scenario, and for some those stats will be extra 2 seconds, and extra 3 seconds firing. The protections out there I can see are generally pretty low. People use protections for twins, thunder, isida, firebird, rail. .. increasingly magnum I assume though I don't have the turret so I never really see it. Vulcan, I regularly go in to battles with 1 or no opponents having vulcan protection, and a "bad" game is when i see 3-4 users with some kind of protection. But in a legend protection its usually like a lower number of the 4. So overall, I think using vulcan you will get the most out of it. i have twins, and I'm always disheartened to see that I go into game and 8 out of 10 opponents have a 40 percent protection against me. So my twins just don't get the game time they used to. So opponents can't repair, and they won't protect very much against you. Again, good news comes with double damage, and its consistent fire. We are now talking map style. Pick the maps that vulcan can abuse and it shines just like any other turret used on a map designed for it. A high spot, with an open valley like setting with minimal walls and blockages. You want your opponents to be caught in view always. So as mentioned in this thread recently, superhov has an entire mid map area that is open for vulcan. Sandbox is open. Kunger has bridges and open areas. Polygon has the perches of high ground on the side to kill cp centre. The range can catch short ranged turrets at a distance without reprisal. If they get close though, short ranges will generally beat you. As they are designed to... but of all the turrets that are not short ranged (doing consistent damage) you are the only turret that can block their repair ability and that does at times give an edge. I have seen that with low health attackers while lets say a quarter health isida that can say withstand one hit from thunder, smoky, rail etc, and kill them before a second, they don't have that edge against a vulcan. So let's say a 1/4 health isida vs a half health vulcan, thunder, smoky rail. striker etc, The isida will absorb the single shot from thunder smoky rail and striker and finish them before ether can reload even with its low low life. But a vulcan doing consistent damage with half health can survive not he odd occasion. Both the isida and the vulcan doing consistent damage, and the vulcan getting maybe a split second head start in firing. Scenarios continued. What turret pairs best with an isida? Well probably a twins, or another isida, and many long range guns can make powerful combos... let's also throw in a double isida with what turret. A double isida combo with twins is also immensely powerful. Similarly a triple isida combo is so strong. Ctf etc. But why would two isida team up with any other turret except a long range turret or invading turret seeking to wreck an enemy base? It doesn't always happen often. So now we end off with IN my view one of THE strongest possible combos in tankI. Drum roll please. One Vulcan, two isida support. One vulcan and one isida is great, but with two the isidas can heal each other so you don't lose your healers as easily. From here I truly hope everyone can appreciate how vulcan shines. Because this pairing works on levels that I find just remarkable playing as either the isida or Vulcan. It is just pure fun. The self damage actually becomes a non issue, its a bonus! Isidas are encouraged to team with vulcans because vulcan WILL SELF DAMAGE. It's not like a double isida healing a thunder where there MIGHT be self damage, and EVENTUALLY there will be enemy attack to heal. With vulcan, the isidas will be healing regardless of enemy fire. They will have a job to do. The job is always just 6 seconds away. The only other combo that comes close is twins with unlimited ammo, but guess what vulcan gets with two isidas? Unlimited ammo. It. Just. Keeps. Shooting. Witht he changes to isida and I'm thinking like 30 seconds of healing, you will wreck everything. Two isidas can get bored following a shaft TOGETHER. What keeps an isida entertained with the other turrets? Following a vulcan every component is important. And twins might have higher dos, but vulcan has it beat on ranged. And while twins has doulbe barrel and can sometimes miss 1 or 2 of its double barrel shots, vulcan is pretty reliable for its auto aim, And just like twins needing to keep opponents in sight, vulcan kinda takes the win in this one I feel. Sure the turret turns a bit more slowly, but with hull rotation and turret rotation in unison it is pretty solid. In a CP game the other day on Silence on the blue team I just had a boat load of fun with two isidas. All credit to them. The whole game for 5 games straight they just stayed with me. The whole game was just teamwork. Them and me. We capt all points, then just hung out in the red team base. I had a good lock on most spawn zones. A few sometimes got away but will easily picked off by my team on the A or C points. And I know from how strong it was the opponents felt just hopeless. They stuck with it, so good for them allowing me that fun. Something I almost forgot is the kill steals, and the target priority. So when you get used to vulcan, and the timing of how other turrets kill. It is very easy to learn how two steal two kills. So in any scenario where there is a 1 v 1 like a twins vs fire. You come in, assess who is going to die first. Then you can do one of two things, kill the guy who is going to win before he gets the kill, then steal that kill. Getting two kills. Or if say a thunder vs twins and the twins will lose. Thunder takes a long time to reload for that final kill. So you can steal the kil from thunder, get the twins, then finish the thunder off. And this works at range. So getting kills once practised can be very easy. I realize i got most in, probably forgot a bunch too. But while I agree vulcan has drawbacks, it is certainly a potent weapon with how things are now. But I wouldn't mind a bit more dos... oh well. I unfortunately never witnessed it with the gyro effect. And yes you can get aim knocked off rather easy. So it would have been amazing to see vulcan in action without having its aim knocked off. Oh well. I have certainly had my fill of games where vulcan just owns the map.
