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DestrotankAI9

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Everything posted by DestrotankAI9

  1. DestrotankAI9

    Bugs and Glitches Reports

    Thanks ?
  2. DestrotankAI9

    Bugs and Glitches Reports

    This magnum problem is definitely there, again today multiple shots that should have hit targets (on one occasion 3 targets) recorded absolutely nothing, resulting in my magnum accounts being much further down the scoreboard than they should have been. Played about 12-15 games and no problems whatsoever with any other turrets. Was this time using regular magnum instead of reinforced gun carriage, and the same issue. This needs fixed asap - until then I'm playing Flash client whenever I'm using magnum which I have never had this problem with. EDIT: I would make a video to show this issue if my computer didn't suck lol.
  3. DestrotankAI9

    Bugs and Glitches Reports

    I'm not so sure that this is the case, I don't believe this is caused by lag as I have NEVER previously had this problem playing on Flash for over a year, and this happens literally almost every game with Magnum on HTML5, it's only started happening since I switched to HTML5 client a few days ago. I've had it happen another few times today. Switching to Flash it simply doesn't occur. I haven't noticed the same issue with any other turret, it is always Magnum and I am regularly cleanly losing all damage of the occasional shot at random when other shots are hitting. I encourage you to try Magnum on the HTML5 client (I have been using the reinforced gun carriage alt) for 5 or so games and see if you can reproduce it, because it happens so often for me now I will have to play Magnum on Flash only.
  4. DestrotankAI9

    Bugs and Glitches Reports

    Hey, I've recently switched from the Flash client to HTML5 client and I have noticed quite a bad bug with Magnum on my alt accounts. Occasionally (it seems to happen once or twice almost every match I've played on HTML5 client) I have noticed that some shots (even direct strikes where the enemy tank is fully affected by impact force as if it was a direct strike) have no damage recorded whatsoever, despite the fact that I can even be injured by the splash damage myself. This is NOT the spawn protection, a "0 damage" number does not appear, the shots simply don't seem to register in the game whatsover. It is also not lag, I never encounter this problem when playing on the flash client, or with other turrets, my connection is good and this literally seems to happen every game at least once or twice that I've played with magnum. I am also not missing, I am very used to using magnum and playing other players with lag, for instance in a rugby game I played earlier a player was pressing up against me with the rugby ball - I fired at point blank range and injured myself but they took no damage at all, and went on to score. This is very annoying, for now I'll have to use flash for playing Magnum is this is a real problem - can be easily reproduced, just play a few games with Magnum and it will almost certainly happen to you in 5-10 games, happens for me every game.
  5. DestrotankAI9

    Special Missions for Fool Days

    I have to say I think these special missions are one of the best additions to the game in a long time, it's cool the way we now have new challenges every event, even on Crazy Weekends ? Enjoyed completing the Juggernaut one. The daily missions system actually offers greater rewards to players who play less, which is one of Tanki's weaknesses in that you are actually punished in terms of crystal+supplies/exp ratio if you play more, however things like challenges and special missions now help to balance this out, and if you are a skilled player you can earn these rewards while earning relatively low exp and get a reasonable crystal/exp ratio. Definitely a good change, looking forward to more of these.
  6. DestrotankAI9

