-
Posts
117 -
Joined
-
Last visited
Everything posted by iplayatankonline
-
I am considering getting the auto cannon augment for smoky. Could someone inform me about this choice with ideas about gameplay. I realize the individual shots are like what, 200 damage? Maybe 300? But then increased number of critical hits. Please advise if this augment is good or not. I sometimes face it in games against opponents and ... I have mixed thoughts. Sometimes it seems the players are doing really well. It is not about which augment to get for smoky. I am either A) buying it, or B) not buying it. I have 3-4 other smoky augments. Just considering getting this one. If it is worthwhile.
-
I am here with a gleeful report. I have faced hunter firebird for years and hated them. The rage I have held up inside and the suffering is lifted. Well no, but as I now have it with reasonable playableness. LET THE UNGODLY POWER BE MINE!!!!! MUA HA HA HA HA So today I played one of my first games of Assault with the following equipment: Firebird mk7+, Incendiary, Brutus 20/20, Hunter Augment Heavy Construction (something I got in a container so long ago), Hunter, 14/20 (This last piece was what was holding things up, decided to upgrade it a bit before trying it). The augment for hunter could be altered? But to be honest, it is the only augment I have for hunter *along with fire resistance... but meh. I have almost all the resistances for all hulls, except cold resistance for Hunter I think. But these are not the beefier augments. But I have no immunities for hunter... but heavy construction for purpose of assault worked like a charm. This combo was amazing fun... as I would have expected hating it for years. I got roughly 42 kills in attacker mode. Won the game. Came in first. Zapped and incendiaried their whole team multiple times. This thing is broken. And Im having immense fun with it. BA HA HA HA HA And I still have 6 upgrades left on hunter.... meaning I still can play this in the future with couple hundred extra HP. Now obviously the map probably matters. I played on MM polygon. On more open maps etc my excitement probably wont get replicated. Oh, no my first game I played was actually bobruisk right before polygon. I was defending in assault on that one, and we easily won as well. So, ... hunter, fire, incendiary, Brutus, heavy construction. Assault. Aim for this. It is soooo brokenly good. Now, I might as well ruin some stuff just to reign in my own comments. Um, maybe I was playing against not strong legends. I haev no idea. I did happen to join the game with 2 protections that fit well, blocked 2 or 3 of their 8 players quite well. Think I had one protection that wasnt needed but just never bothered to switch equip. And maybe not a lot had firebird protect, the fire immunity wouldnt have mattered. Um. And yeh, Im probably gonna join a game or two where I dont do as well. But the power. THE PPOOOWWWWEEEEERRRRRRRRRR!
-
OK, I haven;t read up. But just been playing and other stuff in real life last few days. So back with a more fresh perspective and Ill try to be more productive than just say give up because of bad experiment. So obviously over course of this many of brought up valid concerns... and there are problems with this. I.e. defenders in assault have it way to easy, whereas in last experiment attackers had it way to easy. Probably everyone agrees. At the same time, whether on either side, Im actually having the best games on Assault. I regularly score in top 2-5 on either winning or losing team, either defenders or attackers. You can rake in some serious kill counts on assault. I often get into mid to high 20s. And at top of range I think I remember a couple around 36 kills. That;s half the objective for defenders, but I think I got 36 as the attacker on dusseldorf. The buildings and angles make rubberized vulcan unstoppable. To bad my team still couldnt win. But I think as attacker, Ive won maybe 10 games. Most on industrial. So increase players, increase ability for kills. Also, the main thing I think everyone agrees on regardless of the actual changes into the experiment... are bringing back the maps!! I'm saddened that I've rarely got to play on scope ... less than 5 games on the map, but it is there! And seeing these maps back is just so great for the game. I would gladly get rid of sepurhov and massacre to bring back some other maps. If anything, I think this is the real accompklishment for this experiment. New maps is like new life blood to the game. Deathtrack, dusseldorf, such great maps to see in the game. More to play with and use our equipment on. I see smaller hulls shorter range turrest able to survive on dusseldorf with all the buildings for cover more. So if anything, pls add some maps to the game permanently. The only hull and turret I don't have of note are Mammoth and Magnum. Ares and hopper being an obvious no. So now Im wondering with all these experiments, those of us who have lots of equipment to choose from... and genreally have multiplefavourites, how are you deciding your combos? I only have brutus 20.20 for drones. Just wondering, how do people decide between titan vulcan, or hunter fire, or whatever else when you have lots of solid gear to choose from. Im just so much into the vulcana nd titan rubberized right now, but every once and a while I try to decide what else wonder on others approach.
