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Opex-Rah

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Everything posted by Opex-Rah

  1. Opex-Rah

    Share your rating!

    I smell formula update. This K/D ratio is just bollocks.
  2. Opex-Rah

    Clan licenses are available for purchase!

    Well, plans clearly have changed D: I am sorry for being misleading. We will consider your feedback though.
  3. Right from those "morons" in Russia. With Love, of course.
  4. Tanki X current battles system is a bit flawed. If comparing normal battles in TO at least most of the players join battles at the beggining, not in the end. So there will be less chance in TO to end up in this situation. Anyway, this system is there not to make anybody upset, but to prevent that kind of abuse when player jumps in and out, using supplies essentially without any cooldowns. This is not my intent. As much as supplies are pay to win mechanic they are still that one thing that provides consistent withdrawal of players crystals when every other thing in the game is already acquired. There is still no adequate substitute. Yet, this doesn't mean there nothing can be done with how much supplies are pay to win. Especially if supplies 'nerf' can be done in a way that not only makes supplies users killable but makes using supplies more fun.
  5. I specifically avoided any mentions about supplies power as my question is only regarding how cooldowns settings feel. Tanki X and Tanki Online will take different path eventually. New game doesn't going to use Striker or upcoming Artillery turrets, while old game will not implement supplies-modules as a concept. We are discussing only if new supply settings will do better for this game, disregarding if TX will stay this way or not.
  6. This got nothing to do with this topic.
  7. Forget about it. I am not going to discuss anything regarding supply economics in this topic and if I will see that discussion is going this way I will terminate it permanently. The only thing that matters is gameplay mechanics.
  8. I am not saying there will be any changes. And if there will be any changes nobody will like them (as it always happens). But from the gameplay point of view I wonder if it does works better.
  9. Opex-Rah

    Discussion regarding different supplies behavior

    For those of you who might not know recently there was a very interesting change in supplies behaviour for Tanki X. The core changes are following: SCD system is removed Cooldowns are carried through respawns Cooldowns are greatly increased The changes provide an interesting results in gameplay. In comparison to SCD system, which enforce certain timings, new settings allow more flexibility. You can use all supplies at once, but you will be extremely vulnerable more than a minute after the effects have worn off. You will do better if you combine your supplies with drops, as SCD system also suggest, or if you use supplies one by one over time, but you are not limited by one certain timing as with SCD. This comes with downsides naturally. Obvious one is that constant supply usage will not result in invincibility. Although I've got to admit it didn't bother me much both from the supplies using end and the receiving end. As a 'drugger' I enjoyed figuring out how should I use everything I got with the best possible efficiency. You can't get that feeling with SCD system as everything is thought out for you. In this case when the enemy managed to kill my tank I didn't mind that at all. I knew I could beat him but I saved the repair kit for a better occasion. As a 'non-drugger' I still hate when they use FA, but this time I know that any supply drop that I can get can really chane the outcome. Another downside is the supplies price. Obviously if this system will be introduced there will be a price bump to maintain revenue off supplies. That will not only make it harder to buy supplies but to get them through missions as well. But I guess we can ignore this problem for a time being. It is much better in the long run for the game to get supplies system more fun to use. The rest can be dealt with later. The question! As I've got some long term experience in the game, I could use the new system almost at full potential and crush my opponents as if there were no cooldowns whatsoever. At least this is how I felt. This brings me to the third potential downside. It seems like new system is so much skill depended it can actually make it feel worse for those who doesn't use supplies. Most of the 'druggers' will not be able to use supplies correctly and will be outplayed, but those few who will.. they might be able to overdo it. So, is there anybody else who tried Tanki X's recent update? What are your opinion on the new supplies settings? If you haven't tried it yet I encourage you to try it out first.
  10. Opex-Rah

    Episode 122 of the V-LOG is here

    Well I guess this kind of exploit is much better for the game than usual creation of locked battle with mults. I mean... in this weird case the game at least gets the money these poor slobs spend to make two completely unnecessary clans.
  11. Well let's see how the dev's react to your encouragement!
  12. At this point we can safely call you NotRiddler.
  13. When you really think about it, you'll face a few problems. Let's say Tanki Online could have a successor that might be called Fighters Online (or Planes Online, or Samoleti Online or Wings Online). How should it be different from other Flight games and also be similar in its core to Tanki Online? If you come up with Keyboard controls you will have to explain me how you expect to control an airplane with keyboard only? Most of executions I've seen were horrible.
  14. Opex-Rah

