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Everything posted by OUTAMYWAY
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Are draws completely random or is there anything in place to stop you getting the same upgrade /paint that you may already have drawn from containers?
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TBH it depends on how much money you spend on this game. I've only bought a couple of battle passes but no crystal purchases and by legend rank ive got one fully upgraded combo and a mk5 combo. I got all my augments at the old prices before they got hiked massively, now, they are pretty much unaffordable by standard play given the number of ones to try. Spy answered all your questions quite well but drones are a huge drain of crystals, both in very expensive later upgrades and the battery's that power them
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You're enemies will be dead before they have a chance to react. I mean seriously, have they even tried to balance this hull out! 1. Damage. 1500(MK1) - 3000(MK7+) That's bye bye to any moderately damaged light or medium hull outright. This is fully upgraded, fully charged sniper levels of damge! are they going to bring out a Crusader protection module just for this! 2. Freeze and armour piercing. As if these are even necessary, if a tank isn't killed outright, this makes it difficult to even attempt to fight back or run. It seems to only have been added so you have time to get round to any tanks frozen around it. The way i feel OD's in Tanki should create interesting situations, that facilitate a different solution to what may have been a straight out brawl. However a different solution should not be to simply steamroll the competition and carry on with your day. On top of this, this hull has several advantages that most of the hovering hulls share: A small profile (mentioned here and very significant for shaft users, which ironically about as close as i want to get to this hull). Nearly impossible to flip (no small thing on some maps for tracked users). I can think of Juggernaut, Siege, Assault, Rugby and Capture the Flag modes being seriously affected by even 1 of these hulls being present, and with the charge time on the OD being at most 2 minutes, its not like it has to use the ability sparingly. No other hull gives the same potential to dominate matches like this does. I dont like Hopper, but at least its overdrive is interesting, this is just brutish and overpowered. I expect this hull to continue to frustrate matches rather than bring anything interesting to them.
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I think the Hunter stun should not have a delay on it now. Before Hopper was introduced, it made sense, as it was easier to time correctly. Now it is easy to lose the entire charge to Hoppers stun component, even if you activated it first, because the OD on Hopper is instantaneous. Hunter users should not get screwed over like this.
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Please can you guys find a replacement for viewing a players tank on their profiles now flash is down
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Please do put it in ideas. Either making the roof very hard to stay on, taking damage over time whilst on roofs or you timed self destruct are all good ideas. I would really appreciate this issue getting some attention. Yes, that's the map i had issue with initially. The MM desert map has a space where you can hide. I have no real issue with hoppers skirting the field, but no tank should be in a place that they are completely invulnerable. It is really broken.
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TLDR. Enemy Hopper in our Spawn Point that cannot be Taken Down, even by a direct hit. I've posted about this issue before but have never had proof until now. My previous complaint was on how the the overdrive form the hopper hull allows players to jump onto roofs and so fundamentally change how certain matches are fought. This is true as such actions are not awfully common and are hard to anticipate given the constantly shifting players in matchmaking battles, and that these players would be difficult/impossible to take down due to most turrets have limited vertical aiming. This picture was taken on Osa MM map. It shows an enemy tank (which has already destroyed me once from this vantage point and has clearly targeted me again), which due to the hopper augment has reached this rooftop and due to how the buildings are designed, i clearly cannot hit him from ground level, even on the other side of the map. The issue with this is obvious. This give the enemy team a powerful artillery piece within enemy spawning area that they cannot destroy without huge difficulty. Although i cannot prove this, this is a siege game, so it is hardly time that can afford to be spent. Whilst I appreciate that the hopper augment itself is not usually utilised in this way, when it is used it provides an edge that no other augment provides to the same degree as very few turrets have any chance of taking this tank down.
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When flash is finally disabled, will there be another system in place to view a players current tank on their profile? Currently is still requires flash to be enabled on my browsers.
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The Hopper i agree with you on. Totally. The overdrive is OP but at the very least, it should not stun or remove supplies. However Ares is far more balanced, the projectile is slow and avoidable unless you are directly in front. The speed is also not unreasonable, though its stats are markedly better when compared to the other large hulls. So i half agree with you here. From the looks of things the Crusader is where they have run dry in inspiration. it is basically a smaller Ares, with what looks like a fast projectile which completely defeats what the Ares solved. Not looking forward to this thing. Also all of these have smaller frontal profiles than their treaded counterparts, making them a harder target, its something that should have been considered. TLDR. Hopper is ridiculous, Ares is ok, Crusader looks like an OP Ares. I don't mind the concept but balance need addressing
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Originally i had misgivings about 16v16 modes but i have come to like it quite a bit. However I should clarify that i play shaft so was rarely caught in the thick of fighting, yet there is always a risk from players more easily getting to the back row.
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When sniping in the flash version, objects like bushes would become more transparent in order to not obscure the players vision of the field. I thought this was necessary due to the low angle of view and was balanced by the targeting beam. This has not been incorporated into the HTML5 version. Is this deliberate (if so then why?), or an oversight?
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Do the Devs even realize that their new "cool" ideas are ruining the game?
OUTAMYWAY replied to EmeraldCat in Archive
1)I guess you have a point, i just dont think so because i dont have the skill to use one well. They are annoying, but you need the advantages the beat a well hunkered down shaft. 2) Oh i know WHY they did it, i just was wondering if there was an actual reason to balance the game. Personally i just love the way they go flying when they die. its so satisfying, plus quite a lot are new so its like shooting fish in a barrel ? -
Do the Devs even realize that their new "cool" ideas are ruining the game?