-
Can you actually say something.
-
In my view... The new mode slightly, (SLIGHTLY) balances hopper where I'm not noticing the ownage as much. Let's be clear, I haven't set one foot in a rugby game so I don't know about those... maybe it still is a problem there. But in some ctf, assault, tdm, cp modes. I see a bunch of hoppers dying and I rejoice with glee. Discourage these guys from even entering my battles so I don't have to see them zooming around. 1) Maps are much larger, so you cant just stroll in grab the flag hop out and be 1/3 the way back to your flag like specfically on flatter horizontal maps with little distance between flags. The hopper jump in or out to flag, and WHAM you re on Berlin... so you still had 9/10 of the length of map to go, 4/10 stil in enemy territory and you my dear hopper were punished with 7 different turrets tearing your hull to shreds. And good riddance. Now, I do think I did some teamwork that allowed hopper to score. And this I could tolerate. In a game I played where we won, we had 3 invaders on left of berlin, and 7 go in on right. I was not a part of the 7 man group that scored the flag *or helped our hopper retrieve it, but I flanked and killed enemy tanks that would have inevitably gone against them. This stopped any abuse of a one man hopper hero winning a game for us. We definitely shredded them as a group. Our hopper died after getting the flag back to the mid field, a titan picked it up and started the path back. So in part, its more maybe the balance of the match, than that hopper is Over powered here. So the scale of maps works against hopper a bit better. 2) As mentioned above, 16 v 16. So a hopper instead of eluding 8 enemies, needs to escape from16. From what I see, as it is light hull, it can get away at times. Or sneak around in tdm getting kills. But it dies a lot. I've seen hoppers hop around and get shot like 4 times on the landing, look at the name, look at the score in the tally bar, and they are not at the top, they are dying massively. So hurray! Get a real tank hoppers! 3) ok a lot stems from the above points. But lets say as example, more tanks right? So more turrets. More isidas to heal the teammates getting burned by hoppers. More long range turrets to be sniping. More short range to be brawling. Its not just the number of people, but the types of turrets and hulls being en mass deployed. We had more big hulls to survive the burn damage, more with fire or stun immunity to quickly counter the hopper, more mid rangers and quick light hulls to chase and return flag. Or in cases of cp tdm etc, a hopper suffers a fate it cant escape. If you are a hopper and finding it hard. :D :D :D I remain on the fence with the experiment. Lots of good points being made. I would love for kolhoz and berlin to be kept in the game. I do not like temple. Just me though. Don;t like it. Deathtrak and dusseldorf can stay, but maybe 12 v 12 is better. 16 v 16... it just seems. Crowded. It's like tanki as raised this mighty sword and tried to swing it and show how skilled they are. Samurai. Only to find that the sword weighs more than what they are able to swing, so you have games that just seem to spiral out of control. Experiments can start like this fine. But I realy hope they take good lessons and are able to weild these into sharp wielded scalpels of excellent gaming. Show the reason you did this experiment x and y and A B C, and how you combined them to end result of , YBC, with good points. It seems we might be on the way. LOOKS LIKE bottom two on losing side get 3 stars? And top 5 on winning get 3 stars? Seems so anyway. As said, defenders needing only 70 kills on asl... come on. 16 player teams. absolutely. This is easy. Now either this, or instead of keeping each map to 3 flags or 2 flags sometimes for attackers. Give them 10 flags. Make every attacker an attacker who could have a scoring flag. Or.Keep the flag as having 2-3 spots. But when one person goes to pick it up, There is another instantly there. up 5 flags can be taken from a single spot in asl before it goes away. I dunno. I've only played on 1-2 winning games of asl. The rest were shut outs for defenders pretty much. I think it was industrial and osa I won on asl. OSA surprisingly, because I had another as attacker where we got stomped.
-
OK, The game map Berlin. Played a game of ctf. It was absolutely epic. Got first. Barrels of fun. This experiment makes sense on a map of that size. But so many maps even if not huge, not hte scale of berlin. If I get more of the added maps like berlin, this experiment wont be so bad. Rubberized rounds. Vulcan. Heat immunity. Berlin. Epic good time.
