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Crip

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Everything posted by Crip

  1. @oh.no.its.dad, @AlSo.KnOwN.4S @Flexoo. @YoU.MaD.I3rO? @I.Am.YoUr.NlghTmArE
  2. @PleaseNotHackMeAgain @Hy6-NOOB @Flexoo or @i.will.smash.you @WiTh0uT.RuLeS, @Without.Mercy and @youwilldiefast.
  3. @PLEASE_DONT_WORRY, @The @epic @Great @Professional @Flexoo is @Here2Play. @Time.To.Get.Owned @You @Noob @Savage.
  4. They are not "my" updates, thank you. And please, me and several other players tested the Vulcan pre update and afterwards. Although the auto-aim reduction and gyro effect was noticeable, the increased weak damage was very good for larger maps. For the Mammoth, I used it and you just needed learn your hull better. The auto-aim was far too powerful before the update. Oh, I asked several players what they preferred. The gyroscopic loss and the auto-aim reduction aren't "awful", you just need to learn to actually move your tank and use your hull rather than just rooting yourself firmly into the ground and expecting the turret to do the rest. The auto-aim needed nerfing, but actually it wasn't as big of a nerf as I originally thought it needed. Learn to use your hull better, and you'll find that the auto-aim isn't all that necessary :)
  5. Crip

