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Everything posted by ThirdOnion
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Striker is interesting because it plays well on two opposite types of maps. For example, on open maps like Massacre or Desert homing in on enemies is easy because there is little cover. You'll get a lot of salvo kills this way (which by the way, are extremely satisfying). On the other hand, using the primary fire on such maps is rather difficult because of how slow the rockets move. If you like using primary fire you can play on maps with more cover, where you can hit enemies with splash damage when they're hiding and since your rockets have less distance to cover, hitting enemies is easier. Yes, the lock-on time is long, but after the recent update it is far more bearable. When it was first released any slight obstruction would reset the lock-on (stupid teammates (mults and saboteurs are nothing compared to teammates who get in your way just as you're about to fire), impact from enemy shots, props that look transparent but aren't, other enemy tanks getting in your way, etc etc etc) and playing in salvo mode was extremely frustrating. Now that the grace period has increased, locking on to targets is fairly easy but requires patience - perfectly balanced in my opinion. Probably the most redeeming aspect is the range. Striker does great damage even at long ranges which sets it apart from Thunder. Personally I think it is slightly weaker than Thunder because of the rocket speed but a lot more fun to play with.
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This is ridiculous. You've used more than 8k of each supply. Even some Legends who have 1000+ hours on a single hull haven't used as many supplies as you have. If anything, you're the drugger. Secondly, you're a buyer (judging by your Mint paint) and despite your insane supply usage, you don't have a single M3 hull. It feels like you are filling in the weakness of your equipment with supplies. To someone like you, I think an investment of 5k crystals in a PRO pass would be a good idea. Doesn't put a strain on your "budget" and gives you battle without druggers. True. I have trouble believing anyone could catch 5000 golds without buying. What is not irrelevant is your performance in battle and how fun the game is. Achievements do nothing except give you bragging rights. The only things not obtainable are paints in the Shop, which are purely cosmetic anyway and give no gameplay advantage. Everything else is obtainable. Besides XT missions, you can save up 500k, complete a premium mission, and buy an XT without purchasing crystals. Is it hard? Definitely. Is it possible? Definitely. As a side note it's strange that you're posting this given you're a buyer.
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Easy solution: don't play battles against WO4s.
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Tanki X is a different game and since it is still in beta, the devs can try out various things to see how they work without a lot of backlash from the community. Remember the paint disintegration update? If something similar had happened to Tanki X, players wouldn't care as much. Secondly, supplies have undergone a change in Tanki Online and are fine as they are, in my opinion. Besides, the forum in Tanki Online is huge. It's much easier to find suggestions in Tanki X forum.
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Guys, I think this is the best roast on the Internet. RIDDLER_8 just wrecked us all. And this as well! This is gold.
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Probably WoT Blitz, I think it has lower system requirements despite having better graphics. Requires a lot more skill than Tanki and you can't use drugs ;).
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I remember playing a basketball match and asking my teammates to pass me the ball all the time . . . but they didn't. True story. :(
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What happens if two players on the team want the gold? Does the goldbox get split in half? Does a moderator come and pause the battle to have the two duel it out to see who gets the gold? I think we'll have trouble cutting a gold into 12 parts if everyone on the team wants it, but no worries. Sharing is caring! Especially when I get 99% and everyone else gets 0.09%.
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Stupidest thing is spending time in main chat. An extreme danger to one's mental health.
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Seeing people with Thunder M3 on the Colonel rank is so fun.
ThirdOnion replied to Stylish in Archive
Simple remedy to getting destroyed? Buy 25% protection module. It will take (at range of max damage) M3 Thunder 3 shots to destroy M2 light hulls, 4-5 shots for medium hulls, and 5-6 for heavy hulls. I have Viking M2 39/50 with 26% protection, and it takes 3 shots of M3 Thunder on double damage to destroy my tank. I'd say investing in an M2 module with Isida or Thunder protection (most common pre-rebalance M3s at lower ranks) would be a good idea. -
Railgun M2 damage needs to be buffed and Tweak Firebird
ThirdOnion replied to Epic_Space_Mango18 in Archive
Firebird is fine as it is. What players don't realize is that destroying tanks with Firebird feels a lot longer when you are the one using it versus you being the one attacked. The fact that you let Fire Wasps get close enough to you, a Railgun Dictator is strange. Rail is a long range weapon. Of course it will lose out to short range guns. Do you play short range battles with rail? If anything, Railgun is now better suited to destroying light hulls than heavy hulls, since it takes the same number of shots now as it did pre-rebalance to destroy Hornets or Wasps, but now the reload is better. Side note: I remember once having to two shot an M0 Hornet with M2 Rail before rebalance. :) -
I don't think balance will be affected as much as you might think. To start, using this turret would require a lot of skill - probably more so than any other turret in the game. As an Artillery user, you'd have to think of the angle and power to shoot the shell with, and you'll probably miss quite a few times before you hit your target. Despite having splash damage, the area the shell affects won't be particular large - maybe the same size or slightly larger than Thunder M3's area of effect. You'd still have to be fairly accurate in order to hit anyone, especially when you are unsure of the enemy's position. Secondly, reload for Artillery will be long. You won't have a terrifying volley of shots coming at your base, in the same way a camping Railgun is annoying but not devastating. Third, Artillery will be available to both teams, not just one. If someone on your team has it, you can retaliate. Finally, this is a purely long range turret. Not being able to turn your turret, splash damage, and a complicated aiming system would give Artillery users a hard time defending themselves against tanks who figure out where they've been camping. I think this new turret will be awesome (not to mention it was something I've always wanted implemented in the game) and a very powerful weapon, but not overpowered.