-
Ok another comment just to be reasonable and fair. I saw the player who got first in game get 2 stars. I came in 4th and in one game and got 3 stars. So not sure whats going on there. Did something actually change with that? Wasp bomb gettings 8 kills? Hmmm.... Thats 70k damage mission done in one shot. Dictator OD can do lots to help team. Will this promote better team play? I don't know. But teams that play better will dominate easily. As legend, I played games with multiple low ranks... ugh. Can't brag. Still lost and didnt do well. Still negative, but wasp is incredibly more powerful. So maybe some will like. Viking actually seems weaker. You'd think it gets insane kills, but even if it invades just gets killed before it can fully unload. Not optimistic.
-
ok for some reason its not letting me do a new comment, it just keeps quoting the above. But anyways. This experiment is trash. The next two weeks are gone to *%($ ... dirt lets say. First off, forget my protection complaint, I have about 10 other more problematic issues. I'm supposed to capture flags against 16 opponents? If I don't get in the top 10 spots, I don't get ANY STARS!! Joining late ruins everything. No score per game. You die so fast, hardly ever make it beyond the midfield. Getting in top3? How about getting in top 7. Top 4 spots should get 3 stars, next 8 should get 2, last 4 get 1. I dont score goals anymore. Dont play rugby. Someone will score maybe sure. But what are the odds anyone ever will? Endless adjustments should be made live on tomrrows update. If they adjusted or got rid of these let us know. This experiment is dead on day one. I could go on.
-
Hopper I agree, but it is hopper and hunter that have the most lethal imbalance. Hornet doesn't bother me much anymore. Still die from time to time, and it is fine. Just like I die to a viking etc or a bomb. I've completely given up on rugby. Won't do it. CTF I actually liked, so it is just such a pain they threw that mode to garbage. I've 80 percent given up on it. An unfortunate thing. For now, assault is 50/50. I like and don't like it. But not given up on it yet. What is even worse, is I've noticed in some maps specific areas made in bounds that only hopper can get to. Hopper is wrecking the game. And actually affecting my level of interest in playing it. What is the one wolfenstein, like it but not? With the highground terrace in the middle / castle bits. Hopper can get up in that in assault mode and with magnum just bombard us all day long. It is terrible... Majority of turrets can't even hit it. The only usefull immunity to counter hopper is stun immunity I've found. You get a bit more gameplay out of it. But still sometimes hopper will do its thing all the same and nothing you can do about it. Devs, if you really are listening to us not liking the new gameplay experiments. There is a slight point of hopper that needs some addressing. I feel I know you ll get there in time and find some way to do, but pls. Hurry. Maybe recreate the way a flag stand is made. all flags should have an imaginary steel post above them say like 5 meters above dictator height. Somethng where hopper can't land immediately down on it from above off a jump. If it hits the steel post hovering above the capture point, it bounces back. And has to score directly straight on or something. Make goals the same. Somehow make the boundaries around the point so that you have to come in from a side. Or figure something else out. I do have a friend or two that I've recommended to try tanki on. First let me say they are not serious tankers in any way. But one enjoys being isida healer, and her favourite game mode is ctf. She's completely ruined for tanki now. She HATES hopper, more than I do. I mean, I used to play the odd game now and then with them. But shes basically walked away. One game a week, or every few weeks. There were a few other components to the decision. But I guess maybe its a tradeoff for the game. Because of the imbalance it creates in allowwing some players to score more easily, they ll play more. While for others, they simply walk away. They dont make a comment or actually tell you they are leaving by the way. I see some that maybe feel scorned or I'm not sure who say they are leaving. But those I know, they don't even care. They don't tell you why they are leaving, or even that they did. Just stop playing. But I hope there is some life left in tanki fora few more years. But with these experiments I wonder if you guys realize people are leaving more than I even realized?