-
Yes ty! thats really good!
-
Ty Tani S. that was a really good page. I'd like if that sorta thing were given for all turrets. Maf, - because knowledge is power. Knowledge about my equipment and that of others. I don't see what the problem is with my inquiries. I mean why list the stats at all of any turrets if they are all balanced. Why not just right down the play style. Just say: all turrets are balanced here's what they do. Close range highest Dps. limited ammo perk of healing others with xp Close range good dps limited ammo perk freeze opponent until almost frozen. also can reduce heating of others but don't get xp for it *you should Close range good dps limited ammo perk continue doing damage. also can reduce freezing of others, but don't get xp for it " you should close to mid range unlimited ammo second best dps close to mid range good amount of ammo then slow recharge great dps for a while, then slows close to mid range great 3 hit damage then recharge and repeat mid to long range decent reload relative good dps chance of great dps mid to long range bit longer reload bit better relative dps overall with perk of splash multiple kills -can self damage tho mid to long range constant damage until you overheat and do self damage. all the long range ones i don't play: gameplay in each case... do lots of damage and shoot 10 times a game. cause your reload is forever. As general rule, the closer range your turret performs the fast the turret rotates. The turret and hull combo in every case is important. Closer the turret range faster the hull should be to get you close up before dying. Long range turrets with strong hulls can live to do the damage they need. To be uncovential give long range turrets small quick hulls to help make up for slow turning turret. Maneveruable long range gun can be powerful. To be unocnvential with short range turrets give em a big hull and defend in battles. Just dare your opponent to approach your flag or cp. I'm just looking for info. I think I've glossed over things over the years, but this was a point alway sfor me to want to know more about. Thanks for the median tip. I guess it's also to help me learn the turret. I.e. I am completely noob with thunder and rico. With some turrets I created alt accounts to learn them. My soulmate turret is twins. That is is my gameplay style. No question. However in dm for instance... its 40+ protection in every game for at least half my opponents or up to 75 percent. From here, Isida i think should just be a turret everyone has and can use. Those are great and from noob to whatever I am now those are what I am "good" with. Then I got smoky in the kit with titan cause i wanted titan. Would much rather have got cardinal but it wasn't up at the time. And I figured smoky wasn't so bad cause it gave me a longer range turret. But me and smoky don't see eye to eye. So then I played vulcan on other account and I'm good at it. So i got here. But I don't think m0 rico is good, m0 thunder yeah maybe but just wasn't in me to stick with it and get good with it. So I have no working knowledge of it. When I'm using thunder or rico now... I want to get a feel for when I'm at optimum range. With twins, I know when i see 205-215 damage Im in the money making spot. With rico the other day, I think i saw 310. I have no idea if that means 310 is the best I can do because every thing else is in "rare chance" portion of damage, or if i just went 10 m closer id be doing 320. Is there a way to get 330 or above? Same idea with thunder. I don't use the turret, and don't use my other turret to measure distance like thunder. I know the ranges are the same for vulcan/thunder/smoky 130-140 m on upgrading m3. but anwyays. I was surprise to see that when I was like 10 m away with thunder from an opponent, outside of self damage range, While I have seen 800+ that hit got me only 790. So I was like, if its closer does that mean I'm outside the optimal range of the damage? like I was thinking if I'm 10 m away give m3 880. I can get 840 at a distance. But anyways.
