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Everything posted by JustBlackWolf
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I mostly agree with Maf on this one, but the idea isn't too bad, if it gets implemented, in my opinion, these zones would need to be disabled if an enemy is in your spawn. If the spawn is empty, then the countdown can be applied.
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On paper, it sounds good, in practice it's terrible and has a lot of issues that would need good coding to be fixed. The devs tried to fix this by adding a votekick system back in the day, but it would be abused to kick good performing players. (I still remember getting kicked from a battle myself, yet i was carrying the team)
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contest [RESULTS ANNOUNCED] Crystallizer Contest 2022
JustBlackWolf replied to Marcus in News Archive
so basically: buy premium account or you won't win sad and pathetic -
In fact i never said there's something wrong in doing that, with the idea applied, players will still be able to spawn kill the enemies, maybe to prevent them from advancing towards their base but at least that won't give them free kills on the counter
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valid Self damage penalty for healing turrets should be reworked
JustBlackWolf replied to JustBlackWolf in Ideas and Suggestions
well yes, Isida and anything else that heals, though i'm not sure how the self damage scoring system works when enemies are damaging the target, sometimes i just got no scores at all for healing a teammate during a fight. That's why i made the topic. Then again i did mention at the beginning that it was for Vulcan specifically, a rework wouldn't hurt. And as i said in the end, it could also be applied to all the self-damaging turrets. i never said someone refuses to heal a self-damaging target, i just pointed out that the healer isn't rewarded properly for healing that target. -
Assault rework: Honestly this mode is incredibly frustrating to play for the attackers, especially since most of the times, a player of the defending team will just go to the enemy spawn and kill as many tanks as possible before getting destroyed. Rinse and repeat. This is extremely unfair since that player doesn't lose anything for doing that, he can do the job alone while the rest of his team defends the base, easily racking up kills that grant an easy victory since the attacking team will be stopped by the majority of the defending players. Here's the rework suggestion: The defending team will gain scores ONLY by killing actual attackers who are actively trying to deliver flags to their base or simply trying to act as a distraction/kill the defenders. How does this work? Very simple, a (invisible ofc) circle shaped zone is applied around the defending team's base (the place where flags have to be delivered), any player of the attacking team that gets killed into this radius will grant scores to the defending team. This area can be quite big but would never reach over to the attacking team's spawn. This way, the attacking team won't be punished for getting spawnkilled over and over by some overpowered meta tank who racks up tons of kills or simply can't be killed unless focus fired by multiple tanks. This should make things fair and balanced for both teams, to avoid complications with the size of the maps, the zone can be set to reach for half the map, no matter how big it is. (value can always be adjusted ofc)
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when the petition to remove Brest?
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agreeing it looks kinda garbage
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permanent DD disable, boy i'd love if this was introduced just for the memes
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i don't think increasing its damage would be healthy for the game balance, we have already enough turrets that can potentially oneshot you. You are talking about when Vulcan was meta and had just been introduced, it was absurdly overpower and could deal up to 5000 or even 6000 damage with a single hit if you were using booster. They had to nerf it to make space to the other meta turrets like gauss and Tesla. On top of that i find the augment to be perfectly balanced, rewards skilled players that are able to achieve direct hits and punishes unexperienced players (that in fact shouldn't have access to such an augment) It's rare to find skilled Magnum AP players nowdays.
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valid Self damage penalty for healing turrets should be reworked
JustBlackWolf replied to JustBlackWolf in Self damage penalty for healing turrets should be reworked Ideas and Suggestions
We all know that long ago the developers made so that if a tank inflicts self damage, Isidas won't get any scores for healing the target. While this seems to work perfectly fine for turrets like Twins, Striker/Terminator, Thunder, Hammer, Magnum, Gauss (Smoky with explosive rounds?) and Ricochet, there are some issues with one specific turret i'm going to highlight. I'm obviously talking about Vulcan. A lot of players in fact prefer to use it with Incendiary Band, or they will simply equip another protection augment rather than heat immunity in certain situations. The problem here is that, this turret deals itself self damage for the majority of the time, therefore, healing a burning Vulcan, often leads to 0 score being granted to the healer. I'm not sure if this also happens for Shaft's healing augment, but if it does, it should also be taken into consideration. While i believe it is fair to not give scores for healing self-damage inflicted for most of the turrets, i think Vulcan should be an exception. But i would still want to prevent any abuse from happening, so i'm suggesting a rework for the self damage penalty. Basically a formula that in the code would work like this: -If the target is self damaging = grant 0 scores to the healer -If the target is self damaging and is taking damage from enemies/dealing damage to enemies = grant scores to the healer no matter what. A timer could also be added where, after a fight, the target will still grant scores for like 10 seconds* before it gets considered as abuse and after that it will no longer grant scores to the healer. The timer resets if the target starts taking damage from enemies/dealing damage to enemies once again. *(there should be no reason for a Vulcan to keep firing after a fight, therefore those 10 seconds are for when it's cooling down) Side note: this could also be applied to all the other self-damaging turrets, since a lot of tankers will simply try to get as close as possible to make them inflict self-damage to their enemies. (the timer i talked about above can be excluded from all the other turrets except Vulcan) -
valid Issue with Micro Stun Augments and New Overdrive Activation Delay - Proposed Fix
JustBlackWolf replied to DestrotankAI9 in Ideas and Suggestions
Option 3 You can leave the "feature" of stun augments interrupting overdrive activation, however this requires a change to how the overdrives energy gets consumed. Current: right after pressing the overdrive button, your energy gets consumed, bringing it to 0% by the time the OD is active. Proposed: Energy during activation = 100% (Alternatively, activation could only consume 5% of energy 100%->95%, so, if you get stunned, you can't use your OD right after the effect wears off, but this is me just being too kind against an augment which doesn't deserve it) Energy after the overdrive got successfully activated = starts getting used 100%-->50%-->0% This way your overdrive won't be wasted if you get stunned during its activation. -
I kinda noticed the same thing, i was playing assault and one of our teammates was mining the place down, he was using Miner. Then he got instakilled by a shaft, and a part of the mines just despawned, i thought it was weird at the moment since it's supposed to make your mines stay even after getting destroyed.
