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Posts
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Everything posted by Opex-Rah
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I guess nobody are going to ask to return moon silence anymore? :D
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This is not possible. If Hammer will shoot faster, then it will kill tanks faster than meele turrets. This is balance breaker. Core idea is to find and maintain just right distance to be able to withdraw and bring enough to enemy tank.
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It's hammer time!
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He he he, you do not want to test my imagination, do you? :)
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Spots list for campers. And they ask why did we introduced laser pointer
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Here is a to do list for Hammer Model is going to be changed. You might know it by videoblog :) Garage icon will be changed as soon as new model will be ready. Obviously. Pellet hit will be more visible and will use longer animation. Reload sound will be added to indicate the moment when gun is ready to open fire.
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Let me try as well! ummm... Reaper! ...i guess
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hazel , I got a few questions for you and I will start each of them with your name so you don't miss it
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We need to keep as less controls as possible. This is why there is only 3 shots in the clip. If you add more, reload button will be absolutely necessary. We do not need that.
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I am not going to tell you my password! :angry:
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And we got even better settings today! Pellet spread is less. You can now shoot a little bit further and effectively hit your target Distance is also increased Reload time between shot is going to be like it was back in the first day of the test Clip reload time is not changed Take your time and test it through. Feedback is always welcomed.
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It is already there. But it is too tiny and too fast :mellow:
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By the way! Only m3 modification is actual. M2, M1 and M0 are not balanced yet :)
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Ahhh... at last servers start working after huge overload! I am going to make some changes to Hammer and then we will restart the servers. Things to change are follow: Damage is way to high, agreed. Its going down. But full clip reload time is going to be faster. Recoil and Impact will be reduced slightly
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I am not some moderator. I am game designer. Laser pointer will remain.
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We are going to keep it.
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"This update"? But it happened half a year ago! Thunder is OP though. Instead of removing SD it might get fire rate nerf altogether with even greater splash radius. May I remind you that thunder is NOT suited for close range combat. If you have problems with tanks ramming you then it is perfectly suits turret role. SD not going to be removed.
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Oh hi! I am that designer that should get his head go BOOM! Also, shaft is my favorite turret. Yes, you do live in a free world . And you have complained. And critic. And thats it. I also live in a free world and I can change the game in any way necessary to make it better. And yeah, I got right to complain and critic as well :) I played several days with this laser-scoped-shaft and my results are different. Like that http://prntscr.com/5dvd0c Perhaps you need to change your tactics and adapt, rather than not playing the game on forum. Also, about a nice game without lasers like http://worldoftanks.com. Believe it or not, they change tanks and game mechanic as well. And they do it far more frequently then we do. Good luck :D Case closed.
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Dat fund though... 1 141 531
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I vote for both approaches :]
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Definitely not going to happen.
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No more easy ambush kills — that is what where I thinking when proposing laser pointer. Ambush kills is too easy to use by shaft, but a lot harder to counterplay by other tanks. Laser pointer makes it different. Shaft is no longer safe to wreck up kills that easy and other players got means to fight back. As long as you got no idea how to play with laser pointer there is a few tips from pro-shaft user: Do not enter sniper mode unless you see your enemy. This will help you remain hidden and your enemy will not be aware of your presence until it is too late Do not shoot more than twice from single position. Every sniper knows it. If you play, say, on Rio you should switch sides while reloading. Do not aim directly at your enemy while your energy is not maxed. This way your enemy will probably see your laser, but he will not consider you as a threat while he thinks you aiming somewhere else Hide your laser pointer by aiming at vision blockers that closer to your. Back to the Rio map, you can use trees as vision blockers so you can see far, but your laser is hidden. Also, you can aim to the ground so enemy won't see