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Crip

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Everything posted by Crip

  1. Can you fix XP/BP? Currently versus M2 Railgun, M3 Hornet is useless, since it's nearly always 2 shot.
  2. Crip

    Tanki Picture of the Day - Have any?

    Sadly, I only caught 13 April Golds over the weekend (due to time constraints, I was only available to play during the evenings). 1st Gold - Don't have a picture sadly, but the first 7 of these happened when the Gold dropped as soon as the siren went off. It was in Pass CTF. Reward - 5 minutes of Supplies. 2nd Gold - By this point, I'd become used to the 10 second drop time. I literally just moved under it and selfishly pushed my friend @Aphrodite away. Reward - 3 days of Premium. 3rd Gold - Literally threw myself off the edge when I saw it dropping. Luckily it stuck. Reward - 1000 crystals. 4th Gold - Technically a Fool's Gold, since it was one of the two that drop when the Super Gold is caught. No one around, easy take. Reward - 1000 crystals 5th Gold - Thankfully I was near the zone and managed to lift myself up onto another tank. Reward - 5 minutes of Supplies. 6th Gold - Smaller map = much more contested with the 10 second drop time. Reward - 5 minutes of Supplies. 7th Gold - Literally, this was the worst gold reward. Extreme troll. Reward - Monster Kill. Here's a pic of all the tanks that I killed with that Monster Kill. The enemy then went and captured. <_< 8th Gold - Clambering over Dictators isn't easy, but not impossible. Managed to jump down before rising up over the M2 Dictator. Reward - 5 minutes of Supplies. 9th Gold - This was my first gold after the drop times got corrected. Easy. Reward - 1000 crystals 10th Gold - Gold in no-supply Poly CP. I didn't start from the top, so I was at a disadvantage. Always nice to beat the Dictators. Reward - 1000 crystals. 11th Gold - Sadly no picture. I was tired and by some extreme fluke touched the Gold first in Sandbox. 12th Gold - The first of two golds that I took within 40 seconds of one another. Reward - 1000 crystals. 13th Gold - My final gold of April Fool's Day 2017! I love my Hunter. Reward - 2 days of Premium. Then a few decent battles. Complete carry in Highland CTF. No supplies Polygon CP. Carryed my team for the majority again ( I joined at 78-82). Another nice no-supply Poly CP. And then I managed to buy something during the sales! A good celebrations.
  3. Yeah, I don't receive anything for creating something like this, especially as it didn't take me very long to create.
  4. Alright people, there's a time and a place for everything, but this conversation doesn't belong here. Please only discuss the article in question in any AWS topic, not whether is dead or not. Keep it on topic, thanks!
  5. Crip

    Club "Happy Dragons" [H.D.]

    Yes, but you do understand that posting blunt opinions can be annoying and sometimes even hurtful? How would you like it if I told you that you were essentially 1) useless 2) overweight and lazy and 3) spoke nonsense? I could make some seriously critical remarks about the state of your English, but since I'm not that kind of person I keep these opinions (which I know won't be constructive) hidden. Putting "#NoHardFeelings" doesn't make your harsh opinion look any better, as you know nothing about this clan or its members. They have worked hard to get here and although they aren't perfect, they aren't as you describe them. In the future, please take a little time, care and consideration before posting offensive opinions on Clan pages that don't need/want you there. That will be all.
  6. Approved. Edits: - Minor Grammar corrections. - Spelling errors fixed. - Rephrased two sentences. - Changed a word once or twice. Maybe don't use many contractions for your princess? She is regal after all and has (probably) been given a good education. Nice work though. We're getting somewhere now. Keep it up!
  7. Crip

    Tanki Picture of the Day - Have any?