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it's probably going to be a mortar that allows you to loop shells over high obstacles to hit targets that are hiding, but with a different loop of the shell, with magnum you could do the same thing by bringing the gun upwards vertically compared to the ground.
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Absolutely disagree, this thing is absurdly overpowered against a team that DOESN'T have any protection against it, currently the only way to fight against a freeze AP would be Mammoth's or Paladins overdrive (for f2p players). Together with it, add the fact that Freeze has huge critical hit damage and it also freezes you in the process, disabling your double damage, and that anyone can potentially instakill you when you have the status effect on your tank, even if it lasts for a single second. More than a buff, i'd suggest for a nerf. If there's any AP augment that deserves a buff it's Ricochet's one.
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no, the "LC" skins you see in game right now are the 2009-2012 skins everyone had on their tanks. The "LC" skins are the m3 version of the respective turret/hull, but there's even m0-m1-m2 my friend @2shots2kills should still be having them all on the TankViewer. Thunder was one of the most beautiful skins, you could see how it changed through the upgrades by getting an extra line on the barrel ( no line = m0, 1 line = m1, 2 lines = m2, 3 lines = m3) by the color of the shell's explosion going from yellow to orange, and from the grill on the top of the back of the turret.
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What Is Your Opinion About the Current State of Tanki Online?
JustBlackWolf replied to Maf in Game Discussion
Flashbacks to little warrant officer 1 noob Isida - hornet healing Marshals and getting tons of scores Because back then the formula worked differently, you'd get scores based on the rank of the player you just destroyed/Healed. So a noob healing a marshal would grant sometimes even 50 scores for healing very few hitpoints. But a Marshal killing a lower level player would give like 2-3 scores, maybe less. And yes, at least on lower ranks there's more variety, you see the most weird combos, in the Legends bracket it's filled with the most overpowered meta c-word equipment. It doesn't show skill if to win a game you need to play something that gives you an advantage over everyone else, that's why i despise anyone who abuses the meta to win easily. -
absolutely, they're kinda ugly compared to the LC ones. Sure they look better when made HD, but still.
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You can clearly see they had poured tons of love into the original game. Despite the low number of polygons, the original skins looked aggressive, they looked cool the higher the upgrade, they had small details like air intakes on hulls and those pipes that connect the Freeze magazine to its barrel. The fan behind, or the green radar scanner on the back of Ricochet. It still amazes me how this game looked better in the old 2009-2012 flash version than most of the rest of its lifetime. Then they had to replace those beautiful skins with some cartoonish garbage that only a 10yo would like, and reintroduce them 10 years later for real money, skins that some of us once had in our garages, and which got forcefully removed with the rebalance. At least World of Tanks is making something for their veteran players, while veterans here get a pat on the back. Greed is a huge game killer. The only thing i hope is for an HD version of the LC skins like the one @nidjo made, without actually removing the originals so to let players choose.
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Understandable, have a nice day. @2shots2kills
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Is this intended or a bug? Overdrives have always started losing energy right after pressing the trigger key (shift). However since the last update, there's a delay, and then the overdrive activates, yet you still start losing energy upon pressing the key, even before the overdrive activated. If it's intended, it's extremely unfair since Stun augments can completely deny an Overdrive's activation during the delay, and you waste 50% or more of your OD energy. (look at my friend @2shots2kills using mammoth)
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do you always play from mobile?
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That's a chonky Wasp lmao
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They're probably trying to suppress the flame caused by their garbage update with easy missions which grant free UT containers. Not realizing that it doesn't matter since now you mostly get only garbage even from UT containers, they may have made so you don't get common items from them anymore, but now uncommon items are the previous common items Before you could get x125 common of any supply type and 3500 crystals Now you get x100 uncommon of any supply type, 3000 crystals and repair kits are considered as something RARE! (blue) Honestly, a pathetic attempt to make players unable to keep their supply stash healthy, now that batteries are almost unobtainable for f2p players you're going to have to spend crystals to buy them directly from the garage, and yet you still consume 1 each minute. Oh, and you even get LESS crystals than before, ofc, they removed the premium time and the supply packs which were great, they add garbage like paints and ammo types into the exotic tier so maybe when you think you're lucky you instead got something useless. But hey, one step closer to the closure of this game at least, right?
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category Ideas for Hulls and Overdrives!
JustBlackWolf replied to Ilia.ArchangeI in Ideas and Suggestions
They won't do anything until they introduce the next p2w item. Then paladin will be nerfed to the ground. Do like Bear Grylls, Improvise, Adapt, Overcome. /cringe
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