your laser. Again... DO NOT enter sniper mode unless you see your enemy and you sure it wont get away. 3 seconds is more then enough to take a quick aim as long as your laser is not clearly visible on low energy (~1-2 sec while aiming). Do not aim your pointer in front of enemy tanks unless you are using heavy hull and your goal is to scare them off. If you ambushing behind a corner or a wall you should aim at that corner or a wall. Scare your enemy. Laser pointer is not just a debuff, but an interesting psychological weapon if used properly. I love not to shoot at once but keep aiming at my target up to the last moment. It annoys him and makes it a lot of fun for me. Team up with another shaft. Now you will never miss your shot because your allied shaft kill your target second before. With allied laser pointer you know where shot is going so you can pick another target and make more damage to the enemy team. Quickscope like a boss. Scoring has been changed recently so you can get your points by assists. And you can shine with this technique. Aiming no longer than 1-2 seconds and not killing your enemies got more advantages than you think. Damaged enemy attacker is better target for your team, then respawned attacker at enemy base. While you are not at full energy your pointer is much harder to spot. Also, when you not using full energy to shoot your reload goes a lot faster, therefore you can gain a lot more point by assist kills. Just remember that enemy tank should be destroyed at least 10 seconds after you damaged him. Convince your enemy that you can't aim. This goes especially well when your enemy thinks you can not aim high enough or you can't pixel-shot his tank in cover. This works better with your aim not jittering anymore. You are not aiming until your enemy stopes and then you got split-second to react and get him. Speaking about fun gameplay. Hunt for enemy snipers. Yeah, you are an easy kill while you hang around in sniper mode, but this is equally true for enemy snipers. Counter-sniper role is generally good for your team's mood. Help your teammates. As long as laser pointer is team-colored you can use it as, you won't belive it, a laser pointer! Showing your flag-carrier that he is in your kill-zone will make him feel alot better on his way back home. And you can be sure next time your ally will move aside when he sees your laser pointer aiming near his enemy, so you can get a clear shot. It comes naturally from point before — shoot at targets that tied up by another tank. If your enemy fighting with another tank you can be sure he will be distracted enough to let you aim properly. This works for deathmatch as well. Ok, I think I remembered everything you need to know.
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Dem lazorz duuude! It is actually really frightening when shaft is aiming at you with laser pointer. We got a new way of trolling by aiming at people :D Also, team of few shafts can now easly cooperate their actions. You always know where your buddy is aiming and you can cover another important target. And when you coming back to your base with a flag you will always prefer route where you can see your allied shaft laser pointer. Because everyone else will run away from there :D
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I doubt that putting 15 seconds back will be considered. And yeah, I got no other explanation rather then coding cost as long as everything is planned ahead. Also, after no-sc-mode was "re"-introduced there will be even fewer people to support your voice. Nevertheless, I wish you succeed on the idea. Your feedback did changed it once, it might change it again.
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Yeah yeah yeah, I got your point. But there is a little thing about this whole change. So. On the surface developers made two updates they seeem to revert. How stupid of them. They said they not going to allow full druging and then they changed it. They also brought up more crystalls, but then they changed it. Some one is clearly ain't doing his job the way he should. But as for me — it went almost as it was planned. Before the update we got lots of duggers riding around whole game and players that never play but gathering crystals. Common battle was never a nice place to be in. It needed to be changed. And we did. Now avarage battle got comfortable time limit of a common game session, there are no hardcore druggers, no crystalls gatherers. There is only pure hardcore gameplay. In this case, changes were a success. As you said in update topic "common sense prevailed" about Smart Cooldowns. Hurray for that! As a game-designer I knew that we got plenty of people who loves to fight full drugs therefore I insisted to add this feature long before you were even introduced to the SC update. As you can guess, my point was rejected. I am not a decision maker at this kind of things. I was even had to translate to the forum that vague idea why it was done that way. Well, too bad. I took some time and a lot of effort to change this dessicion. You did helped a lot by your voice, actually. In the end SC was reverted... but only to the PRO battles. As it was initially intended :] I am glad you see it as a victory. So do I. This win-win situation is the best outcome for everyone. My changes to common battles did stay in the game and it made the game better. Which means we got more and more players. You got your PRO battles more customizable the way you want it. Which means... the developers got more money, lol? Well, nevermind. Good to have you around.
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