-
Posts
49 -
Joined
-
Last visited
Everything posted by medicguy
-
My stable plasma alt for twins keeps getting unequipped when I switch between guns. It's a pain having to check to see if it's on for every battle. It used to always remember the setup I had last time I used the gun, now it's like 50/50 whether it does or not.
-
Crystals: 72k, no containers or golds expected before sale, maybe another 15-20k from battles and missions before the sale since I'll have a little bit of time to play. Current garage, in order of what I use most: Turrets: Isida m2 10/10 Twins m2 and a few mus + stable alt Fire m2 and a few MUs + both alts (used situationally, obviously. depends on the match) Thunder m2 (don't really like it much at m2, it's been too long since I've played a midrange self-damage gun.) Hulls: Viking m2 (regular and parkour) Wasp m1 (for parkour) I play regular maps for missions and on double funds (and maybe more often now that funds there are bigger, idk), island and other small maps in pro for fun, and a lot of parkour recently. Mainly using twins to lift people onto buildings and such. This sale I'm trying to decide on some stuff. Mammoth m2 (titan is a little better in some respects, but unless you guys have knowledge I don't, mammoth's aesthetics and driving feel I like better and I'd prefer that) Rail m2, and possibly an alt? High caliber is obviously the dream, but I'm not sure I'll have enough crystals for even just rail and that alt by the sale (I hear it isn't good without the alts these days, especially as I'll be ranking in the next few weeks and there are lots of people with rail prot.) Hornet m2 (this would be primarily for xpbp. Not enough health for regular battles from messing around on test server) I was pretty sure I wanted mammoth m2, but I'm not sure it would get used much outside of parkour and the occasional island match. On the other hand, I really enjoy the strategy and fast pace of island matches, and xpbp looks like it gives a lot of that but matches are more balanced. Especially since there are mods given to the tanks to level the field and I wouldn't be burning through supplies. Since it's such a common battle mode, it seems like I'd always be able to find one if I wanted. I've heard that mode gives extra crystals, anybody have an estimate for how many more? Ranking is slower now but I'd still like to gain crystals quickly relative to my experience points. tldr, I wanted mammoth and rail m2, now I'm wondering if I should get hornet and rail instead for xpbp.
-
Currently getting a lot of 999 ping no damage matches. I play for 3-4 minutes and then have to wait 6 minutes for the match to finish and hope the crystal reward is worth the supplies I used. Don't release updates like this right before double battle fund days and sales. Seriously -_-
-
Is there any explanation for which actions count as playing the objective in the various modes? Obviously capping a flag or killing carriers will constitute playing the objective in ctf, but what about healing a flag carrier vs healing a non-carrier? A lot of situations in CP could easily be considered playing the objective (killing players who are contesting a point from a distance, attempting to contest a point against a numerical advantage, defending a point you already own from another tank, etc etc) but might be hard for the game to recognize as such. For ASL, a good strategy for blue is to kill players before they even pick up flags, and that contributes to a win. But would the game count that as just a regular kill? Just curious.
-
How can I access the page where you can select a battle mode, rather than the battle list? I've cleared cache, tried going from the Tanki site, everything directs me to the faulty battle page. I can't even sign out to sign back in and try that way. I've kicked myself out of my account by logging in on a different computer while loading, but reentering the game from there just puts me in the same spot, doesn't even have me log in :P (This is on topic because this update spawned these issues. Thanks.)
-
Hello! So, in the matchmaking announcements there are a lot of references to 8v8 being optimal. This may be true, but some players like myself like small maps, even if the funds will be the same now. Is there any possibility of implementing a system where you can join a queue for "Normal" (8v8), Medium (?), and small maps? (3v3). I do understand that there are fewer maps of this size so the variety won't be as great, but I'd enjoy the option of playing smaller maps for missions rather than larger ones. While I do have twins now, my best turret is Isida and it's the one I like the best. But in large maps, magnums, shafts, and railguns have a small advantage (see Highways as an example). Supplies can close that gap, but as soon as opponents start using them too the gap is back. As of right now, I can select battles appropriate to my current combo, but with matchmaking the map selection will also be random. I'd prefer to not have to leave my favorite gun in the garage while doing missions. Of course, this all depends on how matchmaking goes. Perhaps this problem won't be a large issue? Thanks! tl;dr: Please allow players to choose the general size of the maps they will be sorted into.
-
Is an automated or easier analysis of container rewards possible?
medicguy replied to r_Issimo2 in Archive
A google form would allow responses to be gathered more easily. Somebody would have to analyze for troll responses, but it would be easier than manual entry for every value. -
THANK YOU. I've used the links they suggest. Can't use the client one, or whatever it's called. Redirected about once a day. Usually when I'm trying to catch a gold or something.
-
160k. I had 70k a few days ago, and a few days left of premium from a container. 200k by the end of the week, easily.
