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Everything posted by 1M4U
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Only received some of my prizes. Yet to receive: Level 18: «Armadillo» module Level 19: Thunder’s «Adaptive reload» augment Level 20: Tesla’s «Legacy» skin As well as a bunch of augments. Anyways my skin container x2 consisted of crusader XT and Wasp Legacy. Got super lucky for my ultra containers and received Viking and Isida GT LOL
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https://prnt.sc/wGiZ3xCYBqm4 Got 13 Ultra Containers but not added into account lmao
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Yep. I understand it's all about how lucky you are. For me, I am dying to get the Heat Immunity Augment because the game is simply not playable without it. Battles are filled with players with heat Immunity + Vulcan Overheat + Defender Lvl 20 + Hornet Lvl 20 (Perhaps that's because it's legend battles). Didn't get it. Instead got the 2 resistance against cold. That's fine. However, the resistance against cold is kinda useless, considering you still get slowed after 2 seconds ? Anyways, I am perfectly fine with getting tons of supplies, crystals, 3 turret and 2 hull augments and the crisis drone (Which is quite OP consisering I only had it at level 5 currently) as I needed supplies and crystals, and have not made a big purchase (Over $15) for 2 years. The reason why I said it was a scam is because of the word "Ultra". People will believe this rare container that only appear in special events will drop uncommon items more often. However, it's not. The amount of common items you get is more than that of a regular container. I wouldnt call it an "ultra" container, but rather a "special" container which contains items that are only exclusive to the container. I certainly don't regret spending the $70 for the amount of items I received. It could have been done better regarding the drop rates. But then, the next time they come back on sale, I will think twice buying them (Probably never again.) Oh well since I didn't get the heat immunity, I just going to get it halve off this saturday. EDIT: P.S you can tell I don't buy alot from my profile ? Legend 26 and I still have 30% of my garage not fully MUed yet (Most of my protection are 43% and below)
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That's exactly what I said, the "Ultra" containers is a scam. Out of 111 containers, the only good thing I got is the drone. That's all. Like I said, the resistance module is simply stupid. No Immunity Augments, but I did receive Augments for turrets, which I do not use at all.
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I only bought the $69.99 USD package just because I needed crystals for upgrading and I am also running low on supplies. Yep. I mostly got 3 cold resistance augments for 3 different hulls, like WTH? That does absolutely nothing against the double freeze power LOL I did not even receive a skin. Received TONS of supplies and crystals. Oh well, on my last container they gave me the <<Crisis>> drone LOL
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Let's be honest here. That is way too OP especially when playing in PRO-Battles, no supplies and alteration enabled. Especially this insane combo, Mammoth + Vulcan (Over heating damage augment) + Heat Immunity. They are able to shoot non stop while dealing the over heated damage to other tanks? Not only that, with 50% protection, how are the Firebirds going to go up against them? Did you guys know you are destroying the fun of the game, especially for non-buyers? This is exactly the reason why I preferred putting the immunity ones in containers only, not from the shop. Pricing them at 4990 Tankoins is way too cheap. Anyways, enough of the rant. I am not asking for them to be removed, but rather, nerfed. E.G. If a tank is equipped with the heat immunity, normal damage will still be dealt even if they equip a fire protection module. However, they will still ignore burning damage. Also, burning time and time taken to burn a tank should correspond to their Fire protection module. For instance, if I equip a 50% fire protection module, the burning time and time taken to burn my tank will be shorter and harder to burn than that of someone who equip a 35% fire protection module, just like how it is before the hull augments was introduced. Moderator may argue the fact that they do not accept ideas for an update to be rolled back. No. This suggestion is not the case. In the past, the burn damage will be reduced BASED on your fire protection. For my suggestion, the burn time and time taken will be the SAME as before, BUT, the burn damage will still be the same LIKE THE CURRENT UPDATE. If this suggestion is not even considered and declined, well, GG.