    Well, Daily Missions are much better. Sadly can't Pro Battle these :(
  8. Crip

    [Special Review] Update: Patch #451

    Aye, it's been only a week a while tankers! I'm back again, with a new Patch Review. This time however, I have a most capable assistant in the form of @Thekillerpenguin. Today, we will explore the most recent Patch Update and discuss each separate section and how each will effect the game. Compared to the last update which saw the Artillery enter the game, this update has not been received so well. Read on! ___________________________________________________________________________________________________ Introduction After #450 was released last week, not many expected another update so soon, especially one so large. We saw the release of the long awaited Artillery turret, "Magnum", as well as some other smaller changes in the previous patch and many must have concluded that Tanki were finally done altering the game for March. Not so. is churning out new updates at a terrifying rate and it seems like he is thrashing every ounce of energy out of his developer team. We have had so many updates and releases this month, from the start till the end. And here I am again, with a new patch to write about. There has barely been time to get used to Magnum before more changes have hit, in the form of Patch #451. In this patch there were many interesting inclusions, but some were extremely surprising and even irritating. The microupgrade changes that were added for M1 and M0 were applied to M2 and M3, Battle auto-completion system was altered and Daily Missions were changed. This last change has sparked much annoyance among the Tanki Community and we shall find out why in the following sections. Changes to Microupgrades Taken from the Vlog, this picture shows how the micro-upgrade steps have been reduced. M2 and M3 micro-upgrades have seen a reduction in their number of steps, similar to what was done to M1 and M0 micro-upgrades. This is intended to make each upgrade more meaningful in terms of benefit and perhaps make the process simpler. M3 The total number of micro-upgrade steps on M3 turrets and hulls have been reduced to 20, instead of the 10 steps seen on other modifications, probably to pad out the time it takes to fully MU a piece of equipment to keep high rank players more occupied. Current upgrade steps are roughly equivalent to 2.5 upgrades in the old system. This means that they change the statistics of your equipment more noticeably, rectifying a previously common complaint. However, this means that each step costs a lot more. For example: 47,980 crystals is a pretty tall price for a single micro-upgrade. It's almost the cost of a M1 Alteration. You can also see that the speed ups have been lengthened significantly, in this case to almost a week and three days! The advantage of these fewer, more significant steps is that if there is a MU sale, you could buy a single upgrade and accomplish the work of 2.5 MUs in the old system without any waiting time, which could be beneficial if you don't have the time to wait around and/or the sale is very short. The downside is that you can't buy MUs if you're really poor, so you may not be able to take advantage of the sales if you're short on crystals. M2 M2s have been changed in line with their lower modification brethren, having 10 significant but costly steps whose prices add up to the cost of the M3 version of the turret or hull. This has similar effects and implications as those earlier changes, making it easier and more economical overall to upgrade your stuff. If you're fine with paying the full price for your equipment, you can micro-upgrade yourself to M3 levels instead of buying the M3 modification, if that's your thing. Unfortunately, this update makes it easier for players to buy M2 equipment and pay a boatload of crystals to get to M3 statistics due to the reduced complexity and lower overall cost. It is possible to buy M2 Freeze at Warrant Officer 5 and upgrade it to a M3 level to massacre M1 tanks, and you may now see a few more people like that. This kind of tank with fully-micro'd M2s will be much more common. Daily Missions Unexpectedly, Daily Missions are now unable to be completed in PRO battles, so it's harder to ask a friend to help you with a daily mission. The rewards have been increased by 10% as a condolence. The mission on the left would previously be essentially free crystals. Now, one has to work much harder to achieve the reward. Previously, many people with missions such as "Finish 1st in a battle", "Collect [supply] boxes", or "Capture flags" would make a private battle on a suitable map, invite a friend to populate the battle, and then do whatever the mission needs. Now, you will either have to work on your missions while playing normally in public battles (which is what I would normally recommend) or enter a public battle in a quiet server (i.e. one with almost no people of your rank) with the Battle button, repeat until you get a map you like, and invite your friends. The Tanki Developer Team explained why they had included this change in the latest VLOG. Hazel stated that the method in which players completed the majority of their