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Thanks, guys. But I don't think I've ever had this happen during a battle. Lack of damage (from turret only) occurs from the time I first enter the battle. I just had it happen again, a few minutes ago. Entered the system. Got put into a Team Deathmatch battle that had maybe 13 and a half minutes left, and eventually figured out that I wasn't causing damage. Left that battle, but didn't do anything deeper than that. Asked for another Team Deathmatch battle, was put into one (a different one). Only about 3 minutes left in that one, but damage worked fine.
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I've encountered an error for several weeks now, usually in at least one battle per day. My turret gun does no damage, altho I CAN do damage with mines and with overdrive properties that aren't dependent on the turret gun (such as Wasp or Mammoth). Usually this happens when I'm added to a battle after it's already been in process for a while. But today I had it happen in a battle where there were over 14 minutes left when I entered. If I'm just lobbing shells with Magnum in the enemy's general direction, I might be a ways into the battle before I figure out that I can't cause damage no matter what. Kind of frustrating.
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Y'know, I thought about that, after I posted. Regular shells from that turret explode on contact with the ground, and cause splash damage. The "mortar" rounds do nor explode if they don't hit metal, but just lie there as sneaky little mines. Therefore, logically, they shouldn't cause splash damage. So, in the interest of reality and logic, let's remove the splash damage there. At the same time that they remove all flying tanks from the game.
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Yeah, that came out of nowhere. A little warning would've been nice. I spent a couple days trying to figure out whether it was a programming change or whether the system was just screwing up and not counting my damage.
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Yes, it's becoming pretty well impossible to be at the top of the game without cash purchases. 4th protection slot costs 5000 tankoins. (Coincidentally, they have sets of 5000 tankoins for sale for cash.) Turning on the gold tier in a challenge now costs 1500 tankoins instead of 500. Once you turn it on, you get 400 back, but it still means that nonbuyers will only get a gold tier once every 4 months or so, instead of once every two months or so. And that's IF they complete all 50 pieces every challenge. That's harder to do now , too, because each piece takes 80 stars instead of 60. Very likely that some people who never bought before are going to do a tankoin buy in order to activate the 4th protection slot. And then, once the ice is broken, they'll keep buying tankoins in order to open up gold tier more often. There's also that deal with abolishing automatic double armor and double damage. Now we have to have that cute little no-battery drone and have it fully upgraded, just to have the same firepower we had before without it. If they'd given adequate explanation of that plan, way back, I could have gotten that drone and done an upgrade each time there was a sale, then let the thing age naturally. By getting caught unawares, I probably burned as least a million more crystals than I otherwise would have, upgrading that little booger on an emergency basis just so I was competitive again. I don't really care if there are some augments and whatnots that can only be gotten for cash. I just want to come into the game when I feel like it, light some tanks up, and feel like I'm on at least a halfway equal footing with everyone else.
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I didn't know about that, but sure enough, after daily update there are no Double Armor, Double Damage or Speedup boxes. Instead, there are light blue boxes that give you 10 crystals. Is this temporary, or permanent? Also, in 16X16 it's (approx) twice as hard to be in the top 3 in a winning team and fulfill that kind of task assignment. It should be changed to top 6.