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ThirdOnion

Tanker
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Everything posted by ThirdOnion

  1. ThirdOnion

    Ideas for Missions!

    What if you have all turrets, but all of them except for one is M0?
  2. First, I said nothing about adding extra stability to Hunter. Second, why is difficulty in knocking off someone's aim such a big deal? This is not something that makes a hull OP by any stretch of the imagination. Whether you knock of their aim or not, Hunter will still take damage. You destroy tanks with damage, not impact force. Most of the time players do not concentrate on knocking off someone's aim, and when they do, it seriously affects only turrets such as Railgun, Shaft, Striker, and Magnum. Third, why do other turrets not do well with Viking? Any turret that needs to relocate frequently goes well with Viking. Examples: Smoky, Firebird, Freeze, Isida, Thunder, Hammer, Twins, Ricochet. All of these turrets have a dynamic play style that requires some mobility (although Twins is arguably better in the defensive role, it can be pretty aggressive too). I guess speed is useless for Hornet and Wasp too? What kind of logic is this? Speed is not everything, but speed still means a lot. A Hunter cannot run away. It can't chase after enemies. Both of these things can cost the player their tank or a flag. On the subject of other turrets, why do they have to drug? I don't get it. Is it because their aim is easily knocked off? Unless you play Railgun in an attacking role, it's not so easy to hit a camper to begin with. Fourth: no one said anything about removing Hunter's stability. It is lacking HP, as I pretty clearly said in my previous post. It is suited well for a "heavium" role, mix of heavy and medium, but doesn't have the HP to do so. To summarize, here is my point: because Viking is faster, it is more suited for aggressive play (I don't think one can argue about this). Hunter is more suited for defensive or supporting play, because it is more stable and doesn't have the speed to be aggressive. However, it is lacking in this department as well, because defensive hulls require at least some HP to be competitive. This is why I think Hunter is somewhat under-powered.
  3. ThirdOnion

    Episode 146 of the V-LOG is here

    What else could they be?
  4. First, you can't drop a mine on the flag. Second, it is better to block a drugging attacker (as that is what they do 99% of the time) than to lay a mine which they may or may not drive over that probably won't stop them anyway. Third, not everyone will lay a mine. Wasp can be quite easily flipped over just with impact force. Titan can't. Also, hulls with power are good for getting golds (push everyone else out of the way).
  5. ThirdOnion

    The problem with Tanki Yt'ers

    There are versions of TTT that include obscure maps. Including the ones in those videos.
  6. Pushing power also affects how easily other hulls push you. Meaning if you sit on the flag in a Titan (or whichever hull has most pushing power) it's much harder for enemies to push you away and take you flag if you are a Hornet. There are many merits to having pushing power as a defender.
  7. wat. Viking is the fastest of all mediums, and since it's faster than M0 Hornet at the M3 level I'd say it's a mixture of a light and medium. Explain why Hunter doesn't need stability. If it didn't have stability it would have no redeeming factors whatsoever (no speed, no stability, same HP as the rest of the mediums). Second, explain why Viking needs stability, and what drugging has anything to do with the stability of a hull. Also the roles of Viking and Hunter were switched in 2016 re-balance . . . so you can't really apply the old logic when comparing them. All mediums have same HP. Viking is fast and Hunter is stable. This is the current meta. I argue that speed is more important than stability (when we are dealing with same HP hulls) for medium hulls, because you can reposition quickly, run away from enemies, catch up to enemies, etc. You are more flexible on the battlefield and can perform multiple roles. This is the role of a medium. Power and stability are good for hulls that defend flags or CP points, so that they can push enemies away while not being pushed around themselves. Consequentially such hulls have worse speed, but it isn't so important because they generally spend their time in one area. Because they spend so much time in one area and don't have to mobility to avoid fire, they are compensated with armor. This is the principle of heavy tanks. Hunter falls into that weird gap where it has the power of a heavy and HP of a medium, but below average speed. Thus, it can't fulfill the role of a heavy, which requires HP, and can't fulfill the role of a medium, which requires speed. What is it good for then? Perhaps it is a good gun platform, because it doesn't suffer from impact force as much as Viking. But that isn't something that makes it OP, just more pleasant to play.
  8. First of all, think of Viking as the old Hunter, because that's what it is. Second, explain why stability is useful for a fast hull. (I am not talking about Wasp fast, obviously it is necessary at those speeds.)
  9. ThirdOnion

