-
Posts
55 -
Joined
-
Last visited
Everything posted by DestrotankF1
-
Ah, thanks so much! I see it now, kinda confusing I think that you can only access that through the Challenges pane, when you can buy lots of things for Tankoins in the shop. Not so intuitive, the option to buy it with Tankoins is good though, will save for that then.
-
On the subject of Tankoins - does anyone know if you can purchase the Battle Pass for 500 Tankoins? It claims in the Passes, Challenges and Tankoins sections of the Wiki that you can buy it for 500 Tankoins but in the shop I can only see it listed as buyable for money so I can't understand why. Am I looking in the wrong place or is this a Wiki error? This is significant as if you can get the Battle Pass I'll save for that, if not I'll buy some of these Containers with Tankoins. Thanks if anyone can clarify.
-
I have feedback about an issue with the new overdrives from the test server - not sure where to post it so I will do so in here in the hope that it will be seen. Magnum's alt Reinforced Gun Carriage is somewhat useless with Viking overdrive, Viking overdrive sets the shot power to 100% but the alteration sets the angle to 5 degrees by default, unlike regular magnum which can set the angle to 1 or 2 degrees to make it useful, and with reduced "projectile gravitation" combined with that the shots go off into space in most situations and get totally wasted. It is only possible to sometimes hit targets on higher elevation if you are very lucky, mostly the shots will be wasted. To solve this, for this alteration the overdrive needs to fire the shots with 0% or maybe 10% power each shot. Thanks.
-
V-Log was great, lots of useful info and thanks to those who made it! :) Voice was fine, I am amazed at all the players who are so ignorant to criticise someone just because of how they sound. Personally I didn't have a problem with it, as long as we get the important info who cares who does the V-Log.
-
Yep :) I think the buff to hornet was needed, this is a good change as protections only was incredibly weak, especially at low rank. It is now very strong, I think it should stay as it is now except maybe totally ignoring titan protection may be a bit OP, maybe have it ignore 50% of that protection instead, if Titan overdrive is also nerfed. With the other overdrives so OP they all need to be OP to compete.
-
Hornet overdrive was weak but they have buffed it massively, now ignores double armor as well as protection (and ignores titan overdrive protection too), so it is now seriously strong, say hello to being oneshot by thunder/hornet or thunder/rail.
-
Hey Ironman521, really sorry to hear about your father! :( I will be praying for him, hope that he makes a full recovery soon.
-
OK thanks for the update on the kits, cheers. I see, I suppose that is true with Tanki being quite a few years old now. I know changes can make crazy changes to other parts of the code which you wouldn't expect, frustrating indeed! I am used to playing games from large companies such as Blizzard who have a much larger budget / team so they can probably fix issues a lot faster than a small outfit like Alternitiva.
-
OK thanks for forwarding the issue, fair enough I may be mistaken about the PayPal issue. Since I am a programmer myself I would have assumed fixing a recurring sequence like this which has been in the game for years wouldn't be too difficult, but perhaps Tanki's code is more difficult to work with than I'd expect. Thanks for the info anyway.
-
Product Kits are now missing in the garage for a 4th day running. Please could this be fixed as soon as possible, thanks!
-
No kits for the 4th day in a row? What exactly is going on here? This really isn't acceptable. Tanki have demonstrated before if there is any problem with the paid content it is fixed almost instantly - when PayPal was broken I remember it was fixed fast and they even made a topic in News & Announcements to let people know. But F2P experience ruined? Who cares. Maybe if Tanki showed that they cared about all customers and not just those who pay, some non - paying players would buy. Customers want to see that they can trust a company, and that they care before they invest. I expect, as it surely wouldn't take too much effort and this has been broken for several days, that the Tanki devs will apply a quick fix to this TODAY and not by server restart tomorrow once they see this.
-
Personally I like Massacre, Sandbox and Sandal - you need some variation in terms of map style or it's boring. I wish even that they didn't change Massacre as it was a very unique map, but there are advantages to the new map so I don't care really.
