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Dictator_Haddou

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  1. Dictator_Haddou

    Ideas for Supplies and Drones!

    Let me give you an idea of what I'm talking about: Special drones, such as: Booster, Defender, Trickster, and Mechanic, when they are affected by a jammer effect, their special effect is disabled.(Additional supply power). These drones can only regain this effect when one of their supplies is turned on again (example: Defender and Booster Armour). But what about Drone Saboteur? There is no way to disable her ability other than hitting her with a jammer effect before placing mines, which makes her almost immune to jammers, but I have a solution: Drone Saboteur, when you place mines, you place one immediately, while the other five mines need about 4 or 3 seconds to prepare, so!... If you are affected by a jammer during this period (mine preparation time), those five unprepared mines will be destroyed. But if Drone is affected by a jammer after the mines are ready, those mines will not be destroyed I think the idea is easy to understand, what do you think? ?
  2. Dictator_Haddou

    Ideas for the Garage!

    I thought this was an idea that would be a great addition to the game, and might help to understand the game. My idea is to update the turret status list when Augment is installed As you can see in the image!, the tower without Augment, nothing has changed in the status list of the turret: As for the second picture after installing Augment (High-precision aiming system): Well, I know I'm not good at "Photoshop" or maybe bad, but it seems that an idea has arrived and has become clearer. I think maybe this is an idea that will help beginners, and make things clearer sometimes, without having to enter the "Tanki Wiki" page and search for augment and … what do you think? :)
  3. How much energy will we get from daily missions?
  4. Is this for the phone too??
  5. Dictator_Haddou

    Arcade (Updated on 05.12)

    It will be 100 tankoins As shown in Vlog Is there a winner in the end or do we just have to hunt for treasures?
  6. Dictator_Haddou

    Ideas for Hulls and Overdrives!

    cryo cannon! crusader! After the nerf of this tank, this tank became a strategy-focused tank, where the biggest opponents could be hit and others' shields destroyed to make it easier to kill them. but! Not with Ares! This tank has become unstoppable, firing an energy ball that heals a user and his allies, causing damage that nothing can protect against. The ball travels at a medium speed where it is difficult to get away from it, and it can destroy all types of tanks. This idea of mine will completely change Overdrive. Convert "BFG' Cannon into a shield generator: Front shield! Its length is 10 meters and its height is 5 meters. Strengths: 1-Protection: Reduces damage by 50%. 2- The ability to move: This shield will move with a tank. 3- Against Effects: The shield is not affected by any of the status effects, its only job is to lower any incoming damage, even if its owner is hit by an 'AP' effect, the shield will still reduce incoming damage. 4- Protect allies: Since a shield will reduce any damage coming in front of it, it will therefore protect allies behind it as well. Weaknesses: 1-Incomplete protection: The shield only protects a tank from the front, there is still the possibility of hitting it from behind. 2-No Additional Features: This shield cannot heal a user or increase their speed. 3- Missing Immunities: The owner can still be affected by status effects. 4- Sacrifice: The owner must stand before enemy fire in order to protect allies, making him the first to be destroyed. Doesn't this sound more fun, as it will even help users of melee and close range weapons, and help with situations like "Siege", "Control Points" and even like "Juggernaut". These values are not final, where developers can change it like shield range, protection percentage and even its duration. I am waiting for your opinions on this idea and maybe even its improvement. My greetings!
  7. Dictator_Haddou

    Ideas for Game Modes!

    Good! We all agree that 'Jaggernaut mode' got really bad after adding the Scorpion turret So I have an idea that works "Juggernaut Mode" and we don't weaken the Scorpion. The idea is: make the Scorpion missiles not follow Juggernaut, when a scorpion is aimed at a Juggernaut and then the rockets are launched into the sky, the rockets will fall into the area where Juggernaut was when aimed at it. In the event that he is still in that area, missiles will fall on him, and this is what will make him flee or stay and receive those missiles. I see that this is the only way that will fix "Juggernaut Mode" and bring it back to how it was. Thanks
  8. Dictator_Haddou

    Ideas for Hulls and Overdrives!

    Dictator's Overdrive!, It can be said that it's weaker overdrive, because it doesn't attack or do anything, However, it gives a user and his allies a "Supercharge" effect and only charges supplies. Where it can be destroyed using many means such as overdrive other tanks or some drone, especially since this tank does not have special protection. That's why this idea comes up. Replacing the Freeze effect with the Jammer effect, or even adding it without replacing it, will at least prevent opponents from using Overdrive and stop the Drone effect. I have no idea how many seconds this effect will take maybe 6 or 5, at least it will stop opponents around you from thinking about attacking you. Thanks!
  9. Dictator_Haddou

    Ideas for Augments!

