Jump to content
EN
Play

Forum

LOLKILLERTOTHEDEATH

Advanced
  • Posts

    716
  • Joined

  • Last visited

Everything posted by LOLKILLERTOTHEDEATH

  1. Approved! Most definitely a good piece to read with plenty of humour. I would have appreciated if it could've been a bit longer though!
  2. LOLKILLERTOTHEDEATH

    Game is too repetitive

    There's still plenty to do in Tanki. Lots of modes, different combos to try, special events and missions (which I do concede can be hard, but its a nice effort on Tanki's part). Certainly far more than a game than Dino Storm (for example) where the only thing to do is farm. Literally everything comes back to farming.
  3. LOLKILLERTOTHEDEATH

    Meme it! - Results

    Yeah. I use too many too fast.
  4. LOLKILLERTOTHEDEATH

    Meme it! - Results

    I don't have Booster ?. What you see is the result of poor supply choices.
  5. LOLKILLERTOTHEDEATH

    What would make the HTML5 version awesome FOR YOU?

    In addition to what has already been said, I feel the need to point out the fact that essentially you want us to compress the whole forum into a newspaper. For the sake of realism, this would include at least 20-30 pages. News and announcements aren't something we have control over or knowledge of for the simple reason that they are decided by Tanki developers, not us. e Sports and such are reported on, however if you're into it you might as well watch the games. As for ads and such, there is already something of the sort in the form of the "become a helper" section. In order for the information to be useful, most of it would have to be included in the news letter you are suggesting. In an analogy, you want a map of the world which is to scale. Such a map is useless.
  6. LOLKILLERTOTHEDEATH

    Meme it! - Results

    Hello Tankers! Today we will announce the winners of the Meme it! contest. There were many good entries but as always, there can only be three winners. Let's look at these winners and their entries! First place goes to PhoenixWilde who will receive 50,000 Crystals! Entry: Second Place goes to @supratim who will receive 40,000 Crystals! Entry: Third Place goes to @sofia886, @Volturo/@Volturo, and Blasterrjaxx who will receive 30,000 crystals! Entry: And a consolation prize goes to @Minor, @illbeatyouup, @jutska, Amagi, and @CyborgPenguin who will receive 10,000 crystals! Entry: Additionally, these are the memes which I created for each of the 5 options respectively: The additional prize for using a meme similar to mine goes to who will receive 5,000 Crystals! Congratulations to the winners! For those of you who have not won this time, do not lose hope. There are many more contests to come.
  7. LOLKILLERTOTHEDEATH

    Meme it!

    Results will be announced in less than a week. I have viewed all entries, so probably to the shorter end of a week.
  8. LOLKILLERTOTHEDEATH

    Let's Discuss Game Balance

    My idea is to make it so that with the new supply system, all players who have supplies get to keep them, but if they aren't of the rank required to use them, they can't use the supplies. SImilarly, for equipment, I think it would be beneficial if equipment levels were enforced more strictly. So, for example, if I am a third leuitanant with a Mammoth Mk7 20/20 (I don't know much about the system in the lower ranks so I apologize if this isn't correct), then my Mammoth goes to Mk4, but all the upgrades I installed will be free when I hit the required ranks. I don't know exactly how this would work with kits and all, but all I'm trying to say is that it might make lower rank battles have fewer insanely OP combos.
  9. LOLKILLERTOTHEDEATH

