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More like how I spend my money whahaah.
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I rather donate to the poverty fund than this. Wait, Tanki is part of that fund? Oh never mind.
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This cartoon suggests the first Tanki Online game played on the moon.
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What's the seventies in the seventies fun paint?
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Well...that was just sad.
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After we complete three daily missions, I imagine some feature where we can spend 2000 crystals to open three more missions. Then player could earn more stars per day, however the number of stars have to be twice as less than the total stars earned after completing the first three daily missions.
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I have the "shaft" of love. Who's willing to be my soulmate?
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*Shoots three at wall...Shoots fourth shot at enemy tank* Mission Success
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*Shoots three at wall...Shoots fourth shot at enemy tank...Destroys tank* Mission Success
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I believe medium sized maps would be best for all hulls and turrets. It's not a map too large or too small. Overall, the map needs to at least include two levels of terrain, either play high or play low.
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The structural design of the map also matters. Some maps are multi-leveled which means there are bridges above and buildings deep in the terrain below the bridges. Dimensionally speaking, resize the maps at a medium size. Now if they took midsized maps and build upwards which means the introduction of bridges above, then the map could technically support 16 vs 16. The height and depth of the map also matters. The developers need to redesign maps so that players are spaced out.
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I envision all maps to be resized to midsize. It seems balanced at medium than small or large which I believe are on the extreme ends of size. It is not too big and not too large and therefore suits all turrets and hulls. Then we can set a fixed number of players on midsized maps.
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MetalRaze started following Continuing experiments
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Maybe if developers increase the size of small maps and large maps to midsize and shorten the respawn time, then 16 vs 16 could work. The developers could also add extra armor points on light hulls.
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I have to say that 16 vs 16 on large maps makes the match very entertaining and active. It's fun to see one giant tank brawl with a greater variety of hulls and turrets now that the player count per match has increased. Of course one size doesn't fit all and that is truly the case in this game. The size of the map and the game mode are undoubtedly the most important factors in determining the right amount of players per map. For small maps, I suggest 10 vs 10 players. For medium maps, 12 vs 12 players. For large maps, 16 vs 16 players. Modes like assault are best in midsized maps while TDM is best in midsized and large maps. Of course this is subjective to other players and the design of the map may complicate the gameplay. Some maps are built like a maze while some maps are spacious and are multi-leveled with bridges and cover-based terrain below. I offer a few key observations from gameplay. Heavier hulls and heavier weapons tend to be more advantageous in large maps. Light hulls and close ranged weapons tend to be more advantageous in small maps. Hopefully you find this information of good use.
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Next best update idea: Reduce the amount of stars or steps to get the two free paints in the challenges.