missions did not agree with them and that many "took advantage" of the system. Two examples of the type of Super Mission that should now be completed. Ignore weak ones containing Mines/Speed Boosts. This has raised several large issues for many tankers, particularly the higher ranks. Legends and Generalissimos will now struggle to complete their "Super Missions", since the kills and experience required will only count if they are earned in a regular battle. Even larger missions such as "Earn 1000 Experience in [battle] Mode" will be much tougher to complete, especially as one is almost certainly required to use supplies (since they cannot be disabled during normal battles) to gain the experience necessary. Players who previously focused on XP/BP will suffer the most here, as they may not be adapted enough to complete missions outside of dedicated XP/BP battles. Auto-Completion System Then, there are a few modifications to the "Autofinish" for battles (Regular and also Pro Battles where it is turned on). Before this update, a battle could not automatically go into autofinish mode unless 3 minutes had passed since the beginning of the game. The autofinish time itself was actually changed, being reduced from 30 seconds to 15. Also, the cooldown before the battle "checks itself" for auto-completion was reduced from 25 seconds to 10. This will be a much more common sight. New battles will end soon more frequently. Interesting changes. The new autofinish time was actually marginally annoying to deal with at first, because you couldn't capture that last flag for instance in 15 seconds. However, with the changes made to Daily Missions, this is actually a very positive update. If one can only complete missions in Regular Battles, then these new auto-completion changes are very helpful (you won't have to wait ages for the battle to complete to finish 1st for example). Quite helpful, but they definitely do not compensate entirely for the Daily Missions changes. Other Changes Finally, we come to several smaller tweaks and alterations to the game which were also released in the #451 patch. These aren't deserving of their own separate sections, but they are important enough to be worth mentioning. Here we will briefly have a look at them. Battle Rank Brackets A small change to the game, simply modifying the rank bracket for all ranks. For example, Legends can now play Captains , rather than the lowest playable rank for them being Lieutenant Colonel . Essentially, most of them were increased by two. This now means (according to the Tanki Developers themselves) that finding battles will be much easier. This hasn't been the case so far in my experience. In many cases, players that can now play against the top ranks are now simply joining the Legend battles and not creating their own. This is creating situations where players are almost required to play these higher ranks, or there will not be sufficient players of a similar rank to form a game with. I can now create battles down to 3rd Lieutenant, whereas before I could only create to 1st Lieutenant. Mults around higher ranks are a common problem, especially lower ranks wielding M2s. Now that the rank bracket has been extended further, many more M2s will be present in higher-rank battles. This will be true in regular battles, where they are automatically set between and when the Battle button is pressed by a Legend. Now, some people could take this as a positive (low ranks have better access, therefore the teams will be equally balanced with these lower ranks) but only time will tell. Magnum Bug Fixes Of course, any new addition to the game will not be 100% perfect. The new turret "Magnum" has had one or two teething problems and these were stated as fixed in this patch update. There have been complaints about ineffectual splash damage from Magnum users and hopefully this update removed annoying bugs such as this. "Critical Error" Update Due to the number of critical errors in the game, Tanki's error "catching" group decided to take an interesting step. From now on, when bugs appear in battle, the "Critical Error" will not be triggered. Instead, one can keep playing with this bug present and report it to Tanki in this special topic. A positive move, showing that Tanki are keen to make the game experience better. From now on, you won't see this error flash up if a bug appears in the battle. Conclusion So there you have it! Yet another patch update successfully covered! Patch #451 had its positives and negatives, but the Daily Mission changes have to be among the worst rated updates this year. Hopefully tankers will be able to adapt and keep their mission chains alive. But we also had the M3 and M2 microupgrade changes, which are very positive additions in my opinion. What updates are planned for April? Only time shall tell. Thanks for reading! _______________________________________________________________________________________________________ Was Patch Update #451 a success? Do you like the new Daily Missions system or was it a step too far? We want to hear your opinions!
  9. Another article for you to read! Trying to keep up with all the new updates is harder than it looks. Enjoy!
  10. Crip