    [BDay] 10 reasons why HTML5 is better than Flash

    Tanki is heading in a different direction than the simple arcade game that it was in 2014. All sorts of new mechanics have been added in, and presumably newer ones, such as the upcoming Ares hull, will continue to be introduced. In these changing times, it can be somewhat frustrating to look to Tanki and see that things are changing fast, so here are ten reasons why HTML5 is far superior to the old Flash version of Tanki we all know and love. 10. Things are written in a much better way This is a relatively minor but essential difference, and certainly a nice detail which got the attention it deserved. If you pay real close attention, the Flash version of Tanki has everything written in a reasonably tiny font, and more often than not, everything is not nearly as easy to read as in HTML5. For example, the garage button in Flash is nestled in the top, taking up a tiny space. In the case of HTML5, it's pretty clearly visible as soon as you enter the game. 9. There's a fun fidget spinner at the home screen Once again, relatively small but a nice detail to have. The newer interface of HTML5 allows you to play with your tank as you wait for battle. You can spin it around or take a few pictures of a new combo in your garage to flex your crystal count and the new shiny toy in your garage. The detail to the new garage is also much greater, and this makes it nicer to look at. Features such as a crane, or the stack of containers or the overhead lighting system make the HTML5 version far nicer to use. For most people, this sort of thing isn't particularly relevant. Nonetheless, it shows how Tanki has taken their chance to re-work their game quite seriously and is going ahead and adding all the tiny details. 8. The battle list now has larger buttons and cooler images Yes, I know, you're probably getting sick of these relatively small things, but I promise I'll get to the big stuff soon enough. The old battle list consists of buttons and green text. While there doesn't need to be extreme levels of sophistication in buttons, the HTML5's pictorial layout makes it far easier to go into the right battle mode, not to mention it looks a whole lot better too. 7. You get to see container rewards as well as rarities This is quite a valuable addition, at least to me, regarding containers. In the Flash version, you can't tell the rarity of paints or augmentations that can be dropped. This allows for more transparency from Tanki. I do agree that it would be better if we could have numerical probabilities, but this is a step in the direction that many players want Tanki to head. Furthermore, the ability to tell what skins a container can drop, for example, can certainly have a massive impact on whether you decide to splurge on it or not. 6. You get to buy paints using tankoins if it takes your fancy Yes, I know most people don't. Nonetheless, buying paints for Tankoins has one use that I feel is hugely useful. If you are perpetually irritated by getting football-themed paints from Tanki, you can buy them all up for a few hundred Tankoins and then only get the cooler paints which you want. If you're incredibly interested in collecting paints, you can also go ahead and get the legendary ones for a price in Tankoins. I do recognize that for the vast majority of the player base, this isn't useful, however, I'm certainly going to spend some Tankoins never to have to see football paints ever again. 5. You get to play pro battles without having a battle pass Not overly significant, but I certainly think that playing pro battles without paying 5,000 crystals a month is a good deal. This is especially true if you're not too keen on pro battles and just want to join the ocasional parkour match to relax or if you're an XP/BP player trying to deal with Tanki removing funds in XP/BP battles. It also takes away the thinking about "when will the pass expire?" while saving 60,000 crystals if you wanted a pro battle pass for every month. 