-
I'm terrified of the matchmaking system I just played a game on desert cp battle. Our teams were locked even. Then we had a lead. Then it happened. We started losing. Players were leaving. The system didn't give us new players. It was a perfectly good game. Now, maybe players weren't selecting "play cp battles". They couldn't SEE that there was a game IN progress. It was 20-11 for us. Then it was 15-15. Then before I knew it, we were losing 54=10 or something ridiculous. What does the server just give up trying to fill our games? In the end, 10 min of my life wasted is meh. But I am fully confident that had there been people to see that game happening... our team would have filled back up. And the other thing, if it had filled which I think for at imd we were getting one or two.. what if it just gives us BAD players? low ranks? Gah, I'm terrified to see what matchmaking will do to this game. I'm just terrified.
-
Also yes, any knowledge about the nature of splash damage for thunder is h helpful. But I will learn that with time. I often see the target get hit with highest dps and the others around it get lower hits. But sometimes when it is isida healing and I hit them both they seem to both get equal damage. Then I can hit a wall and not hit any, but it hits everything around it ... and the damage varies. But I will get to know those things. But like a useful tidbit might be if there is an ideal place. So far I find that hitting the ground can create splash damage but for now... I'm getting the impression a wall does better. I dunno. Or maybe I'm wrong, maybe ground hits create 0 splash
-
Yup for twins that graph is perfect. All the information I need. Fits everything I know about twins. That for all turrets would be helpful.
-
I feel like we are talking passed each other. I understand the belle curve. I just said in the posts that that's what's happening. But yes, you never get your high end of damage. No one ever gets the high end regardless what turret. Now the downside is that yes... you will always get your min value and lower. Because all of these turrets deal in ranges with min damage, and it working on a scale, I can hit 150-190 with distance. But yes, I suppose in the optimal mid range of 60 m or whatever the case is, I rarely see 190 at the good ranges. Like I said those are 200=215 on average. But that's the problem. The system takes into account that with distance your min damage will get lower, so I have to accept that at worst with protections and double armour the worse my twins will do is about 67 per shot on the lowest end. But the highest I will ever see is 218. Now I'm not even looking to get this changed at the moment. I just want people to type in what the ACTUAL damages are. So type in the belle curved results so I know what to expect when buying turrets. Really the only one left that matters is hammer, most of the turrets I don't have I don't think I'll ever want.. not my style of game play. Thunder and rico completed my desired turrets. And even with what I knew about twins not getting its max value, an average high of 830 damage with thunder is not quite what i was hoping for. Twins when used in its average high end range is 210-215 which is like a 3-5 percent loss. In what I had considered thunders range to be the hits are 790=830 range which is like an 8-13% loss. Again, I'm not looking for an explanation of what's happening. I understand it. I want a list of M0 M1 M2 M3 M4 actual damages that can be expected to occur for players to use as reference. So any player looking to get a new turret can see the stats but then come here and know those stats while are right, this is what you'll actually get.
-
Hm, I suppose I didn't make it clear that I understood the range of 190-220 for twins. I knew rico and thunder had ranges as well. So far I've not reached the upper ranges. So my question was pretty plain still. what are the ~damages of all turrets. Before this, I might have thought with 205-215 for twins ... it would have been 837-873 for thunder. I guess I'm not sure what the average range is. So what is confusing about my post? I understand the range... but the top of the range you never get. So I want to know all the actual ranges. lol I dunno how plainly I could have put it.
