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Posts
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Everything posted by kydapoot
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It feels like I'm beating a dead horse here, but please nerf vulcan. I use it all the time and it's fun to play with, but it simply does too much damage to be balanced against other turrets. I'm shocked it has even gone this long without a damage nerf. Edit: To be more specific, here's what I mean by too much damage: A Mk8 Vulcan deals 1000 damage per second (50 damage per bullet times 20 bullets per second). That's the same as a Mk8 Isida (which, I might point out, for a long time has rightfully held the title of the turret with the highest DPS - it's a melee range turret without a special effect). Except that: Vulcan can fire for twice as long as Isida without even overheating, and restarts much faster than Isida can reload Vulcan can shoot five times farther than Isida at maximum damage, and even farther with a bit of reduction. Vulcan can bounce shells off walls. Vulcan has impact force Vulcan can deal additional damage by heating enemies Now tell me, does a mildly slower rotation speed and bullets that have to fly for a bit make up for all that? No. Mid-to-long range turrets should not have the raw DPS that melee range turrets do. Even if you consider Isida's ability to heal enough to justify that offensive imbalance, just repeat the comparison with firebird or freeze. Or twins, for that matter. Or practically any other turret in the game. The raw damage of Vulcan, combined with the other attributes that make the turret what it is, makes it far too powerful.
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Powerful gameplay items such as the new drone, rubberized rounds, and electromagnetic salvo should never be behind a paywall. There are plenty of consumables, bundles, and other items that sell very well in the shop, there's no need to create unbalanced gameplay and estrange lots of players by locking items in the shop or in ultra containers available only in the shop. Now, that's enough complaining. Time for some constructive criticism: Any one of the following would really appease your non-buyers without sacrificing much of the buyers purchases (which are, admittedly, what allows the company to continue developing): Ultra containers need to be available through special missions as promised upon their introduction. (V-LOG episode 250, 1:52). So far, this has only happened at the event that accompanied their initial introduction All non-cosmetic items need to be available for crystals. This has been a part of Tanki since its inception, and it should remain so. By making these things cost a lot of crystals (like augments, for example), you can continue to entice buyers while providing an opportunity for success for people who play casually. Give out more tankoins. 18 a week, plus 100 every two weeks if you grind out 1000 stars, is practically useless. It shouldn't take years for a player to earn a useful gameplay item like a hull alteration. Ultimately, it's not just buying players that make the game successful. You have to accept that only a portion of players will buy, but that the rest of the players are still important for the game's success. People talk about the game "dying" because the player base is decreasing, and the people that you are failing to retain are non-buyers. The loss of those players is still an important thing to avoid in order to keep the popularity of the game high.
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Thanks for you response! I agree that the new indicators are pretty intuitive. I just like the consistency of always having an indicator present in the corner that shows if a flag is planted, dropped out of place, or being carried. There are times during battle where it's unclear where the flag is (if you can't find the indicator on the map) or what's happening to it (the notification has gone away).
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I know this is a minor thing, but it's en easy fix, and the compound improvement from correcting this and similar minor quality-of-life html5 bugs would be substantial.
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To elaborate, this is an example of a gameplay disadvantage for HTML5 players. Here are some other examples: Not being able to see battle announcements (such as flag captures and gold box drops) while changing equipment in the garage Only having 3-4 kills in the battle log in the upper right. Why is this a problem? Flash players can see approximately the last 8 kills. If you are not sure who killed you (and you want to equip a protection module against them), often only flash players can tell. Additionally, it's hard to tell who you killed when it's so quickly buried in other notifications. Lastly, flash players can see flag drops, pickups, point caps, etc. in the battle log, whereas that information is only available for a couple seconds at the top of the screen for HTML5 players Involuntary self-destructing caused by minor lag when entering a battle Delays getting into the action Lowers K/D The rest of the HTML5 stuff is mostly interface convenience, look, and accessibility, which (while it would be nice and would help win over some flash players) is not as important.
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Though I appreciate the defender nerf, status effects are not only not what the community is asking for, but they are actively reducing the skill required to be successful in Tanki. Indirectly, that decreases the fun and interest in the game for experienced players, who you are already irking by leaving frequent bugs in an HTML5 version and not giving an option to have the look or interface capabilities of the old flash version. Seeing more detail about what your teammates have going on is great, but seeing your enemies removes many aspects of trickery, risk, and stealth; those were the things that made one-on-one combat exciting and dynamic, even in matchmaking battles. What's next, enemy health bars? An indicator for how reloaded their turrets are? If they aren't on your team, they should be a bit unpredictable. TL;DR: Defender nerf good Status indicators take away skill and fun Please fix the html5 bugs and give us the "better in all respects" html5 that you've been promising. Ultimately, quality interface and gameplay are what will win over reluctant and estranged players.