    Tanki Picture of the Day - Have any?

    Not much to report today, been pretty busy elsewhere for the past week or so. Gold in Pass CTF.
  11. :wub: I like a bit of blood.
  12. Approved. Edits: - "Turrets" not "Turrents". - Corrected lots of spelling errors. - Rephrased many sentences. - Size 14 and Trebuchet MS. - Substituted words where the originals didn't work. - Corrected several Grammar errors. - Don't use "Thru" or "Tho" or "Fav". Brings down the feel of the piece. In addition, you were slightly contradictory. Your character starts out by praising "alone time" and actually wanting it so much that he abandons a task for a 5 day hike. Then you mention that he is constantly afraid of being alone. Kind of irritated me. I tried to rephrase parts of it to make it clearer, but I'd lost the plot of the tale by the end of it. An interesting start, but not a very satisfactory ending. Other things to take note of, but this took so long to edit that I'm short of time. PM me if you have any questions.
  13. Crip

    [Forum Game] Nicknames

    Yes please! Agree. StAr.LoRd?
  14. Approved. Edits: - Minor adjustments to heading and sub-headings. - Rephrased a sentence for clarity - Changed font size from 18 to 14, and removed white colour. - Remember that the possessive form uses an apostrophe (Rail's, not Rails) or else it becomes plural. - 1 or 2 typos, and removed some redundant commas. May be some other things I've missed. Nice work in terms of the writing. Fairly solid overall. I feel like you definitely need pictures in there, to break up the text. Also, you can go into more detail about paints (camouflage, visual appearance etc). Wasp M2 actually has more HP than Hornet M2, and M3 Hornet/Wasp both have the same. On a small side note, avoid using profanity. Thanks!
  15. Crip

    Tanki Picture of the Day - Have any?

    Gold in Parma CP. I kind of slid off the pile onto it, after pushing poor @Extreme245 off. Epic Combe XP/BP CTF. Joined at 3-4, fought back from 7-16 to win 21-17 (a player called Proud was largely holding their team together, then he left and we gradually chipped away). 4 Golds dropped, sadly caught none (flipped before the last one, and we captured as soon as it was caught).
  16. Oh it's definitely worth it as the increases in damage,range,reload time etc are still viable, but just Microupgrade over a longer period of time. Microupgrading a Medium M3 hull will save your life from a standard M3 Shaft (which can now 1 shot Medium hulls that are at the same Modification Level).
  17. Nope, M3+ is better than M3. Just the difference between them is not as great as before.
  18. Kills and deaths should not be counted in parkour - there are far too many people who sit in a parkour game with something like Shaft or Striker and just kill the poor players who are attempting stunts. Also, not counting supplies would also be handy. I personally don't parkour for all three reasons (Drugs cost crystals, I don't like dying unnecessarily). But if all these 3 weren't counted, who knows? I might actually take it up.
  19. Crip