-
I am concerned about the protections. If this was announced with more time... I think I would have suggested upping the protections to 4 modules at least for everyone. With 16 opponents, easily every turret could be in the game. Before there were 8 players on opponents team. At best, 5 turrets you werent defended against. But most of time at least a couple doubles. So you were maybe unprotected against 4. It will be much more now. You will die fast. Or possibly 4 modules with the extra health in this experiment would have been ok. I dunno. With the last, again protectiosn were a vital point. Because with 6 people... you had half team guaranteed to be protected against... We will have to see. I feel again a lot is hitting hte short range fast hulls. Medium hulls. Medium Range. And long range. Lets see how it goe.
-
Disagree here. Especially assault. But you are right easier to score in assault and thats bad. Defenders need a boost. Maybe they only need 40 kills to win? 70 for flag scorers. Unsure where the balance is found again. But right now attackers win to easy in asault. Rugby and ctf are broken. You can have all the health in the world. Doesn't matter. Hunter and hopper zap you. And hopper just hops over you to score. You can have your full health. If it is just extra health to help you score as attackers on either side... Yeah, its just game of the better offense in rugby and ctf. Cause defenders cant do too much in these modes. Broken.
-
I like the health upgrade of this experiment. Won't expand on the health upgarde benefit but it certainly is in my view. You spend more time playing, less time dying. Thing the teams should go to 7 players, and time up to 6. It has significantly impacted protections. I could write a page... but lets say every round you can have 50% of opponents protection. And if they have one double turret, than you have 4 out of 6 protected against. Protection value went way up. 3/6 guarantee, as to 3/8. It is absoltely necdessity after 1st or 2nd death to go to garage and equip correct protections after scouting opponents turrets. And sometimes, near end, switching turret can be good to if too many have your protect. Assault suffered the most. I have to write a bit to expand on this point, but defending on assault got way harder, and attackers got huge boost. Double health while stacking at 70 kills, means that essentially defenders must kill 140 opponents. Whereas attackers still score same number of times. Less defenders and less attackers.. .inevitably I owuld say this benefitied attackers more. Much harder to defend with less. Attackers wasp bombs much more effective. Harder to send one or two defenders out to disrupt, and leave some defenders at flag. I could expand much more on this, with further impact of hopper and hunter attackers etc etc. But believe the point is made. As to doubling range of melee turrets? urg. This is impossibly advantageous to them. What is the balancing factor, to just doubling their range? Giving the double speed to larger hulls... how can than be... good except to make them impossibly strong. Even a 1.5 x boost. Ugh. A titan with super health, or just back to regular health that is as fast as a medium hull almost small? If you mean increased speed across the board, this still doesnt work. To many would score with helath enough you could never stop scorers. I do like your last idea. It is great. If they execute it well. And maybe not as regular mines, but an upgrade for a drone or like a mine augment I dunno. You place a mine at point X, Where if they land on it like from dropping of a cliff still explode, but if they get within range of X like say X + 1m, or x+2 m, The mine "activates" and chases them down. Let's say this cause them to do -25 percent damage. I mine have a ramp in the middle of ramp. You can go up either side and dodge if it was a normal mine, But this is a smart mine on wheels. It gets up and collides with you. Mine protection even more worth it. And defense increase. I'd like even more if there were tracking mines like this in the sky you could lay. They intercept jumping hoppers and do double mine damage. An actual counter to hoppers. Air mines. Make it so tanki. Air mines are useless against all other hulls. So you are actually being strategic. Do you lay a mine that will intercept a jumping hopper, and ONLY be effective against hopper. Or lay a regular mine that hits land targets. So an extra drug. Land mines, air mines. Air mines have much wider triggering ranges. So any hopper getting close will suffer higher than average mine damage. Perhaps even land hulls can suffer minor debris damage. Say 25 percent regular damage. But never set it off. Just get damaged.
-
I could see people leaving over hopper. Hopper breaks the rugby and ctf game modes. I refuse to play them as much as I can. I'll switch missions. I'll never play 1500 score points on these modes ever. Or 300 000 damage... but then I can just do damage and not as bad. Teams win simply with a good enough hopper to carry a team. It's mind boggling this was put in game. Sadly I am noob and can't control these hulls. My mouse or computer maybe plays part in this I really don't know. Or maybe I'm just playign it wrong. But anyways. Even if I could be them, it's just not good for hte game. I can see some things being too much. Tdm and cp keeping tanki going for me.
-
very nice
-
Im at 17 000. Gonna get there.
