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Everything posted by lssimo
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valid Remove the "Melee" Range Class and Rework some Turrets' Range Classes
lssimo replied to Tanker-Arthur in Ideas and Suggestions
This is my idea... Super Short or Melee: B0-NK Short: Tesla (shortest range with extendable function) Isida (with new extendable function: maybe trowing balls) Fire Freeze Medium: Hammer Twins Ricochet Vulcan Smoky Thunder Gauss (move Gauss to medium because it doesn't have a laser, so it shouldn't be a long distance camper) Long: (All long range turrets should have a limited distance. End to end in big maps is too much) Magnum Striker Railgun Shaft Super Long: Terminator -
Check the image carefully, that screenshot is from before dinosaurs got extint. Looks like then Firewall (an M2 Kit) was still available at that rank, and the poster is talking about buying M3, so buying an M2 kit at that late rank was a bad purchase.
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We need a topic to discuss the coming new interface. Or is there one already?
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I think Tanki has a lot of campers, because I think other kinds of players have already left, so I don't think asking Tanki players about the balance of camping turrets is a good idea. The barriers and obstacles Tanki added to maps to help non campers, or maybe it was to help Magnum, have helped little to non campers. I'd prefer weaker long range turrets with less barries and obstacles on maps.
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Careful with your suggestions... too late.
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I went to the bottom of your post right away, I guessed a recent regret. :} Sorry about your Trickster purchase. :(
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The name Steampunk sounds weird, I hope it's not inspired on this dude: ? Who are you and what did you do with RIDDLER_8? RIDDLER_8 doesn't know what hate is and he is thankful to all what devs do or don't do.
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We no longer have Battle Funds.
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Great idea. It reminds me of a battle mode in a game I play, they call that mode Rugby and the game's name is Tanki Online.
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I think the Splash Damage radius Magnum has is what helps Magnum in many battle situations, because it's harder to aim presicely at an enemy in most situations, so I think most of the times it's the Splash that is helping Magnums do damage. Of course a camping Magnum that holds a good spot can cause a lot of damage to several enemies in some situations. So, maybe a smaller radius could be better if, and only if, it's autoaim angle gets wider.
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You forgot to nerf Vulcan.
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Good idea, we need an anti-immunity Augment, could also be called: Immunity Buster.
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I suggested a topic similar to the topic ★ Tanki Online Wiki Hub ★ that's in Communications and Feedback but for the forum sometime ago, but some including some mods were like no. Some (few) mods are not supportive of players ideas, but then sometime later they themselves do or say what one suggests, and I guess they want the credit for it. But don't worry, I say a lot but I wont give examples or give names. I think a topic named ★ Tanki Online Forum Hub ★ in Communications and Feedback would be better, because this section is about the game, that's why it's called Game Discussion, and that section is for communicating with admin and helpers. and because unlike here the topic will not sink.
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There's a problem with your poll. But this time mostly Shaft players have stayed in the game, most others have left. So, what do you think the result of your poll wiil be?
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Tesla needs more nerfing. I think the ball ranges are ok, I think the problem is the turret-to-enemy-tank, turret-to-ball, ball-to-ball and ball-to-enemy-tank ranges, all these should be shorter. And to compensate critical should go back to 20%. Tesla should have a shorter turret-to-enemy-tank range than Fire, Freeze and Isida. Why? Why?! Because it has all the other stuff.
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Good imagination. Random Captains killing tanks to recruit them, is interesting. That 'killing to recruit' idea can be stole... I mean used for other ideas about battle modes. If a Captain kills a noob, they'll have a noob in their team, that's genius. Good ideas don't come ready to implement, so don't dismiss random ideas easily, because you don't know where this ideas will lead to. But in this case, 50 tanks in a map is too much for many computers, and 45 minutes is too much for many players. How about DM battles that turns to TDM because of Kill to Recruit and then Flags appear, and Juggs too... too much?
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You forgot the /s. /s.
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What if they put Skin Containers in bundles?
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He, him and himself?
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There are damage missions for modes. This from the Wiki: If my missions don't replace the damage in modes missions, they could replace the Finish Battles In Modes missions. Finish Battles In Modes missions are an invitation to mult and not help the team. The missions I'm proposing will encourage players to help the team. And to discourage opposing teams from teaming up and just allowing eachother to, for example, capture many flags, there could be missions like: Help Your Team Win 3 Battles in CTF.
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I haven't found about that button until now. Thank you. It's probably very useful to mods and those that live in the forum. PS: The tile would look better like this: Let's Discuss The Forum!
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New: Help your team kill 10 Juggenauts in JGR (It actually means: be in the team that kills 10 Juggernauts in JGR and, of course, stay until the battles end.) I'm thinking of these missions as a replacement for other missions, specially the Damage missions.
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I don't like missions like Cause 1000000 Damage to Enemy Tanks because it's hard for me to figure out how long that will take. I know I should do some math and get familiar with that type of missions, but no, it's easier to suggest New Daily Missions: Help your team capture 10 flag in CTF (It actually means: be in the team that capture 10 Flags in CTF and, of course, stay until the battles end.) Help your team score 10 goals in RGB (It actually means: be in the team that scores 10 Goals in RGB and, of course, stay until the battles end.) Help your team kill 100 enemy tanks in TDM (It actually means: be in the team that kills 100 enemy tanks in TDM and, of course, stay until the battles end.) Help your team kill 10 Juggenauts in JGR (It actually means: be in the team that kills 10 Juggernauts in JGR and, of course, stay until the battles end.) Similarly there could Help Your Team missions for the other modes. Help Your Team Win 3 Battles (It means, be in the team that wins a battle) Help Your Team Win 3 Battles In Modes (It means, be in the team that wins a battle in specific modes) (I may add more later) Have other ideas, fell free to share and I'll add them to this list.
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valid Mines idea. Mine alterations, different types of mines, different mines.
lssimo replied to RIDDLER_8 in Ideas and Suggestions
Mines that causes direct damage (current) (default) Mines that incendiate a tank Mines that freeze a tank Mines that damage an enemy tanks and heal a friendly tank (fully visible and removable by the enemy) Mines that goes after or chases the closest enemy tank (battery lasts 10 seconds, after that the mine goes off) (less damage than default) (inspired by abdul12340's mines idea) And finally all mines should be thrown 1 or 2 meters, in the direction of your turret, when deployed.- 80 replies
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How about controling the mine but no longer controling your tank until the mine goes off or you hit delete? You play Mario Kart too much.
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