    [Special Article] Supply Experiment: Player's Opinions

    The sudden Vlog announcement that Supplies were to undergo a live testing period spanning 48 hours left many players in a state of shock; some resolute and some bewildered. It wasn't long before players soon rose up to do battle in defense of their differing viewpoints. In the midst of the struggle a foolhardy courageous Reporter has managed to slip in and successfully acquire the opinions of several well-known forumers. Here are the questions asked and the responses to them. Question 1: What was your first impression of the Supply Experiment? Question 2: After playtesting, how did you find it?Question 3: How do you think it will affect the game if it is eventually introduced? @lukey0 Answer 1: My first impressions on the test? I knew this was going to be bad. The long cooldown of supplies, and the short duration that they lasted was ridiculous, completely nerfing them into the ground and making them almost useless. I had already tested this system on Tanki X so I knew what it felt like in battles to some extent, and I didn't really like it. Answer 2: The more I played, the more I hated it. Battles went from dynamic fast-paced gameplay to players sitting around waiting for their supply cooldowns to be over. Camping was the new Attack. Don't even get me started on Gold Hunters, they just sat there doing nothing the whole game so they could have full supplies during the Gold. This was another problem in action. To me I actually found the cooldown frustration, because whenever I needed supplies they were always on cooldown, and because normal 'Battle' battles often have a mixture of players (The AFK, mult, drugger, normal player, gold digger etc) there was no more 1-2 man teams, which is what most of those battles are. Answer 3: If this was introduced into the game, it would have a huge negative affect on it. Not only would they lose a lot of money but also a lot of the general public that plays the game. The update would only satisfy a small minority and would upset the majority. There would be a decrease in players, that's for sure. @Oufa Answer 1: When I saw the topic itself, I was so worried about potential changes to the drugs system because I like how the system is currently working to include both druggers and non-druggers. Any changes to it would be very bad and will be a ruining factor for the drugs. Answer 2: Well I found out that it is really bad; I didn't like it all. The waiting time (cooldown) is just too long, allowing everyone to kill you very easily. While the supply lifespan is so short that you can't do anything helpful with it. I totally dislike this experiment. Answer 3: Losing the fun of the game from this side and as well as long many players and turning many players as campers and decreasing the action and intensity of the battle it self as you will be just killed easy without trying to survive, as all you will be thinking about is taking cover till you fill up your drugs again. @RIDDLER_8 Answer 1: My first impression was; what was the point of this experiment? Answer 2: I ran out of supplies, so I did not test it. However, I have a general idea on how this works. Answer 3: If it was introduced into Tanki Online, it would not affect game balance since every players in battles would be heavily drugging at once. @BlackWasp777 Answer 1: I was positively surprised that Tanki wants to do something about the massive unbalance between free players and supply buyers. Answer 2: I've not playtested it, but I don't like it because what I did not get by listening to the VLog the first time is that SCDs were removed from the game. This automatically leads to standstills in battles and periods of camping. The reports from other players showed this too. Answer 3: I think it influences the game negatively, if it was implemented like it was designed for the experiment. @Truthteller Answer 1: My first impression of the Supply Experiment was negative. I figured it would be the same as the Tanki X supply update. I assumed it would ruin supplies as we know and and totally nerf them. Answer 2: I usually do non-supply battles, but after testing it I found that it was very good and made supply use fair and made it easier to use up less supplies and still be competitive against druggers, recently my supply supply drug supply has been dwindling and and this is convenient for me and will probably be useful if I ever get DM missions (which I dislike). But as I said I mostly play no-supply battles so the Supply Experiment is a good update in my eyes. Answer 3: Gameplay? I figure it would add more skill to the use of supplies and a more fair environment for players to battle in. It has affected my gameplay in a good way and I hope this update sticks. @Quasar Answer 1: I had few good impressions when heard about it in the V-LOG. I thought that it would go well and as an outcome, less people would complain about "Drugs" comparable to before experiment where we had witnessed in the topics " Ideas for supplies" and "Let's discuss supplies" Answer 2: During this time, mastering normal gameplay was a task which needed patience (and a lot of it). In my opinion, 90 seconds cool down is too much. Would love it if developers reduce it to 75 seconds at least. It is a good update though. The cool downs which are initiated once you join a battle are necessary as it brings a balance for buyers and non buyers. The non buyers who used to complain about buyers drugging and dominating battle were benefited by this experiment and maybe by the upcoming update ;) . Though buyers started to complain, they will soon get used to it. Answer 3: It would adversely affect the gameplay if it doesn't get amendments, but to be honest, Smart Cooldowns are no longer "smart", because we can initiate all the three supplies together... So basically what I mean is this: we have a new system with a little mix of the old cool down system. I mentioned it in V-LOG topic but I am mentioning here too, STG will die if this update gets introduced without some necessary amendments. @jdc20181 Answer 1: Really, I think it has flaws. For example lets just say it's a standard 15 min game, you won't be able to use many supplies. Now I for one don't even like them. I think they are a waste of space and time. They ought to be removed and replaced