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iplayatankonline

Tanker
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Everything posted by iplayatankonline

  1. iplayatankonline

    Hopper

    Wow! I'm slightly amazed at the balance tanki achieved with this new hull. They had previous experience with stunning hulls... hunter, but also had a moment of insight. What about zapping opponents, undrugging them like usual, but also, why not throw them on fire too? Perfectly balanced targets of this hull can redrug pretty quick. So it is perfect balance. They took into account, it is not enough like hunter where you zap them, and on the burning... what if you could also reposition yourself almost instantly behind the stunned tanks by hopping? An incredible insightful thought. Not only was this hopping considered as a measured addition to hunters unimaginative OD, it also takes into thoughtful account the various game modes. For instance, lets say you have 5 defenders in a rugby mode, and as an attacker you realize the silly fact that as you roll toward them on the pavement over a bridge these opposing defenders of yours actually are able to shoot at you lowering your hit points possibly to zero where you die and are unable to score. But by golly, just for you! Tanki thought of that. What if you could jump off of that ledge/bridge/high ground, right onto the point (cough brest and others) so that you don't even have to deal with your opponents. They can't shoot up! Well most of them. The brilliance to account for magnum as a counter for hopper is breathtaking and eloquent. Tanks like, firebird, freeze, isida, twins, rico, hammer, thunder, vulcan, smoky, striker, rail, shaft, and gaus can't really deal with hopper scoring against them in rugby. But by george, tanki sure did figure it out! Magnum can do it! All of your prayers are answered. No need to be frustrated! Basically, not only the balance achieved here, but continued thoughtfulness to all players. Considered the light hulls that have perfect balance. Hornet, and hopper, the lighter hulls. They are so easy to kill, that whatever OD you give them, is really basically automatically balanced. Just kill them first before whatever that thing they do gets done. No worries there. But I can't help but think wasp is severely underpowered compared to these 2 other light hulls. But that's my mistake! Every hull is of course perfectly balanced. I am equally able to stop wasps, and hoppers equally as they try to score. And that wasp bomb... I mean, on added thought, yeah. Wasp is probably a bit more powerful than either hornet or hopper. I mean, hornet does that thing where it can see everything on the map... and ignore all forms of reduced damage. Hopper, jumps, stuns, sets fire, undrugs, etc etc. But wasp. That big bomb. Such a big punch. And I love in CTF when I'm guarding a flag, and hopper just drives on in, and then jumps away to where I can't possibly even shoot at him until I go up a ramp, around that building and then hopper is no where in sight. That was perfectly done tanki. Both hopper, and I the defender are now in this new forced balanced position where he gets away, and I am unable to stop him. I mean, he could try to make it where I could catch him. But we both understand the new format of things. That's just no longer needed. Basically, in most modes, I have learned to wait and see if my team or the enemy team has any hoppers. And then when the ratio is figured out, we assign each of them all of the tasks of the game, while the rest of us twittle our thumbs the whole time. I've found a few ways to stay relevant in gameplay during assault for instance. As the now waves of 3-5 hoppers on the opposing team jump around on the map scoring with ease... I have taken up learning to play the guitar. Now, mind you, I have no musical talent. And yet, with my no longer being needed on the tanki battle field, I've found all the time I've needed to become a real rockstar. Of course, those hoppers who join team death matches... I gues I have to give them credit. The balance here is pretty perfect too I guess. When I go to kill them, they are light hulls, so they die pretty fast. But then every once and a while, before they are about to die, they hop. And then I go chase them down and get the kill. Cause that neutral factor that they are balanced with, the flag, rugby, it doesnt exist. Its just me vs them. So they feel that perfect balance of being hunted to extinction. I've notice how when I use my isida against a hopper vulcan. I'll attack him from the side, and well... he can't really do anything. It's funny how I watch him try to turn... but then well, oh I killed him. It's almost like he was trying to turn his hull, or his turret, or both... but just, well, couldn't. And then he'll spawn in front of me... and well, it's perfect, cause when you get behind a hopper, they don't seem to be able to respond like then can when they activate their OD to jump around you. When they have no OD, and you get behind them, it's just perfect balance. You are guaranteed the kill. Basically the same way any tanker I could think of would design it. I mean overall balance: CTF, hoppers scoring ability I think is spot on. Balance is just what everyone wanted. I mean, as an example on alexander some try to use that ramp on the high ground to score on the one flag. Either to drive in off that ramp, get flag and run out, or get to it with enemy flag and score. I mean players usually have that "I used the ramp team!" "Team did you see that!? I used the ramp" But no. Just hop on in wherever. And now its like... every map has that ramp. Right to the ctf, on either side! Rugby. No question the most balanced format I can think of playing right now. Assault Oh sorry, no. This is the most balanced format to play on right now. Siege. Perfect balance for hoppers. I mean, clearly you can see how theyll be good here. TDM, Yup, balanced again for hoppers... who really... can just drive around just like in siege. We see and kill them.
  2. iplayatankonline

