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Everything posted by D.A.R.K.N.E.S.S
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I just looked up my own profile and compared the drugs/hour ratios. They are very similar - I use 58 drugs/hour and he uses 57 drugs/hour. Now, I normally do very well in my non-pro games, maintaining a KD of over 2 most of the time. My overall KD is brought down by the fact that I was a "casual noob" throughout the warrant officer to colonel ranks - at one point it was 0.8 If I only played non-pro battles then it would go up, but Im enjoying playing xpbp a lot and that keeps it around the 1.3 mark. Maintaining a KD of 2 isnt 3.5, but I dont play for KD, which it seems to me like most of your clanmates/friends do, considering how much importance you give it. With hammer, it is possible to use your 3 shots, deliver your volley of destruction and then hide. Rinse and repeat, thus it is possible to maintain an extraordinarily high KD using this playstyle. This isnt how I like to play, I'd rather keep moving and find my next target as soon as one is dead. Im still gonna try this :P But I dont know how much success ill have Guess you never know if you never try
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I will replicate what he did with Smoky-Viking and a lot of drugs. Would that be enough proof to show you that its not just hammer that can shine on drugs?
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Then that makes me a drugger :P I dont care if you want to call me out on my drug usage, thats completely fine, i couldnt give less sh*ts. Besides, thats completely beyond the point. Stop personally attcking other people to stray away from the fact that hammer is only good most of the time with drugs. Weve talked about this before : Any turret on drugs > Hammer not on drugs. If drugs werent in the game, then I'd adapt a completely different playstyle, one that I use in PRO battles. But drugs are here, and they are here to stay, so my playstyle in non-PRO battles revolves around using drugs. No shame in admitting that I take advantage of a broken game mechanic, thats the dev's fault for making the drugs so damn OP. If its there, grab it with both hands.
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Look at his drugs, unsurprising that he didnt even get killed once, probably had DA and RK all the time. Highways also has a lot of drop zones to take advantage of. Less hammer skill, probably more drugs.
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valid Tanki In-Game Competitive Ladder System
D.A.R.K.N.E.S.S replied to D.A.R.K.N.E.S.S in Tanki In-Game Competitive Ladder System Ideas and Suggestions
Idea taken inspiration from Overwatch. I will use the abbreviation Comp. play for Competitve play because i cba to type Competitive every time. Well, the matchmaking system has shown that the tanki engine is capable of evaluating your equipment, comparing it with others and putting you in a battle based on that. I think that because of this system, beside the regular, non-PRO battles, there should be an option to go into what is called "Competitive Play". Competitive play consists of seasons, where players battle to be placed in a rank, and then to climb up the rank ladder to become the best. Season lengths can be variable, I am not sure on a good length but something like 1 or 2 months might be fine. All Competitive matches will be Supplies off, but drops on.Edit: MUs are also off. There is a certain skill towards controlling drops that eSports players have mastered. Competitive Play should have 2 modes For players playing by themselves e.g. a group of 1 - they will only be able to play DM. We already know that the matchmaking system will allow for "battle groups". For groups of players, the matchmaker can fill battles with groups of teams of equal number. However, you wouldnt want 2 groups of 2 running around Lost Temple trying to kill the enemy, so the matchmaker should use this formula maxmapSize = groupSize + 2. This way, the maximum size of map a 2v2 could play in would be in a 4v4 map, and that isnt too bad. Each mode has a separate ladder. You can have a solo rank and a team rank. These can be displayed on your profile page, as well as all your previous ranks of past seasons. Players choose 1 tank combo at the start of every season - a turret, hull and 3 modules. Once chosen, they will have to use this combo for the entirety of that Competitive season. This is why it is "competitive". Should you be exceptionally skilled in your combo, you should dominate the battlefield and climb the ranks. The allowance of 3 modules allows for some counter play against the enemy team - they may have a dominating thunder, slap on a thunder module and you will be fine. The Matchmaker should split Comp play into 3 sections: M1, M2 and M3. Which section you go into is decided by your rank - Warrant Officer 1 to Third Lieutenant = M1 Second Lieutenant to General = M2 Marshal to Legend = M3 If players have bought product kits allowing them to acquire higher level equipment not normally available at thier rank, this equipment should not be allowed to be chosen. Edit: A better system is just to classify battles as M1 M2 and M3 based on the equipment players choose at the start of a season. This way, product kits could also be used. There should also be a LCG module classification system. For example : In Love - M1 Module Rustle - M2 Module Prodigi - M3 Module So, that is maps and equipment covered. Onto the actual ladder system. Every season, players should have to complete 10 "placement games" in order to determine their rank. Once this is done, you can play however many matches you may want in order to increase or decrease your rank, depending on whether you win or lose. The Competitve Ladder will have a longer wait time than the regular non-pro battles, that is to be expected, and there should be a warning message before entering in a search for a competitive game if a long wait time is expected. Thank you for reading all of that (if you even read it all), and I would appreciate any refinements or suggestions you may have regarding this idea. -
Just google the code, its pretty easy
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Had a look through, decided that the prizes did not qualify for the staggering amount of research time required. Good luck to all who are bothered to take this challenge on.