with just Speed Boost, Armor Boost, Health Boost etc. And those should only be with half of the effectiveness of Double Armor... Answer 2: But I do like this system. It kind of gets rid of trolls in public battles who blow your k/d and then leave... Answer 3: Effecting the game? I think it will be just fine really. I mean as long as we can customize it in Pro battles with cool downs off and everything. @LittleWillie Answer 1: My first impression was to be a bit more conservative on Supply usage. I knew cooldowns were longer. I try to save use for key moments anyway. So with the longer cooldowns I figured I needed to keep them "in reserve and ready" even more. My first game or two I got pounded hard, but I think that was due to being on an inept team. (I play team games 95% of the time by the way.) All games after that I had my usual levels of success. In that first game I saw one guy who had a lot of icons up each time I saw him, and I saw the green RK icon flash on him a couple of times. But I did not see anyone else with that many icons up as much. So I figured most people were hesitating a little more like I was. Answer 2: After playing awhile, I started using Supplies a bit more often. I felt a bit more confident in judging when to use them. I did note a couple things to myself at the time. * Only after we were about 44 hours into the experiment did I pop more than one supply at a time. (Part of the reason was due to old habits from the Smart Supplies cooldown system. But part of the reason was the thought that if I use one type of supply I should keep other cooldowns ready to go.) * I found myself using RKs a bit more often. I am really really conservative on using these. (Part of the reason is the other longer cooldowns were unavailable at the time. Another reason was because I did find myself with 2, 3, 4 recently active and did not want to die with the firepower available... especially since death does not re-set the timers. Under smart supplies I'd have just fought until I died.) * As far as enemy use went, I did not feel more vulnerable than usual. If I used them less than so too were my foes, it seemed. * I used to like popping a Speed Up when spawning to get back to the front lines. In the experiment I figured I'd better not. Answer 3: I am normally a bit conservative and I am even more so under the experiment. I think that would continue. I fully expect the player community to find the way to use supplies as often as possible. But that might still be less than used today. The one thing I know is 48 hours is not long enough for the player base to adapt to the new system Player activity would certain continue to evolve. Right now speeds up as considered the least desirable boost compared to DA/DA. With smart supplies a SU is probably used last. In the experimental system the SU can be popped at the same time as DA/DD. So SU use might increase. This is only a guess, but I suspect heavy druggers will go for feast or famine. They will pop all three because the SU will be needed to get into combat to use as many of the 30 second timer as possible. So I suspect heavy users will pop all three, kill as much as possible, pop a repair kit, and fight on hoping to live a total of 90 seconds. Then the cooldowns are available again. The question is, will conservative druggers be able to stand up the the drugger rush? If so then they will have 60 seconds of advantage over the feast or famine drugger. Who wins? That's the big unknown. I think, this system might reduce usage overall, but that is not certain. @X.Z.F Answer 1: I was completely shocked that they were going to ruin one of the key factors of the game. I was not supportive of this experiment at all and hope it never gets implemented into the game. Answer 2: I thought it was worse than before. Most players just camp in their base for 40 Seconds, Attack and then they will get an easy cap because most of the players on the opposite team won't have their drugs back in time. Answer 3: A lot of veteran clans will end up quitting. Since the death of Light format, drugs and XP have been the only things veteran players have been playing. I myself will be quitting this game if they do implement this update. It will also spark a lot of anger in the community, on the forum page announcing the experiment 80% of the comments were negative and I hope Tanki will read our comments and make the right decision. Answer 1: Oh, no... Not another experiment :P jk, I read over the details and was curious as to how it would affect gameplay. I wouldn't consider myself a heavy drugger, but I do love using supplies; so I figured it would be good to try out a new system for a few days. The stats seems bearable (from my point of view at least) so I was pretty keen to get out there and give it a go. Answer 2: I haven't played with it much, but my first experience with it felt odd. I can't really go into detail cause I haven't used it enough, but I enjoyed it. I noticed the amount of hardcore druggers had diminished, meaning that those who couldn't afford to buy a drug pack were still able to compete. I think this will be great for the game as buyers will no longer have the massive advantage that drug kits give you. Answer 3: I think it will be good for the game. Using supplies will turn into a strategic move as opposed to a massive buff. As I previously stated, normal players will also be able to have a change against the buyers, due to less drugs being used and drugs being used with intention, not for the sake of it. Everyone may seem against it at the start, but remember that the majority of people were against the Smart Supplies when it was first released but now, we all love it. @a7x_Pedro48 Answer 1: My first impression was not good. Of course, what I thought was only an opinion after reading the topic. Nothing could be definitive until I tested the experiment live. But yeah, my impression was not that good, mostly because of the duration of the cooldown and the fact that the active time for the garage supplies was only 30 seconds. Answer 2: It was worst than what I had thought. The idea is good in itself, because sometimes supplies beat skills, but the changes developers made were not that good. First of all, the active time of garage supplies was too low. I could only defend one point in Rio CP for example, then I