-
I've been playing a lot more medium and small maps recently. This A: works better for isida and B: has made firebird look very appealing. I know generally for a non buyer, having multiple turrets of the same range isn't a great idea, but if I'm not planning on playing large maps for a long time, do you think it would be worth getting? With the temperature and range mods purchased as well. This raises the issue of a single paint blocking both turrets (which will be especially prominent if I'm playing a lot of island and people expect fires and isidas all the time). But fire seems to deal good damage even with protection above 30%. I guess what I'm asking is will this be a major bad decision later? Still deciding on a medium range turret. Still planning on getting an m2 protection module at the next sale, and eventually an m3 titan kit. This is mostly unrelated, but I keep hearing about extra crystals from XP/BP. How much larger are the funds for that? I've enjoyed playing that combo at low ranks on other accounts, and enjoy the strategy involved. Just not sure if it's worth investing in now for funds, or if it should wait until legend and an m4 combo.
-
I'd drop the hornet. Not enough health at high ranks unless you're drugging heavily and have a good team. There are exceptions, of course, maybe you're one of them. But I'd suggest you start working an M2 medium hull to m3 instead of hornet.
-
Contest [Issue 72] The Biggest, Meanest Quiz Ever! - III
medicguy replied to Hex in Newspaper Archive
Hah. Well, I figured I'd give it a shot. What the hey. Definitely did not know many if any of the questions hah! No prizes for worst performance, I suppose? :P Post the answers once the contest ends though! I'm interested to learn some of these things. -
Awesome advice, thanks. Would you recommend waiting until m3 kits unlock for those and just stick with isida and viking until then? Which would make my plan over the next little bit look something like this: 1 m2 protection module at the next significant sale just so I'm not still running around with my complete garbage one (Likely later in February for iron days) Finish the MUs for isida at next significant MU/Speed up day (I'll actually do the math to make sure I'm saving crystals) When m2 viking unlocks, start MUing it to m3 At m3 kit unlock rank, find a titan/med+ range gun kit with a decent protection module (Probably one with smoky or thunder since I like those on my alts. Thoughts on twins? I don't like rico/striker much, but I haven't looked at their alts or played with high modification levels of either. Planning to avoid rail, shaft, and magnum for a very long time.) Thoughts on this sketch? Which m3s are worth taking to m4 in your opinion? You said isida isn't really worth it, and I definitely noticed the difference on the test server was negligible. Barely noticeable. Hulls to m4? Protections seem like the biggest jump during MUs after m3, so I'll for sure start working on those when I get there.
-
Currently have isida chilling at m2.8. I have the crystals to finish it, but was saving for a MU sale. Viking is at m2, ready for free upgrade the second I hit the right rank. Should I get a second hull for high ranks (M3 via upgrades or a kit in a few ranks)? Hunter is pretty similar to viking in most respects, and dictator isn't my favorite hull... (New overdrives may necessitate change there). I don't want to use a light hull at m3 unless I get into parkour. Is it even worth getting a second hull? Or is viking m3-4 good at high ranks with isida? This account was built around isida, obviously, but I hear at legend it's a really big disadvantage to have teammates who can't play other guns. Any weapon suggestions to get at m2 and work up to m3? Or save for m3 kits? Finally, and most pressingly, suggestions for protection modules? Mine is severely outdated. Twins, rail, fire, and isida seem pretty common at high ranks. How about magnum and thunder? I'll probably get 2 modules at the next sale. What do you m2-4 players like/use/see most frequently?
-
I see less magnums these days, so my main complaint about balance thus far in my tanki experience is diminishing. However, I spent some time on the test server over the last few days experimenting with different combos. Alterations become an important part of the game, and isida's alterations... well, they suck. Less range for cone angle and a major damage hit for extra seconds of healing. Both useful in very specific situations, but hardly something I'd want equipped all the time. Whereas fire, twins, railgun, and shaft all have alterations that I would happily leave equipped for 99% of battles. (Thunder also seemed a little lackluster, but I don't use it enough to say for sure.) It hasn't been a problem thus far as most people my rank don't have alterations purchased. As I move into the last stretch before M3s become extremely common by purchase and are nearly universal by microupgrade, I get the feeling I'll be seeing a lot more alterations, though. And since isida has nothing besides the same type of stat increases that every other gun gets from m2-m3-m4, I'm thinking I'll be buying a name change and letting my isida gather dust for the most part. Suggestions for alts: Return self-healing as an alteration. Cap it so that double damage/double power doesn't double self healing, just damage dealt. That was the reason they cited for removing it, wasn't it? Even if I had to trade some % damage and some range for this, I'd like to have it back, at least as an option. Faster rotation speed. Boring, but rail has it and it's better than what isida has... Longer range. Consumption while firing into empty space is removed Faster energy regeneration (lower damage, lower healing as a result, obviously.) Faster consumption for increased healing and damage (Like the fire alt that uses tanks faster, but heats more)
-
I'm not a fan of the lower flag respawn time. In addition to only getting 5 points per capture (Which really should be dependent on the map... some are much easier to score on than others) you now have to carry the flag the entire way yourself, in almost every case. I was healing and riding the bumper of a carrier in front of me. Both m2 viking with nitro. He hits and clears 3 mines and dies, leaving me clear to capture. I never stopped moving. Still too slow to grab the flag before it respawns. Over and over and over this type of thing happens. Red is already a demanding team to play in that mode. All the same drugs (or more) to capture, almost no score for it. And then there's blue that gets incentives to camp, not that anybody in tanki needed those... I don't think the mode is a lost cause. But PLEASE. Change the flag respawn time back. Also, whatever you have planned for the heads up about flags being taken/returned is going to be cool, I'm sure. But please put back the old system until the new one is in. I need to know when my team's flag is being taken in noise, and I don't have time to watch the action feed. Knowing that it's been returned is one of the most useless notifications you could have left. Thanks...