-
Sigh. Thank you for the literal correction. I am aware the immunity is to afterburn.... Correction it is called HEAT immunity. All the same, it takes the cake for most powerful and game altering immunity there is.
-
I excelled at essay writing in school ? Kept some of the 99% papers.
-
I was not saying tanki was perfect. I also was not saying tanki devs are impervious to criticism or that you should accept every part of tanki's gameplay decisions. I think I explicitly said hopper jumping is the worst thing for scoring flags and rugby. Is that the flying cheat you mean? ... I think I clearly am on board with you here. Tanki is trying to make money. It is trying to survive. If it sticks with what it has, 3000 legends will eventually get everything they have to offer. And then what? Just eternally wait for the supply buys? I don't know what business plan you are suggesting for them. But you are playing a game they work for. What job do you do? Would you like to do the job you do every day for free? Or would you expect some form of compensation. And yes, there may be a side to the devs decisions where an opportunity for money is made in their updates. I can't say it makes them completely guilty to try and make some money. Perhaps sometimes it goes to far. Perhaps others we dont need to be over critical for eveyr time they try to make a buck. 5 bucks for a challenge? Are you relaly going to go after them for people who might pay 5 bucks? 24 times a year. But surely no one buys them all. And fi they do... well ok. You spent 130 a year. As to paying money to play a game, you will have to clarify. What is presumptuous of me? I accept some people are in a situation where paying is not an easy option. My more explicit case and point was this: If a person has a job, and is playing tanki every day... this is a hobby. A very large sum of the adult people I know who have a hobby spend money on that hobby because they enjoy it. Those hobbies are a perpetual cost in some ways. In others, like bird watching. Maybe after you buy the binoculars your costs go down to just hte gas it takes to get to alqonquin park. I don't know. But even the money to pay on gas for a hobby is money. I might be missing your point honestly. I stand by what I said. You can spend a smaller amount than what it costs to get lunch once or twice a year on tanki. The big tickets... huh. No I don't defend, and made clear of that. I paid 50+ bucks a couple times and got some good gear. You are allowed to have your opinions. Maybe you think they are fleecing me for money. And honestly, sometimes I see the bundles they offfer.... and yeah... I scoff at it too. Sometimes I really don't think some bundles are worth anything close to what they charge. They charge 99 dollars for vulcan rubberized rounds? I paid 2/3rds that, got lucky got the rubber and also got a whole heck of a lot of other things. Now think about the hours and hours and hours I'm going to play with vulcan rubberize rounds relearning every single map and every single angle that can get me kills. Alekshandrov dear lord, you go up on that raised platform, and on that plaform, or from the bridge, or a few other places on that map, I can get all the angles I need to kill you everywhere. But I also think, all that money I spent, that then goes back into the game and my enjoyment of it is perfectly ok. I'll give you another point of contrast. I know 6 people who collect coins. It genuinely boggles my mind that people are paying money for money at a rate higher than what the money they are buying is worth. A set of penny, nickle, dime, quarter, loonie and twoonie for 9 bucks? Are you insane? But they enjoy it. They like to collect one of each from every year. And sometimes they like multiple. Some as pristine, and some really dirty looking and used. Value is a tricky thing to pin down. But look, if you saw the good in the post, then I think that has all the value and others can read to. And if everyone sees a little bit in what I wrote and think I'm bonkers... well again - I play a tank online.