was totally useless and an easy target for a camping Shaft. It was slightly better in DM, but the battle was not dynamic. All I was doing was hiding and waiting for the cooldown to end. On the other hand, CTF was too easy. Way more than before. All I had to do was to let a teammate go for the enemy flag, and watch all the defenders use they drugs. Then I was coming after him, with all drugs and it was an easy cap for me. Answer 3: I think it will affect the game in a bad way. They want us to use skills and not supplies. But this is not what happened. If someone drugs against you and you are on cooldown, you can't fight back. The enemy kills you, not because of skills, but because he has 234 and you are helpless with 0 supplies. And it would affect a lot of other things. With this experiment, as it is right now, it's not possible to make a proper Save The Gold unless you do it in Parkour. Clans wars are over. If they want to make this experiment permanent, developers must read our feedback. And an option in settings to use old Smart Cool Downs in Pro Battles. If they do that, a big majority of the players will be happy with that. @Jwimmer Answer 1: I am very exited to see it. For a long time, I have recognized the fact that supplies are OP, and need something done about them. In my opinion, they have been the root of all bad games I have ever played. I am glad to see that the devs also recognize this fact, and they are willing to take steps to avoid it, even if it means they may get slightly less revenue. My clanmates think the same as well. I was talking to a few of them before playing this weekend, and they were all for the update. Answer 2: It is definitely different. I like the longer cool downs, especially for repair kit, but the fact you can press 234 and be incredibly strong for 30 seconds makes me uneasy. I think there should still be a time limit between pressing each supply if this route is taken to nerf supplies. I do like the time the supplies last (30 seconds), and the fact that drops are much more valuable. Taking drops is a strategy, and any update that makes strategy more important than brute force is a great thing. I was actually expecting something where DAs and DDs would only give a 25% boost and heal kits would not be as potent, but I think this solution does about the same thing. Answer 3: I think supplies will be more accessible and widely used than before. Since they can't be used as often, a supply kit will last longer- giving tankers more bang for their buck. I do think there are better options to solve the OPness of supplies, but this system is 10x better than the current system. Now, a single heavy supply user cannot take over an 8v8 game all by him/herself. Games seem to be more even, and most importantly, more fun. I feel like this update aids a large majority of players- no matter how many irate druggers have been seen on the announcement post arguing with the same few arguments against this update. Answer 1: My first impressions were very mixed, I couldn't decide whether I liked the change to cooldowns or not; although I did determine that I didn't like the 30 second active time, the old 40 seconds was perfect for gold boxes and wasn't too long or short in normal battle. Looking on the forum, most of the feedback was negative from players who hadn't even tried it. Answer 2: As I played through the day I started liking the longer cooldowns. Everyone had the ability to use the exact same amount of drugs as each other which made gameplay purely depend on skill and equipment, much like drug free PRO battles. I still struggle to see the 30 Second reduction justified, drugs cost 50 crystals each and spending 150 crystals for 30 seconds of full drugs doesn't seem worth it. Another problem I have is with gold boxes, activating your supplies as soon as you see the notification results in you having none active on the pileup, although this does add another dimension to think about in gold hunting making the players who time it correctly at the biggest advantage. Again, a repeating theme I see with this update; skill before drug. Answer 3: There are many ways it would affect the game, high rankers would be worse-off not being able to use their 3000+ supply of drugs while low to mid-ranks would start focusing on buying better equipment rather than supply kits which is often the current case. This 48hr experiment would partly alleviate the negative feedback if this system was fully implemented as players already have tried it and would know the effects. Before it is implemented (if at all) I would like to see one change; the old cooldown system to be an option for PRO battles, this would reduce the toll on higher rankers who effectively have an unlimited supply of drugs which they should be allowed to use. I would also like to see the active time of drugs returned to 40 seconds or have them reduced in price by 10 -15 crystals. I'd like to thank all the players who responded to my PMs, and for producing very detailed viewpoints on this topic. In addition to their opinions, here is a quote from the Developer, . "I want to leave a few words on this system we are testing right now. First of all be sure that if there will be a decision to implement this system to the game there will be an option left to use old SCD system you are used to. You've might notice that recently we have changed pro-battle creation menu and we are adding new stuff time to time. We can do that thanks to the Play Button. We will do that in this case as well. As for if this system will be or not be introduced to the game I'd say no in this state. It feels like there should be a version with both current and old system working simultaneously. Using 234 at once is fun, but it does take away certain feeling created by SCD system. While new settings does create battle environment that feels a bit more fair, it takes away too much. I believe there will be another test a few weeks forward when we collect and process all the data of current experiment." Stayed tuned into the Vlog for potential future announcements regarding this subject! What do you think, should developers focus on adjusting the balance of supplies? Or should they focus on other areas on the game? Post your opinions below!
  6. Oh please, @Blackdrakon30 proofread my proofreading :ph34r: :ph34r:
  7. Crip

