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Everything posted by Crip
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Go for Bumblebee and Rockshaper/Paladin. If you can save hard and get decent crystals/experience (and also buy during a sale), then these two will effectively give you Jackhammer and Legend/Smoky + Hornet. It's 200k cheaper than buying Jackhammer and Legend. It was what I planned to do before I bought my Hunter M3 :wub:
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Nice, pity Junior Paysafe isn't usable. Kind of limits the usage of Paysafe in Tanki. Good luck to all partakers!
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Seconded. Matrix is better than Predator in my opinion (I don't like M1 Hunter) and it's also cheaper (Jaguar paint boosts Predator's price). However, I don't think it would last me till 2nd Lieutenant. If I had the crystals, I'd be tempted to buy Simoom and then Northerner at Captain, before saving until M3 kits unlock at Lieutenant General. I had 450k crystals at Halloween as Colonel without buying anything (from the Shop). I had only bought M2 XP and Bulldozer for 157k in the Tankers Day sales (it was amazingly cheap for one day only) before that.
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Don't jinx it please. My Hammer M3.5 is awesome right now.
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After some close misses, I ranked my (currently secret) alternate account to General!
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-369 Sorry all, I've joined the dark side.
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Ranked up my alternate account, .
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Approved. Edits: - Corrected a few typos. - Changed "it's" to "its" and vice versa where appropriate. Remember that "it's" is a contraction of "it is". - Resized main text body to 14. - Spaced a few sub-headers out. - Rephrased 1 sentence. - Cut a sentence into two several times. - Added Alteration details about "High Capacity Drum". - "hammer" to "Hammer" once or twice. Nicely formatted, and fairly solid work overall. I'd like to see some more pictures maybe, and go into more detail over some of the kit's contents (For example, you didn't mention that Hammer's shots now ricochet therefore you can kill enemies behind a wall etc). Also, Viking drifts which can be viewed as a negative. I feel like you were slightly contradictory in the "Gamemode Analysis" part, as you seemed to start by praising Jackhammer in all formats then writing that "This kit isn't well suited to TDM". Maybe that's just me.
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[Special Review] Tanki Versus Supplies: Round Two
Crip replied to Crip in [Special Review] Tanki Versus Supplies: Round Two Newspaper Archive
Hello Tankers! We've seen the First Supplies Experiment come and go, and many surely thought that after its resounding failure Tanki would surely not persist further into this subject. But now, another live testing has just taken place. In this article we'll take a look at the Second Supply Experiment and see if the Tanki Developers corrected their errors from the first experiment. Player opinions will also be sought. Introduction Many buyers must have breathed sighs of relief when Supply Experiment #1 was deemed unsuccessful. However, their newly-founded solace did not last long. hinted another tweak for Supplies in the Livestream, only a week after the testing for #1 came to a close. Just a few weeks later, #2 has left it's mark. We acquired some details for #2 in the 125th Vlog, which unsurprisingly started many discussions. When the Official Announcement was released on the forum on the 10th of March, its details sparked exclamations of disgust from most sides, especially upon the realization that the Supply Active Time had been reduced by 10 seconds from its original length of 40. The second Official Supplies Test took place between 0200 UTC on the 11th of March to the equivalent time on the 13th. The feedback is still rolling in, and almost all of it is negative. When Hazel, the Chief Developer, ventured to suggest that the experiment was going well, many outraged tankers went on the warpath. Regardless, here is what was altered for the duration of the weekend. Comparison with Experiment #1 You might be thinking "So what actually were the differences between this newer experiment and the first one?" Well, never fear! We will be looking at exactly that in this section; the changes that were made to #1 to create #2, as well as the features that remained for both. Experiment #1 vs #2: The Changes The largest difference between the experiments was the fact that PRO Battles did not feature the experimental changes, so tankers who did not wish to go anywhere near supply changes did not have to participate. Smart Cooldowns were removed for experiment #1, whereas they were present in the recent one; albeit with a 50% reduction in the regular time length. Many tankers complained that gameplay without SCs was extremely boring and slow paced, as tankers simply activated every supply before retreating to hide for a minute while their supplies cooled down. Experiment #1 vs #2: Similar Features There were restrictions on supply usage as soon as a tanker entered a battle, and there were also heavy cooldowns attached to each supply, though they were massively reduced in experiment #2 compared to #1. Of course, the special feature for both experiments was that being destroyed did not reset any supply cooldowns, which (as stated earlier) was implemented for tactical reasons. And then we had the same active time reduction