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ThirdOnion

Tanker
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Everything posted by ThirdOnion

  1. ThirdOnion

    Episode 139 of the V-LOG is here

    I never said gameplay does not need to change. I'm saying that the current ideas are terrible. For example: invincibility idea is bad, but slightly modifying the idea, say allowing a tank to be able to ram other tanks and do damage (not necessarily insta-kill) while having increased armor (but not invincibility) would be a good thing. Also, this game has changed so much the past year. Even the devs say so.
  2. So by your logic all hulls should be slow and heavy. There are no ledges to get stuck on in Tanki.
  3. ThirdOnion

    CLOSED — Cedric's "Virtual Office"

    You don't NEED to see other players to kill them. That's the problem. If I'm on a certain map, I know where the cap is, and I'm sure that at that point there's probably someone there. No one's using camera cheat, because it's unnecessary. WoT is not an American game. Magnum is worse than arty. One takes off half your hit points, rarely misses, and fires every seven seconds, while the other takes off a fifth of your hit points or less, misses often, and fires every 30 seconds. No one compared one game to the other. I'm comparing the game mechanics of one class in one to the mechanics of the same class in another.
  4. ThirdOnion

    Episode 139 of the V-LOG is here

    I'm surprised players are excited. Implementing these "Overdrives" would be terrible. They completely ruin game balance, not to mention over-complicate the game. Some, such as increased firing rate and seeing enemies through walls aren't bad, but planting a bomb or being COMPLETELY invincible? That is called breaking the game. Look at all these defenders with heavy hulls near the flag on full supplies. Surely they will be able to stop one tank from capping? Nope, because that tank can press one button and they'll be dead instantly. Completely balanced! I was amused by RIDDLER's posts suggesting the same thing, but now it's actually being considered? What? Justifying invincibility with being slow is ridiculous. On some maps it doesn't matter if you are slow or not. You can charge in a CP point, enable your ability, and no matter how many enemies try to reset the cap, they can't do anything and you kill all of them. Imagine players using that ability on Polygon CP. We already see how normal Overdrive can cause one team to completely overpower the other for a while, enough to cap a flag. Why implement more such features? One can try to justify some features by saying there will be a long charge up. But that's only for one player. Put many players into a battlefield, and at any given point, at least one person has Overdrive enabled. Sure, these ideas are just that - ideas. Undoubtedly things will change. But the fact that they are being considered to begin with is alarming.
  5. How? Viking is the fastest of all the mediums, while having the same amount of HP as Dictator and Hunter. In addition, it has the lowest profile. What's the advantage of Hunter? Pushing power, something that isn't really that useful for a medium, not to mention it's slow. Dictator has height, but that's both a blessing and a curse. I'd argue that there's no incentive to buy Dictator or Hunter if you have Viking, because it's so fast (feels like the old M1 Hornet).
  6. ThirdOnion

    Patch Update #469 - Released 12th July 2017

    Because when there is a change, players will have to adapt. Obviously the natural reaction to a substantial change in game mechanics is doubt. The update has only been out for a little while, and I'm sure opinions on it will change.
  7. ThirdOnion

    CLOSED — Cedric's "Virtual Office"

    Here are the reasons players think Magnum is OP: You can camp ANYWHERE, and wreck havoc on enemies while being untouchable yourself. All other turrets require the player to come out into the open to fire - not Magnum. You sit back in the recesses of your base, where no one can touch you besides other Magnums, and just rain death down on enemies. How is this not OP? This feature alone breaks the entire game. Cover is useless. A good example of this is Magnums camping up on red base on Noise, or blue base on Silence. No one can hurt them, while they can hurt practically every tank in the enemy base. Another example is Highways. This map used to be a campfest for Shafts. Now Shafts simply can't compete, because Magnums just shoot over any sort of cover. Only Magnums can counter Magnums, everyone else is just an EXP pinata. Splash damage is ridiculous. More often than not, you will damage several enemies at once. This means that when there are several Magnums on one team, the defenders of the cap on the enemy team get simply obliterated. They can't spread out, or else they leave their flag exposed, and they can't group up, or else they get destroyed by Magnum. Near misses will take off a large chunk of your hitpoints, and there's nothing you can do about it. Can you dodge Magnum's shots? No. At best, you can predict when a Magnum fires and try to get out of the way, but you will inevitably take splash damage anyway. Rate of fire is good, too good. Around 5-6 seconds of reload yields enough damage to take out more than half the hitpoints of a heavy hull. Granted, this is somewhat offset by the charging up time, but when there are several Magnums on a team, they can pump out shells steadily. I played on Kolhoz recently (M0 ranks) and there were three enemy Magnums. Every five seconds there was a 1000 damage shell coming into our base, almost on the verge of spawn killing. Obviously we lost terribly.Now, let's consider the drawbacks: difficult controls, no turret, and splash damage can inflict self damage. All of these drawbacks are easily negated. Controls are difficult only at first. When Magnum first came out, I had great respect for players who could play with the thing. After investing some time into it myself, I see that it's nothing special. A player who has played Magnum for a little while can consistently and accurately hit shots. Managing camera angle is something players have been doing forever anyway. The lack of a turret isn't much of a drawback either, considering that you will spend most of your game camping behind cover anyway. For the same reason, self-damage is not a huge disadvantage either. Compare Magnum with Striker. Striker wasn't so good when it was released, and even now you don't see it too often. Shooting the projectiles manually was less effective than using Thunder, and using the lock-on feature required exposing yourself to the enemy for a while. You had to make use of opportunities and mostly play the defensive role. Magnum on the other hand, is extremely popular, and not only can it act as a defensive turret but an offensive one. As detailed above, it's advantages vastly outweigh it's flaws. Striker is balanced, even under powered to some extent, while Magnum is simply OP. Better to introduce a weak turret first and buff it later, rather than introduce a strong turret and nerf it. I'd go as far as to say that Magnum in TO is worse than arty in WoT.
  8. ThirdOnion

