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ThirdOnion

Tanker
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Everything posted by ThirdOnion

  1. In terms of visual quality, they will be the same. But they'll still offer a different look. It will be the same relationship that XT skins have with the current default skins. They are of the same visual quality as default skins, but have a different style, which for some people makes them desirable enough to pay money for.
  2. ThirdOnion

    Old Player returning

    This is exactly what some people think of the current game.
  3. ThirdOnion

    Migrating to HTML5: your thoughts

    HTML5 used to have a memory leak that could cause the application to run out of memory and crash every few battles, which was fixed about a month and a half ago. So this may have not been completely the fault of your old PC.
  4. ThirdOnion

    Container Rerolls

    Currently, once you receive a unique item, like a paint, from a container, you will never receive it again. With this mechanic if you reroll and forfeit a unique item you will have a chance of receiving it again in the future, which is good from a business standpoint.
  5. 16 dynamic lights from headlights + dynamic lights from drop boxes + dynamic lights from shots? Performance might take quite the hit . . .
  6. ThirdOnion

    Kits for CRYSTALS!

    You just have to keep waiting and refreshing. Once in a while kits purchasable for crystals come up.
  7. ThirdOnion

    Container Rerolls

    It is rather annoying to get a high-tier item you do not care for from a container, for example a paint, when you would rather have supplies or crystals instead. So I propose a mechanic to reduce the frustration of such container openings. After opening a container, you will be able to either accept the item that you have unboxed and move on, or forfeit it and open the same container again (without consuming any additional containers). However, upon reopening a container, you will only be able to receive an item with a rarity lower than the rarity of the item you initially unboxed. For example, suppose you unboxed a shot effect, which has Epic rarity. If you choose to forfeit the shot effect and reopen the container, you will only be able to get an item of either Common, Uncommon, or Rare rarities. Suppose now you unbox an Uncommon item. If you choose to forfeit it and reopen the container again, you will only be able to get a Common item. Once you unbox a Common item, you will not be able to reopen the container. I do not think such a mechanic would have a significant impact on the economy, since you will only be able to trade an unboxed item for a "worse" item. In addition if a player chooses to reopen containers it is possible for them to get the same unique item multiple times from different containers, which could be profitable for the game.
  8. Not really a fan of the 3D bushes and trees, I don't think they fit in with the game's aesthetic.
  9. ThirdOnion

    I'm done.

    The forum post does not say anything more than that it is a known bug.
  10. ThirdOnion

    I'm done.

    The bug that allows players to get Mk7 at very low ranks.
  11. ThirdOnion

    I'm done.

    Fix the bug?
  12. ThirdOnion

    Complaint Book

    If the game became popular because of golds it did not deserve to be popular.
  13. ThirdOnion

    html client dont work

    Does your PC support WebGL? If it doesn't you can't run HTML5. You test if it does here: https://get.webgl.org/
  14. ThirdOnion

    Mad Tanks!

    I find it interesting how some players who have had very positive reactions to this test main Firebird Wasp . . .
  15. ThirdOnion

    Ideas for Maps!

    The TO 2.0 demo had morning and dusk modes and they looked great.
  16. ThirdOnion

    Favorite Turret

    I like Smoky. I also simultaneously love and hate Striker. I've never raged harder playing any other turret (seriously, there are soo many ways to get screwed over playing Striker), but at the same time it is very satisfying to use when everything goes as planned.
  17. ThirdOnion

    New Augments and Hornet's OD

    The problem does not lie in "not wanting to spend money" or "not being able to make the most of your money." The problem lies in balance. I am not opposed to spending money on a game. But I do not want to spend money to get power. I want to spend money to get a fair experience. And this is something that Tanki does not offer, no matter how much money you spend. Take CS:GO for example. It used to cost 20 USD until they made it free to play a couple of years ago. It is a very well balanced game. Every player has access to the same exact same equipment and abilities. No one has an advantage, and the only way to win is by mastering the game mechanics and practicing. You have to pay $20 to play the game, but in return, you get a game that is fair and fun, where everyone is evenly matched. Sure, you can spend as much money as you want on cosmetic items, but they don't give you a gameplay advantage. Now consider Tanki. If you do not spend money, you are at a disadvantage compared to players who do. If you spend some money, you have an advantage over free players, but are at a disadvantage compared to players who spend a lot of money. If you spend a lot of money, you have an advantage over everyone. No matter which one of these three groups you belong to, you are still playing an unbalanced game. Sure, it may be preferable to be at an advantage rather than a disadvantage, but both of these are inferior to being evenly matched against other players. I don't like being the guy who gets stomped, but neither do I like stomping others. So why should I spend money if the game will always be unfair? The only thing money gets you in Tanki is power. But like I said before, I'm not after power. Also consider that given how often the meta in Tanki changes. Purchases don't have lasting value. You buy something today, it gets nerfed tomorrow. Oh look, a new thing gets buffed, better buy that if you want stay relevant. I will not even think of spending money until some sort of stable balance is achieved.
  18. ThirdOnion

    Mad Tanks!

    First impressions. I am liking this much more than I expected. Feels nice to not fear getting one-shotted all the time. But there are certainly problems. Viking's OD is too powerful - and this is coming from a Viking user. Increased duration means you can kill at least three tanks fairly easily - which is half of the enemy team. The duration should return to seven seconds. Titan's OD is too powerful, for obvious reasons. Firebird, Freeze, Isida, Ricochet, Twins, and Vulcan are practically the only turrets on the battlefield, because DPM matters a lot more now. CTF is unplayable. Whichever team has the more competent light hull players wins. Other thoughts: Double damage has become more important, and double armour has become less important. That said, I think average consumption of double damage will decrease since players are dying less often and are more likely to survive for the entire duration of the supply. I haven't seem many Engineer drones, but I imagine that they will become very useful. Fewer kills = smaller EXP gains = slower ranking = good for lower-ranked players.
  19. ThirdOnion

    Mad Tanks!

    @E_polypterus Yes.
  20. ThirdOnion

    Mad Tanks!

    Very concerned about light hulls being able to cap flags/balls with ease.
  21. ThirdOnion

    Complaint Book

    All turrets suffer from protection modules and AP immunity and Defender; Railgun is not unique in this regard. Consider the disadvantages of Railgun. Arguably its only disadvantage is a somewhat long reload. It does not have any problems with range, or splash, or projectile speed, or energy reserves, or low damage per shot. Nor does it need to maintain line of sight for some time in order to do sufficient damage, like high-rate of fire turrets do. It is the best turret for peeking out of cover. The thing is DPM does not matter that much in MM. MM is not like Island CP battles where you always have targets in sight and they are always within range. There is plenty of cover, hulls are relatively fast and move quickly across the map, and because time to kill is low, one cannot afford to sit out in the open and "continually damage" enemy tanks. What is more important in MM is being able to deliver a lot of damage in a very short amount of time, before an enemy can shoot you back and/or escape into cover, and to be able to do so at any range. This is where Railgun excels. Like Magnum, Gauss, and Shaft, it's a turret that is suited very well for the dynamics of MM battles.
  22. ThirdOnion

    Complaint Book

    Big gun do big damage, point and shoot.
  23. ThirdOnion

    Complaint Book

  24. ThirdOnion

    Question about the game popularity

    Player count at 15 minute intervals: https://en.tankionline.com/s/statistics.txt Nice visualization: https://tankirating.org/online
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