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Everything posted by ThirdOnion
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What Is Your Opinion About the Current State of Tanki Online?
ThirdOnion replied to Maf in Game Discussion
Google takes a cut before the developers receive anything. -
While I agree that certain parameters need to be standardized across modifications, I don't really buy the logic that a weaker Railgun will lead to fewer Falcon modules and amount to a net buff for Railgun. I think no reasonable nerf will decrease Railgun's popularity by a non-negligible amount, nor do I think that equipment should be buffed or nerfed solely for the purpose of making it more or less popular. It is too firmly embedded in the "culture" of the game. The real source of the problem is module system, which should be directly addressed rather than side-stepped and tip-toed around. I'm not sure the Smoky example is entirely valid because while Smoky's critical hit rate increases with higher modifications, the relative critical damage decreases. Smoky M1's critical occurs less often but deals 160% more damage than a standard shot, while Smoky Mk7+'s critical occurs more often but deals only about 50% more damage. Not sure if I would go so far as to say that it is a poor turret, but I feel that it's a turret that requires a lot of effort to use for an average payoff. I would say it's approximately as effective as Thunder in the hands of a good player, but is far more frustrating to use.
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I don't think this would be very effective since battle rewards make up a smaller percentage of the crystal income now than they did before because of missions and challenges.
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I believe you need to enable the Dust setting to see particle effects.
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Vulcan does not rotate automatically while firing. I think you may be referring to the rotation of the barrel, which is just a visual effect with no gameplay impact. Yes, the augment does not increase the rate of fire. I can’t attest to how viable either combination is, but Reinforced aiming transmission makes it easier to hit moving targets or hit targets while on the move because of the faster turret rotation speed, so I can see how it could be considered a good choice for use with more mobile hulls.
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I mean turning the turret with the x and z keys. Is that not what "rotation of the turret on its own axis" is?
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@vecky Missions will appear on Jan 17.
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Stock Vulcan's turret rotation speed decreases while firing. A 100% reduction in turret slowdown rate cancels this decrease, so that the rotation speed is the same whether firing or not. A decrease in vertical auto-aim makes it harder to hit targets at a higher or lower elevation. Stock Vulcan is able to hit targets that are within 9 degrees above or 12 degrees below its line of fire. A Vulcan with Reinforced aiming transmission will only be able to hit targets that are within 7.65 above or 10.2 degrees below its line of fire.
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You can download the soundpack from the Tanki Online Tools thread:
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Defender - grants extra defense. Booster - boosts damage.
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Added poll.
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better view
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You can actually open chat in any part of the interface by pressing Tab.
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valid Nerf the starfing ability of hovering hulls
ThirdOnion replied to mjmj5558 in Ideas and Suggestions
Minor perks? Hovering hulls have a tendency to float over tanks and small obstacles, are hard to flip, make peeking easier, and in some situations negotiate turns better then tracked hulls. I would argue that using hovering hulls is easier than using tracked hulls, especially on mobile. Hopper is a hard counter to Striker at almost any range, and a soft counter to Thunder, Ricochet, Twins, Vulcan, and Magnum at longer ranges. -
Gauss EM Salvo - Hornet OD - Heavyweight - Defender
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Irritation Level Turret Hull / OD Augment Drone Ragequit Gauss, Magnum Hopper EM Salvo Defender Extremely annoying Ricochet, Railgun, Twins, Firebird AP augments, Autocannon, Mortar, Indendiary Band, Scout, Minus-Field Stabilization, Compact Tanks Crisis Annoying Smoky, Shaft, Thunder, Vulcan Titan Plasma Accelerators, Plasma Torch, Incendiary Rounds, Large Caliber Rounds, Harpoon, Rapid Fire Mode Lifeguard, Saboteur Sometimes annoying Isida, Hammer Hornet, Dictator, Viking Duplet, Sledgehammer Rounds, Shock Freeze Booster Rarely annoying Striker, Freeze Wasp, Ares, Mammoth All other augments All other drones
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I would attribute this to the effectiveness of Shock Freeze and the fact that at higher ranks heat resistance / immunity becomes more common. I encounter more and more Firebirds using Incendiary Mix.
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Matchmaking has been broken for more than a week now, this isn't normal. But there seems to be no interest in fixing it . . .
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Baked lighting is a global solution. The entire lighting engine for static objects (such as map geometry) will basically be replaced. Fog I think should be the first priority. It's a simple effect to add but gives maps a lot more depth. I think particle effects and animations on turrets and hulls would be a great place to make improvements. Ultra skins already have nice particle effects and I hope that the upcoming HD skins will have them as well. Tanks are the focus of the game, so they should look good. I also think that material variety is much needed. Currently everything in the game is made out of the same diffuse material. If the metal plates on tanks were at least made of a specular material things would not look so dull. Ironically even as the need for TO's graphics to be improved increases, the game is becoming more and more focused on the mobile platform, where the potential for graphical improvements is limited due to weaker hardware.
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I'm not sure what you mean.
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Every second, the game checks if the temperature of a tank is above zero. If it is, it inflicts 300 afterburn damage and decreases the temperature by 0.1. So your example would something like this: Tick 1 2 3 4 5 6 7 8 9 Temperature 0.1 0.2 0.2 0.2 0.1 0.1 0.1 0.1 0 Damage 0 0 0 300 0 0 0 300 0 The temperature would increase for the first two ticks, and then remain constant for the next two ticks after the attack ends. On the fourth tick, since the temperature is greater than zero, the target will receive 300 damage and the temperature will decrease by 0.1. The same thing happens on the eight tick. So to answer your question, no afterburn damage will be dealt before one second passes, but will be dealt afterwards. Double armour reduces all incoming damage by 50%. Heat Resistance reduces damage dealt by afterburn by 50%. So yes, the two have the same effect on afterburn damage.
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According to the latest stream, there are plans to add baked lighting to all maps in HTML5, hopefully improving over the initial test of baked lighting on Rio. If executed well, the result may look and perform better than Flash's dynamic shadows + SSAO combination, and would be a significant leap forward for the game's visuals.
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Notification about discontinuing of the game in the Netherlands/Belgium
ThirdOnion replied to Blutaar in Archive
I am not sure if this was added recently, but I found this line in the Tanki EULA . . . which seems to directly concern Dutch gambling law.
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