-
Actual Damage of all Turrets list
iplayatankonline replied to iplayatankonline in Actual Damage of all Turrets list Archive
So I've recently bought 2 turrets. Thunder and Rico. Now I'm noob with them... not even gonna pretend. I think Rico will take time to master. Finding the good "spots" on maps for those turrets. But I'm pretty optimistic with both of these. Used thunder in a massacre ctf game... O M G this thing is a beast. 42 kills. I was learning how to use it and over a few games was in top 3 every time... with a 2/20 thunder. When I get better, and at 20/20 run for your lives kids. I just had no idea the area the splash damage etc. I mean it has its down sides. But anyways. Now from this comes some dismay. On the site it lists rico damage as something-360. And thunder it is something -900. That means on double damage the damage would be 720, or 1800. So in actuality while I have to study bit more to make sure I'm working at optimal range and all... I'm seeing on average 650 damage for rico at best. And low 800s damage for thunder. I have to study this a bit more again, but from what i see I'm losing about 10% of the turrets damage. I just can't ever hit it. Now, the only other turret I have where there is a ratio is twins. Isida is constant. As is vulcan. Fire. Well smoky... but I know that is a lot lower. I should be doing mid 600s, i see high 500s more often. So twins. Twins is supposed to 220 damage. It never does. It NEVER does. I have probably seen 500 million hit numbers, and at best you rare getting 218 maayyyybe, but more likely a 203-215 range be happy with from good distance. But this is like ok... so I'm losing a few percent... unfortunate but doing 860 damage vs 880... ok All of this is against someone with no armour, or resistances which will just mess with any calculation. All I'm wanting is for people in the know who can maybe write at all stages of these guns, what the damage is supposed to be, and actually is. So mainly M0, M1, M2, M3, and M4. Not necessarily for every MU. Players of all ranks. Just take a look at your turret, and what numbers come up with normal damage and double damage and post away with turret and level. thnks -
valid EXP for extinguishing and unfreezing
iplayatankonline replied to sensei_tanker in Ideas and Suggestions
Fire and freeze should gain xp when they use their abilities to "heal". For instance, a freeze who cools me off as vulcan shouldn't be spending 44 seconds doing that work of keeping me cool while I rampage and get no rewards for it while I rack up kills.- 69 replies
-
My name was made with the intent of humour. I always enjoy playing in games and having another player acknowledge the joke. It's usually a very simple one, once my attention is grabbed they'll just say, - lol same as all of us, haha, me too. etc Good times.
-
I'm sorry. I already made the best screen name possible. You may all enjoy it though.
-
Should Finish #1 missions be changed to Finish in top 2?
iplayatankonline replied to I-Hate-Druggers in Archive
Hmm, think 1st place missions could be combo u see specific? I find ways to get 1st easily enough I must say... but I use isida sometimes. So like an isida viking combo sometimes in ctf or cp, I find often I can get first place with super heavy healing with single digit kills. When ediquette is observed, sometimes I get someone to give me the flag so i can score helping my score out all the more. In dms, twins is my favourite but protection is often to strong against it. Vulcan is getting me first place in dms with titan, and again isida viking is really strong in dm on right map. But like, what about firebirds, smokies, strikers getting first place. I don't know those turrets as well. Same with freeze, etc. Some I can imagine doing well, but maybe some combos have harder times? So maybe we are talking past each other. A smoky mammoth might have harder time then viking twins in a tom game. I dunno. -
Question about sales percentage and upgrade percentages.
iplayatankonline replied to iplayatankonline in Archive
50% is more often, I wasn't aware the distinction tank made between turrets and hulls. But all sales are more frequent. 30% 50% 25%. x3 battle funds, this could already have been a thing, but was the most previously x2? have they had x3 battle funds before? Often? Halloween, tank birthday, tankers day, christmas By no means is this in any way a criticism. I think increased sales increased accumulation of crystals is great. And to be honest here is the thing, it's not like I've never bought. On the odd occasion I've got a special bundle. I got the 1 dollar for 30k crystals. I've got premium the odd time around. But I'm not so sure increasing these would hurt the economy overall.. For instance, as of right now I have a few m4s. I'm aware I could dust use these m4s while upgrading and buying more m3s to m4s and just take my time doing it. Never spend any more money. I've got what I need. Now, if there were a 70% sale, and I had 350k crystals like I currently do, might I be willing to spend a few extra bucks to make those 350k crystals even more? To really get the deal? Maybe I would. Let's says a new event was created. A not christmas, tanki birthday, tankers day or halloween. Let's say it was 2-4 times a year. A random saturday every 3 months. On this day, at random, either hulls, turrets, or protection would be 70% off... but you wouldn't know what. I might time it so that I get a premium account for say 15-30 days before that time, gearing up for that sale. If its 70% off a turret I splurge,and if its not, I just save for the 50% sale I know is coming up whichever one that is at the time. I'm just saying, there are ways I'm sure this could be done to be profitable, and for players to realize how they can maximize even a smaller purchase. -
Question about sales percentage and upgrade percentages.
iplayatankonline replied to iplayatankonline in Archive
well this topic didn't really go anywhere -
Question about sales percentage and upgrade percentages.
