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Everything posted by Opex-Rah
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This one is tricky. I want to try long range missiles. As they will be slow there is not a big deal to avoid them, but this will add another difference to Twins and Ricochet. Naturally missiles won't be able to go to infinity, due to engine constraints (hehe).
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I find it lame that this topic is about it's poll, rather than turrets discussion. So I'll jump in to add some facts so you can discuss new turrets instead :) Rocket Launcher introduction is a bit misleading. Currently we are plan this turret with two shot mechanics. Just like Shaft got two, but it doesn't mean it will work as shaft's sniper scope. In normal mode RL might work similar to Twins. You got two launchers and you shoot missiles one by one in straight line. Difference to Twins should be slower projectiles (maybe), slower rate of fire, more damage and of course splash damage. In secondary mode you hold you space button and targeting laser turns on. Note that this will not be Shaft's aim mechanic. You will be able to move freely and aiming will not be first person. All you need to do is to point your turret at your enemy, see as laser pointer stays on target and keep it that way for a few seconds. If you successfully manage to do that you'll launch a barrage of self-aiming missiles. Self-aiming is a problem that require some RnD but we'll get there, I hope. If this mechanic sounds familiar to you than you probably played Unreal Tournament, which got some awesome guns indeed. I see there might be some comments of not-originality-of-this-idea but there are hardly any original ideas about any TO's turrets. Taking best what we can find and adapting it to this game seems a better idea, rather than making fancy new mechanics. Crazy mechanics might be good for singleplayer as Serious Sam games, but for multiplayer you better keep it adequate.
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This makes me feel bad. Indeed, why should anyone have a tool to share fun? Such a stupid idea to give other people something. Anything! There is no benefit at giving other people gold boxes we pay for. They think only about money when doing anything that should be bought at the Store. Look, this is totally unfun and made only for money: Sigh... sometimes it really gets to me.
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Aww... I am sorry, but SMS doesn't support purchases beyond ordinary crystal packages :(
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It does cost real money. The Shop is not the Garage. It is new Payments section. Gold-box-supply is not buyable with crystals.
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The July 11th Tankopocalypse Saga — Aftermath and all details
Opex-Rah replied to theFiringHand in News Archive
Pun intended -_- -
http://test.tankionline.com/battle-en.html#/server=RU3
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Sooooo... using dynamic IP will allow anybody to use same IP as yours, for instance, and block you forewer in the game? And Tanki obviously not using this mechanic only because they make money off cheaters? Interesting suggestion. I wonder who will use that for benefits.
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Such arrogance
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Sooo... you guys got a few question on this whole "Modules" thing. Well, lets take a look what is going to happen and why. Long time ago in the Tanki Online there was only a few paints with protections. They were reletively easy to remember and just as easy to play against. But then infamous Rebalance changed protections alot and Microupgrades turned them into really complicated problem. You could no longer know what are you dealing with. There are too many paints to remember and too many protection combinations to understand what are you dealing with. You just don't know anymore how many shots enemy tank will take. Also, you could never buy and use paint you like, you should've buy paint you need instead. Or you will be considered as a sabotaging mult at some cases. Another problem is that with all those paints out there you can't really use many of them. Only a few can provide decent protection. Others, especially low-ranked ones, are basically useless junk. This is what this updates addresses to. We are trying to allow you to use any paint you want with any protection combination you want. As they said in V-LOG if you got a protection paint you will have a paint and a protection module. Ok, easy part, but how will they work? Think of module as of another paint, but it doesn't change how your tank looks. Modules will have their own button in the garage and will be equiped just like paints. New paints will work the opposite way — they will not provide you with any protection, but will change how your tank looks. They will be two separated entities that you will be able to equip on your tank. What is going to happen with paint that got 4 protections? Well, you will get a module with 4 protections. The reason is why V-LOG using 3 protection module (Trio) as an example is that legacy modules from current paints will not use new M-based modification system. They will be able to be upgraded to their current maximum, but only new modules will be able to be upgraded further. The twist is that legacy modules will use up to 4 protection as current protection paints does, but new modules will provide only 3 protections at once. Now, something on upgrade limitations. Legacy modules will be upgradable to their current maximum, as I said, no changes there. New modules will be upgradable to 50% from every turret on m3+mu. As you can see, if your current modules is already upgradable to 50% from every turret, you will have no need in new module with same protection combination. Also, new modules will not have different protection levels. Today you can find a paint with protections be let's say... 15% 40% and 20%. New modules will have only same levels (thanks to that change to MU system we made last year). So if you see a tank with 34% protection from your turret you can know for sure it will have same level of protection from other two turrets. So yeah, this is how it works. I hope I did clarified some things for you guys.
