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Everything posted by ThirdOnion
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Noise was unplayable long before Tesla was added.
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valid Change hunters and Vikings Overdrive.
ThirdOnion replied to PirateSpider in Ideas and Suggestions
It may be harder to maintain distance from a Wasp, but Hunter's OD has 25m of range. Outside of the low ranks it is trivial for most hulls to escape Wasp's bomb, especially with speed boost. If a Wasp is to prevent enemies from simply driving away from the blast radius it needs lay its bomb as close as possible to enemies - which means it needs to get much closer than Hunter does. It also needs to be sure that there are no Hunters or Titans with a charged OD nearby. Hopper's capabilities are far behind Hunter's in this regard. Good luck stopping a Defender player with Hopper. Half of the ODs in the game have no effect after the user dies. What does this have to do with other ODs taking the place of Hunter's OD? -
valid Change hunters and Vikings Overdrive.
ThirdOnion replied to PirateSpider in Ideas and Suggestions
In what way do any of those hulls perform Hunter's role? Hunger can quickly and reliably stop high value targets (such as flag carriers) by stunning them for three seconds and disabling their supplies. It is most effective at countering other ODs, being able to disable Titan's dome and Wasp's bomb and Ares's energy ball, halt Viking's OD for three seconds, completely neutralize Dictator's OD, and prevent the entire enemy team from using OD for ten seconds. Wasp cannot quickly and reliably stop high value targets because of the delay on bomb detonation. It is powerless against the ODs of Ares, Viking, and other Wasps. It only inflicts Jammer on enemies in line of sight. Enemies often have enough time to escape the blast radius. Hopper cannot reliably stop high value targets because the duration of the stun effect is only one second. By the time the Hopper lands the target is long gone. It is powerless against most ODs (except that of Hunter, amusingly). Titan cannot stop high value targets at all. The only ODs it properly counters are those of Wasp and of other Titans. -
valid Change hunters and Vikings Overdrive.
ThirdOnion replied to PirateSpider in Ideas and Suggestions
I don't agree that those hulls perform even a similar role, nor that they perform it more successfully. -
valid Change hunters and Vikings Overdrive.
ThirdOnion replied to PirateSpider in Ideas and Suggestions
Hunter can disable Wasp’s bomb and Ares’s energy ball. I think that makes it sufficiently unique. Even if you don’t consider that unique enough, why change it? Hunter’s OD is quite balanced right now. Why potentially disrupt balance in the interests of “uniqueness?” -
2GB RAM total or 2GB dedicated specifically to the GPU? Because if you have 2GB total, I'm not surprised that you have major issues with HTML5. That amount of RAM is simply not enough for modern computing. You were probably able to run Flash because it's memory requirements were very, very low. HTML5's memory usage is higher.
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I believe this is all done intentionally to get new players to waste their crystals and then purchase things with real money to make up for their losses. Just look at the text tip that is displayed on every micro-upgrade screen. "Upgrade this item to make it more powerful without buying the next modification. It's cheaper and faster." Not only does this tip make the false claim that MUs are "cheaper and faster" but it also implies the MUs are the proper way to upgrade equipment. It is just disgusting.
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I don't understand this idea. First, why do you have such an issue with "K/D farmers?" How is parkour in any way relevant? Second, what makes you think that this augment will combat "OP players?" Most augments are easily accessible to buyers only. It will be precisely "OP players" who will be able to obtain such an augment, rather than the "weak" players. If anything "weak" players will simply be punished even further. Third, why would players with poor garages spend crystals / TKs on this augment instead of using those crystals / TKs to upgrade their equipment proper?
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You are getting destroyed not because protections are ineffective, but because your equipment is simply too weak. Most of your equipment is Mk2 and Mk3. At your rank, most players have at Mk5 equipment or higher. Most of your protection modules are Mk2 and Mk3, which offer only 10% and 15% protection respectively. For example, your Mk3 Viking has only 1941 health, while an Mk5 Shaft does up to 2620 damage. Even with 15% protection you will always get one-shotted. You need to upgrade your equipment.
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That does not in any way obligate FrozenRailgun to reply or react.
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A poll would be good.
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What Is Your Opinion About the Current State of Tanki Online?
ThirdOnion replied to Maf in Game Discussion
Poor CongoSpider losing it after the Driver nerf. -
so apparently not being able to one-shot everything with impunity is being weak
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hmm I wonder why people max out magnum protection
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No, in HTML5 PRO battles don't require a PRO pass.
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That’s why their name is thuglife. ?
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See for yourself.
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The fact that the special bundle is called "Doping" is hilarious. The fact that Shaft got another buff is not hilarious.
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Remove the map. ? On a more serious note Archipelago could work if it was massively reworked so that every part of the map was connected.
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On the other hand high rank Gauss players are likely to have EMP or AP Salvo equipped.
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That's the problem with Massacre, it heavily favours certain equipment (Gauss, Shaft, Railgun, Vulcan, Magnum).
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There are unique maps in the game which offer good gameplay on top of being unique. Uniqueness alone isn't necessarily good. And I don't even think Archipelago is all that special. It's just three extremely simplistic and extremely boring arenas. I think several steps are necessary to make MM enjoyable or at least tolerable. Improve the algorithm so that players are regularly sent to all the maps in the map pool, rather than being sent to the same few maps over and over again. I cannot count how many times I have been put on the same map three times in a row back to back, even after completely finishing each battle. Reduce the player density on maps. I absolutely loathe the changes made after the second Mad Tanks experiment. Too many players on a map results in boring, repetitive battles and performance issues. Allow players to queue for multiple modes at once. Remove terrible maps like Highways, Massacre, Lost Temple, Brest, Parma, Archipelago, and Stadium from the map pool. Improve the remaining maps. Some map designs (Cologne, Year 2042, Kolhoz, Wolfenstein) have become outdated or straight-up terrible to play on owing to new game mechanics (Magnum, Hopper, all sorts of augments) being added. Others suffer from balance issues (Aleksandrovsk, Year 2042, Rio, Serpuhov, Tribute, Silence). Some are either mind-numbingly boring or extremely frustrating to play on (Highland, Polygon, Cross, Dusseldorf, Sandbox, Sandal). Most of the remaining maps are rough around the edges in other ways and need some improvements. Introduce interesting maps such as Deathtrack, Gubakha, Novel, an enlarged version of Pass, Siege, and Skyscrapers. Give players the ability to blacklist a few maps.
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How CP matches on Archipelago go: The enemy captures two of the three points. You beg, plead, cajole your teammates to self-destruct so that you don't lose. No one self-destructs. You lose. Archipelago belongs in the rubbish bin.
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