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Everything posted by eessydo
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Lol. Why wouldn't someone verify it prior to putting in their data? Whoever lost their account should be happy they didn't put in their credit card information. Dumb@$$3$
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Smokey XT is an OP weapon that you can no longer buy or use. That is how it is different.
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If someone wouldn't mind posting some video of the new aiming system, or describing the new system, that would be great. For some reason I can not get onto the test server at this time. - Thank you
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If you can read and reply to any version, why is there a need to create another?
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If there is some useful information too be had from a video it would be to see the difference between M0 - 1 - 2 - 3 turret "shake" once it hits its charge. That would be a useful video.
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Oresama_YUKI Great music selection on the first track of that video. That Eskmo tune has some interesting sounds in it that make it sound shaft like.
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Well I never told him the secret, but now I know who not to let in on the next weapons secret capability.
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Here is the problem with shaft. If you take two EQUAL teams in skill and weaponry at the end of the day it is nothing more than a supplemental gun with a high price tag. If the other team has nothing but pre-existing tier 2 weaponry and rail guns instead of shaft and your team has shaft then here is the bottom-line: 1. Having 1 of them on your team is fine, 2. having 2 (unless M3 with the shorter reload), the scales can start tipping. 3. Having 3 Shaft on your team, and the scales start to seriously tip in the direction of the other team. All of this is primarily due to shafts in ability to move in the firing screen. I think that is why the gun has so many detractors at this point. For a weapon that is supposed to be the next generation, you would think that having more of them in game would tip the scales of gameplay towards the team with the most Shaft units, not with the least. Also from a business perspective, you would think that you would like to encourage more players to buy the gun and purchase crystals to upgrade it quickly. Right now, anyone thinking of going down that path getting it at M0 and M1 makes them regret their purchase. It makes no sense both from a gaming and business perspective. I can recommend any weapon from isidia through rico, but this one I am struggling to recommend to anyone. That limits the potential for revenue for tanki overall. So telling the community that they don't care because they are the designers just makes me laugh. From a business perspective, they are cutting off their nose to spite their face. So my proposal to tanki would be this either: 1. Lower the price tag to make it more palatable (would recommend making it cheaper than Thunder at M3) OR 2. Give it the ability to move while in targeting mode (justifying the higher price tag) That is all that needs to happen.
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FYI, it does shoot through walls. Just did it in camp. Freaked me out, didn't think it worked.
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Will do that. Will take a screenshot when I join a game, and will take one at the end. works for me, just jump in a battle against better players with an average team. See how it works for you then. You may get kills, may have a K/D ration over 1, but you will probably do very little to help stop the attack once it is coming at you.
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Maybe shooting through walls was an intention, but it was just too complicated to code into the game, who knows. It does damage on multiple target though, just like railgun.
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^^Agreed. Posting a singular result in a battle where both your team and the map is favorable to the gun is not really proof of anything other than you played with better players. Everyone who keeps posting screenies, I would recommend either 1. getting in a battle where conditions aren't favorable and posting a screenshot OR 2. Posting screenshots from your last 50 games including battles where you didn't quit a game because you were getting mauled by Marshalls and general ranks. I have more than one game where I have a high K/D ratio with M1 shaft when in favorable conditions also, doesn't make the gun any better or versatile. I think most people are reasonable enough to understand that one game is statistically insignificant when judging overall performance. Right now, more often than not, the team with the most Shaft guns loses in most maps. Considering that this is supposed to be the next generation of weaponry, I would say it should probably at least be 50/50.
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I proposed changes that would be balanced, i think that makes shaft a more productive weapon but adding in some balance in taking away kill power. It still has massive drawbacks at this point
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Honestly. I can't think of a dumber question than this. They asked us for feedback, so people that are dissatisfied with the gun are voicing there opinions. THAT is why the community is complaining. At least look at the thread topic before posting such a completely stupid question.
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Yeah I looked at it. Of course what we don't know is 1. Were you playing noobs prior to everyone leaving the game? Considering the highest score on red is lower than yours and the total death count doesn't match your kill count we have very little information to indicate that you were playing an upper tier of player. 2. Can you replicate that score on the Red Team? --------------------- As far as question #2 is concerned, I am pretty sure the answer is NO. :P Pictures can be deceiving, and yours leaves out quite a bit of data.
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It already has this function. It is the bar on top of your weapon's charging / power bar.
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Anyone can see from the stats in the purchase screen that it has a slow reload, and the sighting mechanism turning off tank movement was discussed on its release on the test server. If you bought it and don't like it I would probably encourage you guys to read more before purchasing. I used it on the test server and while M2 is decent, and M3 is viable, you still need to either be at a LONG range or in a spot that is hard for opposing teams to reach for it to be useful on the field of battle. As it stands right now Shaft is just a little bit better than rail gun and on that 2.0 weapons tier because of its achilles heal (slow reload, no movement when in sniper screen). IF the following happens shaft would become an official Tier 2.5 weapon 1. Don't dismantle tank movement when engaging the sight mechanism 2. Make targeting (in the sniper screen) a MOUSE based function controlling the up/down side to side functions of aiming, but still allowing tank movement. 3. Once out of sniper screen, go back to normal keyboard operation. 4. Lower its full kill power a little with a 180 or 200 Damage max as allowing for movement should decrease the OHKO capability. The fact that it has a slow reload and can't move in that targeting screen makes it a sitting duck in most maps. Those are my opinions.
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Don't miss! Interactive showcases of Tanki Online 2.0 on Alternativa3D 8 with Molehill support
eessydo replied to mehrdadsanjabi in Archive
Is it just me, or is there a scale issue here? Wasp is 3 times the size of a car and about the same size as the wrecked train. Looks silly. -
Don't miss! Interactive showcases of Tanki Online 2.0 on Alternativa3D 8 with Molehill support
eessydo replied to mehrdadsanjabi in Archive
SLOW DOWNLOAD. very slow, trees grow faster than this thing. also controls are not very responsive. Hope they don't kill the <>/ turret control keys in 2.0, I would be more than slightly angry. Of course, that is probably a year or most likely three years away, so I shouldn't get too aggravated. -
It is true, no recoil which I personally think is lame but I guess it has enough of an achilles heal with the "aiming" capability shutting off your ability to move your tank.
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That NERF was ridiculous. I said it before and I will say it again, the value of this gun is to take down a charging M3 Mammoth OHKO. If the mammoth is on drugs, taking half of its health would also be valuable to force a heal before they get to the flag. They just neutered everything good about this gun.
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The translator is a much better idea. No need to be an isolationist.
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