4. There are benefits to playing in HTML5 which aren't present in Flash There are significant advantages that HTML5 players will get over Flash players. For example, when you press the Tab button in HTML5, you get to see the alterations equipped by players as well as all protection modules. This allows you to provide yourself with the best equipment you have to deal with and lets you know which enemies you can easily take on and which aren't kidding. The presence of GS rating also lets you know if an enemy is masquerading in a Mk7 hull and turret but doesn't have the Firepower or armor to back up the cosmetics. Furthermore, if you use Railgun, for example, and aim at a bush, then you'll see a red outline on enemies. This is quite useful because in Flash, enemies can hide behind a bush or the corner of their hull poking out from the building they are using as cover, and you'd take a lot longer to catch on. Their location being marked is a significant advantage that HTML5 will grant you. 3. You can only buy the more useful hull augments in the HTML5 version This is a pretty significant difference. The only way you can buy hull augments is if you play HTML5. If you're a Flash player, you won't be able to purchase hull augments. To a large part of the player base, this isn't that problematic, but if at some point you feel like spending the 45 or so USD on one, you won't be able to do so in the Flash version thus putting Flash players at a disadvantage. More than just this, it shows that HTML5 will be getting the newest updates while Flash will shortly be left in the dust. 2. You can only do special missions on the HTML 5 version Special missions are one of the most exciting aspects of Tanki Online, in that they tend to be far longer than regular missions, but the rewards go along quite well with difficulty. If you notice, the Flash version of Tanki lacks special missions. This certainly isn't a massive deal for casual players who don't bother themselves with special missions. However, special missions do grant good rewards for completion, which can be used to help you take that gold box the next time, or help you save up crystals for that Thunder Mk7 you've always wanted. This is one of the ways that Tanki is trying to get players to move over to the HTML5 version, and to me, getting extra rewards simply for using a different interface seems pretty worth it.v 1. It will continue to work. The developers have been quite clear about their intentions. Keeping up with the Flash version of Tanki has only come in the way of better updates which the developers were interested in launching. To quote @theFiringHand "We're spending so much time fighting fires in the Flash version, that our development of the HTML5 version is practically moving at a crawl.". He also went on to say that "Tanki Online was never intended to be a game. It was simply meant to be a showcase piece for the Alternativa Engine, which was to be a Flash 3D engine for games. That's what the company originally set out to do 11 years ago. When, Tanki blew up in popularity, they capitalized on that. However, since Tanki wasn't meant to be a proper game, no effort had been made to code it in a properly structured way. Over the years, our programming team had to balance between adding content to a messy piece of software, and keeping it running without anything blowing up in their faces. In turn, this accrued a lot of "technical debt" - lots of stuff needed to be fixed, but there was no time or resources to fix it. And what's worse, the older, bigger problems kept getting buried deeper and deeper, making it harder to dig them up and fix them without making the whole thing come crashing down around our ears. One such problem is what caused the Tankopocalypse a few years ago.". The major reason for Flash being put out of operation is that it simply isn't worth it anymore. If massive errors keep popping up, Tanki developers will continue to play a whack-a-mole forever. HTML5, on the other hand, is getting the proper treatment. It's being set up as a game, using all that's been learned from past years. If the only way to play is HTML5, then it only makes sense for players to start migrating to the HTML5 version sooner rather than later to help give developers feedback on how to fix it. Ultimately, if you can't play the game, holding on to nostalgia really won't fix anything for you. The matter of the fact is that HTML5 is where the future is. Tanki isn't trying to make players move to it to get some twisted pleasure; Flash is dying, and that's a reality we'll need to accept sooner or later. I, too, quite disliked the HTML5 version initially, but it has since grown on me, and frankly, the only real benefit of Flash is nostalgia. It's a moment that'll be remembered in Tanki, fondly by some and sadly by others, but the old Tanki we all loved is gone. I would argue that this is an evolution. Gameplay won't go back to being oversimplified, and that's not a bad thing. It makes everything more exciting and makes you think more. Being different doesn't make something bad.
  10. LOLKILLERTOTHEDEATH