-
10k crystals 3.5 (2.5? whichever the mid level crystal one is...) crystals 5 gold boxes
-
I messed up and posted this on the other thread. My bad. 125 Double Damage 10 Gold boxes 10 days premium
-
125 DD 10 GB supplies 10 days premium (Containers from weekly chain opened 5 minutes ago. I think that makes them 2018 E?...) Wait, is this not the reporting thread? Idk. Sorry
-
100 of all supplies 10,000 crystals 125 DD As for the other boxes... I'm not sure. It was roughly one a week, starting somewhere in december. Not sure when. Probably best to throw those out just to be safe. (I don't have screenshots for the dates because I have to reload to be able to shoot again and that's a hassle :P)
-
So it got a total stat swap with viking? How odd. (I was gone when that happened.) It's weird to me that hunter is slower now. In my head it was always between viking and hornet in pretty much every stat.
-
10 days PA, 125 RKs, 5 Golds (I like this update... will likely increase my crystal intake by 6-7x while that premium lasts. Ty TO) For the boxes I caught before the chain reward update, if you're counting those: 125 DD, 125 DA, 3500 Crystals, 125 mines
-
I started using my supplies a few days ago because I realized I have enough stored to drug when I feel like it until my hiatus this summer, when container rewards and mission rewards (and chains) are factored in. I dislike drugs. It bothers me that they are so game changing. I play isida on this account, and I did fairly well, score wise. Since I started drugging moderately in battles, my average score per match nearly doubled. Largely because suddenly I can run flags effectively, not just heal like I did for so long. That's a HUGE difference. And I'm using a gun and tank that aren't necessarily the best suited for drugging because they are energy based, short range, and medium rather than fast (for closing distances) or heavy (for tanking damage). That increase was because when I spawn, I use a nitro and then a double armor. RK if I have a flag. That's all it takes. Now, that bothers me. Just a few keystrokes make my tank that much more powerful. And I know what it's like to be on the other team and have a double armored tank moving extra fast move through your base and get out of sight before you can kill them to save your flag. I don't think that's fun, and I think most people agree. HOWEVER, Tanki has done a good job balancing the drugs out between users. The drugs themselves? OP as heck. But I haven't spent money on this game, and I can still kick the trash out of some buyers with the supplies I get for free from missions etc. That's a good thing. I won't always be able to keep up with buyers; they can MU and purchase equipment much faster than me. They can use more drugs for longer because they can buy more. But in the short term, or when I feel like it, I can directly compete with them, and that is balanced. Long story short, I like pro battles with no supplies. They feel more intense to me and I can compete better because I'm not good at using supplies. But as far as supplies go, Tanki has done a good job of balancing out the distribution more than when I started my first account a few years ago.
-
Agreed. I wouldn't even be mad if I got less funds on the winning team to make this happen. As it is, I'm a garbage guy but 80% of the time if my team starts tanking badly, I'm out unless there are only a few minutes left. I'm not a buyer, so I can't afford to get much experience without any crystals as a reward. Seeing as 500+ experience on a losing team will often net me less than 100 crystals and the same score on a winning team might get me 6-8 times that... yeah Unbalanced games usually stay unbalanced, at least at my rank, because the skilled players know better than to join or stay on a losing team. Powerhouse players accumulate on the winning team, and then stay there match after match. Unless there's a serious map imbalance/difference (Noise, silence, etc) the winning team often alternates colors every match. That's no fun for anybody.
-
As has been said, this is extremely unlikely, and in my opinion that is a good thing. I do support a better allocation of funds to the losing teams. I played a CP match today, final score was 56-55. The winning team got almost double the crystals per score point for a single match point. I'm not sure what the current system is. Perhaps there is a system in place that gives the losing team in a ctf 10-9 match more of the fund than a 10-0 match. But if there isn't, there really should be. I've seen a lot of good teams get less crystals total than the top three on the winning, and that seems a little unbalanced to me. But no. The solution to this is not crystal boxes. There are enough mults collecting supply boxes they won't use and just driving around as is. Putting those cystals into the fund encourages playing the objective and obtaining score, which are both difficult to do without helping your team. Ergo larger funds support teamwork, generally.
Jump to content
















