-
Disclosure I'm a sometimes buyer. I'm not a kid, I have a job, been playing tanki for years, and yes its the most expensive micro transactions ever... but I guess I've got lucky with the ultra containers I've got. Got Gauss emp first time I bought. And just this last round got vulcan rubberized and striker armor peirce *and shaft armor peirce.. but i dont have shaft. Never thought it would be my style. I only pay on this account though, and I have experimented with lower accounts that I do just fine in. I think we have to be more fair in our assessments. Way to much negativity in posts regarding tanki these days. Sure there are changes. ... That's not bad. I think some of this is maybe blown out of proportion. Is hornet weaker? To me, yes it certainly is...(and it should be weaker) but its left with a bit of an edge too. Everyone seems to be crying about how oh no we cant kill buyers anymore. I guess I'll represent the buyers... why not. If hornet is bad for those of us who buy, just imagine how hard it is for htose who don't? It's not a one way street here. Hornet kills everything. I still think hunter and hopper's ability to force drop flag and rugby in a game is the worst thing in this game though. Sorry, Hopper's ability to score in capture the flag and rugby jumping over opponents (from high ground in brest cough*) and doing stun, emp, burn is by far the worst thing in this game right now. How do you stop hopper from scoring on half the maps with highground? It is truly enraging. I could see some criticism on this as legit. I don't know how to stop it when I play in the game. I can't mine the defense of my flag. sigh. But that is a separate matter. Giving this power to turrets (armor peirce). I mean come on. Hammer has to shoot you twice, then its last shot disables your armor... and hammer has to reload. This isn't exactly god power here. If THAT is the augment a hammer chooses to equip... I can live with it. If hammer is able to land that many shots on you... you are gonna die with this augment or not. The THIRD shot disables. Ricochet HAS to ricochet you to disable you. Now to be fair, some shots when playing rico you explciitly aim to use the ricochet effect to hit targets. And this wil be powerful. But in straight up battles, if they are just shooting right at you. They won't even armor peirce. I would still rather use my long range rico than this *though for rico I don't have armor peirce. Striker armor peirce I have... it is kinda ok. I generally don't place first. Striker is already a weak turret. The only benefits are sometimes low protection modules equipped on opposing team so you do max damage often. And, if they do bother to equip your protect, hopefully there is a range of turrets on your team and they have two othe rmodules, but if you have rail, vulcan, and firebird on your team, well one of them just got through opponents with one less protection. The lock on isnt that fast. Lots of times the shots dont land. Target gets destroyed or moves. Shaft is same thing, when your augment specifically needs to lock to take effect with no immediate benefits only the future shot, there is some balance here. There is no IMMEDIATE increase in damage as an example. When I do armor peirce, it doesn't seem to remove the armor, is it just for me that it got removed? Cause I still see them with it. So of all the turrets I don't know but smoky might benefit the most? Or freeze not sure. In my view the others got an average or below average augment. Instant lock on for striker still might be my favourite hunter augment. Ok, now as for this AP immunity. Honestly... I dunno. It's not the greatest if we are to be honest? OK. if titans dome is finally made to be as strong as it would be... then again, that has been in the game. We have all learned to ignore titans when under a dome. Or you still zap them with hunter or use another titan, or you mammoth kill them, or you wasp bomb them. Just giivng them a counter to hornet? Please. This is not game breaking. I still think fire immunity or freeze immunity is by far a better pick in general. I enjoy playing vulcan. I just got rubberized rounds. I'm gonna equip fire immunity or fire resistance any day. AP immunity means nothing. Maybe with a different turret sure, ap immunity becomes a much more solid option. Especially since fire immunity only matters if they have smoky fire, hammer fire, firebird, vulcan fire etc or some other effect and if not, fire immunity is also useless. All the immunities are good. If someone equips AP, they are exposing themselves up to other effects. The immunity isn't that big a deal. If someone is gonna buy it ... let them. By far the immunity to be complaining about is fire or cold immunity. This crucially crippled 2 turrets. Sure, firebird with incendiary is like the only way to play. But also, fire immunity isnt rampant. None of them are. So i dunno. OK, for non buyers. I actually don't know how to word this expressly the right way. If you don't have a means to pay ok... (you are kid without a credit card) But in general, people have money. There are few small things you can buy on tanki quite easily. Don't complain to me because you don't want to spend 5 dollars. You can spend less than you spend on lunch and get some cool stuff on tanki. What I do understand is not paying like in the 50+ range. That can be painful. But sometimes, investing in just 1 useful thing can make a difference on tanki. In my view, if you are cheap and want f2p this reverberates in all things in life. I had to get work done on a porch recently. Do I ask the neighbour who will do it for a case of beer and do a shotty job? Or just pay a guy who will do it right and give up the cash? What do you think I did. I get no one wants to pay hundreds on tanki, and no one should have to. But if you are telling me you don't have 20 bucks, or don't know how to stretch 20 bucks on tanki to get a good bang for you buck I don't see the argument. If you devote a certain percentage of time to tanki, like I see many of the common posters on here who may or may not be buyers. But believe it or not, the money to pay is actually worth it... People spend money on hobbies. If you play on tanki everyday you have a hobby, and can put money towards it. People buy cameras to go take photographs as a hobby. People buy games to play them. People accessorize their cars. If you have a job and are choosing not to support your hobby that is on you. If you are a kid in school, .... you are a kid in school and tanki is literally just for fun and can come or go. Can't relate to everyone in this paragraph. But buyers support the game YOU are playing for free. There may always be a balance issue in games between free players and buyers, but what you never want to do is attack the buyers or shame them. That is entirely foolish of you. But tanki should try to make it that options are available all around. And to be frank... let us say that it has. Every week there are containers, and rewards you get free stuff. Challenges can give you thousands of crystals. I have accounts in low ranks where the hustle is completely gone like it was 5 years ago. I can do an upgrade every week no problem. I get drugs like crazy that I fought like heck for 5 years ago. On the lower accounts. No one can argue legends benefit. But so do the low ranks. Especially this year. There have been good updates. Html is absolutely better than the old version. Some things are going southward, and some aren't. But seeing 16 people explode on the forums all the time... you are just the loudest. It says I'm in the 6900th place for crystals last week. So a few people are still playing the game. Try to be well rounded in the comments, make the point, but be respectful to devs, buyers, f2p players, noobs, and the most skilled among us. It is a community, not a roast.
