-
Posts
1 148 -
Joined
-
Last visited
-
Days Won
7
Everything posted by Blutaar
-
I find the names Titan Dictator Hornet more intimidating than Hopper ?
-
PC HTML, mouse controls. Playing on computer is more comfortable and it's easier to focus on several things - exploding your rockets is also a need of attention that is now involved
-
I have bought Remote Rocket Explosions for Striker. I haven't touched the turret in a year and decided to pick it up, I found the RRE-augment underrated but really interesting and unique, so I purchased it last weekend. It is really fun to play with, perhaps an idea for fanatic Striker-users out there
-
Nowhere was stated that RGC was for short-range, that's something you made up. Long range is long range, if you want a close-range turret buy RIcochet or upgrade your Firebird Mk3. I do not see this discussion going anywhere so I am ending the conversation here
-
https://en.tankiwiki.com/Turrets I dont know where you get your info, but Magnum is unquestionably a long-range gun. When a long-range gun excells at close-range, something is wrong. Magnum not fighting at close range is not a nerf, it is a balance-fix. You are not bounded to Magnum, there are 14 turrets in the game. Stop exaggerating
-
I still have all my items? What version are you playing on? Show me a screenshot
-
Basically a recap of what I just said to you. To summarize things once again: initially players had to buy the RGC augment in order to use Magnum more comfortably, since stocks mechanics were relatively difficult to master - now things have switched around, so that one can play with Magnum with easier controls, without having to buy an augment. Magnum shouldnt be able to fight at close range, it is a long range turret. Want to fight up-close; find a close/mid-ranged gun. No debate
-
RGC was superior to its stock counterpart - aiming was easier and horizontal aiming made Magnum easier to use. Why do you think RGC was one of the most popular augments in the game? After this update, Magnum will be easier to use, horizontal rotation allows Magnum to perform better in most situations, the vertical aiming system made it harder to successfully hit targets. How have Magnums capabilities become limited? Also, I do have some experience with using Magnum on my alt. But how is that applicable here?
-
I fully agree. Magnum was mostly used with the RGC augment, little to no people actually used the stock-version of the turret - RGC was too superior compared to the original version of Magnum and proved itself to be overpowered. Now stock and RGC have switched mechanics making stock Magnum more comfortable and reliable to use, while being more balanced due to the increased fixed angle for horizontal aiming
-
Magnum is a long-range turret, there is no need to use it in close combat. I am already glad that they changed the fixed angle to 12 degrees so that Magnum cannot dominate in short-range battles. Also, you can equip one of the augments if you want to change the barrels height
-
Prodigi is only 55k crystals. Also, few people buy paints from the garage especially the expensive ones, so might as well give them away in challenges
-
I do agree that EM-salvo must be nerfed, like who does not? I've written down some changes to your idea on how I would balance this augment. [1]. Damage nerf is already 25%, as the Wiki states. Initially, I was about to say to nerf its damage even more, but since you suggested to only remove the supplies of the targeted user I think 25% is enough. [2]. Supplies are supplies, regardless if you activated your own, caught them as boxes or by Dictators OD. It also makes no sense, because how is the one supply different from the other while all of them have the exact same effect? [3]. Again, because one player is losing his supplies and not the entire cluster, having three supplies removed seems kind of fair to me.
-
Why does the new hovering hull give me Mario Kart vibes
-
Why Isn't Tanki fixing Shaft's aiming problems in HTML5?
Blutaar replied to StopChasingMe in Archive
@krish123_super Controls aren't the issue here, it's about Shaft in HTML as a whole. The sniping experience is very different and also feels odd, especially vertical aiming. I have the same issue with using mousecontrols, often shooting slightly under or above the eneny. -
Why Isn't Tanki fixing Shaft's aiming problems in HTML5?
Blutaar replied to StopChasingMe in Archive
I have commented about this issue a couple of times too but never received any reaction, good to hear from an administrator that developers are informed. It is unfortunate however that they have not fixed it by now -
Correct me if I'm wrong, but the issues you just mentioned are present in all versions of the game, not only HTML (maybe the auto-SD). I agree that gameplay on the HTML-version is different from Flash and it's understandable that people dislike this new version, but you are basically calling out irrelevant arguments that have little to do with the HTML-version itself
-
Discontinuing Flash, since hanging on to it delays the development of updates. Once HTML is the standard and only program, new updates can be introduced. I do not know exactly what updates we can expect, but I assume the HTML-version will get some improvements to get players satisfied with the new version of the game. I could vaguely recall that devs wanted to balance Freeze and Hornet (???) so perhaps another balance-update can come to TO as well. Bug-patches may be worked on as well since I still encounter bugs with certain turrets.
-
Does Scout Radar ignore fire-immunity, immunities in general?
-
What Is Your Opinion About the Current State of Tanki Online?
Blutaar replied to Maf in Game Discussion
I dont mind having paints and modules seperate from each other. I really love the paints Rock and Raccoon, but their protection against certain turrets was not useful. Flexibly changing your modules to the META while keeping your favorite paint on has my preference over sticking with either useless modules or ugly paints. Also, if it werent for the seperation of paints/modules, many paints we know today wouldnt exist. -
1. There are so many paints ingame right now, none of them feels special anymore. Regarding, challenges have brought such a ridiculous amount of paints which no one even needed in the first place. Paints in the garage can be considered overpriced (subjectively) but I would never buy a paint from the garage since I already own an arsenal of paints. In other words: decrease the prices of garage-paints by a little to make them more affordable and more tempting to buy because I do not see any reason to buy one right now. 2. I don't use tankoins for any purchases.
-
Go for Ricochet; works best with MFS and torch is a great addition in meelee-combat. Aquires some skill to use optimally, but gameplay is lots of fun. Smoky is nothing extraordinary, plus it resembles thunder too much which you already have. Assault Rounds is not amazing, but can be fun; HPAS is basically Thunder with critical damage and no splash, but you already have Thunder so you aren't gaining anything new. Incendiary Rounds can easily be countered by hull-augments, plus it loses critical damage.
-
On the contrary, developers metioned that there were not going to add new maps, because the introduction of new maps in MM has no priority right now. The same goes with skins - regarding the future of TO you are regularly mentioning that all skins must be added (something I cannot relate to at all) but skins are simply just a cosmetic item and is not of great importance. To summarize, none of your suggestions are being expected in the near future. Main reason for this is because of Flash, which hinders the implementation of updates. Once Flash is discontinued, developers have time and free space to release new updates. Among the issues that must be tackled first, however, is the HTML-version of the game since some players aren't content with the current mechanics yet; also certain equipment-parts may undergo some balance-changes and perhaps some bug-patches. Afterwards, visual changes and updates concerning graphics and cosmetics can be implemented. Because let's agree, smooth and fair gameplay on old graphics is heaps better than a visually-better looking game with lots of bugs and errors; skins and new maps do not make up for that.
-
I dont quite understand what you mean with a "stabilized LCR". Large Caliber Rounds has a damage scatter from 1120 to 2240 when maxed while RS would have a damage output of 1280, taking into account the suggested changes. What exactly do you mean with this? Also, I am aware that the costs of the augment would increase, but the augment itself would improve alot as well. Players who already have the augment would receive an instant buff, while others who plan to buy the augment would get something more valuable in return
Jump to content























































