    The Failure and Death of Tanki Online

    It seems filters are extremely unreliable. Here's one for Alaska: https://trends.google.com/trends/explore?date=all&geo=US-AK&q=%2Fm%2F07s84qp Apparently Tanki Online was super popular before it even came out?
  10. Currently most of the maps in battle list (which I assume will be carried over to matchmaker) are medium sized and facilitate both short and long range turrets. The only exception is Polygon and Highland, but they are both going to be modified and enlarged somewhat.
  11. Check your graphics settings, they have options for lighting and shadows, but FPS is very low. Ping is high because it's test server. Interesting, loading times were pretty quick for me, and physics seem very similar to the Flash version. Have yet to encounter random self-destruct.
  12. Test server is open again, here are some observations: A lot of the formatting issues have been fixed, text doesn't stick out of boxes anymore (for the most part, mission text still does). The scoreboard now displays K/D correctly. HTML5 is now more optimized. I can run the game at 60 FPS now, albeit at rather low settings (shadow under tank and fog are the only things on). It still isn't as well optimized as Flash version yet. Physics is much better, very close to the Flash version. A welcome improvement. Sound is still bad, but it doesn't clip anymore. I no longer have the bug where when you spawn you can't do damage. When I self-destruct, I lose a kill, but my tank's death shows up on the scoreboard only after about 10-15 seconds. When in the garage, your tank does not have a shadow (this problem was present in the previous test as well). Some visual changes: the flag in CTF floats above the base, and by floats I mean it actually floats, bobbing up and down. The lines extending from a capture point to a tank are thinner. These things will probably change. You can't press G key to access garage like in Flash version, but this is a relatively new update so not surprising. Also, you can enable/disable Overdrives in PRO battles. Someone suggested these kind of "overdrive only" battles where overdrive is enabled and supplies are disabled, and having tried it I can say it's not a good idea. The positive feedback loop is ridiculous. Whichever team has ovedrive enabled at the moment dominates until the other team has their overdrive enabled. Nevertheless, it's good to have more PRO battle options (it is so nice to be able to turn Overdrive off). In short, this test is a big improvement over the previous one. It's actually fun to play!
  13. ThirdOnion

    Ideas for Maps!

    May I ask what program you are using?
  14. I don't think Island will be included in the matchmaker, currently it isn't even in the list of battles that can be made with the Battle button.
  15. ThirdOnion

    Tanki: Dying... dying... dead?

    I would say standing out in the open takes more skill, because camping takes no skill whatsoever. I hate campers.
  16. ThirdOnion

    Tanki: Dying... dying... dead?

    #1 & #3. There is a difference between game meta and "realizing that drugging makes you powerful." Drugging does NOT make you powerful or invincible in the higher ranks, because everyone drugs. Your double damage is neutralized by someone's double armor or vice versa. Even if you are the only one drugging, you can still be taken down fairly easily because players know what they are doing at those ranks. Few players would leave if drugs were removed. I am sometimes surprised by how quickly I die even with double armor and a fully MU'd Viking M2 (the repair kit nerf contributes to this). #2. When crystals boxes were removed, battle funds were increased. You can find the details in old patch notes. And I would argue that it is much easier to get crystals now thanks to missions, which depending on your rank can earn you anywhere from 500 to several thousand crystals a day, not including the crystals you get from battles. At the M0 level, you get about 150 crystals per mission, which is 450 for three missions. For me, at the M2 level, it is usually 600-700 crystals per mission, which is 2100 in total. Or course, not all of the missions will be crystals missions, but usually at least one is. #4. Well this is subjective. "Skill" has little to do here. If you want "skill" play XP/BP. #5. What does that choice have to do with reality? Druggers can be taken out easily by non-druggers, unless, eg, everyone on one team is drugging and everyone on the other team isn't. They are not helpless. More on this later. #6. This is not so much the fault of drugs but the fault of the player. Bad players will go for kills, good players will go for flags. Often times, it is in fact hardcore druggers who do the capping and in essentially win the game for everyone. And no, I do not drug on a regular basis, I rarely use drugs. #7. Really? I'm pretty sure the cost of supplies has always been the same. Micro-upgrades are at an all time low. Perhaps you are thinking of old hull and turret costs, but the meta has changed a lot since say, 2013, re-balance and all. You could have a full M3 garage at Second Lieutenant back then. Second, missions are a great source of supplies. I have over 1500 of each, except for mine and repair kit, just from missions. I've never bought a significant number of supplies (eg, no more than like 1-2 at a time). On the subject of MMO games, please provide an example. The problem with drugs, in my opinion, is not the drugs themselves. They magnify the difference in equipment between players. For example: If someone with M2s is drugging, I am not bothered much, because it's not too hard for me to destroy them usually, and in the worse case scenario I can use my own drugs. But if someone with M3s or M4s is drugging, I can't do anything, with or without drugs. I am already outclassed in terms of equipment, and drugs make this difference even greater. Currently game balance is very poor because of a combination of huge rank brackets, drugs, and inability to make your own battles. Rank brackets mean you get into matches with players with much better equipment than you. Drugs mean that the players who already have an advantage over you have an even bigger advantage over you. And inability to make your own battles (save with pro pass, and currently the selection of pro pass battles is limited) means you can't be rid of both problems. Drugs have been part of the game forever. They are not at fault. Recently repair kit was nerfed, and this is good for balance. But drugs in conjunction with other balance problems create one big problem. Strange. For me the tracks move. I think this is a bug, I suggest you report it to the "Bugs and Glitches" thread here: http://en.tankiforum.com/index.php?showtopic=275523&page=162&do=findComment&comment=6270803
  17. ThirdOnion

    Tanki: Dying... dying... dead?