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You said it! They are over-powered. That's the problem. If you were to compare a Fully upgraded defender drone with this 4990 Tankoins augment, the defender drone takes much more Tankoins. I am sure you would had seen buyers that have that fully upgraded (Most of the time their GP are above 9700). If they bought that at such high prices, this will be nothing to them. As a result, expect more boring battles dominated by these buyers. They practically can equip 4 protection modules at this point if they choose the fire immunity. When you put them in containers, at least they are not guaranteed to get them even if they buy 100 containers, 200 containers unless they get extremely lucky. Well, you are just a Field Marshal. Wait till you get to the legend type battles and maybe you will change your idea about them in the shop.
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I luckily got the freeze resistance one from containers that I received for the May challenge. I can tell you this, they are extremely useless to protect from freeze, when they have the increase freezing rate augment equipped. You still get freezed the same way other players do without it.
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To be honest, I am glad turret augments are back in the garage. However, I am not in for hull augments to be in the garage and shops. Hear me out. We all know the game is very imbalanced for free to play players. Alot of times I left a battle because the buyers always grouped together, which makes the game no fun. Now that the immunity ones can be bought at 4990 tankoins, I can see both the fire and freeze ones be bought by them, making it even harder to kill them now with their fully upgraded defender drone. When it is in container, at least you do not give them the chance to do so unless they get extremely lucky.
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I opened the 12 free ones and all of them were common ? Spent 150 tankoins to buy 1 more since I don't believe it, common as well ? I made the right decision not to spend real cash from January 2020.
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What a scam LOL The 12 free "Ultra" containers I got from doing the missions, opened them all up and all of them are commons.
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And it happened again... HTML5 for me. I think it affected everyone because all the matches ended early even when criteria for the matches were not matched. Afterwhich played another battle, whole game lagged out as server closed connection.
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Hey what's wrong with the game now? Totally unable to enter the game after a match I played abruptly finished. No announcements no nothing.
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It's a joke LOL Go to the special tab and see it for yourself. I seen it through mobile, as the HTML5 Web is not loading.
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You want us to play on HTML5, but the game does not even load after server update. Tried it on flash and it loaded in seconds.
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valid Kill still given if the enemy self-destructs
1M4U replied to sensei_tanker in Ideas and Suggestions
Yes I absolutely agree to this idea. It's just so dis-advantageous to players using non self-destructive turrets. The enemy will just self-destruct and then somehow exp given to them after dealing damage to the other party.- 87 replies
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Definitely an interesting idea. But for me truthfully, many of us solo play in Rugby without passing ? The only time I pass the ball is when my team is winning, and the ball is in our base, throw it to self destruct.
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Tankionline back when alterations were released and updated oftenly: "Alterations are meant to suit the needs of different players. It does not give you an advantage in battles" Also Tankionline: "Presenting to you the Gauss alteration, where we give you an advantage not included in the stock version, removing supplies and introducing cooldowns!" LOL
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Personally, I do not support having a more powerful Juggernaut. Hear me out. Most of the time, a Juggernaut players will always camp at their own base and not even approach the mid-field. With the current fast OD reload for Juggernaut and insane damages, getting close to a Juggernaut, camping inside of his home base, getting dealt by enemies everywhere is hard enough for normal players to play. If you do happen to get close and then the "powerful" OD is activated sending you to outer space, say bye bye to playability. For me to support your idea, I have a better suggestion though. To prevent Juggernaut from camping in their home base, there need to be various playing fields. For example, using stadium as an example: The area where you spawn in will be your home base (The whole length of the arena) and be marked as A. In playing field A, recharge time for Juggernaut OD will be reduced and weak in sending players flying to outerspace. The opposite area of your home base, where enemy are spawning at, will be marked as B. In playing field B, if a Juggernaut is there, his recharge time will be slightly faster than him staying in his home base (A) and a slightly powerful OD. The reason behind my choice of not making OD powerful there is to prevent spawn killing and unplayable for the enemies. The area in the middle will be a mid-field base and be marked as C. C will be the designated war space area. In area C, his OD will recharge notably faster and a more powerful OD to send players flying to outerspace. Bases B and C can be switched if necessary, depending on how playable the battle is.