- 246 replies
-
- 13
-
-
-
-
Add the following: Make your previous X numbers of container rewards visible. I.e. ultra, regular, everything. Also, give a letter option for opening a container. I press the button, and it double clicks and multiple times a week I never see what I get in my containers. It just takes me right to the shop to buy more without showing me. Repeatably. To help this on multiple fronts, once on screen to open containers have the "O" button pressable so no double clicking. Also give the last 10 - 20 containers a cue somewhere so you know what you got. Upgrades. Before selecting an upgrade to be upgraded show the length of time it will take. Only way is the wiki. Once you upgrade it, it shows you how long. Have it show you that before you upgrade so if you have multiple, say a turret upgrade, or hull upgrade, or protect, you can compare by both price of each upgrade, and by time. Maybe there is an upgrade weekend you suspect is coming in 6 days. Make it visible in garage. When upgrading an item, the upgrade button should follow without the speed up button being located in same spot. This there is a partial fix. You can press "u" my sole method of upgrading. And then to speed up, I just make sure not to press "s". But really, you shoudl be able to press buttons in garage without worrying about the next thing you hit underneath the icon once its gone/changed to result in an unwanted action. This is all over tanki, and it is rather sloppy. One exampel where this is perfect is the upgrade button in the garage. When you have a turret selected and hit "upgrade" the proceeding screen has no button where the "upgrade" was originally located. There is a vertical "back" button that is off to the left side. And a further upgrade button to the bottom. But no double clicking. Repeat this as a layout in more areas of tanki so overlap does not happen on consecutive overlaying screens on the same screen spot.
-
Thanks! This makes sense. My viking is stun immunity not emp. Hornet is emp immunity. Which means hopper does stun me. But does not remove my drugs?
-
Ok more specifically. EMP immunity does not work against hopper. Maybe that was part of my confusion I'm not sure. I swear my original post is accurate, it wasn't equipping right. But now I'd like to add. Hopper OD... is this an EMP effect? Because Emp immunity does not block hopper OD. I believe that IS a bug.
-
Sorry I tried to update this as original post. I swear I'm not losing my mind. I tested this for liek 5-10 min going in and out of games... But it is working fine now. Without outside confirmation from other players... consider this a non issue.
-
I have hornet equipped with either heat immunity, or emp immunity. Having either equipped does not register with the site. My gear score shows as 9899, when it should be 9999. When in a game, in the upgrade icons of my hull, it does not show my emp immunity as being equipped. Or for fire immunity. Instead of the appropriate symbol, it shows -- . When I go to garage it clearly shows that I have these hull augments available. And it shows them as equipped. This seems to be hornet specific. My other hulls at least titan... still has its fire immunity. Um. So yeah. My viking emp immunity works fine. If this isn't a bug with the system. Can someone look at my account? I've had the heat immunity and emp immunity for Hornet for months now.
-
Also, I tried no harder in my comment than they did to make a workable tank.
Jump to content































