-
Please Cedric and Tanki Devs reconsider this change to 7 minute battles and the greatly reduced parameters - this is one of the worst changes to the fun of the game yet, and I think most players would agree. There are several core elements of Tanki which if you change it will greatly reduce the fun of the game, and battles times of a certain length is one of them, the recent changes have reduced this beyond the appropriate level. A certain amount of battle time is needed for strategy within a game, to allow comebacks and adapt to the opposition - battles this short are not fun and if this is not changed back or improved somehow Tanki will be a lesser game. 8 minute battles were already too short, you had it correct at 10 minutes, but it is not just the time but you have reduced the parameters too much. Let's do some maths: Battle times were reduced by 1 - (7/8) ~ 12.5% However the score to win in DM and CP was reduced by 1 - (30/50) ~ 40% Score to win in TDM and ASL was reduced by 1 - (100/70) ~ 30% Score to win in CTF and RGB was reduced by 1 - (5/7) ~ 29% So the parameter reduction is far greater than the reduction in battle time - this is making battles much, much shorter even than 7 minutes. We are seeing games regularly which are only 4 minutes or less in length, and if you join at half way through (1 minute left?) you barely have a chance to reach the enemy base, certainly won't even get your first overdrive or maybe even reach the score threshold for a star. This is far, far too short. I advise the Tanki Devs to bring the battles back to 8 minutes, or better yet to 10, and at the very least change the parameters to: 80 kills/score to win in TDM/ASL, 40 kills/points in DM/CP, 6 flags/goals in CTF/RGB. This would be more in line with the change in battle time - the reductions have been too excessive. But really, you need to get battles back to 8/10 mins and score back to what it was before, this is not a good change for the game. Tanki Online and the customers who have been playing and paying for the game for years are PC users, and Tanki is not fundamentally a mobile game - and most of the players who use mobile will be PC players. If you try to center the game around mobile (which is perhaps what time Battle time thing is based upon?), you will ruin the PC game and destroy Tanki. Also, if it is to reduce the matchmaking queue time - it is not worth it. We are would rather have a longer queue wait and decent battles, we might be queuing for less time with shorter battles but we are queuing more often - players are not stupid and we realise the same amount of time is spent queuing. It is not worth a reduced queue time, or any reason to ruin battle duration like this. If you wanted to make stars / missions more easy to complete there are others way to achieve this. Simply reduce the difficulty of missions or reduce the number of stars required to tier - for instance reduce star requirements by 20% to 8 for tier 1 and 1600 for tier 50 - and bring battles back to 8/10 minutes. The best and most successful game companies listen to their customers, to some extent, Tanki has shown reluctance to actually listen to feedback in the past. The feedback is this - battle times are too short, so please change it back. Even as someone who didn't at all mind the matchmaking system, this is the first change that makes me seriously consider if I find this game fun enough to continue playing or spend money on in the future.
- 187 replies
-
- 10
-
-
I think the TL;DR thing is a good idea - a summary is helpful. Challenge sounds cool :) Was hoping for the full reward list however, but I assume we will know this tomorrow
-
Please fix the following issue with Isida (it may be an update but it definitely causes a big problem in gameplay for Isida and Vulcan players, ruining core game mechanics) - when an Isisa heals a Vulcan who has suffered self damage they will get little or no score. This may also apply to a lesser extent to healing from Twins or Thunder self-damage. This is very bad as it means Isidas are now going to end up very low on the score boards and waste supplies/ crystals for doing their job as intended of healing their team, and working with Vulcans to form an effective combo. It is currently a waste to heal a Vulcan and will result in getting low stars/crystals and wasting supplies. This may have been done to impact power-levelling but it is not necessary, since healing self damage is no longer the best way to level in MM battles anyway, and such players attempting to do so will be reported. In addition, no matter the reasons (whether for power levelling or even to attempt to balance out Isida/Vulcan) the impact of this change on regular gameplay, fun factor and tactics for Isida players, and those of self-damage turrets is too great, so it is not good for the game.
-
Hey, thanks for your reply but are you sure about that - have you seen the drone in action, or randomly received supplies in a battle from someone who was using the Engineering drone? Because it would seem very strange if indeed that was the case. I know it says that, but it also says so for the Supplier drone, and that only shares supplies for 1 - 5 seconds (depending on microupgrade level) with allies. Given that the supplier drone only does so for 1-5 seconds, and only in a limited radius, if indeed the Engineer drone gives every ally on the map a full 30 seconds of supply I'd say it's the best drone there is - I somehow doubt it works that way. Also there would surely be an improvement with upgrades, as with most drone attributes, it probably gives it for less time at the start and more with 20/20 upgrades. Anyone with experience of the Engineer drone, or who has received benefit from it from an ally in battle can comment?
-
Question about the Engineer Drone - if anyone knows? I was interested in getting this drone as I hear following an update it shares supplies with ALL friendly tanks in a battle, when you pick up a supply. Does anyone know how long your allies get a supply for, at 0/20 microupgrade level or when it is maxed out with 20/20? I can find no information about it on the wiki, or anywhere. Many thanks if you know!
-
Yes I know it's over a longer period of time, but comparing the rewards vs time spent, the old crazy weekend system gave you much higher rewards per time spent, for players who can't play much. Even 500 - 600 stars over 9 days requires a huge amount of play time per day.