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This topic will cover all the hull overdrives based on how I feel about their effectiveness in battles. I am not sure if my suggestions have already been brought up by other players, but even if they are being brought up, why are they not implemented just yet since it's not only me suggesting it. Note: All info under currently is based on my personal experience using them. WASP OD Currently: - Able to kill enemies in the exploding radius in 3 seconds - Very fast recharge Other Hull that can overwrite this OD: Hunter, Titan Personal experience: Even though this Overdrive recharge very fast, however, the 3 seconds wait for it to explode is enough for enemy tanks to flee out of it's radius, except for bigger hulls. Moreover, Wasp is very easy to be destroyed especially in larger maps, making it difficult for wasp to get close to enemy tanks. Also, it give enough reaction time for Hunter and Titan users to activate their supplies. SUGGESTION FOR WASP: REDUCE the exploding countdown from 3 to 2 so that it's OD can be more effective to kill enemy that wasp got close to. Because of how vulnerable Wasp is, the recharge time can remain the same. HORNET OD Currently: - Ignoring all Buff (Protection and Supplies) of an enemy tank - Very fast recharge Other Hull that can overwrite this OD: None Personal experience: A WAY OVERDUE nerf is needed for this annoying OD. Not only it recharge very fast, also, nothing can be done to stop this OD. The duration of the Overdrive being active is also notably long. I mean, what for players spent MILLIONS upgrading protection modules and drones, only for it for them to be destroyed easily by a mere free hornet OD + 50 crystals worth of double damage unlike other hull where you need skills to get close to enemy tanks for it to take effect (Mammoth and Wasp). SUGGESTION FOR HORNET (The biggest Nerf): Instead of ignoring BOTH supplies and protection, the nerf is that hornet will only ignore the supplies/drones being used by enemy tanks and NOT the protection. Recharge time should also be increased from very fast to fast recharge and the active duration should be reduced by 25%. Reason behind this huge nerf is because this hull is very frequently used by players, sometimes a battle can be unplayable due to this. HUNTER OD Currently: - Stun enemy tanks, remove supplies and cooldown starts from 30 seconds for all supplies (If survive) - Fast recharge Other Hull that can overwrite this OD: Hunter Personal experience: While it's certainly nice to use this overdrive, however, it can be extremely annoying to be faced by 1. In fact, Hunter's OD is able to counter ALL the other hull's Overdrive. It is kind of powerful in a sense. SUGGESTION FOR HUNTER: Recharge time can stay the same. However, the overdrive will now only stun players for 1 second (Considering the fact that this overdrive is able to remove players supplies and implement cool down). Cool down duration of supplies will be reduced from the current 30 seconds to 15 seconds (Kind of not giving Hunter too much of an advantage since it recharge at a nice pace). Also, this new buff will not make other players drop their flags/ball. Can consider to give 5 exp for every tank that Hunter stuns (Since you need to recharge all over again if no players are affected). DIRECTOR OD Currently: - Activate all supplies of nearby allies and freeze nearby enemies. 5 exp for every ally. - Moderate recharge Other Hull that can overwrite this OD: Hunter, Wasp, Titan, Mammoth, Hornet, Viking (All the hull OD that deem this OD useless) Personal experience: Alot of times when Director is alone facing enemies, the OD can't really help much to counter them. Also, I feel it's like forever for the Overdrive to recharge. SUGGESTION FOR DIRECTOR: Instead of the freezing effect to enemy tanks, remove the freezing effect. However, in return, for enemy tanks affected by Director's OD, their supplies will be used up faster and the recharge time for their overdrive will be reduced by 15%. Some explanation: - Supplies will be used up faster (E.g if someone have 10 seconds usage of double damage left, it will be reduced by half to 5 seconds) - Recharge time for their overdrive (E.g if someone's overdrive is at 80%, it will be reduced by 15% to 65% charged) It may seem OP, however, you must consider the fact that you have to solely rely on your own turret to deal with enemies (No additional buff to the