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It is under discussion. We kinda do want to allow that, it would be really cool to get PA and get into fight, but we need to end up even in the end. I believe we will experiment with this after update. And with pricing of course. Hope this answer is good enough :) Can't tell more about PA, this is still Work In Progress.
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The mention of a butterscotch pie in the VLOG fills you with determination :ph34r:
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[Request] Exact numbers + in-depth analysis of Freeze & Firebird
Opex-Rah replied to r_AdvocatusDiaboli0 in Archive
That is what it meant for. -
[Request] Exact numbers + in-depth analysis of Freeze & Firebird
Opex-Rah replied to r_AdvocatusDiaboli0 in Archive
Actual cooling rate is 0.050, not 0.032. Seems like Wiki-editors had no idea that I changed that with last balance patch. Oh well :D Almost. At heat = 0 damage = 1, but it is forced to 0. It is important if you draw a graph. Any heat above 0 will deal 1+ damage. Damage between 0 and 1 is impossible. Look above :D It is 0.05/s always and just to make things a little more confusing it does applies even when Firebird is heating up a tank. As I said, Temperature is whole another entity. -
[Request] Exact numbers + in-depth analysis of Freeze & Firebird
Opex-Rah replied to r_AdvocatusDiaboli0 in Archive
Yeah, I know. Scheduled to be fixed... sometime... :ph34r: -
[Request] Exact numbers + in-depth analysis of Freeze & Firebird
Opex-Rah replied to r_AdvocatusDiaboli0 in Archive
It would make no sense at all. -
[Request] Exact numbers + in-depth analysis of Freeze & Firebird
Opex-Rah replied to r_AdvocatusDiaboli0 in Archive
Back when I reworked Firebird. This is how it works. Heat can change from 0 to 1 by Firebird. It can go -1 with Freeze, but this is not relevant at the moment. Damage is in linear dependence to Heat. It changes from 1 to 30. Only exception is when Heat at 0. Damage will be set to 0 as well. Also, Firebird can not rise Heat higher than its Temperature limit. For example, Firebird M2 Temperature limit is 0.6, so it can not go higher than 0.6 Heat. You can easily calculate how much damage is done in this case. In the end you will need to apply cooling rate of 0.032 per second along with Firebird heating rate of 0.4 per second to figure things out. Then, if you'll ask me what applies first - heating or cooling - I'll say it works as it sees comfortable for itself :D -
[Request] Exact numbers + in-depth analysis of Freeze & Firebird
Opex-Rah replied to r_AdvocatusDiaboli0 in Archive
First thing you need to know is that Heat damage is not property of Firebird. It is property of Temperature. Firebird can heat-up tank, but it is Temperature dealing all the damage. That can explain why Heat damage might be inconsistent. Firebird heating-up tanks while attacking (0.4 per second (wiki says it is tick per second, but this is incorrect)) but Temperature dealing damage by it's own time counter once per second. This makes calculating exact damage lil bit complicated. -
[Request] Exact numbers + in-depth analysis of Freeze & Firebird
Opex-Rah replied to r_AdvocatusDiaboli0 in Archive
What is it exactly do you need to know? -
Yup, that is how it will work. If you wont to get an idea of this kind of chat in action, you might want to check a little game called Tranformice. It is gameplay simple and social heavy game.
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So this is how you feel it, huh? I find it kinda interesting that people are ok with press, which clearly states something like "oh sorry, I didn't listen properly". Somewhat sets the tone of our modern society. Back in the day press was our eyes and ears. Now we are ok if they might not listen properly. Huge troll, just sayin.
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No. No. We are still talking about future PMs in chats, are we? Because today people can see things like that happening all the time with current chat.
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Nice PRESS helmet you got there, by the way.
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But... but... buuuuut... but I've said that in the V-LOG!!! D: Seriously, 2:25, go check that out!
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