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Everything posted by ILiveOnTheChatBox123
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The way I envision team missions is that the entire team has the same team mission, so they automatically have an incentive to help you.
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I think it could work either way, but it can't require more than one battle since the whole team won't be together and it wouldn't be the same.
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[Forum Game] Count, but avoid being number 13.
ILiveOnTheChatBox123 replied to DieselPlatinum in Forum Games
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valid Team Missions
ILiveOnTheChatBox123 replied to ILiveOnTheChatBox123 in Team Missions Ideas and Suggestions
Hi folks; Tanki seems to be very interested in missions. With four different kinds of missions, it seems there will always be one around the corner. However, many missions do not promote teamwork, and previously the collect supplies mission promoted sabotage (it used to only have worked by picking up supplies, now you can activate them and it works). So why not make missions that require a certain amount of members of a team to do, and then they all get a reward. In case you are concerned about that ever-present mult, theses missions will never require the entire team to complete it. If you have more than one mult, or a couple of players on your team leave, you will just have to wait for another team mission. When there is a full team in battle, every certain amount of full teams gets a team-mission (a little more common than a gold box). This will be a task that 6/8 players are required to complete before the end of the battle. If six players or more complete it, at the end of the battle all those who complete the task receive a certain amount of crystals or supplies per player, and a bonus percentage on the rewards for the battle. The other team is not affected by one team's mission, and if you don't tell them they won't know about it until the end. Sample missions include: · Make five kills. · Make three assists. · Pass the ball · Hold the flag · Capture two points · Earn 125 battle points. Obviously these will vary by rank. Thank you effort in reading this, please leave your thoughts down below. -
The Best of the Amateur Writing Section - 2018
ILiveOnTheChatBox123 replied to Flexoo in Writers' Corner
Tomorrow is the anniversary of this topic. -
That is the best part about Isida's and melees in general, they are not afraid to take a kill. I hate those excessive campers!
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you use the toilet to wash your hands? With people like you, no wonder cornavirus is spreading!
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It depends if you want to have the most alive people or the least people to have died from corona, it is not dangerous to those under 50 in decent health.
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If this would be a rare thing for contests results to be delayed, you would be absolutely right! But since Tanki has a 'tradition' that these contests get delayed, you can't use such excuses. Its like the boy who cried wolf...even if there is cornavirus, no one will be sympathetic.
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My birthday is May 26th, can I get added?
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Gauss. Do you think the passing mechanic in Rugby should be updated?
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500 regular containers. Why do I need cosmetics? What was your favorite Tanki contest?
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Then lunar eclipses would be donut-shaped. What if hulls would be donut-shaped?
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Category Ideas for Game Modes!
ILiveOnTheChatBox123 replied to Ilia.ArchangeI in Ideas and Suggestions
Hi folks, Many players enjoy playing certain modes because it reminds them of when they played it in real life; however, others are unrealistic and are there solely for your imagination. Tanki developers may have intended that Rugby Mode should be similar to real Rugby just with tanks. They even made a passing feature that doesn’t exist in other modes like CTF and ASL. However, this feature is very superficial. It doesn’t have too much aiming, it won’t go too far, doesn’t connect to teammates easily, it doesn’t bounce, it doesn’t have any skill, and doesn’t work better by modification. The current wiki page on Rugby Mode states: “The coolest feature of the mode is the ability to pass the ball to another player. If you press the F key (or the key you bind to dropping the flag), the ball will shoot in the direction your turret is currently facing, and it will bounce from any obstacles. This way, you can pass the ball over a low obstacle or an enemy tank.” But the way this feature currently operates, it doesn’t work too well getting over enemies or obstacles. It seems like this feature was expected to affect gameplay like the wiki says “Remember that you can't score a goal by passing the ball through the capture point at the enemy base. You need to deliver the ball as a tank, like a flag in CTF.” This rule is rarely relevant, since the ball won’t travel far, and since it doesn’t evade enemies too well. Many players have found a use for the current Passing Feature, by dropping the ball, and while the enemy goes for the ball they make a kill and pick up the ball again. But players are only using the Passing feature to fake-out enemies and reclaim the ball. It currently has nothing to do with passing. Therefore I am suggesting an idea to make the Passing Feature a versatile skill. It will work in different ways, which will be: Dependent on Turrets Lock-On Turrets: “The Direct Pass” · Shaft · Striker · Gauss The effects that passing will use will sometimes be unique to that turret. However, generally, turrets that act in similar ways will have the same mechanism of passing. All turrets that have a Lock-On feature in sniping mode will only be able to pass in sniping mode. Players can hold the f-key (or any other key used for passing) while sniping. This will make them be only able to lock onto allies, and