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Posts
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Everything posted by Moisthero
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and to that I'd add god mode for everyone too.
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if you're introducing the Hopper, than increase snipping angle for Shaft, that was better chance of shooting the burger down. Alternatively scrap all plying tanks, or better yet, scrap all ground tanks, and introduce only flying ones, rebrand to The Face Awakens and you're done...
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I just got a taste of the hopper when playing a rugby game. Not all hoppers know about this - come up close behind a wall, and jump to fall exactly on the goal. Anyone defending at the point has no chance. This is like a marriage of parkour and tank. Totally unfair. Don't call the Tanki Tanki anymore. Call it Gears or Thingies or something like that.
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You may be right. But I checked a little bit. Tanki ON is created by a Russian company Alternativa Games. All they currently have are Tanki ON, XTanki (gone), and a shooter game King Hardcore, which is not going well... By the way the same name is for a male enhancement drug... So Tanki is actually their only thing doing anything for them. And they are losing it...
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This hull is a disaster. WE complained about one flying tank - Ares. Tanki's reaction to our complaints was - add another flying tank. Even easier to use, than any other. This is probably the nail to Tanki's coffin. It is no use complaining, Tanki "knows better".
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Well, Tanki, you've done it again. All these complaints about the new Ares hull, how stupid it is, that now you've got flying tanks etc.. What you do? You introduce another flying tank, that JUMPS! You've got balls, I have to say, to ignore these sentiments and cater to the youngest player group - the little kiddies. The new tank is probably the future of the entire franchise, so good luck with that. What is the daily player turnout - 10K? It was 40K on a week day in 2015 when I joined. No such numbers now... And just to make it personal, closer to home for the moderators - you will be out of a job very soon. Just take a moment to have that sink in to you.
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I am a Shaftsman. I cannot play HTML5 as long as the sniper mode is not fixed - the aiming is off, meaning when you move the turret you can't aim precisely because the turret jumps at the very last moment. I have written about this dozens of times - and no, I am not standing on uneven surface. Simply it is now impossible to aim. Try it yourself if you don't know what I am writing about.
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When I joined the game in 2015 it still was 100K on the weekend, and round 40K in the week. Now its 10-11K at best on a weekend, 2-3K in the week. Hey Spy, why don't you merge that topic and send up your associates!
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remember the times when the flag was not visible if the enemy was running with it, when camouflage had meaning and there was not silhouette of the enemy tank, or a shaft could strike a double, or when there were no stupid overrides, or when a battle took minimum 15 min. or when there was no MM and you actually could chose and remain on the map you wanted AND gain meaningful points and experience at the same time...? TO decided to turn its game in to a toilet game - 7 min. is enough for any player to play the mobile version sitting on the toilet...
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Hey Spy, do you do more than just "move posts"? There are a lot of complaints here that remain with no answer.
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my GB also disappear if not used for a long time. The same for batteries if you leave your drone "on" when leaving the game. After I white the batteries are depleted. This is my observation.
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you can still play missions in flash. A bit tedious, but you can log on to html, check what the missions are, log out, open the other browser and log on to the flash version. Play the missions as much as you think you've completed them, then log back on to HTML and check if you've scored or need to play on in flash. A very Russian way of going about things, but absurdity is common in Russia. Our Tanki hosts try to give all of us outside Russia a bit of "Mother Russia love"....
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My Gold boxes dissapear as well if not dropped soon. Tanki is treating its palyers terribly.
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since it is impossible to play on flash for missions: Fix the sniper turret!!!!!!!!!! you have been made aware of the problem hundreds of times by players - the shaft turret in html jumps and it is more difficult to aim. fixxxxx
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Right, and I don't know about you, but I never got a response from Tanki - that OK, we'll take a look, or sorry, we din't know, we'll investigate or that your computer is crap so it's not our problem. Anything!
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Thanks for this very detailed explanation. I don't think the game is worth such a complicated system. Regarding the last point you make - killing the other flag bearer - as long as he did not re-spawn, because then he is untouchable for enough time to take the flag and score if close to base or pass to another...
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yes, that did do the trick - I ended up setting up an account at postage.org Thanks, I just thought there might be a simpler, direct way.
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I am not sure I understand the calculations. According to the table each shot tank is worth 15 battle points. In the image below I scored 84 points, but killed 10 tanks. Shouldn't have I received 150 points?
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Did not work for me. Reason I asked about the method was that I did use all these methods you mentioned before. None worked. I am using an iMac, maybe that is the reason. PE
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How to insert a screenshot in a comment box?
Moisthero replied to Moisthero in How to insert a screenshot in a comment box? Archive
I have a screenshot that I wanted to add to my comment in the forum as illustration to my words, but I cannot find a way to paste the image. M. -
To me this only proves that zero damage when re-spawning is crazy and should be gotten rid off.
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I do play according to your last suggestion. Not much of a brainer. It seems you don't play shaft often. In battle shafts can be nearly continuously in active sniping mode. One movement can distort their position. To follow your suggestion shafts have to remember to move, not for tactical reasons, but because the game is made like that.The massage we get when kicked out is - "removed due to inactivity" - you have no idea how that is frustrating if a tank has shot up more than 20 tanks. I think proof of activity is depressing the keys, especially space bar.
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What Is Your Opinion About the Current State of Tanki Online?
Moisthero replied to Maf in Game Discussion
Zero damage - generally a very bad idea, but here is an improvement: if the re-spawning tank has immunity from hostile fire, then make it impossible for that tank to pickup a flag or a football until damage can be suffered. -
I just want to second that - especially the targeting in snipe mode - the cross hairs jump and the last second when you want to take aim. Kickout for lack of movement is unfair to shafts, they are very active when in sniping mode, but just don't move their wheels.
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I fully agree that the idea that once the wheels are stopped a player risks elimination due to "inactivity" is ridiculous, especially when this concerns a sniper. While in sniping mode, we shafts are very active... TO has addressed this a couple of times, even the TO brass, such as Hazel, have embraced this idea. To the TO management the limited time for idle wheels is a point of policy. Hazel once said to camera that if it were up to him, he'd limit the idle time to just a few seconds, and kick out anyone standing. As a Shaft, I have to say that it is very hard to play the HTML5 version, because when in sniping mode, the crosshairs kick at the last moment when you want to take aim. So I play Magnum on HTML and Shaft of Flash.... I have addressed this issue on many occasions, but with no TO response. The last "brilliant" idea TO introduced is the "zero" damage. TO keeps on bragging how well it has preserved survival chances of re-spawned tanks in their base, preventing unfair practices such as killing re-spawned tanks immediately, before they can defend themselves. Great! Great for CTF. But what about TDM, DM, or even CP? These re-spawned tank are indestructible. Here we came back to the Shafts - in any game - in CTF a flag falls close the the enemy zone, shafts aim at the flag to protect it, but a re-spawned tank just picks the flag up and continues to run with it to score. Here's a revolutionary idea - How about, if the re-spawned tank can't be killed, then maybe it can't pick up a flag until it becomes vulnerable???
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