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Opex-Rah

Developer
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Everything posted by Opex-Rah

  1. This discussion is going in a very curious direction
  2. First time I see here someone talking about this obvious TX issue. Nope, we are not going that way. No chance
  3. It's not a chance. It's a daily container
  4. Opex-Rah

    Festive season

    Huh, nice
  5. No no no, it's the opposite. It consumes additional Mines but accelerates Damage cooldown
  6. Ooops. Fixed Changed back Mines to Damage for this drone. Mines weren't intended here
  7. Ok, you got me. But I should testify that in that particular moment I used WAY MORE Impact force than this update
  8. Opex-Rah

    Tanki related Cursed Content! Have any?

    By removing lightsabers, naturally
  9. Opex-Rah

    Tanki related Cursed Content! Have any?

    Oh, you are so terrified by my little creation you haven't spotted the other one. Good. More cursed content coming soon.
  10. Opex-Rah

    Tanki related Cursed Content! Have any?

    Let me borrow this real quick for Halloween
  11. Opex-Rah

    Episode 317 of the V-LOG!

    This thumbnail would be way more meta if sandbox wasn't released for some reason
  12. That was actually pretty useful, thx
  13. Opex-Rah

    Tanki Online on PS4

    This layout is so weird ?
  14. Opex-Rah

    Where's the mobile patch note?

    yeah yeah, we did fix that one
  15. Opex-Rah

    Turret Uniqueness Tier List

    Ok, you've triggered me. Here is objectively correct information. This is the fact, anything else is wrong, can't prove otherwise bc this is the truth.
  16. Opex-Rah

    Hopper

    Dare you dare you double dare you? ?
  17. How fast you want this thing to make you go?
  18. Opex-Rah

    Update

    Hey, nice feedback, let me address all of your concerns :) First of all, Freeze will face further changes and power balance will be addressed. Regarding Freeze overall position in the game balance, there is a history to it. I do not now if you are acquainted to it but long story short — freeze got freeze problem. From the very beginning its core mechanic was, well, toxic to put it mildly. First versions of Freeze could put a 30 seconds debuff on enemy tanks. Over the years we tried to change it in various ways from not very smart, such as making it to freeze only turret but not the hull, to somewhat acceptable, such as it was before recent changes. It is indeed the Juggernaut who brought this issue back to my attention. But is wasn’t enough to force changes. You see, while it’s state was ‘somewhat acceptable’ it wasn’t in a good place. Freeze balance is always limited by its freezing power in one and one direction only — if a Freeze can force enemy tank to stop it always wins regardless of its damage or energy capacity. If a Freeze can not force enemy tank to stop it is not doing its job and nobody use it. There was literally only one balance lever — how many tanks should Freeze kill, before it’s energy runs dry. You can’t make much fun out of that. Current iteration of changes tackle the problem with new approach — while freeze still can make difference in base defence by slowing down enemy tanks, it can no longer render them completely useless. It is the same old problem of counterplay which is very important for pvp games — a player should have a counterplay to every mechanic that might be used against him. This is why general direction of this change will remain as it is — enemy tanks will have the option to fight back. It is not only a proper way to address counterplay but enables back all of the other levers of balance — damage, range, energy capacity. I might even consider making a full stop at max freeze. I understand if you don’t like huge gameplay change that makes enemy tanks no longer powerless against your Freeze but please try to understand my concerns as well. Speaking of huge gameplay changes, I need to address this concern as well. You might’ve noticed that most of recent balance changes are made in small incremental way. Which makes Freeze to really stand out. Way is that, you ask. There are rather boring reasons to it. The rest of items that are being changed has its mechanics set as they are. We are only pushing balance slightly here and there to keep overall performance in check. Freeze got its mechanics changed. This is why so called shock change is used. It would make really awkward situation if every balance patch Freeze’s freeze power would go down and down with each change. Like... when are we going to stop doing this? Why are they keep making it worse? Da hell is going on in Russia, vodka rain?? This patch immediately changed Freeze mechanics and gameplay making it possible to proceed with balance from new perspective. This is why we used shock changes. We didn't wanted to nerf Freeze, this is when small incremental changes are used, we wanted to make it different. There is whole another story on why Freeze changes has its influence on other freezing mechanics in the game. I’d like it to be changed as well to keep an option to make damage avoidance where it’s appropriate. For now, Freeze is in the priority.
  19. Opex-Rah

    Update

    Oh hi! I'd like you to try Damage Missions anyway, even if you don't like them, and share how they go in comparison with Frag Missions. This will help us to balance them out, thank you :)
  20. Not going to support or deny this idea but... Oh boy those patch notes keep getting thicker :ph34r:
  21. Opex-Rah

    HTML5 limited public release

    So much has been done. So much left to get done.
  22. Opex-Rah

    New HTML 5 interface (Test Server)

    Oh no, go away, it's not ready yet! x)
  23. We didn't built in a fps limiter, this is how this technology (html5, flash) works. Flash is strictly capped at 60 fps and there is nothing we can do about it. Just like we can't really solve crash issues for flash as going above 700 Mb of VRAM (if I remember correctly) poorly handled by this technology. HTML5 is capped by monitor refresh rate. If you got 120Hz monitor (I do) you get 120 fps. Same problem though — we can not remove this limitations as it is comes with this technology. And yes, I does not get to monitor refresh rate with current HTML5 version as it is poorly optimized. Good news is that for the next HTML5 with new UI we are using the same optimized engine we are currently running for Android.
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