    If druggers have weak tanks, how come I see so many M3 and M4 players drugging? Why do I so many skilled players drugging, that would probably win against me in a 1v1? It's easy to fall under the stereotype that druggers have no skill, but often time they are buyers who are dedicated players who have been playing the game for a long time. The idea of "skill" is pretty vague in Tanki and even the skill cap is usually . . . quite low. Of course, there will always be that guy that doesn't know where the and x and z keys are but knows where the 12345 keys are. But in high ranks, drugging is simply part of the meta. Everyone does it, because they can afford it and if they don't drug they can't compete. Eventually it becomes second nature. To address your suggestion that druggers be penalized for using supplies, this is bad. A kill is a kill, no matter what. I don't care how someone gets it, they should be rewarded for it. You make it seem that druggers are all-powerful players slaughtering helpless opposition. In most cases this is not true. (Also calling them psychopathic killers is ridiculous. I've used almost 1k of each supply, I am a psychopathic killer right?) Second, the developers have said multiple times that supplies are a major source of revenue for the game. Penalizing players would not only lead to backlash but also decrease the amount of revenue TO earns. Not good. If you don't like drugs, buy a pro pass and play supplies-off battles. Or wait until matchmaker comes out when you will be able to create custom battles for free.
  18. To give you an idea, Smoky M3 does around 400 damage per shot. A 50 HP difference, as you suggest, is less than the minimum damage done by one shot of M0 Twins.
  19. ThirdOnion

    CLOSED — Cedric's "Virtual Office"

    Only five of those were mods/helpers. Besides, Ninja's submission received the most likes by far. FROM PLAYERS.
  20. The HP difference between hulls of the same class is negligible. It needs to be at least several hundred to make a difference. What you wrote is more or less what we currently have, just some parameters shuffled around between hulls.
  21. ThirdOnion

    The problem with Tanki Yt'ers

    While I find the video deplorable, he isn't actually advertising hacks. His video is just 10 minute footage of someone hacking in an empty battle. It doesn't show how to hack. Some time ago, I saw a video on a Youtube channel that actually showed players how to hack. In addition to that video they posted a video similar to Appie's, where someone just has pure footage of hacking but doesn't show how to hack. Some time later, the video that showed players how to hack was taken down (probably by the request of TO administration), but the pure footage video remained.
  22. ThirdOnion

    Episode 145 of the V-LOG is here

    Agreed. Style should be kept the same, but better lighting and more detailed textures/models would be welcome.
  23. ThirdOnion

    The problem with Tanki Yt'ers

    That would backfire. They can ban his account, but threatening a copyright strike is scummy. Nintendo got a lot of flak for doing the same. So did Wargaming. The standard for a TO video is very low. I would much rather watch someone just having a good game with no effects or music, just gameplay.
  24. ThirdOnion

    Tanki: Dying... dying... dead?

    First you tell me that matchmaker works in TX, so it must work in TO. I tell you that matchmaker in TX is necessary by design. Then you write me this? What does P2W have to do with the matchmaker? I said nothing about P2W.
  25. ThirdOnion

    Tanki: Dying... dying... dead?

    TX does not have modifications. The M0 M1 and M2 skins are purely cosmetic. Equipment level is expressed in mastery, and you are put into battles based on the mastery level of your turret and hull (parameters are sometimes boosted if the mastery difference is large). Rank does not matter. I'll explain why matchmaker in TX is necessary: Before the matchmaker, if the difference between hull and turret mastery was significant, you would earn less or more experience in a battle than other players, depending on what the mastery range of those battles was. For example, if I have a mastery level 10 Thunder and a level 2 Viking, and I join a 1-5 mastery level battle, my Thunder will temporarily nerfed and I will get less experience and crystals than the rest of the players in the battle. This is obviously problematic. Matchmaker solves this problem by finding a mastery range that best fits the hull and turret of both you and others players in the queue, balances your combo accordingly, and you get rewarded with a reasonable amount of EXP and crystals based on that mastery range. It's quite an advanced system, really.
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