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Full blown druglord using magnum = ultimate suffering You can counter a full blown druglord who is using any other turret that isnt magnum with your own drugs. But when the only option you have to counter a full blown druglord using magnum is by being a full blown druglord using magnum yourself, thats when you know something is out of hand.
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Yeah I have noticed this too. Out of all the noob high rankers that i have seen who dont turn their turret, the VAST majority use rico and hunter/viking, or a short range weapon. The short range is understandable, but the rico not so much. Anyone have any clue why this is the case?
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My default module is Prodigi LCG - almost the same thing, i just hate railguns even more :P The fire protection is also very useful, you only notice it once you get ambushed by firebird.
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Its not a myth, but its map-dependent. Its also game dependent. In maps where thunder is strong, people wear thunder protection, thats how it is. Heres the catch: In maps where thunder is strong, rico and smoky are also strong, especially rico with MFS. Even though these 3 medium range turrets are all strong in favourable maps, you will always find more thunder protection than rico or smoky protection. This is why the "everyone has thunder protection" idea evolved. Go into kungur, or deathtrack, and you will find on average 60% of the players with thunder protection. Go into a smaller maps and of course there will be less. This is because when you are unprotected, thunder is one of the most powerful turrets in this game. However, the sheer amount of people with prortections almost balances this out. Thunders can still dominate with drugs, but if the enemies are drugging too, its an even playing field. Glad to see that you consider me a regular :P I would have to vastly disagree. Railgun m4 + DD in DM is basically a free kill on every reload as long as you pick your targets well (target low protections as well as light hulls). If you use the peek and shoot while mining your campsite playstyle, railgun is almost unstoppable. I will agree that thunder is very strong, hence why lots of people use protection against it, but it definetely isnt better than m4 rail in a DM.
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Very much in the minority. Im in England too and I have to risk being late and getting a detention every monday cuz of this quiz :P. Sometimes, like this week, I rush so much that I get simple questions wrong. The only time ive won is when ive had no time pressure, during my half term break. Unfortunately, I cant have a holiday every week.
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Nives, will we be getting the Russian forum? Can you elaborate on any details of what the consequences of this maintenance will be, and what changes will take place?
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I think most of your ideas are terrible, never thought through and only posted for your own personal benefit. The quizzes are never impossible, if you find them hard then youre just not putting in enough effort to research the wiki and forum for the answers.Nothing comes down to luck if youre fast enough. The answers are always there, its just for you to find them.
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Its like non buyers are never satisfied. Tanki gives us something great, and you shun it away, in the name of a "challenge" Wanna know what is a real challenge? Playing against buyers without these mission chain rewards!
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Depends on what you wanna do with the twins. If you want to be a fast paced attack, capping flags and moving around the map, then of course minotaur. If you play a lot of Poly CP, or island games, or prefer defending/covering one area of the map, go for Ram. Both are great kits, you wont be disappointed with either. I have experience with Minotaur on my 2nd account.
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*Facepalm*I had done the research, in my haste I clicked on the wrong option.
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What did I get wrong?
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Time please? Ninja or Marc, I dont mind :P
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Perhaps not both alterations, only the no self damage one. I only find the long range alt useful in maps with long sight lines.Even in medium range maps, if you shorten the engagement distance, then tbe extra dps offered by the no splash alt is very useful, as well as eliminating the risk of damaging yourself.
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I did that one off memory. Hope i got it right lol.
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Done too
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Do whatever you want with it, its yours to use. I was just stating the fact that its a bad account to use, thats all. Never said you shouldnt use it. About my first post, it was probably wrong to suggest they should quit the game, but it was not wrong to suggest that they should make a new account. Failed accounts are very hard to revive in a game like tanki where its very hard for the F2P user to begin with, let alone when you have an equipment disadvantage. Unless youre willing to spend a little cash to revive the failure, its very hard.
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Dude, youre first lieutenant with m1s and m0s, trash modules and a terrible KD. Youve earned 222k, which is a substantial amount, but instead of putting it to good use, you probably bought lots of full price m1s instead of m2s on sales. Most battles you join, unless you are the only lieutenant and the rest are warrant officers, you are essentially a mult and a detriment to your team, especially when they couldve had someone who managed their crystals better and bought some m2s and decent modules. Unless youre sitting pretty with a large sum of crystals up your sleeve, or getting ready to bust your wallet on tanki, id suggest that your account is a failure.
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Results [Issue 69] The Biggest, Meanest Quiz EVER! - II
D.A.R.K.N.E.S.S replied to Hex in Newspaper Archive
Apology accepted, Im guessing im just one of many annoyed with this decision but I understand why it was made. Hope it dosent happen again, and congratulations to all the winners