    [BDay] The ultimate guide to Overdrives

    Overdrives. Whether you're all for them or fundamentally opposed to them, they undeniably have a significant impact in matches in today's Tanki gameplay. So much so that a few good uses of your hull's overdrive are more than capable of turning the tide of battle and wreaking havoc upon your enemies. In this guide, I'll be going over overdrives and providing tips on how to use each one. How to use Wasp's Overdrive: This hull's overdrive is an N2 bomb which deals 9999 damage at the center of the explosion and a decent radius of 25 meters. It is worth noting that the damage decreases as you get further from the center. Capable of blowing almost anything to smithereens, this is an overdrive which can be extremely dangerous in the right hands or just wholly wasted in the wrong ones. The most significant limitation is perhaps the 3-second timer before the bomb detonates, which calls for a little anticipation on the user's part. Generally speaking, you'll want to use this overdrive more confined spaces. Do your best to make sure enemies are temporarily immobilized (this can be done if you can cause freeze status effects or if you ram your hull against the enemy). Most of the time, sneaking around enemies and buildings is the best idea to make the best use of this overdrive. The 3-second timer gives most players enough time to escape, so you'll want to approach enemies in a way which so that you are outside of their field of vision initially, plant the bomb, and make yourself visible to your enemy. If done right, your enemy won't see the bomb until it is too late, and having incorrectly assumed that you were passing by will fall to the devastating blast soon. Additionally, Wasp's overdrive can also come in handy to discourage enemies from moving to or passing by a particular place. For example, if your teammate has taken the flag in CTF and you're trying to prevent the enemy from reaching them, planting a bomb will cause the enemies to retreat initially or try and find another way to your teammate. This use isn't optimal in terms of racking up kills, but it can help your team. Lastly, if you want to do some crowd control at locations which players will be (such as gold box drops), then Wasp's bomb can rack up kills and maybe even help you catch a gold box. With overdrive now being shown to other users, stealth is more important than ever when trying to drop your bomb. How to deal with Wasp's overdrive: Wasp's overdrive can be dealt with in a multitude of ways. The most effective way to deal with it is to simply get out of the blast radius. This seems really obvious, but many players don't bother doing it for some reason. If this isn't possible, then try to take cover behind something, ideally the nearest prop that completely conceals your tank. The said prop must also be able to intercept the blast. What I mean by this is that when the explosion happens, it should stop at the prop in a way such that the only method by which it can damage you is by moving around the prop somehow. Generally, walls or pipes do a good job at this. Additionally, if the need for you to survive is dire (you are about to bring down an enemy with a flag, and a Wasp player drops a bomb, or during a gold box), you can use Hunter or Titan's Overdrives to deactivate said bomb. This usually isn't a good idea in the case of Titan because you want to pick a spot from where you can lay down suppressive fire or for Hunter when stealing flags, for example. Given the new mechanic of Status effects being displayed, if a Wasp user comes close to you when they don't have to (such as Railgun or Shaft users), and they happen to have their overdrive ready, it would be best to put in place some countermeasures. How to use Hornet's Overdrive: By far one of the most deadly overdrives, this one will allow you to ignore enemy protections (from modules, double armor, or drones) and show you the health of all enemies as well as their location. This overdrive is so insanely powerful that you can very easily bring down the toughest of enemies if you use it correctly. It is also pretty easy to waste if you activate it against too many enemies in close proximity. One of the most important things with this overdrive is mastering your ability to sneak around buildings and props to deal extreme amounts of damage before retreating into the shadows again. This overdrive's ability isn't supposed to be used for head-on assaults into the enemy base to bring down multiple enemies. If you try to do that, you'll most likely get destroyed. Instead, use the ability to see enemies to pick your targets and engage them. The goal isn't finesse or elegance; you want to end the fight as soon as possible in your favor. Thus, bothering with flashy fighting styles (such as trick shots with Railgun) is of little to no use. Instead, keep it simple and rack up kills with the 20-second window the overdrive gives you. Also, know when it's a good time to activate your overdrive. If you use it when you are low on health or don't have double damage, you're wasting your overdrive because you will probably die quickly in the case of the former or not get kills. What you ideally want to do when spawning is to activate double armor, speed boost, and then double