    vulcan's incendiary band and fire immunity

    I skimmed through this topic, but didn't really see some main points that I think should be brought up in a fair discussion. Otherwise the view is too one sided. I have fire immunity on my hornet, and on my titan. I also have incendiary band since it basically first came out. I used to use it. I no longer do. When it first was released, that was its very strongest. It was incredibly strong. But it is no longer really all that great. I can appreciate the obviousness of this post. I too see games where these vulcan incendiary combo do well. But at the same time lets be honest about the downside. The very thing that is making this combo great, is what makes this combo absolute trash. I have fire immunity on two hulls. Incendiary has no effect on me. All it does is give me an advantage. If you have incendiary, then your vulcan is flat nerfed against me and all others with the fire immunity which is helping your combo. You do less damage. You're turret is more awkward with bullets firing less effectively. And you don't light your opponents on fire when they have fire immunity. Stock vulcan with adrenaline and fire immunity is the best combo currently for vulcan in my view. Fire resistance, and fire immunity work both ways in tandem. There are more alarming things in the game right now than incendiary combos.
  3. iplayatankonline

    There are too many Electromagnetic Salvos running around

    If a player has fire immunity, and a strong fire protect, and a decent health bar.... firebird gets nothing done. Automatically if you have fire immunity compact fuel tanks means absolutely 0.
  4. iplayatankonline

    There are too many Electromagnetic Salvos running around

    I agree. Melee turrets are getting it rough in this game. Shafts, gauss, vulcans, magnums, ... not to mention the main stay staples that railgun and thunder have always been. Which just means down the road, devs will have to think up something for freeze and fire to make them viable game in the neverending merry go round.
  5. iplayatankonline