    Complaint Book

    Hi I'd like to make 2 complaints about recent changes/possible bugs: 1) Currently in TJR mode if you become the Juggernaut your previous overdrive charge now seem to be reset to 0% (In HTML5 at least, I don't know if this is the same in Flash). Some time ago this was changed so that if you become Juggernaut, if and when you die you retain your previous overdrive charge when you return to your normal tank. Now it is back to being fully reset to 0% after you die as Juggernaut - this is extremely annoying and problematic, especially for hulls with a long overdrive charge such as Viking. I played in several games where I was Viking and spent a long time accumulating overdrive charge, only to become Juggernaut when I had 100% charge and overdrive ready before I used it, but then died and became Juggernaut before quickly dying again - and returning to my Viking with 0% charge. As such, I often got no overdrives at all in these games. This is extremely annoying and needs to be fixed back to the way it was immediately, this makes TJR sometimes very frustrating to play. 2) The Hunter overdrive was recently changed from giving the enemy a 30 seconds supply cooldown to 5 seconds. This is a MASSIVE balance change which you did not announce in the VLOGs, or really announce much at all, and many of us suspect you didn't even originally include it in the patch notes but edited the patch notes after. Making such a massive change without even informing the community is not right, you should have announced this very clearly. If it is an untended bug then you shouldn't have tried to pretend it was a real change - and mentioned this in the next VLOG and got it fixed. As it happens, I do think that a reduction in the amount of time supplies get put on cooldown for the Hunter overdrive from 30 seconds might be a good change as it was too powerful, but 5 seconds is too short. I think that it should be at least 10 seconds, as in some cases now the hunter overdrive can almost benefit the enemy. If supplies or repair kit were fully on cooldown, you can now have your cooldown reset to only 5 seconds. The overdrive is still useful but I do believe 5 seconds is too short, and this should have been announced clearly. Additionally - I notice you mentioned that you are planning on releasing hull alterations, one of which may have an impact on the new Gauss EMP ability (which is the same as Hunter overdrive), so I assume this hull alteration would also have an effect on Hunter overdrive. If this reduces the supply cooldown after Hunter overdrive even further and it remains at 5 seconds baseline, this will result in the Hunter overdrive becoming very much useless. This definitely needs to be increased beyond 5 seconds for an overdrive which takes over a minute in most cases to charge. As an additional note, I should say that it is good that you have set the supply cooldown on the buyer-only EMP rounds Gauss alteration to 3 seconds. If you increase the Hunter overdrive supply cooldown, don't even consider increasing the supply cooldown for the new Gauss alteration. 3 seconds is fair and appropriate for this particular alt, given that this supply removal is initiated on every shot, and not a long cooldown as with the Hunter overdrive. With any more than 3 seconds this alteration will be very overpowered and destroy game balance, if it doesn't do so already. Thanks for taking these comments into consideration, I think these would be shared by many players. On a positive note I think a lot of good changes have been made to the game recently - but please try to be open and transparent with the community when it comes to major balance changes such as the Hunter OD.
  7. DestrotankAI9

    Bugs and Glitches Reports

    HTML5 seems to have improved a lot ? I am especially glad that the "auto-respawn" even when you are going into the garage is fixed, and also the text size of player names has been fixed, I think these had to be the 2 main issues. However here are a few more problems I can point out: 1) You can't maximise the html5 game client on Windows 10. F11 doesn't work, I have seen this reported by several other players. You can maximise the Flash client, and the web-version HTML5, and I can maximise all other apps, but I cannot maximise the html5 client on windows 10 no matter what I do. This is annoying and needs to be fixed. 2) Rank symbol in the Score window is too small and very hard to read. Just as with the old player names and rank symbols, it is pretty hard to read players' ranks in the score screen. I think it needs to be enlarged. 3) Can't see players equipped alterations. There is no way to see alterations as in Flash - this is very bad as especially with turrets like Railgun with many alts which are hard to tell apart, you need to know what you're up against. I think this ties in with fact that R / V to show player info in battle doesn't work in HTML5. 4) R and V to show player info in battle function is missing in HTML5. This would be a good place to show alterations, and also pressing R to check a player's protections and info can be very useful, as it can be hard to find their name in the list in the score screen - it would be good if this feature was added. 