    Tanki Picture of the Day - Have any?

    2 golds, both with the picture taken a little late. Noise CTF Solimansk CP Very late picture.
  8. I thought this update would kill my Hammer, but it's done the opposite. Now all I need is the 5 shot alteration :P Isida is far better than it was. The damage it deals is insane with a Double Damage. The self-healing didn't make any difference in my opinion, so I'm glad that it's gone. As for Shaft, I have to be much more wary of it now.
  9. Crip

    Tanki Picture of the Day - Have any?

    Just finished one of the best no-supply games I've ever taken part in :D Noise CTF: Joined at 0-1 on the Red Team (because, why not?). As always, Noise CTFs with no supplies tend to lock into a stalemate as soon as the enemy team figures out that using multiple Isidas is overpowered. The game ground to a standstill for a while, at around 4-1 to us. My team were extremely cooperative, taking Isida when required and switching to heavier hulls when we were hard pressed. Finally, their defense slackened and although they did some excellent flag saves we eventually won, after about an hour of battling. I captured 6 out of 11 flags, though I owe 4 of them to Bulent, who had manned Isida and faithfully followed me into their base. A great game! Sheer teamwork and determination (and the fact that we had more M3s than them) eventually clawed us victory. 3 golds dropped, and I managed to take the 3rd one (though they managed to capture in the confusion).
  10. Personally, I'm not a fan of this update. You have to essentially plan years in advance to achieve anything (due to the cooldowns that carry over) and you become much more susceptible to campers (because of the cooldowns). It seems to me that the usage of supplies has become as much of a gamble as anything else, and it will increase drug usage not decrease it. Why? Because everyone is simply waiting until the initial cooldowns have passed before unloading full supplies (2,3 and 4). You cannot counter it in any other way except by copying them. If the player mentioned above waits long enough, he can just perform the same thing next time that he spawns in.
  11. No, it's your most-used combination that you use to work out your personality. You're Wasp/Railgun, which is basically a well-respected law-breaker :P
  12. Question: When will the Prepaid Mastercard/Visa card option be fixed? It was available (and popular) up until recently.
  13. How many hours did that take you? :blink: And how many trips to the bathroom? :ph34r:
  14. The thing is, you appear to be the kind of player who likes to complain about anything, even if it's in complete contradiction to your previous grievances. You're constantly complaining about "druggers". Maybe you should start complaining after the update has been tested, rather than simply crushing something that you have almost no idea about. Wait and see.
  15. Crip

    Tanki Picture of the Day - Have any?

    If all gold takes were this easy... On my alt, .
  16. Crip

    Tanki Picture of the Day - Have any?

    Cross DM Someone had M4 Thunder in this game, and in the previous round there was a 50/50 Thunder XT :D And I joined to help @Oufa come back from 0-5 down to win in an Iran CTF.
  17. ^ The sentence which sounded odd was originally worded like this. I camp with no problems (usually) in Polygon DMs. It just involves some tactical mine placement.
  18. Approved. Good job. Nicely formatted, and some good points in there. There are actually some decent camping points (for Deathmatches) in Polygon, at the very top of the map, or behind the houses. But yes, it's usually important to keep moving. Edits: - Added colour to the subheadings. - Edited title. - Corrected some grammar errors (remember "let's" is the correct contraction for "let us"). - Rephrased 1 sentence which didn't make sense. - Corrected a few typos. Looking forward to reading the next one :)
  19. My fans are just fake. They all leave me as soon as I mention I have no golds :(
  20. You're using Isida and Mammoth. What do you expect?
  21. Approved. Brilliant! I loved it! You've really connected their "personalities" to their in-game behaviour really well. A really nice idea and I wish I'd thought of it. Almost perfection in terms of your grammar, and the overall structure of this article is good. Only a few things needed correcting. - Changed font to Trebuchet MS. - Changed "grinded" to "ground". - Remember that "it's" means "it is". It's not the possessive form. - Rephrased 1 sentence somewhere. Good job! You earned a like from me.
  22. Crip

    Kit Review: Voltage

    - Rephrased a few sentences which didn't make sense. - Changed all the "Electra Kits" to "Voltage Kits", including the title. - Corrected a few typos. - Changed Font to Trebuchet MS Good work and well laid out. I agree with Drakon about it being opinionated, but nevertheless your writing is almost there. Looking forward to the next one.
  23. Mate. He's a massive buyer. He's also Warrant Officer 5, not Lieutenant Colonel like you. If he got to your rank, he'd have 50/50 M2 Smoky and Titan. You cannot say "Impactive would be an easy kill for me" because you cannot compare your equipment to his.
  24. @beaku's timeline would make for a very interesting viewing :P
  25. My Hammer is going to gather a lot of cobwebs, and I've only just made it good as well.
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