-
The rewards for the star hunt are wayy too low to encourage participation, the old crazy weekend system offered much for generous rewards for the average player. The fact the higher end rewards are at a very high number of stars also encourages players to play an unhealthy amount, I do like the star system idea but this implementation is not good. Let's take a look at the old system vs the new. Standard Old Crazy weekend: 400 kills - > 3 containers 800 kills -> 5 containers + 3 days premium 2000 kills -> 10 containers + 5 days premium, and a paint. New (TOTAL rewards for reaching each tier, including previous tiers): 50 stars - > 1 Container total 100 stars -> 3 containers total 200 stars -> 6 containers total 300 stars -> 10 containers total 400 stars -> 15 containers total 500 stars -> 21 " 600 stars-> 28 " 700 stars -> 36 " 800 stars -> 45 " 1000 stars -> 45 containers + paint " .................... Let's do some maths: Under old system if a player was going for kills, considering they get 20 kills per match (many will get more, some will get less), this will mean it will take 400 / 20 = 20 matches to get 3 containers reward Under the new system, if a player gets an average of 2 stars per match (doing quite well), it will take them 25 games to get 1 container. MUCH less rewarding for more games for players who can't play much. If they were going for 800 kills, that would be 800 / 20 = 40 games for 5 containers and 3 days premium Under new system, 40 games might get them 80 stars, not even enough to reach 3 containers. They will need a further 10 games at 2 stars on average, a total of 50 games to reach 3 containers. Under the old system they could have had 3 containers after only 20 games... 20 games by the way takes a pretty long time by the standard of the average player, 3 hrs 20 minutes playtime + MM wait time, probably will take over 3 hrs and 30 minutes. 50 games on the other hand is 8 hrs and 20 minutes of playtime, for 3 containers. So in conclusion, for players who can't play much this star event is pretty worthless. Double funds is good but the star rewards are not, personally I didn't bother with them at all and I know many others didn't. The rewards should be more evenly spaced, for instance: 25 stars: 1 container 50 stars: 2 containers 100 stars: 2 containers 200 stars: 5 containers 300 stars: 6 containers 400 stars: 7 containers 500 stars: 8 containers ( 33 containers total) and then 600 stars for the paint. That would be much more realistic and more would play it.
-
Please add an option in the options menu to display either GearScore when you press r or v, OR the previous modification / microupgrade level and turret / hull as before. Or perhaps, there could also be an option to display both. Right now, the Gearscore system is not meaningful for many players, as can be seen from the complaints in the Gearscore topic in General discussion, and on the thread. The small text with Gearscore is also very hard to read in Battle with moving tanks. It is quite possible to exploit the system by having a tank with high modifications, and keeping your supplies / battery counts low, and only buying enough of what you need for several battles, this way players can seem to have weaker tanks which are in fact much stronger than their GS suggests. There are also situations where knowing the micrupgrade level of a players turret / hull can be very useful, for instance if a player had a highly upgraded turret but a low upgrade hull you will know to target them, as they will take relatively few shots to kill and also can have their aim knocked off easily, but will deal high damage. Please add this option, it would please many players and allow both the GS and old system to be used depending on what the player wants.
-
Well I only have low rank accounts, as you can't rank very fast in this game with only playing missions :) But I can determine how OP it is by how hard I club them lol. Thunder never fails to come first in a low rank battle, even if you are outranked, I can confirm that. Quite a few battles folks tell me they have higher rank accounts but they still get reck'd, so I'm quite sure I could do the same at higher rank. Don't get me wrong though I did choose some of the best battles to highlight there, do sometimes get only 5-6 k/d with Thunder instead of double figures vs higher ranks and buyers with skill.
-
For reference, some Vulcan games: http://prntscr.com/kq9oy1 http://prntscr.com/kq9phn and Thunder... http://prntscr.com/kq9pq9 http://prntscr.com/kq9q2j http://prntscr.com/kq9qsr Typical games with this absurdly OP turret lol
-
I have accounts with every turret, including Thunder and Vulcan, with around equal micrupgrades/supplies/modules. After trying the new Vulcan I think it is strong, a very different turret to what it was before with the really long spin up and turning speed reduction, but you can adapt to this with pre - spinning and sometimes even firing before you have an enemy in sight. I actually like this as now Vulcan is a turret which you must predict where the enemies will be and when, and this adds skill to the turret, which is a good thing in Tanki which is already too simple a game. The best thing about the new Vulcan is the HUGE length of time you can now shoot for, combined with the increased range and damage you can demolish half of an entire team from range single - handedly with full supplies on an open map. Personally my K/D since the change has increased on all Vulcan accounts, although I think it requires a very specific way of playing which many tankers don't know how to. Having said that, if an opponent catches you off guard / on certain maps it is much weaker, so I'd say it's an above average turret overall but not OP. If you want to compare any turret to Thunder though it will look weak, Thunder is currently an absolutely OP beast, by far the best turret in the game at low ranks, if it isn't at high ranks the only reason why not would have to be due to many having protection against it. The only reason it might not be regarded with the same OP level as the buffed Freeze/Firebird is that it is slightly less brainless to play, but with a tiny bit of skill a Thunder can dominate the enemy team so hard it's unfair. Firebird might be strong, but not when it dies before it can even deal damage, from half way across the map.... along with every team mate nearby from the crazy splash damage. Personally I found Thunder very strong before, but 50% weak damage was overkill, it should be 35% at most. My Thunder accounts do by far the best of any I have, and often end up with over 40/50 kills in a 10 minute MM game.
-
All great changes, Isida change in particular is good, long overdue since MM! Looks like Vulcan is the new OP. New supply should be interesting
-
Turret balance, MM Sandbox, Smoky XT and new paints
DestrotankF1 replied to r_Nives5 in News Archive
Yep, please fix Vulcan it is currently almost useless. On my M1.10 Vulcan account I've had to switch to using an M1 Freeze I got with a kit as Vulcan is now so weak it's not worth bothering to use it. Sure you can still win if you are 100x better than your opponents but you literally can't do continuous fire anymore. Needs fixed asap.