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Everything posted by mjmj5558
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valid Horizontal autoaim setting for mobile
mjmj5558 replied to mjmj5558 in Horizontal autoaim setting for mobile Ideas and Suggestions
Add a simple setting to TO mobile: a 0 to 100 scale setting, where we can select how much the horizontal autoaim will help us in shooting. 0 is like if you are using PC, 100 is the current one. A lot of mobile game has this, and I think it can be good for a lot of reasons. I do not have problem with the current autoaim, but it would be interesting to play without it. -
Just like longer battles mean less players in a queue. Why? Simple. Let's say (with not realisteic numbers) that 105 players are playing. If those 105 players play in 7 minute battles, that means that they will be in the queue every seven minutes. That means that 15 players will be in the queue every minute. If we double the duration, those players will be in a queue every 14 minutes, aka ~ 7(.5) players will be in a queue every minute.
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I bought this battle pass after completing 5 ones, plus also completed the special missions, and guess what i got! I also got tons of crystals, 10 days of premium, supplies, gold boxes, paints, and sledgehammer for thunder. (and this was from 22 normal and 7 ultra containers). This opening was surely the best or one of the best of my openings!
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Absolutely. How many BBQ juggernauts did you destroyed this weekend? (approx.)
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Wow, this looks really cool and awasome!
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I know, it was meant to be a joke.
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The mission task clearly says that you need to destroy them once. Announcments are not always correct, I even saw hornet xt augment and so on in them.
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I feel that 7 minutes is a perfect time: not to long nor short. Also, longer match times -> longer watitng times. However, i do agree with a part of it - 7 minutes is far from enough for a map like berlin or lost temple. What's the solution? Simply make those maps smaller.
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Yeah, you need to kill a tank to get the last reward of a challange it's totally nothing. If they give us 100K tankoins, uh, maybe but I still feel that it would be too much effort only for the exotic item of a coinbox.
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Found that old meme in this topic..
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There were few secret changes, they weren't mentioned in the patch note.
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The damage of this augment in more than enough, it can almost one shot a light hull on the same level, and prots can't do anything.
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Yeah, we are definitely the richest club of tanki, since we even built some skyscrapers.
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valid Remove the "Melee" Range Class and Rework some Turrets' Range Classes
mjmj5558 replied to Tanker-Arthur in Ideas and Suggestions
Yes, 20 meters is very far. Just like a 5 meters, the length of viking. I didn't see a tank that shoots bouncing projectiles either. Nor a one that can repair and other tank. Tanki is not about being realistic, and the current classes are very logical: meele: very close range shor range: shorter range, but can fire quite far away, but it is harder to hit in longer distances due to the long projectile speed. medium range: has infinitive range, but the projectile speed makes the turret less effective in very long ranges. Also, the damage decreases over distance. long range: instant hit, same damage at any distance -
Hey, if it will be 7 minutes stun, will you be happy or it will be still underpowered? Stun is the most powerful status effect, it doesn't let the enemy to do something. So, yeah, this augment is not that good compared to the railgun one, but i have a better idea to balance it out: nerf the railgun one with reducing the stun duration and the critical chance.
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Plus, we can have hundreds of turrets in the game, yet there can be a maximum of 6 turrets in a team in 6v6, so i think the 4th, FREE module slot should be aviabble to 10v10+ battles. Aka when you equip a prot there, it will be only activated when playing on large maps. Oh, in addition, this is like when you buy a turret, okay you have it but you need to buy the equip button in addition. Not nice.
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I wanna get this new augment ?
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I don't like the new striker buff, the current stats are good as they are. Is making meta of striker really needed?
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I think it's good if we keep it event only. It's more special that way. By the way, it would be interesting to have a wasp-rail, wasp-fire, etc modes too.
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Wasp has one of the most powerfull, or even the most powerfull OD if you use it effectively.
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And what about that 1%? ? I really liked that idea, also, it could help your work....
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Don't forget to update the main topic!
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When shaft was developed, engineers realized that they can "send" a massive amount of energy when firing. That's why when this energy at the speed of 300000 km/s reaches the tank, it causes pretty high impact and high damage.
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