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Everything posted by Devastate
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stupidest event in a good while. i spent 2m◊ on it as well. having to spend 2 cards to match up turned over cards was ridiculous. just give us missions and the rewards for the missions.
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v-log Tanki Online V-LOG: Episode 511 (Special one about Rubies)
Devastate replied to Marcus in News Archive
what are these weird crystal boxes in special mode -
Memo use 12 repair kits mission is broken
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somehow managed so spend 300k ◊ to turn over a card i had already turned over? initial buy in way to expensive
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havent been able to get into the game for several hours. "access denied" / 557 apology tokens please
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TBH this event could have been planned out to be less of an obvious cash grab/play thing for spenders, and more fun. Cheaper cost of entry, carryover of missions, missions that arent dumb (gold box catch eg), ability to use crystals to buy things. I understand Alternativa has bills to pay, but jeez.
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Todays missions is bull
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Instead of a fixed number of protected mines, the augment now retains only 70% of the mines placed after each respawn of the tank with Miner. im starting to think this wording means that if you lay 28 mines and die, 70% will be retained. if you die 4 times in a row without laying mines, no mines will be removed. if you lay 10 mines (total is now 38) and die, 3 of the 10 you just laid will be randomly removed and you will have 35 total. it will take some time to prove this theory as Miner, Miner + sab, and Sab usage has completely plummeted over the weekend. Good Ol tanki; making an OP augment, leaving it OP for months while it is very hard to obtain, then nerfing/balancing/adding sanity at the same time as its rollout is increased the general player base. Never change. edit: Piratespider i actually disagree.. not every hull has to have anti mining properties. everythings a tradeoff, if anti mining matters to you then you dont get radar, swtich to different hull. what matters is that theres some variety so everyone can have a combo that can deal with the mine spam.
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i believe the best nerf would have been: -reduce sabotuer from 6 mines to 5 (center + 4) -increase mine cooldown from 25 (dont remember) to 40 seconds -cap max mines saved from 50 to 40 (alternate, limit number of mines by a player period, even if you die you cant have more than 40 or 50 mines at a time) As is miner is not only worthless but activevly a poor equipment choice. It encourages camping, and non-legends cant afford to use it even as an equalizer
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am i correct that every time you die 30% of your mines dissapear? this will be rough on low accounts who were using the augment to compete with legends. OFC the devs pick the worst way to balance miner
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just finished getting the daily B&F mission… refreshed the page and it wont let me setup tanks. says "To take part in this event you need to complete the current day's special event mission in the game."
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stop buffing thunder
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Being called a mult for having only 100 points with a gs of 6500 in a highways TJGR round that we lost 0-6 by a magnum viking that never left our base and his friend. (34100 and Spank)
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Stop playing pro battles ?
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sounds like a skill issue
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hey in the space hopper mode DM< the out of bounds barriers are still up on rio way to close tot the area of play
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please remove ugly death animation its heinous. also in desert why does touching the barriers at the end of the central corridor cause instant self destruct. i enjoy the new out of bounds demarcations FINALLy closing off the tops of the walls to the hopper abusers but its poking into the map to much.i should be able to touch, and even climb my tank onto those barriers a little bit, before self destructing
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stop buffing thunder. finally some love for magnum
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as mentioned titan and good ol fashion isida minesweeping do exist
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Are you opposed to area-effect overdrives having anti-mine properties added?
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Miner augment balancing ideas
Devastate replied to Devastate in Miner augment balancing ideas Archive
Greetings Something needs to be done about the eternal mines hull augment. Some background: in the old days miner was a drone. the only other way to get mines besides dropping them was to use the magnum mortar augment. If you were killed twice in 30 seconds all your mines would evaporate. Fast forward to today. if you have saboteur and EM hull aug in a couple of minutes you can reduce an entire map to a nonsense fest. 50 mines is a lot and if you're not getting killed that number can reach triple digits quickly. This isn't just rage and cope speaking, i recently got hunter mines through Team contracts on my marshal account and playing it has made a huge difference. I feel bad laying a hundred mines all over the battlefield. Its so powerful that in battles where im the only 8600 GS marshal i can get a couple dozens kills against 9999 GS legends, whereas without it I would be struggling to get 4 kills in an entire battle. So here some ideas i've spitballed on how to balance it: -increase the cooldown on mines from whatever it is to 45 seconds -if saboteur drone is equipped at the same time, reduce it to a maximum of 4+1 mines instead of 6+1. -put a hard timer on mines or evaporate all mines (or all mines of all players period) at the 6 minute mark -Allow hunter overdrive to remove enemy mines in some radius -allow wasp b0mb to remove enemy mines of some radius -allow titans dome to evaporate enemy mines of some radius -change saboteur to if enemy tanks run over extra mines before they are activated, those mines are removed without damaging the enemy -restore the killed-twice-within-Xtime-frame-removes-mines like the OG drone. (increase it from 30s to 45-60, else its easy to just press pause or wait in garage for 30 seconds and then respawn) Im aware theres a mine protection module, however its barely used and activating constitutes a 25% reduction in battle effectiveness for any players who use it. Also, 1 player with eternal mines isn't so bad but that augment is only going to grow in availability and I'm already getting into battles with 2 and 3 miners on the same team. Im curious to hear yalls thoughts, both as victims of miners and as those cherishing their newly acquired doomaugment. -
Dictator is used because it is very tall and has always had funky collision physics which favor it in a climbing contest. Gold idolaters prefer the hull for this reason; it is its traditional usage. currently its high-rate of gold drop CTF mode on a bunch of legacy maps, with augs modules and drones disabled. Really highlights how proctection modules are distorting gameplay esp between the ranks, and the urgent need for maps to be rotated in MM.
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Striker is the roughest turret right now: stock it is noticably weaker than any augment, the easily obtainable augments suck/have high skill level, and the top tier vaccum and faust and vomit augments are super OP. A good balance for them is to nerf the hell out of their projectile travel speeds, and buff base strikers missile velocity.
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TJR certainly changes are better works well. What would have been a 10-0 snooze fest was a 14-5 victory with the timer ran out. I'm glad our jug didnt live forever, i got 5 chances to become jug even though perchance i wasnt dead at convinent times.
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