damage. Once you have double damage equipped and are midway to the enemy base, activate your overdrive and kill away. It's also worth noting that using this overdrive will get you a lot of enemies, so use the ability to see the relative locations of enemies to make sure you don't have enemies sneaking up on you. Your enemies seeing your overdrive status isn't really important because you don't need to get close to them to use your overdrive, unlike with Wasp. Needless to say, if you do find that you have to get close to your enemy, it is a good idea to sneak around buildings and ambush them rather than head-on attack. How to counter Hornet's overdrive: Hornet's overdrive is more or less impossible to fully counter (unlike Wasp's bomb, for example), but there are migratory techniques you can use to help make it a little better. If the Hornet user is using long-ranged turrets, that means long reload times. In this case, you have to make them miss their shot somehow (whether it be through aiming at the corners of their hull or taking cover) and then launching an unstoppable assault. In the case of mid-ranged turrets, waiting them out is a good tactic. By this, I mean hiding behind a wall or house for the duration of their overdrive. It's only 20 seconds of time being lost, so it usually won't matter that much. Against short-ranged turrets, your only real option is to keep attacking them and hopefully kill or cripple them so that they are no longer a threat to teammates. There's always the option of doing everything you can to destroy them, but in most instances, Hornet users tend to know what they're doing, and since they can see your location and health, manage to destroy you first. Whether you see that a Hornet has its overdrive ready to use or not doesn't really matter that much. However, if you can, it's best to destroy any enemies with their overdrive ready to use. How to use Hunter's overdrive: Hunter has an extremely powerful ability. It is capable of removing any active supplies, forcing a recharge time of 5 seconds on the supplies of enemies, stopping shooting (such as the charge-up of a Railgun or the reload of a Thunder) while also preventing enemies from moving for 3 seconds in a 25-meter radius. It is worth noting that Hunter's overdrive requires a 1.1-second interval to activate. If killed during this time period, your overdrive won't have any effect on enemies. Hunter's overdrive also sees by far the most disgraceful wastage from most players. I cannot tell you how many times I just spawned in a match with a Titan and Hunter user in close proximity and became a victim to Hunter's overdrive. Wasting your overdrive to kill an enemy who just spawned is simply disgraceful. It's like using gold coins to play arcade games. The overdrive isn't meant for a quick kill or two. It's meant to be far more powerful than that. When used properly, Hunter's overdrive is capable of instilling fear in the hearts of attackers and defenders alike. There are players who really use this overdrive well, but most of the time, I see players just completely waste it. The best way to use this overdrive is when you actually need to prevent enemies from scoring goals or capturing flags, or even when you want to catch a gold box. This particular overdrive doesn't really require stealth, although if you can be stealthy, then you will leave your enemies completely flabbergasted as you destroy them with ease. This overdrive should be used to shake off pursuers or attackers when you have taken the flag, are trying to capture a flag, or are trying to score a goal. Conversely, it should be used to stop enemies from doing the same. It can also be used to paralyze hoards of enemies and destroy them. What it should not be used for is to kill defenseless players who could be dealt with without your overdrive. How to counter Hunter's overdrive: The easiest way to counter Hunter's overdrive is to be proactive and stay away from Hunter users, especially if they have a long-ranged turret and are approaching you. If this isn't possible, keep in mind that there is a delay between a Hunter activating their overdrive and you being helpless. If you can destroy the Hunter as its overdrive is activating in the 1.1-second window, you won't be forced to deal with its effects. The only other effective counter is the Stun or EMP immunity augmentations. The stun immunity augmentation will prevent you from getting stunned and dropping any objects, but you will lose your supplies. The EMP immunity augmentation will prevent you from losing your supplies, but you will get stunned and drop any objects you are holding. In an analogy, Stun immunity is akin to Tony Stark's suit being rendered helpless and him being forced to fight without one, whereas EMP immunity is akin to Tony Stark being knocked out in his suit without it suffering critical damage (such as in Avengers Endgame). What you pick is completely up to you, but EMP immunity has the additional benefit of rendering Gauss' Electromagnetic Salvo useless, which makes it less situational. How to use Viking's overdrive: By far, my favorite overdrive, this one will give you an infinite magazine, increase the rate of fire, increase range of effective fire, further amplify damage or healing, increase impact