for all supplies in both experiments. It is clear that Tanki did not like the lengthy active duration of supplies and are keen to reduce them. Round Two: What was New? After realizing that several main problems were uncovered in the experiment #1, test #2 attempted to bring moderate change, as opposed to being completely drastic or leaving it untouched. Durations, Smart Cooldowns and Standard Cooldowns were all altered again, and the exact surgery performed on them is shown below. Cooldowns Of course, there are currently no Cooldowns for any supplies. One can simply join a battle and activate any supply immediately, with no hindrance. However, for the duration of the weekend, there were some cooldowns imposed on all supplies; meaning that it was not possible to use any supplies until the cooldown had been completed. The cooldowns and their respective lengths for each supply are listed below. When you entered a battle, the cooldown for each supply would be two-thirds of the the respective value below. Repair Kit: 60 seconds Double Damage: 30 seconds Double Armor: 30 seconds Speed Boost: 30 seconds Mine: 45 seconds These times also applied to the Smart Cooldown between activating supplies of the same type (ei, once you've activated a Double Armor you'd have to wait 30 seconds after it had expired before you were able to reactivate). Smart Cooldowns These are actually present in the game right now and were introduced on the 29th of September, 2014. Before that date, players could simply activate all 3 supplies (Damage, Armor and Speed) and tear apart the battlefield. Using supplies was less tactical back then, as there were simply two brands of players: those with supplies and those without. For the weekend, however, Smart Cooldowns on all supplies were halved. This meant that the "rainbow" of supplies would be much easier to acquire, seeing as the time before a second supply could be activated was reduced. In the table below, the temporary Smart Cooldown times are shown. Note: Red/Green numbers indicate a change in the time value for the Supplies Experiment #2. Active Times Of course, with Smart Cooldowns being reduced, the Active Time of the supply had to be reduced as well. Prior to experiment #2, all the Primary (Armor and Damage) and Secondary (Speed) supplies lasted for 40 seconds (and of course Repairs have their own unique Active Times). Over the weekend, these times were altered. The Active Times that were tested are shown below. Repair Kit: Unchanged Double Damage: 30 seconds Double Armor: 30 seconds Speed Boost: 30 seconds Other Changes Along with the changes listed above, there was another small, but important change. Cooldowns on garage supplies would not be reset when a player respawned. Instead, the cooldowns would carry over (ei, if a player had activated a Double Damage shortly before he died, that supply would be on cooldown when he respawned). This was added with the intention of making supply usage more tactical, meaning a player had to use his head more to "drug" effectively. Opinion Corner: Players Now, it's finally time to hear some thoughts from several experienced players and forumers, selected from the ones who originally featured in the Opinion Section Article about Experiment #1 . Each were asked several questions regarding the second Supplies Experiment, and their responses (along with the questions) are shown below. Question 1: Did you like/dislike the second Supply Experiment and why? Question 2: Was the second better than the first? Question 3: Does the way that supplies function need changing and if so, is it a priority? @Oufa Answer 1: To be completely honest, this experiment was good and bad at the same time. Good because it was easy to use supplies in a fast way (short Smart Cooldowns); Bad because it takes so long to reload again. The cooldowns are too long in my opinion. Answer 2: Yes. The first one wasn't good because it didn't give you the right to use the supplies after you join the battle directly (meaning more danger of being camped), it took a lot of time. But the second one was better because it was faster than the first one, and I preferred this. Answer 3: No, the current version of supplies is pretty good. It doesn't need to be changed. @lukey0 Answer 1: The second experiment wasn't too bad, but its not like it accomplished anything anyway. It just had carry-on cooldowns which I personally don't like. Druggers/Buyers could still win by having an endless amount of drugs and non-druggers still complained about druggers. So it really did nothing other than make supplies expensive for the 30 seconds of active time and make you always looking at your supplies and loosing focus on the battle. Answer 2: The second test was a massive improvement on the first. The first test was just horrendous while this one was withstand-able but still unliked. Tanki is known for it fast paced, edge of your toes, dynamic gameplay, and these test's just don't deliver that. They make it slower, and cooldowns often lead with you having no supplies versing someone with full supplies. That puts you in a situation worse than before. Answer 3: Personally supplies are fine the way they are. You can counteract others supplies with your own and they add a dynamic effect to Tanki. The only supply that could need changing would be the Repair Kit. That supply would be the problem causer. Maybe if they made the active time a little bit longer but reduced the amount of HP per second it was be more balanced. So you could actually kill the player using it if they are not careful. @X.Z.F Answer 1: I personally did not like the experiment. Not having supplies when