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Everything posted by Moisthero
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can someone confirm or disprove this: if you buy premium or battle pass or similar stuff you get selected for MM games on the better side or the winning side more often than not. But if you are not a buyer, you usually end up playing with crappy teammates or when the game is 5 min. gone and the score is 0:5.
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And I think here is the kicker - a perfect business plan: you give away or sell imaginary items that cost you nothing to produce in exchange for real money that the customers pay you. I mean there is no better business than the virtual world. Imaginary item for money. I mean this is even better than selling cans of "clean" air, because you actually have to buy or make the cans. You make nothing here. Only pay your Dev his or her salary, but that goes into your costs, so you don't pay tax on that. This game really is giving money away for nothing. Literally! And when you buy this new item it is not really yours, because you don't have control over it. You can only play it in the game, the item may be modified at anytime by the game owner, and the item may even be pulled out of the game, including from your inventory. Think of that next time before you decide to spend money on this game. Remember - the game is imaginary, the money you spend is not.
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I just left a game half way. I couldn't stand it. I have all the upgrades, six years of play and still when up against a buyer I am wiped out like a rookie. One energy burst from Tesla, one missile by Stricker, a short barrage from Vuclan, a few droplets from Freeze and I am gone in less than a second. As a shaft on titan I have 11 sec. to reload... The game has nothing to do anymore with team play. Everyone there is by chance concentrating on getting a mission done. So even if a team played as a team, the next round is with other people in another environment. So no more team spirit, no more balanced games, no more skills needed to earn points. TO received its last award in 2014, right? Before any "upgrades" to the game. Funny how no more awards would be an indication to a problem, but as long as the money flows. Odd that people still pay money.
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I am that tank that changes positions around the base. I always try to look around, and not continuously sit in snipe mode. However, there is nothing like quikscope. Once you go into snipemode you load about 2-3 seconds. Then when you go back to arcade you need to reload, even if you did not give a shot away. The most frustrating are zero kills. I go into snipe mode, find target, turns out zero damage, then I need to wait 11 sec. to reload. So sometimes my first shot, not even lethal one, can take place after about 30 sec. - including reload and load times. One shot, while the Vulcan pours bullets, the Stricker reloads his barrage in a few seconds. So now that one shot is very dear to shafts. The change is a hindrance. Maybe shafts spend more time out of snipe mode but that's because of what I explained. In arcade their utility is low because the damage can be very minimal, especially in an environment where everyone has augments, added protection and so on. Check out my comment I made to TheCangoSpite's remark. I agree with you as to how many shafts behave. Very frustrating to me too, as a shaftsman. They can be blind. The idea is as you put it exactly - look for target, scope, shoot, look for target. My beef with TO is that while I continue to do all that it, takes me 14 sec. to load and reload, and that shot is not always a kill, so correction is usually out of the question. This, versus two shots in 10 sec. before the change. And another thing - please consider that psychological aspect, that now that it takes 11 sec. to reload, snipers will tend to stay in snipe mode until they release their shot because it will take them 11 sec. to reload, so it is very costly for them to be in that mode and not aim to do damage. So now it will be the revers - I too now stay longer in snipe simply because I regret releasing without a kill.
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I don't understand. The loading time was supposed to be shortened, That was the massage. What has passive or aggressive game got to do with it? I am also tired of players not understanding what is defending the flag. I am close to the base, so I put mines around it, I fight off intruders, and when possible give long range support to our attackers, and also try to keep the enemy at a distance. I think that's pretty active. What is wrong with that? Anyway, I am not sure what you mean by your comment.
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Every weakness of the hopper is a strength to this game.
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Well, it isn't, so nothing has been done. What has changed is that all bushes no longer obstruct the view in snipe mode, which is also an old TO device.
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I am happy to hear the hull is useless. It should have never been introduced. However this comes from a shaftsman whose turret has also been demolished by changes by TO. They simply either are fools who don't know their own game, or very shrewd business people keeping only their interests at hand by tricking people into buying stuff and then ruining it so they keep buying more...
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Well, sure I turned it off once I realized it's the game. The point is TO concentrates of stuff that no one cares about, instead of addressing real issues. I can turn off all sound, play my own music meanwhile. But that is not the point.
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There's a new map - Chernushka, or something - pretty good. No one's interested in playing it in the battle list, no one is creating the map to play. I once opened it up, for 15 min. one person came, and went. Why? Is it because players are fed up with TO and don't care?
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They nerfed the hopped a bit. Good choice of decision, especially that from day one we all said it was ridiculously overbearing compared to other tanks. It really should fight with other non-flying tanks. WE told you to extend the games to 15 min. and you finally listened to that. What will be next that you will have to paddle back? TO behaves as if it does not know its own game, what works and what not.
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I would kindly like to ask the moderator to pass on my two questions to Hazel and the Devs: 1. Do you believe that all players should have fun playing the game regardless of the turrets they choose to play? 2. If yes, have you played shaft recently? Could you please describe how much fun or even how much more fun you are getting from the game as shaft. Thank you. Sincerely, Shaft, L32, GC9699, player for the last 6 years, non-buyer.
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I am contemplating leaving the game for good. It has become impossible to enjoy the game, let alone defend a flag or base, be third on the winning team and so on. The game is a crazy shoot out, regardless of mode, team spirit is gone, besides rare exceptions. After 6 years of daily play, I am throwing in the towel. Nothing is saving this game.
