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Tokamak

Tanker
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Everything posted by Tokamak

  1. Quite an innovative way to use the overdrive. ?
  2. Some omnipotent top brass bluntly said 3-4 years ago that the game was still a demo and that the devs are working to turn it into a real game, but we still have tests and unbalanced rebalance, so here we are still playing a demo... What went wrong?
  3. lol another experiment , i knew it. 16 vs 16. wow
  4. Tokamak

    Auto-aim mechanics

    Let me use my special Doris translator tool:
  5. Tokamak

    Let's Discuss Hopper!

    I just saw a Hopper using fly hack, ? like it was not flying enough. Over Rio's main building, so obvious.
  6. Tokamak

    Auto-aim mechanics

    I don't think that the system is smart enough to take into account the inclination, look at parkour video with Viking OD being above the tank while the tank is upside down. And the vertical auto aim is swayed toward the ground (see for smoky it -12 degrees versus +9 degree). For Railgun it is -7 and + 10. Railgun Мk1 Мk2 Мk3 Мk4 Мk5 Мk6 Мk7 Мk7+ Auto-aim upward (deg) 7.00 7.00 7.00 7.00 7.00 7.00 7.00 7.00 Auto-aim downward (deg) 10.00 10.00 10.00 10.00 10.00 10.00 10.00 10.00 These 2 verticals angles are the same for all the long-range turret btw. We do not know the horizontal angles. The overall effective area is more likely to be like the one on the right-hand side with horizontal auto aiming being smaller than the vertical.
  7. Tokamak

    Auto-aim mechanics

    cone angle - you have vertical and horizontal - plus the camera effect that distort your vision When you see red, don't think why, just shot!
  8. Tokamak

    Mad Tanks!

    It would have been easier if they had kept the turret control (and fire) on the left-hand side and the hull control on the right-hand side. I am not gonna learn to reverse everything due to developer's shortcoming development. Today I managed to cap flags, it is good this silly test ended.
  9. Tokamak

    Mad Tanks!

    lol, as if. Dev do not share anything in that area. All helpers would be clueless.
  10. Tokamak

    Mad Tanks!

    I have no idea, just against segregation based on platform and empty assumption. You should not start to divide the player base, especially now.
  11. Tokamak

    Mad Tanks!

    It is a relief you are aware of that. What about the Mobile users, would they be enough of them to play by themselves?
  12. Tokamak

    Mad Tanks!

    Separate the russian too?
  13. Tokamak

    Let's discuss Tanki Mobile!

    So you can't shoot? Pointless life hack :(
  14. Tokamak

    Let's discuss Tanki Mobile!

    The perfect assassin, better than Magnum :D
  15. Certainly not fully, maybe up to a certain %. Otherwise there is no strategy. Maybe have the hopper range further reduced so Hunter can activate its own just outside Hopper range. That's already the case with 25 meters (Hunter) > 20 meters (Hopper).
  16. Tokamak

    Mad Tanks!

    it is about time i have yet another 500 kills missions
  17. Tokamak

    Mad Tanks!

    hmm, it would be removed tomorrow as intended, but... this do not prevent tanki to implement an element of it, or even come up with another test in a few weeks. They did 2 experimentations with supplies in the past.
  18. the good old one ph34r
  19. Tokamak

    How You Came Across Tanki Online

    Without doubt a life changing experience ?
  20. Tokamak

    Ideas and Suggestions for HTML5

    3/ Headlights Light effects for hulls (Hull alteration) Special headlight for helpers like @Maf and @Yele and the event teams
  21. Tokamak

    Ideas and Suggestions for HTML5

    2/ Better garage overview by displaying all the stats of current tank Display alterations for hull (Augments and Skin) and turret (Augment, shot effect and skin), and the stats boost by the drones (Passive damage and armor and speed)
  22. Tokamak

    Ideas and Suggestions for HTML5

    1/ Battle lobby or a warm-up time (or a game to kill the wait) so all players could start the battle at the same time Why? in order to avoid: - premature capping of flag and CP points, - have the Juggernaut given to the fastest loader, - all enjoy the 7 minutes of battle. The lobby could look like this: It is a simple mock up, and it could display more information about other players like displaying class hull (light, medium, heavy) and turret range (melee, close...). A "warmup-time" would put you in a map instantly after queuing is done, and a timer countdown starting from 1:00, you would be able to drive across the map, however, the objectives and your supplies would be disabled. After the 80% of the players joined the map, or the one minute is over, all tanks respawn, and the battle starts. A tic tac toe game like on the mobile to kill the wait. I would prefer tetris :)
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