iplayatankonline replied to iplayatankonline in Archive
Yeah, basically the game would improve if players weren't limited to a normal tanki lifespan of 2-3 turrets, 1-2 hulls. Right now, imagine buying all the equipment in the garage. Do you even bother to think that it could be done? Or is it just... psh already given up on that idea no one can fill the garage. So you are playing a game where you don't even have the option to get the full range it has to offer. I can buy a game from a retailer for 30-50 bucks, and I pretty much unlock all game content over how much time? Like a month? And then I play onward from there. It's not like I stop playing because I've unlocked everything. Unlcoking isn't my goal. Playing is. Tanki... perhaps for the issues of profit making, has a system where no one can get everything except for buyers. So if buyers are already maxing out their garage, its not like the argument "hey this helps buyers" should negate it. Non buyers can get a piece of it too then. Buyers will always be able to outclass the equipment of non buyers. Also, based on evidence within tanki, like the weekly chains, the more frequent sales etc. I'm just curious about yes, bigger sales, say 60-75% and bigger funds. I mean getting these much more frequent sales of 30% doesn't do what it used to. Think about halloween, do you think that this weekend sale is going to be better than the halloween sale? I hope not. So that means everyone should be saving for that, and not spending stuff now. So if 30% is more often, 50% is more a norm... then maybe it is sign they will even have better sales than that. And why not? I play the game now with a normal use of 1-2 hulls, and 2-3 turrets. Imagine if just with normal gameplay you could get a new hull every 3 months, Or a new turret. What if it was just inevitable by sales and the crystals distribution that with a bit of play anyone could easily get all equipment minus protections but like 5 hulls, over half the turrets in say 3 years. That wouldn't stop people from playing, and supplies is still a thing we need to buy... or could at least. -
Yeah so a few things. One, isn't there going to be a halloween sales? Won't they be better than 30%? To me, the weekend sale is nothing. In the future, I think tanki might realign to even higher percentage sales. They seem to be looking to switch things up. Frequency of sales for instance, the weekly mission chains. If tanki went with a goal of allowing players to max out garages in some ways, that could be cool. Right now lets say there are 20 bulk items in garage with hulls and turrets. At a price of roughly lets say 220000 for purchase, and 455000 to m4 x 20 no tanki player has an easy job of this. With sales 50% that is still 6 million. It;s almost a chore to get your garage into gear, and while it might be a challenge you like, imagine if tanki made it a little more accessible. People can get the wide range of equipment and the game becomes more fun and enjoyable. Not like labour to reach the next micro upgrade for your single turret and tank. If you are just starting. I wonder if they ever go to 60-75% sales as like a real hyped up event. Maybe this christmas or as a 10 year anniversary sale. It works up to a 60% sale. It could increase buying incentive. With even a 1 time big purchase giving great benefit. And for non buyers, with weekly mission chains, saving in tanki is certainly more practical. Is there any reason why playing a game for 3-5 years doesn't yield a full garage? Why does it make sense to make the in game ability of owning all equipment near impossible unless extreme amounts of time go by. How many players do you hold for that period of time where anyone goes for a game that takes that long to unlock everything. If tanki makes unlocking equipment with 75% discounts at the peak, and then encourages gameplay and other manner of buying motivation for profit that could be a big boon. For the longest time, protections were a luxury I couldn't have at all in tanki trying to keep other equipment to par. If you add in all the protections along with the 600 000 cost lets say x 50 isn protections, even if I got 20 million crystals will I have everything? No. So even with 20 million crystals, playing the game for years and years, tanki is still work. The system makes it a job. If they geared it so that part of your experience was unlocking all garage items... that could actually be done within a few years, i mean the excitement of being able to get a new turret every 3-4 months with smart play, saving chains, using sales that make it possible, tanki is less a job to keep up, and more I have everything and I can choose the map, the best turret, the best tank and have a blast of a good time. 75% sales at christmas - next tanki birthday? Let's hope!
-
I wonder if tanki will move to even bigger than 50% sales. Consider that the weekly missions give people more purchasing power. The increased amount of weekend sales - *possibly to perceptions of bad updates?? means we regularly now are seeing the 30% discount. The 50% sales we are also increasingly seeing a few times a year is also a bit of a thing. I feel it's like you want to get 1 solid fast tank, 1 solid strong tank, and a couple of weapons that suit your style. a duo between the range, short.long. 2 mediums, a medium short medium long. etc. style of game playing etc. And the pricing used to be horrid. Now it is better. People claim tanki is dying hopefully not but in any case, some aspects are getting better. What if tanki did a turn around, and tried to encourage people to max out their garage--- something which currently is very hard to do. Sort of. I guess buyers would really profit... but think with daily missions alone, after a bit, with a good sale on turrets like 60-70% non buyers could really splurge. Sure buyers would max out their garage... and good for them. But even if non buyers don't have a full garage they'd still have a few bits of quality. I wonder if Christmas will bring a really big sale. Buyers will still buy to get a steal of a deal. Non buyers will also benefit. Maybe they'll break out a triple fund at some point. They do so many changes to things. Maybe they;ll surprise us with some really good deals in future.