    [Special Review] Update: Patch #450

    Greetings Tankers! We have had an interesting month packed to the brim with experiments and updates. Some were greeted with great enthusiasm by players, while many were much less keen on others. But this update must be the most popular by a sizeable amount. The all-new turret Magnum was released in this patch along with more Modules, Product Kits, and the resolution of several issues. Here we will break this update down and look at each section in detail. Read on! ___________________________________________________________________________________ Introduction As mentioned in the intro, this has been a March like no other. We have already had the second Supply Experiment, interesting changes to the Micro-upgrade system (#435 and #449), the introduction of Tanki to Steam, and of course, the smaller updates which included Alteration rental for crystals and discount removals. Plenty of fascinating modifications to the game, and seems to be doing everything in his power to keep the Reporter Team occupied. And then of course, we had the Woman's Day Festivities which were filled with fun, sales and Gold Boxes. Crystals were spent liberally throughout the last few sales, though there is no doubt that players have not bee able to hold back the anticipation of the "Artillery" turret's arrival. And here it is, the flagship of #450! This new patch includes the long-awaited Magnum turret and the rest of the update is largely centered around it. There are new Modules providing protection from Magnum and Product Kits containing the turret. However, we will begin with the new turret in this next section, and briefly look over the shiny all-new Magnum. Magnum Released It has finally arrived! The "Artillery" turret is in the game, and available to be purchased by anyone. There has been more hype and anticipation for this turret than Striker, which was released on the 23rd of December, 2016. After many rumours, both turrets were officially stated as "Under Development" in the Vlog #106, though Striker ended up being introduced much earlier. This was due (according to Friday's Vlog) to the many different sounds that Magnum required to be installed. Here is a table showing the statistics for all modifications levels. As you can see, the damage Magnum is capable of dealing is huge. It can 1 shot any hull of the same modification level if it has a Double Damage equipped, joining Shaft, which also has this capability. The shot is similar to Thunder in the way that it deals a large amount of splash damage to enemies within a certain radius. However, unlike Thunder, the shot's damage is not affected by range. So you can effectively destroy tanks at all ranges, provided you have the skills required operate the turret effectively. Magnum's impact force is worth mentioning as it is actually similar in power to Hammer's punch. The force with which it hits you is very surprising and can easily knock turrets such as Railgun or Smoky off aim. One can use this to his or her advantage. Then we have Mangum's incredible range. A full-power shot can easily hit tanks on the other side of Highways, and the splash damage can usually make sure that every shot (within reason) counts. Here is an image which shows the distance a Magnum round can travel for. Taken by , this picture clearly shows the large distance that a Magnum shell can travel for. How To Use The firing angle for the Magnum. Use the Z and X keys to change it. Magnum has its own unique method of firing a projectile. Here's how it works. ✯ Turret cannot rotate, and the "X" and "Z keys move the turret barrel up down with it. ✯ The "C" key moves the turret to a 10 degree angle. ✯ The spacebar delivers power to the shot. One can alter the power easily by holding the spacebar down for longer. ✯ One simply selects the firing angle, aims the turret, powers up, and lets fly. Role(s) Of course its main purpose and role in battle will be to camp (remain in one place and fire at enemies from a distance). It will perform the best (in my opinion) as an offensive midfielder, and play fairly near to its friendly flag. From this position, it can utilize its massive range and generous splash damage to target the enemy defenders. A Medium/Large hull will suit it best because the lengthy reload time and the chance of a large amount of self-damage mean that plenty of HP is important. Also, the high recoil can knock light hulls off balance. Opinion It's an interesting new addition to Tanki, and it will definitely be effective on certain maps. The only issue I have with it is the playing style, because it can be twisted. If the user has plenty of supplies, why bother camping? They will just use it in a similar way to Thunder. I also do not like the fact that the turret doesn't rotate, as it leaves you blind to situations on both sides. However, its mechanism is very nice (though it requires a lot of accuracy and no shortage of luck). I think with time players will become accustomed to its ins-and-outs and it might even become a game-changer. New Modules Three of the twelve new Protection Modules are shown above. As with the Striker update in addition to the new turret we were also provided with a set of Protection Modules providing resistance against Magnum. The other protection slots in the new Modules are taken up by various other turrets, which I originally thought would be very similar to the ones included in the "Striker" Modules. However, they are much different, and largely close-medium range Modules. This is slightly peculiar, since Magnum operates best on large maps. Players would require a protection module that has protection from Magnum and other turrets of similar range. Here is a table showing all of the new Modules released in this update. An interesting module selection to say the least, though I doubt whether the majority will serve effectively in regular battles. The protection ranges covered