    There are too many Electromagnetic Salvos running around

    I was graced with this emp for free in container. woot woot. It seems good. But yes, I face immunities from time to time. And gauss protect is rampant now. While this surely deserves discussion, the atrocity against fire and freeze here are stupendously more important. I have fire immunity on hornet and titan now. Challenges and more container luck. But it's just not even funny. It might be a rarity, but I faced an opposing team with 3 firebirds as titan with my immunity. I was huge contributor to our CP victory. I faced all 3 firebirds at a single point in the game, and other times faced a combinatin of 2 at a time. Even three firebirds I was able to kill all three. I had 50% fire protect, and fire immunity. The damage was negligible. I killed em in no time flat. Firebird isn't even playable unless with... surprise surprise... hornet. Even firebird vikings can easily be faced down.
  6. It is just my interpretation of where we are, and how we can communicate. Even with what I wrote,thinking we need terminology to signify I'm above mk7+, or mk7-20. I.e. Mk8 or mk9... I will be the first one to agree, that this creates ambiguity. ... to a degree. A new player joining the game reading all the rules can search the whole site, and might never find reference to anything saying mk8+. And might find in chat, or in forum posts some one talking about them having mk8+ or mk9. And to some they can ask for clarification and it will make sense... but maybe they will actually think there is something such as mk8. And there is not. My system may not be perfect. But in the same sense, nuances need to be learned. New players will adapt. So long as the community as a whole is on board with what what terms mean what, we can make sense of mk8s and mk9s. In that saying two players with mk7+ is not the whole story of a tank. If we each have mk7+ but our drones are at different stages... this needs to be addressed. And as brought up earlier in this thread... short hand is important. I don't think the variation within a single mk upgrade matters. If mk1 takes you up 50 damage, mk2 takes you up 65 damage, mk3 back down to 50, mk4 70+ damage. That's what the mk is. If mk7 is 50% more than a previous mk level... it doesnt change that it is still within the mk7 level upgrade. That in my view becomes an arbitrary way of assigning mk8s. And if you said to me that you had a mk7-16 turret, but that was approaching mk9... it wouldnt mean anything to me.
  7. Well I've thought about this a bit. And to be fair, in my view it's just language and meaning in discourse. Semantics. While I can see on both sides why strict "facts" and such matter as to what a piece of equipment is or isn't, the centre of the matter is communication through language over what terminology conveys. If two people say the same thing and yet this means two different things... that is not good for discourse. To me, Mk7 means you got mk7-0. One might say I purchased a Mk7, and if for some reason it was not just purchased, then you say it with the upgrade. My freeze is mk7-16, my vulcan is mk7+. There is no ambiguity in the meaning of what I just said. Mk7+ means you have mk7-20. As to the point of is mk6+ the same as mk7. There is clearly a difference in meaning. Yes the damage is equal. But your equipment state is describing more than just the damage. If I have mk7-0, I can upgrade my turret. If I have mk6+ I cannot. Now as to m7+ being m8. Well, I would like to argue against that, though back when m3+ was m4 I was actually all four saying you had a m4. It was nice to interchange these, and add the number 4 into the mix. Because in either case, I knew exactly what you meant... But now... We have drones. So now you get +5 percent with drones. Therefore, m7+ makes sense as fully upgraded m7. To me, MK8 would be suggesting you have a drone equipped. And this can make things tricky. Let's say you have mk7-15 with fully upgrade drone. Or... half upgraded drone. And let's say your turret is doing more than mk7+ damage. First I would say, if you are doing over mk7+ damage, you can say I have a MK8 turret. MK8 implies the drone is in the mix and it is stronger than a mk7-20 turret. If you say have a fully upgraded drone, and a mk7-1 turret, I don't believe in any of the turrets this qualifies you to say you have mk8 turret. It just makes the mk7-1 a mk7... 5 or 10. I dunno. If you have a fully upgrade mk7-20 turret, and a fully upgrade standard drone. Then you have M8+. You are doing mk7-20 damage +5 percent. If you have brutus, A fully upgraded and mk7-20 turret and brutus upgarded beyond upgrade 10 you could conceivably be at mk9. And a fully upgraded brutus with fully mk7-20 turret is MK9+. You have a mk7-20 turret with +10 percent damage on top. Many times, an upgrade of 10 percent takes you up 1 mk level. But for sake of meaning and understanding, the mk8 and mk9 are in increments of +5 percent damage as result of drones. I can see how even with what I wrote above, people would want to interject maybe. I mean, even though I showed brutus as being +10 percent as the highest damage, with booster or others, those drones can offer temporarily even higher levels of damage. And just other meddling factors. But in essence, the above is as I see it. I might have left something out... I dunno.
  8. iplayatankonline

