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Everything posted by Blutaar
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Why complain about the bad experience? This was 100% to be expected from this mini-game. You could've known this would happen from reading the event announcement. Sucks you had no luck on your participation, but it's once again a reminder that absolutely no mini-game is ever worth your time - unless you are more than willing to put some of your income into it
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Message notification in-game
Blutaar replied to Blutaar in Message notification in-game Game Discussion
The yellow dot at the in-game chat icon keeps returning after exiting/finishing a battle, despite having read the message before. This issue has been there for a very long time yet is still not fixed -
Don't mind me meddling in this conversation four days later. But I want to highlight that Thunder has six unique legendary augments while Shaft only has 2, of which one being a former garage augment - excluding Phoenix and the Status augments here. Obviously there is a lot less flexibility and variety in gameplay when using Shaft, but I am convinced that will all turn around once developers start to roll out more legendary/exotic Shaft augments, which is often paired with buff to the respective turret, as has occured various times in the past (I think Hammer and Railgun got a similar treatment, not sure so don't call me out on this). That is, if we were to get such update in the near future. Apart from status augments, and recently Shaft XT in the battle pass, the turret has been in the shadows for quite some time. Additionally, as a matter of fact, I also do think Healing Emitters is broken to an extent. Being able to heal enemies from afar without having to worry about lacking ammo is a great advantage compared to the other healing turrets/augments, and you are also able to go full offense with it. A good explanation why Isida users are a lot less common. But as with Support Nanobots, for example, I think it would be somewhat fair to have a damage decrease for HE; or at least, when they start to release more Shaft augments, so that players have more options to choose from for gameplay purposes as I mentioned earlier. Again, you can argue that a legendary augment should be superior to an epic garage augment (hence damage decrease may not be needed), but we are talking about two different turrets with two different default ranges and mechanics. Also also, here a personal take on the augment, Shaft HE is a bit too easy to play with. It always comes in use and it is relatively easy to get a lot of EXP in a short time. Sure it can be fun to play with, and it for sure assists teammates in winning a match, but other than that the skill-level is low for this one. Perhaps we are not on the same page here, but hey that is where the word 'opinion' comes in place I guess?
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Old tanki had mines that were invisible too. Again, the real problem here is the Saboteur + Miner augment combo. That should be fixed first. Enlarged radius of mine visibility could be an additional change, I would be fine with that. Same for Scout Radar highlighting mines - if it won't crash my FPS that is.
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All six augments that can be obtained are already in the game for many weeks or months, nothing new. No reason to provide info about them on the event page, search the TankWiki yourself if you aren't familiar with them.
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I know that very well. But see, that is not what this entire issue is really about. It is the quantity of mines that is the major cause of this havoc. Mines being invisible for players is all part of the supply's mechanic and effectiveness in battle; before the Miner augment, they were used for tactical and smart gameplay. Try to make and answer this comparison, which option you would prefer: less mines that are partly invisible, or a complete minefield which you can detect from miles? I have suggested mine detection for Scout Radar some time ago, as it suits Hornet's supporting role. But again, making mines visible for al players won't solve the problem, because areas with an abundance of mines will still be inaccessibe for enemies.
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Because they are meant to be surprise attacks. If visible, players will know where they are able to drive and will simply avoid the places that are mined - which negates the entire purpose of mines. In case of people abusing the Miner augment with Saboteur drone then you will be screwed anyways, regardless of visibility. Mines have always been invisible, ever since their release back in 2010. Why is it now a problem all of a sudden?
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Can't even tell whether this comment is sarcasm or not - at the very least I cannot respond to Rodent themselves since his comment gor removed.
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Is that so. I was convinced that profanity was being detected and countered automatically. Past couple of months, many online friends and clanmates got significantly more bans than the years before. Even I received a lot more bans than in the past. I wouldn't dare to argue that my language is always squeeky clean, and I am in no way defending profanity here, but giving out bans that last one week for the smallest bit of insult or bad language is a bit overkill.
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Yeah the current auto-ban system is a bit crooked. The simple combination of the two letters F and K already results in a ban. A bit over the top, a tiny bit of frustration should be ok as long as it is not insulting or threatening other players. I also get bans quite frequently nowadays. Then again, there are plenty of people commenting unacceptable stuff about other players, both in game and lobby. I think having a report button won't hurt much. At the very least, it gives our dear chat moderators some tasks to do these days.
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Not hearing many people about this. I'm curious what this will look like
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Not speaking for the entire community here, but I doubt it is the risk that bothers people. I think the main reason people dislike this event is because every player is subdivided into a team, and from the very first second of the event it has already been determined which faction has most activity and which team has least. We have been completing team contracts for seven days, but it was since day one that everyone know who was going to win. Maybe that is how this event was designed to be, maybe it was partially unintentional. Anyways, I hope Twinserin is at least able to reach the 1000 points. One team, one goal.
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Gotta admit that the event is crooked. Every team has a fraction of players that is simply inactive or plays too inconsistently to complete the team contracts. As people already said, this event is purely luck based. All players are locked into teams with either great activity or inactivity, and there is litlte you can do to compensate for your inactive teammates. Victory has basically been determined already. Everyone knows Ricopuff has the greatest chance of winning this event, and probably will when looking at the daily scores, while people from Twinserin and Shaftlaw already know they will be competing for a third and fourth spot since there is no way they will be able to catch up with Ricopuff and Isindor. Everyone is just fighting against an inevitable outcome I am in Twinserin, and am not posting this out of despise and spite. But it does feel worthless opening my game every single day to complete a mission, while being fully aware that it won't do anything. Yet I will complete these missions, for the sake of helping my team getting third place and at the very least give them one cool augment to obtain. Next time, try approaching such team events with a different concept, because this just doesn't work. @Macabre there is a discord server for every team, here is Twinserin: https://discord.gg/NdNYXyWq. It is not like being in a server will help the team win, but at the very least you can chill and talk with fellow teammates. Or find people to group with and help completing missions.