5) You can't see mission progress in battle as with Flash. This is bad as if you want to know if you've completed a mission or not, you have to manually count in your head which is a distaction from battle. For instance if I have a kill 25 tanks mission and I have killed 8/25, I have to manually count that I have 17 tanks left to kill and try to kill that number in battle. It would be much better and less annoying if you could quickly check your progress like you can in Flash. Finally, personal thoughts on a feature that should be removed: 6) I think Radar should be removed, or changed to a pro-battle only on/off option. The radar is a nice idea but it makes it much harder to sneak up on players, which removes strategy and is in my opinion bad for the game. It is especially bad for melee turrets like freeze and firebird which often rely on sneaking up on players from behind walls to get kills. I think this would be best removed or made a PRO battles only option. Hope that's helpful. Overall HTML5 is in better shape and the FPS seems good on my laptop.
  8. Thanks for the reply @Marcus . Also good post @classic-style-hiphop ? Many valid points indeed. @Marcus indeed I have been affected little by the new alteration, as I don't have a Legend account I have yet to encounter anyone using it, but even if I was I doubt it would have much impact. However, it is the precedent of buyer - exclusive items that people are concerned about, as if you're going to release one buyer-only alteration it seems likely more will follow, and where will it end. Buyer-only drones too? I'll bet some are already in the works. Sorry if my initial post was too harsh - but I have reasons for saying what I did. Having thought about it, I realise there can be only one reason that Tanki is now releasing buyer-only items: Tanki Online's income has reached a low point and devs are trying to find new ways to generate income - there is no other rational explanation as to why they would do this. I understand the game relies on buyers to keep going, and also you guys depend on this as your job etc, so it's a sad day that we have to have buyer-only items, but having the game alive is better than not I guess. However, even from an economic standpoint I can see issues with this new content model for TO, and I'll explain why. To clarify - I am speaking here on the basis that there will be more buyer-only items including alterations, and possibly other things in the future - not this specific alteration. 1) Game Balance. How are you going to balance these new buyer items? Lets say that the buyer-only alteration is OP, are you going to nerf it? Or leave it OP? If you nerf it, as everyone who has it paid a substantial amount of money for it, they will feel deceived - and rightly so. They may be reluctant to ever buy an item like this again. But then if you leave it OP without nerfing, you will have to leave an OP alt/drone/item in the game, and this will destroy the game balance. If it is not powerful enough to be competitive, you'll have to buff it or few people will bother buying it. So now we risk having a 2 - tier equipment model in the game: We have the "buyer-only" alts/drones/items which must be powerful and can't be nerfed, and the items that everyone else can have which can be nerfed at any time (as we know nerfs in Tanki can be dramatic, taking items from powerful to useless - see Uranium Striker for instance). 2) Frustrating low-end buyers and non-buyers These new items may make Tanki some money in the short-term, but what about the long-term consequences? Many players have played the game on the basis that everyone can have every item that affects gameplay, for many years, and suddenly that is changing. This could frustrate many non-buyers or low-end buyers who cannot buy this new expensive items and they may leave the game. Less players = longer queue times = buyers leave = Tanki dies, potentially. Or maybe there will still be enough new content, or the new alterations/items will not be too powerful, and players will stay - and everything will be fine. It remains to be seen. 3) Not all gameplay content available to all players In the past all gameplay content was available to every player - now you are going to be developing some stuff potentially that only big-buyers can access. We haven't had a new alteration in a while and now there is one, but it's only for high-end buyers. If there is less new content for all players this may again lead to people being bored and leaving the game. Perhaps not, but remains to be seen. All in all, if you choose to go down the buyer-only items route it remains to be seen what effect it will have on the game. Personally I think the risks are such that the developers should just stick to buyers having early access to content and exclusive cosmetic items only for as long as possible, but only the devs know Tanki's financials numbers and it's your game - so your choice. But I've given my thoughts anyway.
  9. DestrotankAI9

