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Everything posted by GorgoBlesk
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Player who is in the lower half of score table is not automatically a mult. Players now drug harder because of containers from War event so the non-druggers have extreme problems with playing. I even drug now to get more stars but some druggers are just insane... They have all 3 drugs every time I see them and when I use 1 drug against them, it does not help me at all.
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I have M1,8 Titan and Ricochet so I am very close to have M2 hull and turret...
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category Ideas for Hulls and Overdrives!
GorgoBlesk replied to Ilia.ArchangeI in Ideas and Suggestions
Idea for new heavy hull I suggest adding a long heavy hull with 2 turrets whilst the back one is situated higher than the forward one. It should look like Russian WW2 tank SMK. When L-10 cannon used in T-28 (3 turret tank xD) became obsolete, Russians started to develop tanks with new L-11 cannon (slightly better junk). These tanks were KV-1 and SMK. KV-1 was more successful and it was equipped with ZIS-5 cannon later. The question is how to balance a tank with 2 turrets. The answer is simple. Each of the turrets would deal only 50% damage, recoil and impact force. Health- Same as Titan or Mammoth Length- Same as 2 Wasps Weight- More than Mammoth Speed- 4,8 (M0), 5,5 (M4) This tank would be unable to use Magnum, of course. Controlling Magnum along other turret is impossible and 2 Magnums on 1 tank are just too OP. -
valid Protection modules decrease 10-15% the impact force of the weapons they are protecting
GorgoBlesk replied to Strikechard123 in Ideas and Suggestions
Full set of M0 modules cost 70000 crystals (14*5000). How can a low-ranker earn so many crystals? M1-14*30000=420000 (more than any M3 hull or turret!) M2-14*100000=1400000 (how can a non-buyer afford that?) I think that all modules should be 10* cheaper and they should work this way: M0-5% M1-10% M2-15% M3-20% M4-25% -
I am here and I will be here until this game will die or get better. Nerf modules, increase smart cooldowns, nerf Magnum and Thunder, rebalance Smoky, buff Shaft, Isida, Striker and Rail and this game will be much better for sure.
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valid Protection modules decrease 10-15% the impact force of the weapons they are protecting
GorgoBlesk replied to Strikechard123 in Ideas and Suggestions
You are basically suggesting to make modules (Pay To Win feature) even more OP than they are now. Modules need nerf, not buff. -
You can equip only 3 modules at once and there are 13 turrets. You equip modules against the strongest turrets like Thunder, Magnum and Freeze. So when the enemy equips Rail or Rico...
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High ping or low FPS?
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Take a closer look at meta in Tanki: 1.Take Viking Thunder, drug, use it at close range 2.Take Viking Freeze, -||- 3.Take Viking Twins, -||- 4.Take Titan/Mammoth Magnum, drug, camp As you see, there is no skill in it.
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Viking is easy to use because of low height and high speed. These 2 parametres make it good with turrets like Fire, Freeze, Isida, Twins and Rico. The last 2 are best with Viking. However, low height of Viking and Hornet make them harder to hull swing so it is sometimes a disadvantage. Hunter is better with turrets like Hammer, Smoky and Thunder. In my opinion, Viking and Hunter are perfectly balanced but Dictator is useless with short and medium range guns so it needs a buff. I think it needs to be smaller.
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Buyers have a ridiculously big advantage in Tanki. They can buy millions of crystals to buy kits and MU them to maximum level, buy drones and fully MU them, buy insane amount of drugs and batteries... Pay To Win. Buyers in Overwatch can buy only skins which do not give any advantage. Buyers in War Thunder can buy premium tanks, camouflages (most of them can be grinded by killing). Some premium tanks in War Thunder are totally useless, some are as good as normal and some are slightly better (Tiger 2 SLA, T-34E, T20 Medium, Chi-Nu 2, Tiger P). OP tanks like KV-220 are given only to the best players.
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Cardiff, Wales
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Magnum noobs usually fire at 0-20 degrees and they put lots of power into the shots.
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There is nothing like "universal combo" which is good in every map and mode. Players need to change equipment to suit the map and mode. Best hulls are Viking and Hunter but a player sometimes needs to use light or heavy hull (Hornet, Titan). Best turrets are Thunder and Magnum but Freeze, Twins, Rico and Rail work better sometimes.
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You are just right. DM is a mode for noob buyer druggers who spam number keys 24/7. I play it only for missions xD Halloween map should be in TDM and CTF mode where everyone has a chance to get good score and crystal income.
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Real tanks in WW2 used to be 1-shot after getting penetrated. Try War Thunder (realistic tank/plane simulator) and you will do everything to not get penetrated. In some cases (most light tanks) it means to not get even shot. Hulls in Tanki get sometimes destroyed too quickly and you know why. It is called DD and it is a drug. Removing drugs would solve the problem.
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That rock looks nice xD
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Hunter Smoky runs to its base after stealing enemy flag. Hornet Firebird with afterburn alt (Compact Tanks) attacks it and gets shot by Smoky. Boom. Firebird managed to hit the Smoky before it got destroyed and Hunter slowly loses HP due to strong afterburn. Nothing can help the Hunter. Except that enemy Wasp Freeze who just removed the afterburn. Smoky shoots again, destroys Wasp Freeze and caps the flag after few seconds. I think it would be really weird if an ENEMY helped you like this, wouldn't it?
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Exactly. Magnum should get full damage only when firing in 50 degrees or bigger angle to prevent easy drop-shots and fast ground-shots. 0 deg-50% damage 5 deg-55% damage 10 deg-60% damage 15 deg-65% damage 20 deg-70% damage 25 deg-75% damage 30 deg-80% damage 35 deg-85% damage 40 deg-90% damage 45 deg-95% damage ≥50 deg-100% damage No more close-ranging Magnum noobs and no more deadly drop-shots on Noise.
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There is not really such a big gap between M3 and M4. M4 is basically Pay To Win and non-buyers should completely ignore it and focus on buying more M3 hulls and turrets. Modules? Not worth it.
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