not enemies. When it fully locks, the ball will be sent to that player directly. It will be limited to the range that the turret can actually hit. It will not be able to lock-on to a player within 10 meters of the enemy base. Allies will be notified if they are about to receive the ball. ? · The ball can’t be intercepted or blocked by enemies. · Has a long range, dependent on the turret and modification. ? · Can only pass using allies. · Decent amount of aiming required. · Longer recharge after pass. Non-Lock-On Turrets: Long Range: Railgun: “The RailPass” This turret has a unique pass. When holding down the passing key during the delay, the ball will follow the rail that is fired. If this line goes through an ally, it will be passed to the closest ally in line. However, if there are no allies in the line of the rail, if there are enemies it will be passed to them. The player will be able damage the enemy, even if they intercept it. If there are no enemies or allies, the ball will drop at the end of the range, roll 5 meters, and stop. This turret too cannot pass to an ally within 10 meters of the base. ? · The ball can be passed through enemy tanks. · Feature can be used even without allies. · Has a long range, dependent on the turret and modification. ? · Can be intercepted by enemies. · Decent amount of aiming required. · Longer recharge after pass. Magnum: “Out Of This World” This turret has a unique pass. It is meant for when enemies are about to score, to pass the ball to the other side of the map hoping allies receive it. When holding the pass-key, the ball leaves the map through the sky, and re-enters on one of the drop zones. If a gold box is about to be dropped, then it will be dropped with the gold box. This can land the ball almost anywhere in the map. ? · The ball can’t be intercepted or blocked by enemies. · Has a long range. · No aiming required. · Feature can be used even without allies. ? · Unknown destination of the ball. · Enemies may pick the ball up from the landing spot. Non-Lock-On Turrets: Medium Range: “The Mediocre” · Smoky · Vulcan · Thunder All these 3 turrets can pass by holding the pass key and shooting. The ball will travel 75% of the turrets range. The ball will travel really quickly, and then begin a slow roll for a maximum of 25 meters if there are no obstacles. The ball may be picked up by allies or enemies. During the ball’s flight, it may be caught by allies. However, if it hits an enemy it will only be blocked due to its impact, and will bounce off a couple of meters, dependent on that turrets impact force. The player will be able to damage the enemy, even if they block the ball. ? · The ball can’t be intercepted. · The feature can be used even without allies. · Has a long range, dependent on the turret and modification. · Has a quick flight. ? · Decent amount of aiming required. · Longer recharge after pass. · Can be blocked by enemies. Close Range Turrets: “The High-Bounce” · Hammer · Twins · Ricochet All these 3 turrets can pass while firing if you press the pass-key. The ball will first travel about 20 meters (depending on the turret and modification) before taking its first bounce. Then it will bounce to a height of 15 meters before landing 20 meters later. Each bounce will be somewhat shorter than the previous one before the ball rolls and stops. If the pass is not calculated properly, it may not be able to clear walls or hills. It will easily bounce over tanks, but it may be hard for allies to get it. It can be passed directly toward the enemy base, making the “Remember that you can't score a goal by passing the ball through the capture point at the enemy base. You need to deliver the ball as a tank, like a flag in CTF” rule a factor. ? · Feature can be used even without allies. · Works even near the base. · Easily evades nearby enemies and obstacles. ? · High-skill aiming required. · More recharge used per pass. · Hard for allies to receive the ball. Melee Range Turrets: “The Roller” · Firebird · Freeze · Isida All these 3 turrets can pass while firing if you press the pass-key. The ball will roll on the ground. It only rolls until 25 meters (depending on the turret and modification) where it will come to a complete stop. During the first 20 meters the ball will be able to roll through enemies; however, it can be caught by allies. It can be passed right at the enemy base, make it a great feature in close range. The ball will roll in the direction the turret is facing. ? · Feature can be used even without allies. · The ball can’t be intercepted or blocked by enemies during the first 20 meters. · Works even near the base. · Is easy for allies to catch. ? · Extremely short range. · More recharge used per pass. Thank you effort in reading this (congrats to those who read all of this). If you cannot read the whole thing, at least read your commonly used turrets. This is a big change from the current Rugby, but the mode likely will end up better after it is balanced. Remember that in MM snipers will not have such an advantage since they are not familiar with their teammates. Do you like part of the idea, the whole thing? Please leave your thoughts down below. -
Of course, Tanki doesn't want to give up its marketing so it keeps YTs happy. Which Forum Game is your favorite?
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[Forum Game] Count, but avoid being number 13.
ILiveOnTheChatBox123 replied to DieselPlatinum in Forum Games
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38,215
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I hope so. But I don't think it will end up being released today. You never know with these contests.
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[Forum Game] Count, but avoid being number 13.
ILiveOnTheChatBox123 replied to DieselPlatinum in Forum Games
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[Forum Game] Count, but avoid being number 13.
ILiveOnTheChatBox123 replied to DieselPlatinum in Forum Games
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[Forum Game] Count, but avoid being number 13.
ILiveOnTheChatBox123 replied to DieselPlatinum in Forum Games
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38,213
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