force while reducing recoil and possibly trigger special effects for 7 seconds. The special effects depend on the turret. In the case of Vulcan, you can start firing instantly, and overheating is removed. In the case of Striker, Gauss, and Shaft, you fire arcade shots. In the case of Striker, that is to say, that you can only fire single rockets. Lastly, all shots for Magnum are at 100% power. This overdrive is exceptionally powerful and is more than capable of turning the tide of battle if used correctly. It is also wasted a lot of time in battle for some strange reason. The point of this overdrive is to quickly wreck as many enemies as possible. Thus, you should activate it only when you are near three or more enemies, have full or near full health, and have double damage and double armor equipped. Once you do this, keep some level of situational awareness and target enemies that are most dangerous first, leaving enemies who are driving away for later. Also, know that the power granted by this overdrive can quickly backfire if you don't mind your surroundings and accidentally destroy yourself. This overdrive is also the easiest way to bring down a Juggernaut user quickly. Using this overdrive will make you a target very quickly, so make sure you don't activate it if there are too many enemies near you. Lastly, no small level of complacency will work in terms of enemies. Don't spare that tanker which was going away, because the slightest mistake will ruin your overdrive more or less completely and prevent you from racking up kills. The ability for enemies to see how ready your overdrive is will not significantly impact the use of the overdrive itself. Unlike Hornet or Wasp's overdrives, this one is meant to stand out and be bold, so you might as well look the part too. How to counter Viking's overdrive: This overdrive isn't very difficult to counter if you manage to not die within the first two or so seconds. The easiest way to mess up a Viking's overdrive is to aim at the corner of their hull. Quite often, they will be disoriented and angry. This will mean that they won't aim properly. It will take at least two or so seconds for them to finally aim at you with long-ranged, mid-ranged, or short-ranged turrets, and that will more or less ruin their overdrive. As for melee-ranged turrets, a similar strategy can work if you execute it. However, the melee-ranged turrets can be tougher to deal with, especially Firebird. Other than messing up the aim or driving of the enemy, simply taking cover works just as well as retreating. Essentially, if they can't see you, then they can't kill you unless they can inflict splash damage. If possible, you want to get them to self-destruct or go very close to them if your fate is sealed. That way, they don't kill many teammates. Whether or not a Viking's overdrive is ready to use generally won't tell you if you should retreat or not any more than the turret they use. How to use Dictator's overdrive: Dictator's overdrive is by far the most passive one available and requires the least work (if any at all). This overdrive will activate repair kits, double damage, double armor, nitro, and drop a mine while boosting their overdrive by 50% for allies within 20 meters of you while slowing down enemies temporarily in the same range. It's worth noting that you get ten extra score points for each ally you manage to hit with your overdrive. Sharing is caring, both for teammates and your battle score. Generally speaking, this overdrive can allow you to have reinforcements to help you. For example, if you have three teammates nearby who are quite badly damaged and trying to stop enemies from capturing flags, you can help them. Another great use of this overdrive is for gold boxes or capturing flags or scoring goals. The overdrive essentially acts as a second, more powerful repair kit with its ability to slow down enemies, which can be greatly helpful if you are trying to escape with a flag. In the case of gold boxes, Dictator is a great choice, and you can catch the gold box while most likely helping your teammates. Whether enemies can see your overdrive being ready to use or not has little if any effect on your ability to use the overdrive well. How to counter Dictator's overdrive: There really isn't much need to counter a Dictator's overdrive in most instances because it won't instantly kill you. Nonetheless, if you still are interested in it, you can always use Hunter's overdrive (assuming the Dictator doesn't have the EMP immunity hull augmentation) or, more traditionally, you can just destroy them as quickly as possible to minimize the benefit of their supplies. A Dictator using its overdrive isn't going to be able to change the tide of battle by itself in most instances, not to mention the vast majority of the time Dictators will stay in their base to use their overdrive on as many people as possible. Similarly, stealth really has nothing to do with Dictator's overdrive. How to use Titan's overdrive: Titan's overdrive generates a sphere with a radius of 20 meters. The sphere itself will last for 20 seconds while protecting you from 90% incoming damage. It also disables other protective domes in a 35-meter radius of your sphere. Titan's protective dome will also deactivate a Wasp's