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TO, you irresponsible company! Thanks to those new garage sounds I nearly began to unscrew the back of my computer thinking there is a hardware glitch! Within that array of sounds you also put a buzzing sound. I noticed it when the game was on, but I was on another window going over other stuff. That persistent buzzing sound felt like there could be a problem with the ventilator or hard drive or even the screen (I have a HP Envy). THE sound was low, but the buzzing was audible. Funny, but actually annoying. Change the sounds or even better get rid off them. Nobody asked for this.
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So I mute the sounds in the garage. I wonder why TO calls them "ambient"... I wonder how many more players simply turn this off. Worth the effort Tanki!! Did you commision someone to make those sounds? As always you concentrate on the meager issues to do with the game, or major, but only to ruin it more.
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So I just played a sandbox CFR game. Hard for a shaft, but I tried. So we were winning 5 to 1 and in the 8th minute something changed, ad we eventually lost ahead of time 5 to 7. The lightning fast hoppers and the teslas on the other side... I have never bought anything from tanki and I will never buy. TO has not earned the trust.
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It is so hard for shafts now to reload within 11 sec. Hard meaning no fun, and unfair. Imagine this: I am locked and loaded on sniping, aiming at the base or whatever that comes up on target. Lethal. Then it turns out the game changes, and we have the flag or the ball. I need to come out of snipe mode to see what is going on to give cover or any other kind of support. So I have just waisted an opportunity to strike. Now I have to wait 11 sec. to load in a new situation. So at least 22 seconds have passed before I give my first shot. In small arenas the situation can be very dynamic. Good shafts do not always stay in snipe mode. They usually defend the flag or base anyway. To do so well, they need to be aware of the surroundings. So they switch in and out of snipe mode. It used to be 3 sec. to load. Drastic change. This declines the usefulness of shafts in battle. With load time and power up time the interlude between shots is about 14 sec. Tell the Gauses, the Vulcans, the Rails even that they can shoot at their maximum every 14 seconds. See what they'd have to say. The arcade mode is a joke. I shoot in arcade while I reload and my damage is usually 75 or less or a bit more... Imagine I am ready to lock and load, I go into snipe mode, see my target and shoot my lethal charge, only to see a respawned tank with zero damage. OK, so now I wait the next 11 seconds to look for my target. In the mean while the opposite team took the flag, scored or repossessed the flag or ball. Tanki has consequentially been nerfing shaft since I joined the game in 2015. I chose to become a shaftsman because of the unique characteristics the shaft offered. Since they took the laser away, they decreased the sniping angle, got rid off double shots, reduced damage strength, introduce the silhouette so we now can't hid in bushes, and now they extended reload time. This is as if someone in Tanki would hate the shaft and wanted to get it rid off.
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I have written this before - I have a feeling we will soon see a very expensive augment that will speed up to reload time... The new motto in the game now is "denghi" - in Russian "money". Everything is subjected to that. As an old player and non-buyer it is getting harder and harder to evolve in the game. All they need are not old, grumpy, complaining players, but unskilled, new ones that buy stuff to help them win. They may buy only once, but even then the real winners are the game owners, because they get the money. Tell me I am wrong, Moderator.
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yeah, imagine shaft aiming and hitting a tank in the distance, only to find out that it got zero damage. Now he has to sit there quietly for 11 sec. so no one comes up to kill him. The target may be way gone. The arcade mode is trash. Return the 3 sec. loading time for shaft; do away with zero damage, kill all hovercraft, esp. hopper, invest in servers, not the graphics. I could go on.
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Hey I just checked on Alternativa Games' web page: not only did Tanki X become x-Tanki, but also the other game they had King Hardcore is also suspended. So now the only thing going for them is Tanki, which is also dying slowly. And for all the Devs and others at TO - don't you see a connection between the fact that the last prizes you won for the game were in 2014, before you really started messing with the game? Where are your prizes for the latest developments??
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This is how annoying and ruined the game is: I just played CTF. Many hoppers. We lost. But the final blow came from a respawned hopper who appeared close enough to our base that he still had immunity when he entered the base and took off with the flag. It took him the next 3 second to reach his base, so he did not sustain much damage. This shows that the Devs no longer care if we like the game. All the devs were interested is to make more money. They could just make money, but now they have to make MORE money.
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What skilled hopper players do is swoop from the back for the flag or with the ball and it takes them roughly 5 seconds to reach the other side in case of a large arena. I am a shaft, because a few years ago, totally uncomprehendingly, they narrowed shafts sniping aim, it is very hard to defend the base from incoming hoppers from above. Now that shafts shoot every 10-11 seconds (reload time in snipe mode), they can't adjust their shot and try again. The enemy, especially the fast hopper, is long gone. Arcade mode? - you ask, well that is terrible as it hardly does any damage to most tanks, which usually are now highly drugged.
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That is a good trend of thought. Kill the hopper!
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I just played an intensive game in Highways - CTF. Most of us were "ground" tanks, where as the enemy mostly had hoppers. Of course we lost, but gave a fight - 7 to 4 in flags. We had no chance from the beginning. Most of the flags were taken by our wasp tanks. Still we were up against too much. The hopper and the other flying tanks with their overdrives and augments are like using a machine gun against cavalry. They simply do not fit the format and should have their own battles separately from everyone else. They really should be banned.
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yes, but the sad thing is that this level of "explanation" is childish and shows how TO treats its players - as small children, regardless of age. This is nothing more than contempt and disregard for their playing community. And that is no longer funny. You know what else is not funny? - Hazel's sense of humour and his sensibilities.
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