are just too diverse in my opinion. The Griffon T-F might serve you well in larger maps, but with the others you would probably have a redundant protection. New Product Kits All the brand-new Product Kits which contain the new turret, Magnum. The release of Magnum was very similar to Striker's update patch, and for both updates, Product Kits containing the new weapon were added. Three kits were added from each Modification Level, excluding M0. Like the Striker kits, they are not available to be purchased in the garage and will not show up in the Product Kit rotation. The nine Magnum kits can only be bought (for real money) via the Shop. "Gustav" Kit = Magnum M3, Titan M3, Griffon T-H M3 and Jeans ($77.19) "Siegfried" Kit = Magnum M3, Hunter M3, Kodiak T-L M3 and Inferno ($80.99) "Bertha" Kit = Magnum M3, Mammoth M3 , Ursa T-J M3 and Sweater ($81.99) "Hyacinth" Kit = Magnum M2, Mammoth M2, Ursa T-H M2 and Soft Flowers ($39.99) "Excalibur" Kit = Magnum M2, Viking M2, Kodiak T-K M2 and Disco ($38.99) "Ballista" Kit = Magnum M2, Hunter M2, Griffon T-G M2 and Lead ($37.99) "Unicorn" Kit = Magnum M1, Hornet M1, Panda D-D M1 and Pixel Heart ($9.99) "Archer" Kit = Magnum M1, Hunter M1, Panda D-E M1 and Harlequin ($9.99) "Panther" Kit = Magnum M1, Dictator M1, Panda D-F M1 and Night ($9.99) The paints included in these kits aren't particularly special in most cases, unlike normal Product Kits where the paint included is available several ranks before it can actually be bought separately. For example, "Ballista" kit includes the paint "Lead", even though this paint is unlocked at the rank of . And then you have paints such as "Sweater" or "Jeans", which are available to buy in everyone's garage from the ranks of and respectively. However, these paints are being added into kits unlocked at . If you're searching for an expensive-looking paint, then the majority of these new kits won't satisfy you. As with the Striker Shop Kits, I cannot see these being a great success, especially as Magnum isn't a tried-and-tested turret yet. It still is essentially fresh out of the fitters, and its parameters will probably be altered in the upcoming weeks and months (as being down with the upcoming Patch #451) When the Striker kits were originally released into the Shop, I assumed that it was only a matter of time before they would be added to the garage. However, since that hasn't been the case, I think we can safely assume that these items will remain purchasable only via real money, and not in-game currency. You can count this as a positive or a negative, depending on your view of the new turret. It's positive since the kit rotation won't be "cluttered" by new kit additions (meaning you'd have to wait years for your desired kit to come round). At the same time it means one cannot own Magnum before its modification unlock rank without paying real money. Changes to Map Pool for Non-Pro Battles Along with the main implementations of this patch (the inclusion of Magnum), there were some other smaller changes. This one appears insignificant, but is actually fairly important. The Map Pool is a group of maps from which one is selected and created at random when the "Battle!" button is pressed. Obviously, maps like Island and Arena aren't included. Tanki wants to encourage more users to play in the lesser-known maps, rather than just Noise or Polygon. Several maps were introduced into the pool in #450, and one solitary map was removed. The new regular maps are shown below, with a small image for each one. They are Novel, Lost Temple and Esplanade, from left to right. You can now play in these three maps without using a Pro Pass. And then we come to the removed map. Sadly for all those Noise-lovers, this map was removed from the pool. I believe this mostly was due to its unbalanced gameplay, since the Red Team can simply camp the enemy into submission. Also, with the new Magnum contest, Noise would have made the challenge much easier. Say goodbye to this, non-Pro Pass users... Other Changes and Fixes And of course, there are always those very small alterations which nearly everyone misses. These weren't actually that worthy of a detailed mention, though they will be most likely very important to some. Here they are. Firefox users were having trouble with the game loading then erroring out. This update is supposed to have fixed this. Many complaints were coming through about the payment error system. #450 has improved the way in which these forms are reviewed. The Tanki Critical Error Team have been busy fixing and optimizing. And then of course the long-awaited achievements for Striker are now also in the game, with the 10 000, 100 000 and 500 000 experience milestones implemented, as well as the "M3 Unlock" achievement. Identical achievements for Magnum were also released at the same time. One of the new achievements added into the game during #450. Conclusion And with that, we have come to the end of this article on #450! I hope you have enjoyed reading this, but thank you for actually reaching this far (unless you skim-read, in which case shame on you). This was an interesting update full of character, the update that brought us the long-awaited Artillery turret, "Magnum." For once, there wasn't actually much in this update for players to pick holes in, compared to many of the previous updates. Magnum's release looks like it has been a great success among players and we will continue to keep you informed on any changes made to the turret in the coming weeks. ___________________________________________________________________________________ Do you like Magnum and its mechanics? What do you think Tanki should focus on next? We want to hear your opinions! Till next time!
  20. Aye, apologies for the late release. Have a read!
  21. Very nice. I'll try for the 1k kills. But it's a pity that we don't get to choose our own Module.
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