bomb. However, if the bomb is dropped after the dome is deployed, then it will still deal full damage. Hunter's overdrive disables Titan's dome while the overdrives of Hornet and Mammoth can deal serious damage inside it. In terms of optimizing the use of the overdrive itself, it's important to deploy it in a place that sees a fairly high amount of enemy tanks. If you deploy it in some secluded corner just to beat a Viking's overdrive, then you'd be wasting. Once the dome is active, most players will simply ignore you and keep going, so destroying them might be a bit more challenging. Barring this, there isn't really much to the overdrive itself. What is most important is how and when you use this overdrive. If you're playing against a random team of enemies, there will most likely be at least a few Wasps, Hornets, Hunters, or Mammoths. These four hulls have overdrives, which can completely ruin your overdrive by destroying you or disabling your shield. The key to dealing with Wasp's has been outlined earlier, and whether or not you have the dome active changes absolutely nothing. In the case of a Hornet user, the easiest thing to do is see when they are using their overdrives. Once their overdrive finishes, they can't do anything to your shield, which makes it a good time to deploy it. Against Hunters, you'll want to check their overdrive status. If they have an overdrive ready and are not too far off, don't use your overdrive. Titan users can really take a situation where you were supposed to dominate and turn it on you. If another Titan deploys their overdrive, then your dome will be disabled. Thus, where possible, don't be the first to deploy a dome against a team with multiple Titan users. Against a Mammoth, a similar thing should be done as what you did against Hunters. How to counter Titan's overdrive: Titan's overdrive can easily be countered using Wasp, Hornet, Hunter, Titan, or Mammoth's overdrive. Generally speaking, these will also help you get additional kills too because most enemies tend to go into the dome. If you use your dome, you can also counter another Titan's dome. Barring this, if you're unwilling or unable to use your overdrive, you can hide somewhere or just go in a different direction. Once the dome is up, there isn't much you really can do without using the overdrives of the aforementioned five hulls. How to use Mammoth's overdrive: Mammoth's overdrive, or the touch of death, as I've nicknamed it, creates an AT field (I have no clue what that is. @Person_Random might be able to offer explanations) which has a range of 7.5 meters. It lasts 7 seconds and deals 3996 damage per second while speeding up your hull by 50%, restoring you to full health, and removing and status effects (such as burning or freezing). This overdrive is insanely powerful, and if used correctly, can work wonders. With this kind of destructive ability, you'll want to activate the overdrive in a relatively confined space with multiple enemies so you can annihilate them quickly. This overdrive is exceptionally useful for crowd control due to the serious damage dealt every second, along with Mammoth's ability to push things, thus allowing you to push past destroyed tanks and reach enemies that aren't destroyed faster. The best use for this is when you want to mess with the shield of a Titan user or during a gold box. If you're capturing your flag or scoring a goal, then using this overdrive will get enemies to move out of your way while the additional speed should see you through to your goal. The easiest way to waste this overdrive is to use it as a repair kit. It can deal 3996 damage per second, and it is a complete waste if you decide to use the overdrive just as a repair kit. Instead, try and attack as many enemies as possible using the great damage and higher speed. Enemies will usually try to evade you frantically, compromising their view of their surroundings. Use this to your advantage and keep shooting at them while you are using your overdrive. If they don't die due to the massive damage per second, they'll die due to the discombobulation and damage caused by your shooting them. How to counter Mammoth's overdrive: Mammoth's overdrive is relatively similar to that of Hunter in terms of how you counter it. If you see a Mammoth user come too close and have their overdrive ready to deploy, get out of there while you still can. Once the overdrive is active, the Mammoth will be unstoppable up close and personal, so you want to retreat while attacking them. The 50% speed boost is quite significant, so don't overlook it. At the same time, though, Mammoth still won't be moving extremely quickly, so evading is still an option. In this instance, if you're willing to use overdrives Viking or Hunter will most likely be able to stop the Mammoth of they don't get destroyed first. If a Mammoth can use or is using their overdrive, you should always try to destroy them as soon as possible, but from a distance. Conclusion: I hope that this guide has been helpful to you in terms of how to optimally use your overdrives as well as how to counter (or at least mitigate) the effects of other overdrives. Also, in part, I was extremely annoyed by the number of Hunters who waste their overdrive for no apparent reason.
  11. LOLKILLERTOTHEDEATH