respawning is definitely something I am against. Answer 2: It was definitely better than the last one. If this experiment was eventually was added into the game as an option in the Pro Battle Menu I would not be frustrated with the Tanki Developers. Answer 3: No. I feel the way supplies are right now is balanced. Since the death of Light Format and Starladder tournaments, most high tier clans have turned to drugs and if they do add this update into Tanki, this game will lose a lot of its veteran players. Me? Personally enjoy playing 8v8 and 10v10 against other drug clans, its fair and balanced because both teams are constantly drugging against each other and winning relies more on working as a team to block or flip your opponent. @Jwimmer Answer 1: I didn't play a whole lot, but from what I could tell, it was good. The main feature I liked is not resetting cooldowns every time you die, and also the longer cooldown on repair kits was great. I feel like I was able to drug heavily and not go through as many supplies as has been in the past. This means drugging will be set on a more even playing field, not just 25% of people being able to heavily drug all of the time. Answer 2: It was definitely better than the first. The first did not fit in with the game much, but this one seemed very much to mesh into gameplay. It was more natural, and I definitely prefer this one over the first one. The main reason is that this one had smart cooldowns, which is super important to have in whatever system gets implemented. Answer 3: They definitely do. The main reason most bad games are bad is because of supplies. I'm not saying that supplies themselves are bad, but I am saying that it is too easy for 2-3 heavy druggers on 1 team to completely over run the other team. Because supplies are the main reason most games are not as fun for light druggers like myself, they are right up there with fixing lag as a priority. @RIDDLER_8 Answer 1: Yes. I liked the second Supply Experiment. My suggestion is that if there is a third supply experiment, it would be nice to have the cooldowns of repair kits last 1 minute to make play indestructible for 1 minute. Answer 2: No. To me there were no difference. The only thing is that during the first experiment, I did not have any supplies left for me to experiment with. Answer 3: Yes. Supplies cooldowns are too short and they don't last enough. My suggestion is that the cooldown effect of double armor, double damage and speed boost must last for 1 minute, not 40 seconds. Repair kits must have their cooldowns increased from 2 seconds to 4 seconds. Mines must have their cooldowns decreased from 30 seconds to 10 seconds. All the supplies cooldowns must be independent from each other. Conclusion And here, we will bring this article to an end. We've had two very interesting, if slightly painful, experiments. We have also read some player reviews in both articles, and I hope you have found them interesting to read. Tanki is still persistent on modifying of the supplies system, though it is definitely not clear-cut whether the majority of the Tanki Community want supplies to be altered or not. What does the future hold for supplies? What do you think about the Supplies Experiments? We want to hear your opinions! That's all from me. ✯ @Savage ✯- 11 replies
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No-supply Noise CTFs. Very common at Legend ranks.
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15 minute Barda CTF on my alternate account, . I captured 5 out of the 10, and unfortunately died with 33 seconds to go (Freeze .-.).
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[Special Review] Changes to M0 Hulls and Turrets Microupgrades Patch #445
Crip replied to stanzhang in Newspaper Archive
Err.. What's the issue? Am I missing something here? 25/50 = 1/2 of 50. 5/10 also = 1/2 of 10. I don't see the problem. -
Approved. Edits: - Corrected a few typos. - Restructured 1 or 2 sentences. - Your formatting was inconsistent, some was Trebuchet, some Arial. I changed it all to Trebuchet MS, size 14. - Do not use bright colours (or try not to). Changed White to Lavender Blush, and removed the solid blue from the main text. - Corrected inconsistent sub-headings. - 2 Grammar edits. While I think your way of expressing your opinion is sound, your point of view is skewed (and even wrong) in some cases. While Tanki aren't perfect, they have been making an effort lately. Here are some answers to your arguments.
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Remove my alternate account please. I've quit this account and changed the password to something obscure.
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Of course, there are the few buyers who simply want life in Tanki to be a cruise. Most tend to not be like that.
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I think the positive number will increase over time.
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New Review examining the latest update connecting Tanki and Steam. Enjoy!
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6/10 ILoveYouAdminPlsDropGold
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Nope. ^_^
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Yes, they are usually all distributed on the Monday after a Newspaper.
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Hazel-Rah و Cedric مراجعة البث المباشر بين
Crip replied to MiZ0o0 in أرشيف الصحيفة العربية (Arabic News Archive)
عمل جيد -
[Special Review] Dissected: Livestream with Cedric and Hazel-Rah
Crip replied to Flexoo in Newspaper Archive
Fixed.
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