    Iron Days 2020: UPGRADE SALES TODAY!

    This all sounds pretty cool, thanks ? However as I said in the other topic - the buyer-only alteration idea is extremely concerning and a massive problem, but hopefully you guys will realise this. Other than that, looking forward to this ?
  10. Premium alterations - items with a competitive advantage that are buyer only? This is a bridge too far. It is OK to have cosmetic items that are buyer only but NOT gameplay and mechanic advantage items. Even if I was a buyer I'd feel bad using this. Buyers already have plenty of advantages as it is, which I'm sure no-one is unhappy with - more crystals/supplies, earlier access to items, faster experience gain, more rewards from contests/challenges and many cosmetic items too. There is absolutely no need for taking this further, this will destroy some of the fundamental dynamics of the game. This is a terrible decision by Alternativa and if you choose this path, prepare for the end of Tanki. Forget your plans for this and don't have buyer - only items or you can find a new job. On the other hand this all sounds good, if the alteration was available for everyone. But prepare for major loss of players if this is the new path you are going to go down.
  11. DestrotankAI9

    Did you like War. Stolen Christmas?

    It was great, I don't think much could be improved with it :) Perhaps a small reward for the faction that comes 2nd? And there to be less delay before the next war lol.
  12. DestrotankAI9

    Tanki World Records

    Thanks bro ? I think a big buyer could have this advantage before patch, but even we non-buyers can be totally OP at low rank now lol.
  13. In fairness to the devs, as I've been quite critical of this update (I don't agree with how the modification conversion was done to let people get m4 at low rank for instance, though it is fun, hopefully things will even out after a few months), I can see a few positives with the new kit/modifcation system. The kits are actually quite good value if you are looking to get a turret or hull or module you don't already have a lower modification of. If you are wanting to get a module you don't own or turret/hull you don't own - it is "only" 15% off but remember each modification is cheaper now, and so that is roughly equivalent to what it was before. Also, if you are buying a product kit you do not have to pay for all the lower modifications, so if you want a turret and the module, or even better yet the turret hull and module it can be cheaper to get a kit than buy the module or turret/hull on their own. This is not taking into account 50% sales, but I have checked and it would be cheaper in some cases than buying even on 30% sales. For instance Simoom mk5(m2) is now 175,950 crystals and you get mk5 dictator thunder and 25% module - to buy that separately if you didn't have any of the lower modifications would be: 134250 (dictator) + 121,150 (thunder) + 115,000 (module) = 374,400 crystals. So that's quite a substantial saving. The mk6 and mk7 kits skip even more ranks so they are I believe even better value. Of course, the more lower modifications you have the less good value they are, but the kits are not too bad. Also while there is usually only 1 kit for crystals available in the shop (though actually I have seen 2 or even 3 at times) the 12 hour rotation is better and I think that will help you to get kit items faster than the old system. However I wouldn't wait for a specific kit, if you want the turret or hull at lower rank I'd probably just go for a kit with the hull or turret - that's what I did in the old system as it takes too long to wait for the "perfect" kit. I also think that the lower difference between the power levels of different turrets and hulls at the same mk level is better and should even things out more. And, buyers can only get a kit at 1 rank lower than non-buyers so that is another thing that should help balance in the long run. Overall though, really I didn't see a problem with the old system even for non-buyers like myself and I would rather it was left as it was. Having kits available only 2 ranks (or 3 for buyers) before the modification unlocks instead of 4-6 ranks before would have been all that was needed really.
  14. DestrotankAI9

    Tanki World Records

    Fair enough ? I'm sure a low rank m7 will be equally OP.
  15. I must admit though, wrecking people with gear far above the normally allowed upgrade level is fun though ? I feel sorry for new players or those who just missed the upgrade threshold, I have a mere mk6 8/10 hunter in my main's garage which missed the full m3 as I was short a few upgrades so it will soon be... obsolete when facing m4s. I have rail, dictator and isida with potential to upgrade to m4 so I'll have to stick to those. On some of my alts instead of waiting for kits I can now get the higher upgrade level through microupgrades without having to wait for kits any more which is interesting. It will take 6 months to a year before the old account advantage from this update becomes less frequent I guess. It might be a fun challenge to try and take down some of these big beasts that are going to appear in 2-3 months of microupgrades with a lesser geared account.
  16. No you are wrong, m1 10/10 = m2 is supposed to be equal to mk5 under the new system, and you upgrade that to mk7 level which is m3 equivalent. Mk6 is basically m2.5, and smoky m1 10/10 was upgraded to mk6 and not mk5 that because they changed smoky's rank limits. It may be hard to understand. So yes you could have faced a Juggernaut close to the power of this but not quite. And the scary thing is, if I was a buyer I could get this up to mk6 10/10 or old m3 level at master seargent... lol.
  17. Yep.... lol. The biggest imbalance here is definitely in Juggernaut mode, it's just insane. I think the way they changed the ranks around on modifications (apart from a little evening up) was not good, and also there is no way that maxed out microupgraded turrets, for instance m1 10/10 / m2 10/10 should have been converted to the next modifaction - this is just madness. In a few months when people have upgraded to m3/m4 equivalents at low ranks it will literally be impossible for new accounts, even buyers, to compete against these accounts. This will be the greatest imbalance in Tanki history... fun for those of us who are lucky enough though. The correct conversion for m2 10/10 SHOULD have been mk6 10/10, not allowing players to skip ranks. This is a huge mistake. I guess it will even out after several months/ a year but until then you will have to deal with some beasts in battle. Other than that, this update does have a lot of interesting features such as closer ranks for each turret on modifications and faster kit rotation for non-buyers, so it is pluses and minuses. Those of us who have older accounts and have turrets and hulls far ahead in upgrade level are going to have a giant advantage over new accounts for a long time.
  18. DestrotankAI9