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That is quite an in-depth explanation. I simply stated what Opex said few months back
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Matchmaking itself is designed so that it sometimes puts together teams with varying gear scores. This is done to make teams somewhat less balanced and to ensure a battle is guaranteed to result in a win for one of the two teams involved. Having battles with players that have the exact same GS (or within the same range) everytime will cause boredom because all battles will just be the same. It's a weird, yet logical, reason. But it is the truth. That aside, matchmaking sometimes creates weird GS mixtures when generating teams. Last weekend I was in a team with a player that had 2000 GS. This has happened only a handful of times, so I will just asume these kind of occurences are rare. Plus, these low-levelled players often leave the battle soon after joining. Wanna know, how frequently does it happen that you encounter GS differences from 1000 to 5000 in battle?
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I mean... it is not the worst thing to have come to this game. Brutus only costs 50K to max out during sales, so getting maxed supplies ain't that much of an effort as opposed to few years back when double speed-up costs were also a thing. Other drones are now marginally cheaper too: for 500K you can already have a strong and versatile drone of your choice (depending which of course). I don't know how much effort it is to collect that amount of crystals on a low account, but my alt was able to collect enough crystals for a maxed Crisis drone, and I could technically get a new one whenever I please... But yeah, I agree that it was not an urgent call to change the supply boosts. Also, long time no see. Nice to see some familiar faces on the forum these days. But back to this... I think drones are fine as they are now. Sure they do look a bit goofy at times, and the differences in design are not always visible from a distance. But I don't really mind it that much. But I like your idea of replacing drones with visual changes to ones turret or hull. If executed correctly, it could look stunning and intimidating. But then you will have to design such additions for various skins, I assume. So I guess, it is not gonna happen.
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Players would self-destruct a few seconds before the juggernauts spawn, after the timer hits 12:30. Doing so would give you a high chance (if not guarantee you) to become the juggernaut. For teammembers, this would enable a skilled player to access the juggernaut right from start and possibly never lose it - which you might consider ok, since a good player is highly preferred over a skill-lacking player, but is still somewhat unfair to other players that do not get to play as jugger. Moreover, groups of players can use this 'tactic' to enable one member to become jugger while the others would constantly heal them. Which, again, might be seen as smart gameplay, but would quickly overpower the other team who have a slim chance to strike back. And yes, there are clans dedicated to this one gamemode. It's very likely that this TJR update from some weeks back was aimed to tackle this issue
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Coming from a [J-G-R] player, your comment doesn't even surprise me. So I will start my response by saying that I can't take this message seriously. Since your entire clan revolves around SJR and TJR, out of all the player you should know what's most effective to destroy enemies' juggernauts. After all, the gamemode's objective is to kill more juggernauts than the opposite team, and that is really what matters much right... or are you hinting towards something different with your comment? Personally, I find it hilarious to see players self-destruct a few seconds before the juggernauts spawn, fail to get it, and leave the battle. Simultaneously, it's absurd that people only play this gamemode just to get experience, crystals and stars by playing as the juggernaut. Way to go mate, getting a high KD and setting up a grindfest for EXP and trophy augments, I don't respect that and I find it a lousy way of gameplay. If the comment is solely about low GS players getting access to the juggernaut, then the blame is on matchmaking (un)intentionally bringing unbalance in battles. But that is unrelated to the discussed matter here. You play as a team and everyone should have an equal chance of playing as the juggernaut. It is up to the rest to defend it or attack the enemies team. Moreover, wouldn't it be a lot easier for you to destroy enemy juggernauts with low GS? Doesn't that in a way bring an advantage to your team? Obviously this is how the game works and people (mis)use its mechanics to play as efficiently and effectively as possible. Camping juggernauts, multiple support nanobot users, Berserk Reactors on nuke supplies, groups of players dedicating their entire account to play this forsaken gamemode, you name it. There are a lot of things I hate about SJR and TJR. Yet I won't blame the players for doing these things, because the game in its current state promotes this kind of gameplay - but this complaint of yours is simply unjustified.
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same, avatar is also a good anime by the way. if you haven't seen it yet, for sure go watch it!
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valid The nuclear energy box should not be missing in CP, SGE and RGB versions of maps
Blutaar replied to what_no2000 in Ideas and Suggestions
That's right. But Parma is not a big map, it is rather easy to collect one nuclear supply and rush straight to the other drop zone. Stadium has a somewhat similar layout as Parma (elevated bases, lower open field in the middle) but only has one drop zone in the centre. I agree that an additional nuclear supply drop zone on big maps could be a nice addition, but then again: where would you (re)allocate these drop zones so that they are still placed in accessible and visible locations? -
valid The nuclear energy box should not be missing in CP, SGE and RGB versions of maps
Blutaar replied to what_no2000 in Ideas and Suggestions
Gotta say I've always found it strange that there are two nuclear drop zones in Parma. It either gives both teams an equal advantage or grants the team dominating the battlefield an unnecessary powerboost -
We had a Defender-era few years back, now we are getting another one. Great, splendid... I maxed my account last Christmas, so I could finally 100% invest in supplies - and go for a full-built Crisis account. Guess that is no longer needed
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