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Everything posted by iplayatankonline
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hmm. ok. also... i just realized what the other person was saying. about when yellow bar runs out.. and tank overheats super fast. this may actually be true. but maybe someone else can confirm and elaborate? I just played a game where I joined it was fine. There was no immediate burn as mentioned above. But I do believe I went extremely hot very quickly. But I am just adding to some one else's initial impressions because I believe I saw that too... but I haven't documented it as well. i'll post more as i see it. i use twins as main... so vulcan I've put on back burner for now. It still works as i stated its intermittent. But it happens. have there been changes made to vulcan? with overheating after yellow bar runs out? i tried with and without fire protection. seemed kinda fast. but maybe I'm psyched cause of this bug
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OK so I have made some observations. I can not get a video of it... as I don;t have the knowledge to do that. Someitmes when you first join a game, you deal no damage, you can't pick up boxes you die, then you are able to. With this... from every instance I can remember, it is when I first join, or first start a game after previous game is ended. That is the most likely time to find a vulcan overheat IMMEDIATELY. It isn't about the yellow bar running out faster, or when it does my vulcan heating up super quick. It's instant. It isn't a slow burn up. It is instantly full red burn. Not like the extra heat from fire alteration. Just full burn I'd say. When I join a game... if i use vulcan and its ok.. i think for whole game it is ok. I'll keep an eye out specifically for it happening in the middle of games. But I've confirmed at least 6 times it happening right at the start. Join game. Game starts. Hit space. Burn. Hope this helps.
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I just wanted to be sure, but now I know it is definitely happening to me. When I spawn, as soon as I hit space bar, my tank overheats. It is instant self damage. The yellow bar doesn't need to run out. It isn't always. But it certainly happens. Is this known about? Is it being addressed? How soon will it be fixed? Are other vulcan users seeing this? pls reply and if a person of note in tanki sees this, pls reply so that someone beyond regular community can solve it
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Tell us your cool ideas for new «Overdrives»
iplayatankonline replied to theFiringHand in News Archive
i was thinking ore along this line. But more I read what other people are suggesting, and maybe this goes for above what I wrote... haha maybe we just keep tanki the way it is. The more we try to change it or customize, especially the regular games for completing missions, I've seen some suggestions that if implemented Tanki for me personally would no longer be enjoyable. It's a hard call on how to further update tank to make it good, and curtail what is already there. But maybe my, and other suggestions are some what gimmicky -
Tell us your cool ideas for new «Overdrives»
iplayatankonline replied to theFiringHand in News Archive
1st post I was going to think this through a bit more, but I'll just write something off the fly. I am thinking this is just what can we add ... how much it needs to relate to overdrive I do not know So here are a few ideas I thought of ... just right now. If it sucks it sucks if it doesn't it doesn't. 1) Damage Surge You spawn, correlated to the turret in question your first few seconds (or number of shots) of damage is significantly - or marginally increased. So let's say thunder or smoky where the firing isn't continuous but shot based. The first 2-3 shots are increased 50 % extra damage. Isida / Vulcan where damage is more constant, again instead of the full clip being increased it is based on seconds. So for some turrets it's by individual shot. And turrets with timed clips it is a second based damage increase. Ends after first or 2nd kill automatically?. But boy will the kills be fast when its on. 2) Vengeance Mode The person who last killed you *Easily tracked in game log- is your target for your next spawn until you die again. Let's say Player A kills you. Your next spawn you goal is to kill player A before you die again, if Player C kills you then he is your new target, no longer A. If you kill the Player who is your target on the spawn after you die then you get some reward. Crystal based. Supply based. Many take a day off of an upgrade. Whatever we give as reward. Xp maybe ten times the xp for vengeance mode only on valid targets. 3) Specialty Master While in an active game, a player may go to the garage and choose a specific Tank chassis. He does extra damage to that style of tank. As a tanker, you have faced Titan many times, and you have found a chink in the armour. You know what to aim for. Increased 10-20% damage. This will kill large tanks with more health faster. Or perhaps you are a turret that specializes in killing the already vulnerable hornets. You've figured out how to adjust your turret to do more damage against Hornets. Killing them at exceptionally effective speed. 4) Zone defense. Maps have spawning zones. Each map is divided into zones. Your spawn, Enemy spawn. middle of map, your side of map but not spawn, their side of map but not spawn, underground. overpass. bridges. etc. These zones could trigger effects. While in your spawning zone double armour is always active. Home court advantage. Just as you leave your spawn, speed boost is automatically activated. Get in the battle! Duck into an underground tunnel or designated area of map, and automatically receive a free repair kit *even if there isn't one there to be picked up. The zone just triggers it all. Enter the area just outside your opponents spawn and activate double damage. Activations could run out, or run for specified time. While in opponents zone supply mode is turned off. This would prevent camping on spawn zones. For one, your opponents will always have double armour in their home turf. You will never have anything but lets say ability to activate your repair kit supply. I dunno, I feel there is something I should be tweaking here about home turf while opponents attack. 5) Collision Collision damage is introduced. Correlated to weight of tank? Or tank itself? I have 3 in mind. Pushing is not what I have in mind. I mean actual impact 1 time. So you have head on collision. Side ram, And coming from behind. Head on collision is determined by combination of weight and power of tank 1 vs weight and power of tank 2. Unfortunately bigger hulls have advantage. If they collide with you it's gonna hurt. So don't charge them! if you are a weaker faster hull you can avoid it better but not always. Side rams and from behind smaller hulls have the maneuverability to gain an edge. The damage is a flat one time occurrence... So a side collision based on whether its a wasp or a viking hitting you does either 25 or 75 damage. A distribution by tank between 25-100 damage. Maybe also include the speed of the tank? A faster tank will hit you harder? I dunno. I mean lots could be tweaked here. Maybe pushing does damage itself as well. If you get locked in a head on collision viking vs titan maybe the tanks just physically do damage. Will encourage people actually moving tanks instead of just colliding. A viking fire likes to come up and burn my titan but whoa! not so fast. Use some skill and at least keepa couple meters distance and drive around me, don't just run into me burn me. I dunno. I have plenty more but maybe these are garbage ideas so why continue haha
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