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Been seeing grayed out Open buttons a lot when trying to open containers after a battle. Have to reload the page to get it to clear so I can actually get at the container.
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while visiting the garage mid-battle, looking at turret augments.
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Next we'll see all turrets getting a 1.5 second delay in normal fire mode so railguns don't feel disadvantaged.
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New overdrive delays? Hate 'em A containers as rank-up reward? Really? That's just sad.
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Seeing the same thing on mine.
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Any ETA on fixing the when signing into the game? Started with last night's update. Looks like it may be Firefox specific.
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Always nice to be able to try out something new before the masses get hold of it. Especially when it's a flying tank! Now I just need a shark skin...
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Anyone else experiencing the post garage no-respawn bug? Basically, go the the Garage with an active tank in battle, change equipment and exit the Garage. My tank self destructs as expected, but rather than respawning, I just continue to watch the battle progress from my last viewpoint. Reloading the page generally gets me back, but at the cost of time to reload.
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I think the best mod that's come to the game in a while was the 4 on 4 legacy railgun battle on sandbox a couple of weeks back. It had two things Tanki has been lacking lately: simplicity and balance. Sometimes you need to go back to basics... As for the latest experiment. I did like seeing some of the larger maps again. 16x16 is a bit much though, even on some "large" maps. As a couple others have pointed out, winning scores need to be adjusted for such large numbers of players. Regardless of the number of players, wildly mismatched battles still happen. (5x 9999 tanks against a mix of 6-9000s is just a mess)
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If I complete two daily missions in the same battle, sometime the HTML client will only let me claim one of them without restarting. Clicking on the other does nothing. After restarting the game, I can claim the reward for the second mission.
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Move the battle timer left such that it doesn't block the balance display and full screen control.
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Unfortunately, that would mean swapping out the anti-fire module, which would result in similar issues with firebird. Toasted or chilled, either way, you're dead if you get in range.
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Do you think that there were less occasions when you were destroyed where you spawned and were consequently completely useless to your team? No. The only difference is the types of turrets spawn camping. How did the benefit of well-timed overdrives and drones change? Way too many overdrive hits now. Assault is nothing but a string of hunter and hopper overdrive attacks now. Boring. How did the importance of team gameplay change? Groups with a voice connection still dominate battles. Some players are still out to complete missions and little else. (e.g. dealing damage to tanks or collecting boxes rather than playing for the battle objective) Shorter battles on smaller maps make it harder to do much beyond shooting and getting shot. Could this experiment change your interest in the game? Yes. It makes me less interesting playing. Do you have any suggestions on how to improve these changes? This update pretty much killed railgun. I suspect all the long range turrets faired similarly. Freeze is now way OP. If you get in range, you're dead. Just a matter of time. Still need to fix team gear balance in matchmaking battles. Got dropped into one the other day that was all >9800 vs all <7500. That's no fun. Personally, I miss some of the larger maps for some battle types, e.g. CP or Juggernaut on Hightways, but others I don't miss at all, e.g. Rugby or CP on Stadium.
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No, this happens to me once or twice a week. I'll queue for battle type A, play several type A's in a row never cancelling the queue, then suddenly I'm dropped into battle type B.
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Not only when spawning. I seem to explode randomly when running over non-level terrain. Easy to duplicate in a private battle with no one else around.