    Deployment of destructible objects in battle

    I feel it would be cool to have nanotech (Inspired by Iron man's Mark 50 and 85 suits of course) in Tanki. For example, consider the following examples of Nanotech: Shields/walls which can be destroyed. A tank can spawn walls to slow down enemies, but the maximum HP on said walls can be say 200, and a maximum of 3-4 can be dropped. Additionally, Walls will come from the HP of the tank since the tank is made of nanotech Attack sentries. These change for each turret and are essentially 4 hovering drone like sentries which can auto target enemies. Whatever turret you use, the sentries will have 1/10 of the power excluding reload speeds and such. These sentries can have 100 HP, and as a player takes damage they are destroyed. Maybe at staggered intervals, so say if I am a Viking Mk8 user using these 4 sentries, the first is destroyed when I go below 3000 HP, then the second is destroyed when I get down to 2500 HP and the third when I get to 2000 HP and the last when I am at 1500 HP. Also, recovering health doesn't recreate sentries. These are just 2 examples of what I mean which I feel would be really interesting.
  12. LOLKILLERTOTHEDEATH

    Meme it!

    I will be happy to consider whichever entry you want, but please note that I will only consider 1 entry per person (alternate accounts included) I'll do so, thanks for telling me! I'll do so, thanks for telling me!
  13. LOLKILLERTOTHEDEATH

    Meme it!

    Yeah! It can be any part of an image, although it has to be 1 of the 5 images.
  14. This might be a strange suggestion but I really, really like a shopping cart feature (Don't know why) and so I feel it would be great for Tanki to buy multiple things at once. I know you can just click the Buy button and get them, but firstly shopping carts make everything much more fun to do and secondly, players can get sort of a rundown of what they're buying to inspect and check that they're getting what they want (to prevent wrong clicking).
  15. LOLKILLERTOTHEDEATH

    Meme it!

    Please note that this topic is not for posting memes. If you would like to ask questions or clarify something please feel free to do so here.
  16. LOLKILLERTOTHEDEATH

    Meme it!

    I'm afraid your entry doesn't qualify (if you are attempting to partake in this contest). You must make a meme about 1 of the 5 shown images, and you must submit an image, not text.
  17. LOLKILLERTOTHEDEATH

    Math

    You may have posted this in the wrong thread. In either case, consider asking @Person_Random as he is interested in Physics and is quite well versed in it too.
  18. LOLKILLERTOTHEDEATH

    Meme it!

    Alright if I understand it correctly, the confusion is what the meme is supposed to be inspired from. For this contest, you must use 1 of the 5 images (the one where Kaisdf pushes me off doesn't count) and make a meme about it. That is to say, using a separate meme template. Unfortunately, doing something similar to Viking4s is more towards contests such as "caption the image".
  19. LOLKILLERTOTHEDEATH

    Augments are back!

    Fantastic! This is a great update! I know we had it before and there's the argument that it didn't need to happen, but the fact that augmentations got added to containers is no longer that bad. Saving up 4990 tankoins to buy a single hull alteration would be challenging to say the least for non-buyers, so now augmentations for hulls can be acquired through containers.
  20. LOLKILLERTOTHEDEATH

    Meme it!

    To clarify, the contest requires you to pick an image and make a meme about something in that image. The example kindly provided by Kaisdf qualifies because he is not using the image itself (wasp pushing over mammoth) but rather a different image. Viking4s already answered this, but just to restate the same there you are.
  21. LOLKILLERTOTHEDEATH

    Meme it!

    This is a note to all participants to please follow the rules, as some of the entries submitted do not do so. If you are worried your entry is in violation of the rules, please send me a message with the link to another entry which you feel does not violate the rules. I will NOT be telling anybody whether or not their memes are in violation of the rules. To determine whether or not they are, please re-read the rules.
  22. LOLKILLERTOTHEDEATH

    Meme it!

    I'm sorry it wasn't there earlier. I have now added it in as a hyperlink. Sorry for the confusion!
  23. LOLKILLERTOTHEDEATH

    Tanki keeps saying "Control Channel Disconnect Exception"

    One thing that helped me was restarting my computer. For some reason, it seems to work for me if I do that.
  24. LOLKILLERTOTHEDEATH

    May Holidays Event

    Nope, it'll be only 1 drop. The others won't count.
  25. LOLKILLERTOTHEDEATH

    May Holidays Event

    No. It won't count. The only button that when pressed will count is 5. Or, whatever button you use to plant mines.
×
×
  • Create New...