OUTAMYWAY replied to EmeraldCat in Archive
1. What is wrong with Gauss specifically? 2. Definitely agree. This augment is the biggest gripe I have with the Tanki developers (and I am cool with most of the annoying stuff implemented recently). Its only counter is that it cannot be bought with in-game currency (though if you were to buy 245K crystal it works out to 40-50 euros). However it is incredibly unbalanced as it doesnt remove splash damage or splash EMP in "sniping" mode (its primary problematic mode). Its a utter joke and I'm happy I don't come across it more often. 3. I like the premise of the Hopper and Ares. It may have been fixed another way but I like the variation. However, the Hopper could have been thought through better. The maps are carefully constructed to make no one place unassailable, often with multiple angles open for attack. The Hopper breaks this rule with smart players jumping onto buildings or even behind the borders of some maps where it is impossible to engage them. A Magnum in such a position would ruin most match types. Only Hopper does this and changes should be its more extreme uses as extremes have always been eliminated in other turrets and hulls. Also, wtf is with Hopper having a stun ability? -
Just a small suggestion, I'm not even sure if this is the correct place for this. Could we get a Union Jack skin. Im not a fan of the England colours but id pay the 10 tankoins for a union flag. Cheers
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Not sure if this is a glitch but it is certainly unusual. (upper centre) By using a hopper you can get behind the wall surrounding the arena on desert MM.. I am able to replicate it using a MK1 hopper and do not require the use of an overdrive jump. Is any of this actually intentional? It really overpowers the tank as it cannot be reached angle other than by using a magum (assuming you spot it)
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Do the Devs even realize that their new "cool" ideas are ruining the game?
OUTAMYWAY replied to EmeraldCat in Archive
I actually had a great deal of respect for magnum users. I play Shaft and whilst it isnt my primary concern in most battles, it is impossible to find a decent position with a magnum player who can use it well. They undermine the cover that i need. The awkwardness of control comes with the territory of being artillery, like the low damage of shaft. The recent changes has made it into just another turret. -
Instantly disqualifying it from being a light hull and probably any reason for it to be able to jump as high as it can. Not that i would complain as it is a pain to deal with.
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There seams to be a problem with team assignments. I always seam to be getting placed on the blue team. Normally it is not a problem but in assault blue is always on the defensive so i am always defending the point. I like to play both sides. It also worries me that this could mean that teams are not getting mixed up through consecutive matches. this means that a team that is outmatched for any reason e.g. gear, rank , people who leave the fight/ try to sabotage, teamwork, may face the exact situation next game. This would not be fun. This is all just in the name of fairness.
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You don't. It is just a clever exploit that they must have missed when testing out the hopper. I agree it needs to be fixed as it gives huge unfair advantages. Can't say I'm wholly optimistic as there are several aspects of the buildings design that doesn't work and hasn't been addressed so...
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1. When in sniping mode(shaft), if a tank spawns on top of you it takes you out of sniping mode without firing. This is a big problem on maps where the best positions are in/near the spawn zones (eg. highways) and when allies spawn cloase together (assault) as well as being really annoying generally. 2. Please, please sort the building issue. I've said it before but whatever method used to create the building assets creates a "dead zone" that in no way reflects the shape of the building. Trying to snipe into this zone results in a miss, even if on target, the shot just doesn't register. Outlining targeted tanks in red is a half-fix at best if that was the intention.
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Is the 32 players just an experiment or permanent? It is interesting but nearly all maps are too small to accommodate it. Would like to know what advantages people see in it.
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What method of aiming do the majority of people use? Please get involved and discuss which method you prefer and why.
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Hi all. The speed of all functions of the game seem to have been increased in the new version of the game. Whilst this in most functions is fine, it makes controlling turrets like the Shaft very difficult. The increased sensitivity to movement and increased speed make small adjustments jerky leading to the sight being very hard to aim at full power. In the flash version, the noticeable "weight" to the turrets made movements very deliberate. Please try to replicate the movement feel from the flash version. This may be unpopular for people who don't play Shaft, but I play Shaft almost exclusively and this really breaks the game for me. Otherwise, I have very few complaints.
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The Shaft turret is unwieldy and controls are (in my opinion) not suitable for sniping. I assume this is to do with my laptop specs but given that I cannot change that i should make my problems clear here. Arcade mode: The rotation of the turret just feels so off. It has none of the weight and control present in the flash version, making aiming even at close range difficult.The roll and pitch of the hunter hull i use is far more prevalent here. while i appreciate it might be designed that way, the lack of stability is really difficult to get used to. Again, it lacks the weight and stability that i got in the flash version. Sniping: This mode has a host of problems. The motions are jerky and exaggerated, making small alterations into huge swings, random jerks occurring for no reason and larger motions moving to quickly to keep track of. The transition after a shot back to arcade mode is really disorientating, a long movement seemingly back a long the barrel and u through the top of the tank rather than just a quick camera change. Basically, the whole experience with this version feels like playing through runny treacle, six feet away from the action. The tank lacks any feeling of weight and , rather than matching my inputs and being an extension of the keyboard, it feels oversensitive and far away like i am playing across a room form it, where reactions are much slower and this is massively detrimental to the precise shooting that i like to do. I may not be explaining this too well but ive done my best. this is not small and i think the flash system was perfectly executed where using this turret is concerned.
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Ok. Just saying Hornet is completely subjective to what turret is put on top. A hornet is more than capable of closing distances and dodging the sight in sniper mode so using arcade mode is often the only defence available. Also RFM is unhelpful to those unfamiliar with the term. Please at least briefly clarify what you mean
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