turret you using) VIKING OD Currently: - Unlimited reload shots for 7 seconds. - Slow recharge Other Hull that can overwrite this OD: Hunter, Wasp, Titan, Mammoth, Viking, Hornet (All the hull OD that deem this OD useless) Personal experience: Especially in Juggernaut battles, this hull is most frequently used, which I feel it's not advantageous for players who are Juggernaut since alot of times Viking OD is able to kill a Juggernaut even if they use their own OD. Also, you can only use this OD at most once or twice per battle without getting the recharge box. SUGGESTION FOR VIKING: Instead of the 7 seconds unlimited shots, it will be reduced to 5 seconds instead. (It's all about playability HENCE...) The recharge time for viking's OD will be boosted by 25% faster. However, the damage dealt per shot in OD mode will only increase damage per shot by 25%. TITAN OD Currently: - Activate a dome for quite a duration - Fast recharge Other Hull that can overwrite this OD: Hunter, Titan, Mammoth, Hornet For titan, I feel it's alright and balanced since the OD can be countered by multiple Hulls. Hence, nothing is needed for titan. MAMMOTH OD Currently: - Deal insane damage for enemy tanks in it's path - Moderate recharge Other Hull that can overwrite this OD: Hunter, Wasp, Titan, Mammoth, Viking, Hornet, Director's freezing effect (All the hull OD that deem this OD useless) Personal experience: Though Mammoth have a good OD, however, the recharge time is some what not so fast nor slow. Also, impact force and being dealt damage while OD is active is not really advantageous as mammoth MOVES WAY TOO SLOW. As such, a buff is needed for mammoth due to it's slow moving nature. SUGGESTION FOR MAMMOTH: Impact force faced by mammoth will be nullified, meaning, impact force does not exist when mammoth OD is active (That includes Juggernaut OD). Active time for mammoth OD will be increased briefly by 3 - 5 seconds. Mammoth armour when OD is active should be increased by 20%. However, when a mammoth OD is active, player will not be able to hold a flag/ball. He will drop the flag/ball if he activates his OD.
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Yeah. Some states in Russia already in the afternoon. Devs really know how to slack when it comes to giving rewards but in full spirit when it comes to purchases.
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You are in YIN LOL. What cha talking about? We can all browse your event paint from your ratings page. Anyways, the faction you are in, YIN, won. Unless the numbers we get from inspecting the conflict page is RIGGED, I am very sure YIN won. BTW, YIN members worked very hard. We used to fall behind Yang by 500k - 800k stars for the first few weeks in the first challenge. From the second challenge, YIN took over and pulled the gap to almost 900k apart but somehow in the last 2 weeks of the second challenge, it started to decline and hence the almost tie results we get now.
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That number is last updated. I guarantee it because the lead used to be 2289 with YIN winning. I checked it directly after server update yesterday. This new 2790 gap is the last updated I supposed an hour after event ended (I checked it to confirm after someone told be it's 2790 apart). It is last updated 21 hours ago because the event ENDED YESTERDAY, NOT TODAY. Secondly, the numbers are switched. You inspected the page wrongly. If you hover over the line of code for man, you can see the box on the LEFT is lighted up. On the LEFT, the paint picture is for YANG. Hence, the number of stars for YANG is 7459272. Hovering over the line of code for women, the box on the RIGHT is lighted up. On the RIGHT, the paint picture is for YIN. Hence, the number of stars for YIN is 7462062 instead.
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Nope. Google UTC time now and compare it with the announcement's Feb 29 02:00. Now is what time? At the time of writing this reply, UTC time is already: 4:30 am Saturday, 29 February 2020 Coordinated Universal Time (UTC) Way past the end duration. It's not confusing. They have been using the standard UTC time format in announcements years ago.
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I don't think it is confusing. It did stated UTC timing. Could have just googled it. UTC timing turned to Feb 29 at 00:00. Hence, it is correct to state 02:00.
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