    Bugs and Glitches Reports

    OK, I recently made a post after I purchased that one package where you got 111 ultra containers. I reported only receiving 76 and after opening 76 there were no more. I reported this to tanki online support and they did get back to me. They told me I had received all 111 ultra containers and they were credited to my account. Ok, so being a bit of a detective, I did some snooping. I actually did receive things that I had not opened. Which means there is a separate glitch going on. Containers are being opened that we do not click open for, or the system is double clicking really fast. As example to know this factually to you. I wrote down each container that I wrote and these are the adrenalines I recorded: Vulcan, Gauss, Shaft, Hammer. I went through each of my turrets, and each alteration for those turrets. I had got more that I had not written down *and am sure that though i was credited them, I did not open them in a screen where it popped up... which could mean lag? Or double clicking I'm not quite sure. So I saw that I had Isida adrenaline, Striker adrenaline and one more which I currently forget. Also, I had got without recording viking stun immunity, and wasp light weight hull thing... though I dont have mk7 wasp on this account. Um, yeah, so on top of this I'd like to point out another thing to tanki. When we do things like upgarde, and speed ups, can we make it that the buttons in the screen do not overlap? So for example, when we upgrade can the button be on the left, and the speed up button be on the right of the same pop up? So that there is no way I can click upgrade, and with a lag or double click issue, also click speed up which takes up the same spot. And with containers, insated of clicking hte button, ccan we get a letter code to 'O' open a container. Kind of like the upgrade and speed up. I wasted 120 000 crystals by accidentally double clicking. So I have learned. To upgrade I only hit U. and to Speed up...which i dont... I would only hit S. But I am glad to see this comment, because it makes me know it is definitely something that happened to me. I did not open those containers.
  9. iplayatankonline

    The Event Bundle did not give me 111 ultra containers

    Thank you. I have not heard back from them yet, but I did contact them. Thank you.
  10. iplayatankonline

    The Event Bundle did not give me 111 ultra containers

    i did contact tanki online support. Thank you.
  11. iplayatankonline

    The Event Bundle did not give me 111 ultra containers

    Yes. A very unfortunate lesson if that is the case N3tralre. Sigh. Once you go into the container open screen.. I don't think it tells you. It only tells you on that first screen.
  12. iplayatankonline

    The Event Bundle did not give me 111 ultra containers

    Thank you for response. This is true. I only noticed that after, when it said you have 0 ultra containers. I did not notice the ultra contianers had a count beside the number originally. I was just opening them. I only switched over to html a week or so ago. All the screens are a bit new still. The exact moment I noticed was this: I was starting my 4th set of opening 25 containers at a time. I opened the 76th container, and then as I went to open the next, it actually just kicks you back to the original page as you have no more to open. I was very confused. I was hitting Z, then my mouse was kept on the "open 1" button. I hit Z, and this took me out of the repetitive sequence. To the screen with the page of containers. I am sorry to say, I didn't notice at the time the number of containers.
  13. iplayatankonline

    The Event Bundle did not give me 111 ultra containers

    Thanks for this response. I have no quarrel with tanki. I like this game. I think some imbalances here and there. But it offers me carefree release to shoot at things. ? tee hee hee Simple customer service. If they want to throw soemthing extra in to sweeten the pot just as a sign of good faith to a customer or just give me my 35 ultra containers I'm cool with it. I got the vulcan adrenaline augment. I'm having a blast with it. I'll write them fan reviews. Got a few other things. Not sure what htey can see on the other side of things. But I would like for this to be addressed. Thanks again. Happy birthday tanki. I haven't been around since the very beginning, but still big improvements in all things. And this is your best birthday yet! 11111 crystals today?! whaaaaaa had me all smiles. And I'm like. Yah I'll buy a bundle to celebrate your birthday with you. No bad blood. I'm still a player. But please just treat me right tanki. What is cnc? Russian for thank you? Or happy? I see it from time to time. Never got the translation down pat.
  14. iplayatankonline

    The Event Bundle did not give me 111 ultra containers

    Yes, I paid for it. I paid for stuff in the past, but recently, no. I would like for a moderator to look into this, pass this along. I opened precisely 76 ultra containers. I wrote each individually opening 1 by 1. I wrote in groups of 25 marking how many "good containers" out of the set of 25 I got. I know this for a fact. In the first 25, I got 8 good containers. in the second, I got 10. In the next set, I got 12. I still had 35 ultra containers left to go. Please credit these to my account. As it turned out, I got some fun stuff... and it is not a total loss. But I'd like what I paid good money for. Can a moderator or member of tanki please contact me to get this resolved. I will answer whatever questions to prove.
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