    Changes to Striker and a cool new format

    You've got me there. It is a good question I can go on and on with my explanation. It could be a few pages of Shaft's history, game's underlying design philosophy, my recent studies of LoL design philosophy, score efficiency problems, counterplay problems and blah blah blah... this is a short question with some really long explanation. I'll try to give a short answer, though. Besides, Shaft changes aren't mentioned in the head of this topic at all. I wonder why But anyway, what I am trying to do is to specialize arcade mode for short and medium range and specialize sniper mode for long ranges. Basically I intentionally did exactly what it feels like — made Shaft sniper mode usless under certain conditions by giving it the ultimate tunnel vision, in exchange of boosted Arcade mode. Essentially, Sniper mode is secondary mode from now for any encounter on ranges less than 50m. So the short answer is — no. Sniper mode will not be buffed.
  15. Opex-Rah

    Changes to Striker and a cool new format

    Making one new format similar to XP/BP/XC/DR takes 1 game design guy and 20 minutes. Making what you ask takes 1 dev, 1 design, 1 art, 1 test (a team) and 3 weeks (approximately). Also it makes WF/HF format possible. This is why "the hell" we do things this way :)
  16. Opex-Rah

    Changes to Striker and a cool new format

    Fans. It is an interesting name for those who do absolute brain dead power leveling. I indeed wonder why the devs decided to support something rather more enjoyable. Maybe they should really introduce WF/HF format... with funds turned off permanently! Oh yeah, that will be so good, much skill, much fun, isn't it? Should keep that noted up to April, he he.
  17. Last time I speeded-up camera this forum crucified me. Remember? That was over a year ago. http://en.tankiforum.com/index.php?showtopic=268249
  18. Remember I told you my opinion on maintaining lock on target? Done. It's yours now. The game is already updated.
  19. There is another problem that friendly tanks counts as new target as well, hence restarting locking. Initially facing this issue I concluded that I didn't had much time to master aiming and players will be able to overcome this shortcoming with skill eventually, but I agree this is not the case. It will only force players to choose heavy tanks to mitigate this and still won't fix it. I'll run a prototype with this behavior changed so aiming will remember last target until lock on will be completely lost or re-initiated by player with re-firing at new target. This might impact current aiming grace period of 0.7 sec down to 0.5 or less to compensate, idk, but the turret will be more consistent so it might be worth it. Not sure if we will be able to update Striker's behavior until New Year's holidays though.
  20. Sure. Min-max damage is always a damage spread for standart hit on distance of max damage, only exception is Shaft. You are correct. It works as any other normal turret in case of damage spread. Rockets damage does not degrade over distance, but after max range every rocket explodes. 10% weak damage is for splash damage only.
  21. Opex-Rah

    Turret: Rocket launcher Vs Artillery.

    Asking both damage decrease and aiming simplification for this turret is as if you asked me to make Railgun both deal less damage and charge faster. See where am I going with this? Your suggestion is bad. Also, current stats I am using for testing are M4's stats and I can't keep up with first place most of the time. Think about it.
  22. Opex-Rah

    Turret: Rocket launcher Vs Artillery.

    Oh trust me, you don't want that. Using this thing is even for me surprisingly hard. Despite damage capabilities are being really high, potentially OP, both arcade and lock-on modes are not what you expect in terms of difficulty. In arcade mode you always have to keep in mind which RL will fire next or you will miss. In lock-on mode you always have to predict enemy movement or he will dodge. And in both modes you have to keep in mind the distance — should not be too close and not too far. Or you will miss. Picture keeping all of this stuff in mind while on the move? Feels like playing a piano. I didn't expect it to be this hard. And I like it that way. This turret potentially more skill-demanding than Railgun.
  23. Opex-Rah

    Episode 118 of the V-LOG is here

    So you suggest to nerf Firebird's alteration as it gives plain more effectiveness to make it clear that balance changes are not there to cripple turrets to make room for alterations, hence alterations will not give additional effectiveness as it stated? Fair enough, will do.
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