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Everything posted by OUTAMYWAY
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What Is Your Opinion About the Current State of Tanki Online?
OUTAMYWAY replied to Maf in Game Discussion
See edit above -
What Is Your Opinion About the Current State of Tanki Online?
OUTAMYWAY replied to Maf in Game Discussion
Right now time for my own rant. Can someone (preferably the developers) please give me constructive and concise reasoning for why the latest update (609) has hamstrung the Shaft turrets close range combat ability: Shaft: Decreased range of max damage by 50%: Decreased range of min damage by 40%: Now I'm going to be fair and remind people that they did increase the energy recovery rate by 40% in the previous update but in situations where you need to use arcade mode, 609 turns the shaft from a bad turret, practically into a ceremonial one. Like I said I want constructive feedback from others, this is a biased opinion form me (though no less frustrating) but I really don't see why this was necessary. To make clear I am aware of Light Capacitors however: 1) that is not the point I am making, even if it is what most may say and 2) Do not even get me started (though i probably have said at some point) on why I think the high prices for augments is a bad idea. 245,000 is difficult to accumulate and I imagine that someone who is fine blowing that many crystals on testing out a new play style that may not work, probably doesn't earn the majority of their war fund. -
What Is Your Opinion About the Current State of Tanki Online?
OUTAMYWAY replied to Maf in Game Discussion
To be honest, the higher rank battles are not helped by this either. I am a Lieutenant General and I just played a match made entirely of legends, some legend rank 20 and above, with fully maxed equipment and XP in the millions. Safe to say that I was slightly outmatched. Luckily I have focussed my gameplay almost solely on one turret so I could somewhat hold my own but this difficulty curve has happened very suddenly and anyone who has not specialised I imagine would be hard pressed in this scenario. I find it strange that all Legend ranks have been classed as one rank -
Yeah, this is really annoying. Any shot that is aimed in the general vicinity of a roof or a tank wreck (terrain feature) either doesn't register on an enemy tank or somehow hits the object without leaving a mark. This is annoying because you can make really precise shots between walls but roofs and tank wrecks have a much larger hit box than they should. EDITS (just going to list the ones I have find so I can vent) Rio map - trees on the beach make it literally impossible to target tanks on the roof, whilst they don't have this issue. Makes the assault mode rather difficult if you cannot defend yourself and all approaches to the ramps are deep in the enemy spawn zone. To be honest, I get it. But it would be so much less frustrating if this could be fixed so the hit box actually represented the shape of the obstacle.
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Fair enough, but often that's just not possible. On maps with a lot of cover, a fully charges shot can be the difference between life and death as with augments and double damage,the kill can be almost instant. And in long range standoffs, you may have to get the first shot in. Shafts are at a disadvantage in such standoffs against Railguns and, unless they have a heavy hull, Shafts as well due to the recharge time if they are spotted first. The only time losing shots does not pose a threat to the Shaft user is when they are camped and are just picking off tanks moving about, which often does not last long. Whilst 3 repair kits and 1 or more batteries may seem like a higher price than 1 kill is worth, I have certainly seen battles where a lifeguard on the right hull at close range can completely change the dynamic of how a team operates on its side of the lines and can easily pay dividends, that make the use of it worthwhile.
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Lifeguard with the light and medium hulls and firebird. Don't know about everyone else but I use a shaft and was having a blast one-shotting most tanks until other players ranks started creeping past major general. ah... happy times. Now I have to pray I've got enough time to get another shot off.
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Strange damage readings. I am currently working with a Mk5.10 Shaft turret. During matchmaking battles I have noticed that sometimes, particularly against light hulls, I do a critical amount of damage but do not kill the tank. A recent example of this was against a Mk4 Hornet hull (I can give the nickname of the tanker if requested by the Moderators). A shot at nearly full charge with double damage activated apparently did around 5400 damage, against a hull that could not have more than 1588 health and at the time was not equipped with any protection modules against a Shaft. The damage appeared in white, indicating that the tank was not destroyed and the tanker in fact was able to heal after this damage was dealt. This is most noticeable against smaller hulls that should not survive against fully-charged shots with double damage. Now I have to make a few concessions. Firstly, I cannot screenshot these events, predict when thy will occur or confirm what the charge was on the shaft, though I stand by my belief it was nearing full charge due to my extensive use of the turret and peripheral viewing of the charge. Sometimes this glitch is consistent with a particular tank and sometimes it is not. Secondly, I cannot claim to have the best connection, however it has always been limited so I don't think it is the cause as I have only noticed this in the last few weeks or so. Does anyone have any idea what might be occurring, either at my end or as a bug in the game? All I know is that it cannot be explained by simply failing to take in a double armour supply
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