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Everything posted by NikmanGT
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under review Uncle UgNitz' Ideas & Suggestions, part 1
NikmanGT replied to UgNitz in Ideas and Suggestions
Under Review How does a teammate with Tesla kills his own allies ? -
Yeah, that's why I presume this hasn't been implemented yet. I know Opex plays a lot of other games as well of different genres, so there's almost 0 percent chance he hasn't thought about a ping indicator or emote/voice lines wheel.
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This exactly ^ But the thing is, Tanki's camera angle is a bit different from other games. While the other shooter FPS games allow you to point at anywhere on the ground or any specific point on the map, which makes the ability to ping a specific location much easier. However, Tanki has a fixed stable camera point which can only point at the ground when you immediately stop the tank (Or when you have shaft equipped ig) not a free movement in FPP, hence this poses a problem.
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How about a ping feature, which pings a specific location. With your certain hotkey, you can ping the location as well if you just click the button, but if you continuously press the button, the gesture wheel appears, just like in other tactical shooter games, certainly useful.
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What Is Your Opinion About the Current State of Tanki Online?
NikmanGT replied to Maf in Game Discussion
Hi, please do not post multiple texts within such a short span of time, try to quote the person and write all your messages in one go. -
Legendary players or Legend rank players ? ? Because if the former, then thanks for giving us such a status. Now jokes apart, would players really purchase an augment for 5k rubies or 1m crystals, yes the crystals you can farm is much higher compared to the past but still it's a considerable amount to spend on a single augment. (I'm not gonna even mention rubies, 5k is out of question). This Idea would have been declined straight away, but I'm kinda curious about others' feedback, if they really wish to see such changes, because augments can now be obtained both in common and epic keys.
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Ohh that's a valid implementation to say the least. But people who will actually use it would be less. Mobile players are out of the questions. Rest are pc and gamepad players, I believe gamepad shares the same fate as mobile, so for the pc users, half of them turn off supply activation completely, and half of them like to have their whole supply automated, because if you control at least one of your supplies manually, you would like to control all of them as according to your needs rather than having one or two automated.
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Hi, please contact the Tech Support. Only they have the authority to deal with issues regarding players' accounts. Unfortunately, we don't have any power regarding the problem. Closed.
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You can just disable it in the Settings menu of the game if you don't wish to have it equipped ?
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I remember the Juggernaut on mobile floating 49km above the ground from even a single pellet shot of Hammer. Please no, we don't want flying cars sooner than expected.
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Bots doesn't seem that much of a hindrance to me, except for the fact they might not be able to play like us and that's how it should go. Ally bots can phase through us but detected by the enemy team, and vice-verse, looks like a huge resource investment to me with little to no benefit.
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Finally, we are back to square 1. Reversion of updates ?? ?
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Why does the aiming time reset when I encounter other enemies blocking me when aiming at an enemy?
NikmanGT replied to NBIHFADH in Archive
Because you didn't pose it as an Idea but rather a bug or even a question, sentence framing is very important. For I&S, we don't want you to point out a flaw present in the game, rather we seek for Ideas or suggestions on how to fix the particular issue. For any further concerns, please Forum PM me. Closed. -
Valid There is no point in declining the Idea when it actually benefits a whole community. I used to face 150+ ping as well for the past 2 years, so I know the frustration. We'll forward the Idea, but it's up to the Devs to consider, as setting up servers costs a huge amount of resources and time.
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This opens up so many new possibilites. Honestly it might have sounded absurd in maybe 2020 or so, but with the current augment parameters and how diabolically OP they are, why not have more.
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Hammer is supposed to be a medium range turret, and hence you'll have to set a limit to the max range its damage can be inflicted as to not have people shooting the clips directly from their spawn and treat it like Thunder. And by doing so, there will be no such additional change because your Hunter Duplet and Heavy Slugger already provide a similar benefit to the maximum range provided.
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My apologies, I thought you meant the gift boxes or gifts on the ratings page. ? But what about the Epic keys, they seem to be updated from time to time during events. And currently, they are filled with all the exotic and rare augments that you can obtain to gain advantage in the battle.
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Gift boxes have been planned for a while (and by while I mean years lol) but they have been delayed due to other updates being released these days. Before gift boxes, Devs have to rework the whole ratings page, which also includes Achievements and whatnot, which we can assume will take dedicated resources and time as well. Currently, the team is focused on Tanki Classic, new shot effect and other skins or maps as mentioned by Opex (Lead Developer), so I highly doubt gift boxes are bein released or reworked anytime soon. What's this "brown box" you mention ?
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It is, that's what I'm saying since the beginning, to Maf and now to you, base damage when you are attached to the enemy is 3k but when the certain enemy takes prot against you (lets say 50% to be perfect at calculation), the blaster damage is reduced to 1.5k then and there, no matter how close and far you might be. All I play these days is Viking Blaster that's why I'm observing this since a while ago.
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I think you misunderstood my intention. I was not negating any of that, ik chaos damage as it is. What I mean is both blaster and grenades are sub-listed under Chaos damage, now we say this damage isn't affected by modules, but Blaster is an exception here, so why not grenades.
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But then quoting chaos damage is not affected by modules should be incorrect (?)
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So is Blaster augment, the damage dealt is actually dependent on whether the enemy has a protection module against your turret or not.
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Valid Much needed, considering there are already 3 types of grenades present in the game, and we have a bunch of em coming in the future.
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