    Tanki World Records

    Hey I'd like to submit a record for Most kills in TJR (without death too) in 7mins at 106-0, and also most points in TJR at 1745. Got this record on my alt DestrotankF22 though I can't post on that account as it is Master Seargent and not high enough rank. https://prnt.sc/qp8z6i (Thanks update that converted smoky m1 10/10 to mk6 - balanced ? )
  19. Woooooooww has anyone who won the update lottery tried Juggernaut? I had m1 10/10 smoky on a master seargent account which became mk6(!) and the results are errr..... interesting. Oneshot heavy hulls with rail, LOL https://prnt.sc/qp8z6i 106-0 in 7 mins....
  20. I think the Thunder change is an extremely bad decision. There are some good changes in this patch, but there are many reasons why this is bad: 1. First of all this is another change yet again destroying the uniqueness of turrets, Thunder is literally now a Gauss without the lock-on feature. What exactly is the fun in playing Thunder now when you could just play Gauss, and the 2 turrets are basically exactly the same? Except Gauss is a better Thunder, aside from a practically unnoticeable in projectile speed. This makes no sense. 2. This is a massive nerf to Thunder, especially at range. There was no need to nerf Thunder in my opinion, the only possible imbalance was the Sledgehammer alt. If the Sledgehammer alt needed a nerf then just reduce its weak damage from 50% to 25% - done. That will nerf its ranged damage sufficiently. No need to implement projectile speed for such a reason. Overall a very bad decision that destroys the uniqueness of Thunder. I know the devs have never in my experience rolled back updates, but they should start to take player feedback into consideration more - and this would be a good time to start. Bad change, please take our points into consideration and revert this. (To note, I'm not a Thunder player on my main though I have alts with all turrets - so I am in no way biased).
  21. DestrotankAI9

    Thunder projectile speed

    (Non-Thunder player here, however I have alts with all turrets so i am not biased) I think this is a really bad change, first of all Thunder's unique property was that it had instant hit, now it is literally Gauss without the lock-on feature. I know they rarely roll back updates but this is just stupid, sorry. This is a huge unnecessary nerf to Thunder at range, and if they wanted to nerf Sledgehammer all they had to do was reduce its weak damage to 25% or something. No need for a change like this, silly and once again destroying the uniqueness of turrets.
  22. DestrotankAI9

    Episode 229 of the V-LOG is live!

    I said comparatively useless, which is the case. This drone is objectively superior to all other drones - which is bad as the gameplay is very boring, and with the issue of how overpowered it will be to low ranks facing Legends, and the fact that it is purely P2W. Camper is simply worse, nothing at all like the comparison between LCR Railgun and Stock Railgun. More like a comparison between M2 railgun and M1 or something. LCR has a longer recharge and longer shot delay, this drone has only benefits and no drawbacks with comparison to Camper/Assault - aside from increased cost. If you are a buyer increased cost is a non-issue, so this comes back to it being purely P2W. It is in one sense an end-game feature, but it's more of a pay-to-win feature as non-buying Legends won't be able to afford to run it. It's more a case of extending the power of buyers to Legend ranks also - in the mid-ranks buyers have more power over non-buyers with their more highly upgraded/higher modification equipment - but at Legend, repair kit/battery availability aside, non-buyers and buyers were on an even platform (albeit that it took more time for non-buyers to get there). Now buyers will objectively be stronger. It's simply very boring, with comparison to other drones. There is nothing interesting or novel about having a faster supply cooldown with no drawbacks. Then it is as I say, ridiculously OP for buyers vs lower ranks.
  23. DestrotankAI9

    Episode 229 of the V-LOG is live!

    Camper is nowhere near as powerful as this, with Camper you have to maintain 100% hp to get the cooldown reduction, if you are under fire from decently skilled enemies that is impossible, this allows you to have unlimited supplies at max upgrades in any situation (Not to mention that this is simply a highly upgraded camper drone and renders the Camper drone invalid). At least with camper you have to actually think how to avoid enemy fire to stay at 100% hp, or how to not engage while your repair kit is on cooldown etc - it requires some thought. Also with Assault you get no reduction in repair kit or mine cooldown, and you have to actually kill enemies constantly to keep your supplies up. With this no matter what you do, or going after flags etc avoiding enemies, you will always have full supplies. And, a major reduction on repair kit and mine cooldown. So Assault and Camper will be totally useless by comparison, if you can afford this drone. It remains to be seen how the repair kit cooldown reduction is implemented at max level, will it be 15 seconds cooldown or less? 15 seconds repair kit + infinite supplies will make this by far the most powerful drone in the game, even more so if it's less than that - creating all the problems I have described. Other than Booster drone in Jugger, Saboteur in some defensive situations and the occasional use of Defender in CTF/RGB/Assault there will be very little point in using any other drone if you can afford it. I invite anyone to explain how this is going to be fair to Marshall+ non-buyer players going up against Legends.
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