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Please don't nerf Smoky M2. How will Smoky users like me survive? :lol: On a more serious note, as OP Smoky M2 is, it's balanced by unlocking late and not being very appealing to a player who doesn't know about M2s yet. For example, having experienced Smoky M1 I initially had no desire to buy M2. I rarely see anyone under the rank of Colonel use it, despite there being two kits that unlock at Captain with it. It's a perfect example of a transition gun in my opinion: still an M2 but powerful enough to compete with M3. You will almost never see Smoky M2 in the first half of the M2 ranks (until Captain) and when you do in the second half of the M2 ranks (Major to Brigadier and onward) you will be able to buy it and equipment that can compete with it. Secondly, in my opinion it is one of the turrets that requires the most skill and goes well with only one type of hull. So there's that factor as well.
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The return of the old maps makes the terrible updates before this one actually worth it. Couldn't ask for anything better!
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Reported one person, but another was banned.
ThirdOnion replied to ThirdOnion in Reported one person, but another was banned. Archive
Hello everyone. Recently, on Nov 26th I reported a certain tanker for insults. However, as you can see in this topic: http://en.tankiforum.com/index.php?showtopic=342531&hl= a different person was banned! In the screenshot that I submitted this tanker was not insulting anyone. I was wondering if the moderator made a mistake or if something else happened that I do not know of. Please reply if you know what happened. -
I'm looking forward to the upcoming alterations. Everything else . . . well, what's the use of having a sale that I can't buy M3s in? Looks like I will have to start MU'ing my M2s.
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Do the devs even read the forums? Because if they don't, there really isn't much purpose complaining here.
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As a side note, for those who want to see how Tanki Online will be like after the re-balance, play Tanki X. The parameters of turrets are hulls in Tanki X will be the parameters in Tanki Online. I'm not sure why the devs are doing this though, maybe to familiarize Tanki X players with Tanki Online or vice-versa?
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The reason I think this idea is terrible is that it would affect many players around my rank (M2-M3 ranks) negatively. For example, I am one rank from unlocking my first M3s so I can compete a little better against higher ranking players who already have M3s. If the update is passed, I won't be able to get any M3s and will be stuck with M2s until Marshal, and that is a huge disadvantage. Players under the rank of Marshal who have already bought M3s will be at an advantage, while those who are near the M3 ranks will remain with M2s and be at a disadvantage. The devs said they will make up for this by having a sale, but the problem is, no one under Brigadier will be able to use this opportunity to get M3s except for through kits, which not all players can afford. Sure, players with M1 and M2 will not be affected, players above Marshal will not be affected either (and it may even turn out better for them), but players like me, who are in the M2-M3 ranks, will have problems keeping up.
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First of all, great review and summary. In terms of changes to turrets, I'm not very enthusiastic about most of them but I can live with it. What really concerns me is the changes to hulls: The devs have completely eliminated the differences in the hulls. They say they have done this to make the classes more defined, but all that means is now that instead of having 7 distinct hulls, each with their own characteristics, we'll just have 3 categories of extremely similar hulls. Tanki is about flexibility and being able to choose your own play style, now the devs are limiting our choices. Wasp and Hornet the same? Hunter, Viking, and Dictator are almost identical? Come on now. This really decreases the variety in the game. Sure, the acceleration rates and top speed between these hulls are slightly different, but that's not enough to set them apart. And now, Isida is a purely healing turret. People who already die a lot using Isida will die even more. Destroying tanks with Isida is difficult enough, now it will be even harder. This is a game primarily about destroying other tanks, not healing them. I hate what was done to Isida. At least the decrease in damage and self-healing should be compensated by more experienced earned when healing. Finally, making M3s available at Marshal is a terrible idea. I'm pretty sure I don't have to explain why. Overall, I am against this update.
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If a person has a protection against your turret, you will be able to see that without pressing "r." So the "r" function is there only if you want to know the MU level of a tank or their protections from turrets besides yours.
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I think I will address the most burning issue first: The paints are way too expensive and beyond the budgets of most players. The modules are actually fairly cheap for the protections they offer. This update discourages people from buying paints, and encourages them to buy modules, which defeats the whole point of the update. "Separation of paints and protections" is not synonymous to "protection over paint." Hopefully Tanki devs will re-adjust the prices of the paints, because it makes no sense whatsoever that Loam costs 6.5k and Mary costs 100k. On a related note, the three most prominent M2/M3 kits, Bulldozer and Healer/Ant are now unrealistically expensive, now that Emerald costs 370k (way more than is was before) and Irbis costs 400k. I am aware that the kits will be changed, but please, next time, at least decide on reasonable paint prices before you release the update. Onto the more positive aspects: I really, really like the feature where you can see the protections of tankers' paints by pressing "r." More importantly, the MU levels are visible, which is extremely cool/helpful. However, pressing down "r" when fighting is difficult, which makes this feature useless unless you are standing in place and being killed. My suggestion is this: Create an option in settings that will allow you to use "r" to toggle this feature; that is, pressing "r" will show you the protections, and then pressing "r" again will hide them. This would be far more useful than having to press "r" down all the time. In conclusion, I was anticipating this update and was very enthusiastic for it, but it is not what I (and many other tankers) anticipated. With some changes and rebalances, this update has great potential. I hope the developers continue to refine it.
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Fly Hacker in Noise CTF
ThirdOnion replied to ThirdOnion in Fly Hacker in Noise CTF Game Violation Reports
User ams7ams7 is BLOCKED.
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