    Patch Update #469 - Released 12th July 2017

    I don't understand the complaints about repair kit. Apparently having ALL your health restored and being practically invincible for another two seconds is perfectly balanced? I'm glad that was changed.
  9. ThirdOnion

    WHO sponsors Tanki? And what's their net worth?

    The players sponsor Tanki by buying.
  10. . . . Which is probably why they reduced the damage. Being able to kill more than half of the hulls in the game in one shot apparently is ok. I don't think Smoky was hit as hard as Vulcan. At M2, Smoky is probably the most competent turret I have, besides Firebird (and Firebird really depends on the map and what ranks you face). Vulcan is practically useless now.
  11. ThirdOnion

    CLOSED — Cedric's "Virtual Office"

    Magnum's reload is fine, about the same as the old Railgun (no one complained about it, even though Railgun did less damage and couldn't shoot over terrain). The splash damage is already huge. I can't tell if this is sarcasm or not.
  12. ThirdOnion

    The first animated paint in Tanki Online!

    Many players have said that the animation is not very noticeable in battle. That may be true (I haven't seen it, so I can't say). But I think the point is so that the user of the paint can see the animation up close, while the rest of the players can be impressed that someone has a rare paint, even if it doesn't look so great (the gold star or gold dust paint is the same in principle - it also looks fairly ugly in my opinion, and from afar it just looks yellow, but nonetheless is a vanity item you show off with, and other players instantly see that you have money to spend). And of course a bunch of Youtubers and other people will buy it because it's the "first ever" animated paint. So Tanki makes money.
  13. ThirdOnion

    CLOSED — Cedric's "Virtual Office"

    Increase in reload would be nice. One Magnum is tolerable, but multiple Magnums basically guarantee a win for their team. No spot is safe, and there is a shot literally every five seconds (if there are multiple Magnums). It is impossible to defend a flag or a point, or even mount an organized attack because of the splash damage and constant barrage of shells. Furthermore, they are practically unkillable unless you are a Magnum yourself, as they hide deep within the enemy base. The longer reload would mean you are not constantly under fire, and it can be compensated by slightly increased damage.
  14. ThirdOnion

    CLOSED — Cedric's "Virtual Office"

    5.2 says Administration will make "every effort" to consider your complaint. Given that a) they probably get stupid complaints like this every day, and b) they don't have to answer your question, only consider it, they are completely in the right.
  15. ThirdOnion

    New thread for critical errors

    That is not a bug, that is a problem with your internet connection. Wrong topic.
  16. ThirdOnion

    New thread for critical errors

    I have the same exact problem. Your computer is (most likely) not at fault.
  17. ThirdOnion

    why is tanki unfair and people are leaving?

    Drugs do not bother me as much as the equipment gap. If equal equipment level tanks drug against me, I don't care that much, because I can drug back or destroy them even without drugs if my team helps. But when higher M-level tanks drugs, they're just unkillable. The problem with drugs is that they amplify the equipment difference between players, and the wide rank brackets don't help.
  18. ThirdOnion

    What changes would make this game more interesting?

    Irony is too much to bear here.
  19. ThirdOnion

    CLOSED — Cedric's "Virtual Office"

    Many reasons. You can easily substitute green paint with a paint from the Shop. Boom. You instantly have a paint that other people have paid real money for. Same goes for XTs. You could also make it so every tank in the game stands out. Not a huge advantage, but could potentially allow you to hit tanks behind bushed that you otherwise may not notice. Another thing: you can replace the goldbox drop zone with something really conspicuous - heck, even just a white square is much easier to find that a pale yellow outline that can be mistaken for speed boost. If TO devs ever add map textures into the cache (very unlikely), you can replace bushes with transparent sprites. But I agree, it does kill creativity. There could be workarounds to these problems. I don't see much of a reason for barring sounds mods, though. There isn't much to abuse in that respect, but I suppose the reason for that is the same as the reason for banning legacy versions of the game.
  20. ThirdOnion

    Episode 138 of the V-LOG is here

    Lol. Said no one ever.
  21. ThirdOnion

    EU servers

    I think there should be hotkeys that broadcast a simple message (eg, "Help!") to everyone in their own game language, like in WoT. Makes communication simple.
  22. ThirdOnion

    Tell us your cool ideas for new «Overdrives»

    There already is a mult kick system. Unfortunately few players use it and it isn't particularly effective.
  23. ThirdOnion

    Invisible tracks

    Your computer is not at a fault, this is problem with the 3d model or the way Flash interprets the 3d model. Have you tried using the Tanki client? EDIT: Other players have also had this problem. It's most likely on Tanki's side rather than on your side.
  24. ThirdOnion

    New thread for critical errors

    The developers haven't ignored your error. In fact, it's probably the most common error experienced by players. More likely they can't fix it because of the way Flash works.
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