    As we all know, every turrets in Tanki has a special power!, such as: blast, burn, freeze, heal..., You know what I mean, and that's what makes each turret special and different from the other. Well after adding the Critical hit system some of these weapons have lost their advantage.Especially with "Augments" Let's get into the topic: My idea is an idea already present in the game, which is to combine the ability of a turret with the effect of the "Augment" effect. Example: Ricochet: The developers have updated 6 Augments which are for state effects, making an effect to be applied in two states, the first is a critical hit, and the second is a bounce shot. This is exactly what I mean! For example: Railgun: The feature of applying a state effect can be added by penetrate targets (such as hyperspace rounds) Even the Hummer got this feature, which is a last shot that applies a status effect, there are turrets that have automatically equipped abilities such as "Gauss", "Striker" and "Shaft" "Tesla". As for some turrets, you do not need to change the way they work, such as “Smoky” and “Twins” Good! It seems that the topic has become very clear, thanks for following up and I apologize for the length of the text.
  10. Dictator_Haddou

    Supply Exchange

    I think it's a bad idea!, Drones are very powerful and their weaknesses are their consumption of batteries and supplies, if this idea is added some drones will be useless like Brutus, and some drones become very powerful (crisis, booster, defender, hyperion, Trickster, Saboteur).
  11. Dictator_Haddou

    Scorpion. Early access.

    The lucky ones! you mean "buyers".?
  12. Magnum only for kids! yes! That's what I have to say about the new magnum, it's a problem! -Explosion range: The explosion range has increased five times, and the minimum damage increase of 50% makes it an ideal weapon, only the game has to launch next to an opponent's tank and it will be damaged greatly, And that's not all, some players who use "Crisis" and "Booster" drones are making this a real nightmare weapon. -Reload speed: Lowering the reload speed was a bad idea, because now you don't need to be a super target so even if you miss a shot you can fire another quickly, Where it became a problem even on close-range weapons and melee weapons. -Projected gravity and processing speed:I don't know what the point of this really is! The increased processing speed of a projectile made it difficult to fire correctly and accurately, and the projectile's gravity was even worse, A projectile takes a long time before it reaches an opponent, making it difficult or impossible to aim for Dorn users to increase speed, and not only that, it makes hitting an enemy with a direct shot almost impossible, This rendered the "armor penetration" mod useless, because even if you could fire at the enemy correctly, you probably wouldn't hit him directly due to the gravity of a projectile, And even sometimes or many times you hit an opponent with a direct projectile, but it doesn't cause the effect of "armor penetration." -Critical hit and weapon angle:I don't think increasing the critical hit rate by 30% was a good idea! Now Magnum protection is useless because a critical hit often happens,As for lowering the angle of a weapon, it made it gain an advantage, as it became difficult to launch from behind walls except by using "Augments” or high tanks, or perhaps going back a little so that you could shoot behind a wall. An old magnum used to need skill and experience but now just shoot and shoot... and now many of those who use it have made it really difficult to play, I think many have suffered because of this update. I really have no idea how to make it better!, but at least an old magnum can be brought back so that new ideas can be thought of Thanks guys
  13. Dictator_Haddou

    Ideas for Augments!

    The topic is easy to understand! When a tank is subjected to one of the "state effects" a "repair kit" can be used, except for one effect, which is the "EMP effect". "AP effect" only removes a tank's protection, "Stan effect" stops a tank ,"Jammer effect" disables Overdrive and Drone. The “burning and freezing” effect is clear, but let's talk about the "EMP effect";Slows down a tank (when removing a "speed boost"), significantly reduces damage (when removing a "damage boost"), penetrates a tank's armor (when removing a "armor booster"), and deactivates a drone effect (when removing a "battery") ,On top of all these effects, it prevents a player from using a "repair kit" (Prevents a tank from healing and protecting itself from State Effects), which makes this effect the strongest of all. The idea to fix it and rebalance is to make it stop all supplies except the "repair kit", where the player can at least heal his tank, preventing it from having this effect again, For example: When you encounter a "twins" or a "firebird" with a "EMP Augment" and it cuts off your supply you can do nothing until you repair your tank, but if you can use a "repair kit" you can probably do something about this effect. I think the idea is clear! Thanks! ?
  14. Dictator_Haddou

    Status effects time (for mobile)

    Question: Why is there no time for status effects that happen to you in a mobile phone?? This is my idea: to show status effects that happen to you during a game in mobile!, while playing you can notice the effects that happen to allies and enemies, As for yourself, the expressions of the effects of the situation you are exposed to appear, but you do not see the time of these effects. These effects can be added to the side of a screen or above a health line, the important thing is to show them! My greetings
  15. Dictator_Haddou

    Self-destruct when the battle begins

    No, I'm not talking about a game bug! What I'm talking about is preparing a match before it starts, to explain more: After adding a timing system before the start of a battle (before placing flags and launching a ball...), we noticed that there are some players who go to the opponents' area and stop at the flag area or wait for the Juggernaut to destroy it!. Here comes my idea: When the standby time runs out, When dots, flags, or ball are opened or a juggernaut is placed (all modes) all players are automatically destroyed!, which will get everyone ready to start without anyone taking the flag or destroying them. (Owners of melee weapons and close range who attack from the start) The idea is quite clear! When a match starts, all players are destroyed wherever they are. My greetings!
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