-
Question about sales percentage and upgrade percentages.
iplayatankonline replied to iplayatankonline in Question about sales percentage and upgrade percentages. Archive
I've been looking over some stuff, and while this is less an idea more a prediction or question I suppose. I think tanki may start to give even better sales, beyond 50%. I think a future with even marginal better rate then 50% might be on the horizon. So between 51-60%. Tanki, for whatever reason, as progressively got better in a couple areas. Mainly affordability of items. With the giving away of those weekly rewards missions etc people can afford more. Now people complain a lot about how tank is going to **** with some of the changes going on. I mean I dunno. Some of the stuff is kinda pretty bad. But some stuff that gets complained about is actually ok. I mean the repair kits.. I noticed an instantaneous change of going from middle of the performers in every game to almost always top 5. My gun choices are always requiring i maintain constant contact, i.e. isida, twins, vulcan, etc. And so those guns got stronger. But almost exactly for the right reason. Why can a shaft survive against me up close in combat? How does a thunder beat isida at close range? From the right light (what I am referring to not skill /context) Why a mid to long range gun can own a short range gun at short range is ??? So I give kudos to that change. But in any case, are the devs susceptible to pressure from community, for people to keep buying? I don't really actually know. But people claim sometimes how sales follow bad releases. Or that tanki is on decline. I know in some cases that will just happen. And maybe kids are on here more and more. And its hurting the game. But what could the dev s do to really grab some of us? Some legends already have a maxed out garage. Some do not. Most players commit to one turret and hull. Perhaps a more common occurrence is you devote to one vast hull, one strong hull. Two turrets of your style. A short and mid, mid long, short long. Something that gives you an option if you see to many protections of the one of your turrets etc. To answer the question, what if devs decided to get our interest by making it cheaper for us to max out our garage? Sure you save up for one new turret and upgrading it in good time. But now that people are getting weekly missions, easier to save, the costs of things overall have been reduced over the last few years. If devs made it easier for me to have more than isida twins vulcan. If they made it that getting rico thunder freeze in a more reasonable amount of time that much easier. The sales better. It could spur the game on. Poeple will always hav protections they will fit in too. What if they game was transformed from having weak supplied garages by design, only buyers really being able to fill it out, to more players with 60% sales being able to get more. People could actually go into the game, and discuss what do we need to win this game? Depending on map, people with wider garage selections can be told, we gotta increase long range weapons etc. This is a messy post I'm sorry. I'm just thinking, for whatever reason, based on the increased funds, increased frequency of sales... maybe this will come to pass. 60% sales. -
Not really clear how it affects the turret. Specifics are needed. For viking.
-
Well yes, naturally certain overdrives will have lopsided powers. The one's that directly increase the power of the user itself in dealing more damage etc will probably be the stronger. But you can't underestimate player style. It;s not that people try to avoid being top player. But not every one wants to attack or do those things. Some would enjoy the advantages each overdrive gives I imagine. We shall see.
-
On top of this, I think Hunter will be very integral in defending flags. I believe dictators will come in with overdrives powering up teammates as is part of current gameplay. A hunter defender with power up could wait for the assault, and instantly negate a dictators overdrive with his own. Do really seep into gameplay, more info on each will be needed. The shield is for titan and others? Does it like block shots entirely? What does it do. What is the percentage increase of viking.
-
It says titan offers shield... ok but what does that shield do? Can anyone give a more in-depth analysis of titan. And viking.. doesn't really give example. Like isida should 1000 damage, with increase rate of fire it does increase percentage obviously so like 1200? Some turrets like smoky and thunder increase rate of fire is obvious ,what about constant shooters like fire freeze isida vulcan I have titan viking as main hulls. this seems alright for me
-
Vulcanrage account stolen
iplayatankonline replied to iplayatankonline in Vulcanrage account stolen Game Violation Reports
Before the creation of the post read *** GAME VIOLATIONS SECTION RULES ***
Jump to content




























