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Congratulations dude! If you don't mind me asking, how do you go about getting nearly 150k a day? Is it just a massive grind or do you have targeted strategies to maximize crystals?
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Traveled into the v̴̛̺̫̮̭̥̥̞̜̮͔͖̟͖̒̾͠o̴̧͈̯̹̝̮̻̘̗͓̲̺̔̾̿́͆̄́͝į̷̨̘̭̦̙͙͓̹͙͓͈̣͒͜͝ͅd̸͙́̒̊̀̔̋̈́̀̉͂͂̅ on my alt account today.
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I hope they still figure out a way to remedy this. In a high-ranked battle, it's pretty typical to have 5 or more enemies using railgun protection, making the turret quite hard to use. I for one also pretty much always have thunder protection, so I see where they're coming from on that front too.
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The prices are raised because they are now no longer shifts in parameters but actual improvements.
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Amen. Defender is way OP; as a Mk7 titan I'm constantly getting worn down by Mk6 medium hulls with defender.
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Has the new topic been created yet? I'm very interested to start seeing some numbers.
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Idea: What if Gauss's electromagnetic salvo and Vulcan's rubberized rounds were added into the legendary or exotic tier? It would make them very rare, but still obtainable for the very lucky or for those who don't mind buying a lot of containers.
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Exactly! The rarity should be tiered to allow some reasonable access to minor-modification alts (like high-pressure pumps or any of the ones that make minor changes to rotation/cone angle/autoaim) and underused alts (like support nanobots). I think it'd be fine for major and powerful alts (incendiary band, cyclone, death herald compulsator, adaptive reload, compact fuel tanks, etc.) to be in rarer container sections, and perhaps some mid-level alts (assault emitters, stabilized plasma, cryo rounds, and the like) to be in a tier in between. I know that some of them are getting a buff and should become pretty rare to remain balanced, but I think it'd be reasonable to split the alts between rare, epic, and legendary rarity.
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I'm still a bit confused as to what's in containers and what isn't. Would somebody mind telling me if these are correct? Hull alterations will only be available in ultra containers. Ultra containers are obtainable through special missions. Ultra containers can be purchased in the shop, but only during special events. Turret alterations are unaffected by this update - they remain available in the garage for crystals.
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This is the intention with regards to drones though. The point is that they can't be run in every match without heavy investment; if they were cheap to power then they would be OP. Tanki wants to make sure that people who don't have drones still stand a chance in battle, so they make them all cost 7 pricey batteries per match. Regarding the other supplies, though, they are indeed way too expensive. The occasion is extremely rare when a single supply increases your battle score enough to earn 50 more crystals, let alone 150.
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Awesome! I checked the rarities though, and the alts are the second rarest. I guess it'll just have to come down to time and dumb luck.
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I really hope that ultras are regularly available as part of events and that the alteration drop rates aren't obscene.
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Only available in ultra containers is the impression I'm getting. Unless ultras are regularly available in most events, then that means that Tanki Online is no longer free-to-play. As someone who has bought things from the shop before, this kind of moneygrabbing makes me want to stop buying.
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Wow I feel dumb right now. I googled the string and something about a mouse came up. MOUSE IS THE PASSWORD nah just kidding but my goodness thats crazy.
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I like this idea and think it could be expanded upon. You would equip a turret that would make your hull an offensive weapon. It might look like a dome or something. •Hull contact deals damage •Can plant small mines (slow reload) •Creates huge explosion upon self-destruct that damages or kills enemies, although you will die too. Would be great for crowd control and Parkour
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I like the daily missions, but I think they lack diversity. I have many ideas, and you can consider what you will. For standard missions: •Drive X distance •Be airborne for X amount of time •Heal X tanks or HP •Self-destruct X times •Die X times •Earn XP or finish first with [random combo] •Earn XP on maps. Already exists, but many maps rarely or never have missions. Spread the love a little. For rare/unusual missions (larger rewards): •Drop a gold box •Reach certain locations (maybe include picture) For rewards: •X amount of each standard supply (rather than 1 or 2) •Short term pro passes and score multipliers. Premium time does this but its a very rare reward, maybe make these a bit more common. •Small, compoundable discounts on garage items, upgrades, supplies, etc •Free gifts to give to other tankers •Short term invincibility from certain turrets or mines (maybe given as a supply. "7" key?)
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I used shaft on a billboard in the sandbox map in a pro battle without boxes. There is only the screenshot with the whole window because it looked just fine that way anyway. http://m.imgur.com/a/g93Fe I was the only participant.
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Why isnt duel there? If I remember correctly, there is a drop zone directly in the middle. EDIT: I just read the stuff about duel CTF. I believe I was in a DM when it dropped. I have never noticed a lack of supply boxes.
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