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Everything posted by Authority
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Thanks, good sir
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I recently heard from someone about adding a rainbow shot effect, which I thought sounded pretty cool. It could have something like rainbow spectrum colors, or all of the original shot effect colors combined. For example, firebird's shots appear in flames, so it is possible to code it that each flame will appear as a different color. Or for something that shoots once, like striker. It is possible to code it so that each shot has a different streak. You get what I mean, rainbow shot effects is possible and a very viable idea for an area that has remained largely untouched for a very long time. It's very simple to implement, and it would probably be only available in ultra containers.
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"What doesn't kill you, makes you stronger". This is a very famous quote that you must learn to stick to when on the internet, especially in socially proactive games like tanki online. If there's a thousand people that would criticise you and your work, just know that there are over a thousand more that would love it, so don't take anything too seriously. Just keep calm and move on @Person_Random
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category Ideas for Hulls and Overdrives!
Authority replied to Ilia.ArchangeI in Ideas and Suggestions
We've all noticed that hopper overdrive has become quite dominant amongst all overdrives, with it's ability to set fire, stun and jump across large obstacles. Although the tanki developers have been nerfing it, I believe it should be given a few more nerfs to properly balance it. 1. Obtain the "Phantom" status effect while mid-air after using overdrive until it lands. This means that if a hopper uses its overdrive, it will not be able to hold flags or balls, or take boxes (such as gold boxes) until it lands on the ground. This is the exact same as the pre-spawn phantom effect, which means that the hopper will become invincible as long as it is in the air, which should balance out the nerf on its own. When the hopper lands on the ground, the phantom effect will be lost. This still means it can hop onto buildings and catch gold boxes from there, but gold box positions like those are rare, so it should mainly balance it out. However, I haven't thought of if it should be able to phantom through tanks or not, just like the phantom status effect when you spawn. 2. Remove the ability to cause enemies to drop a flag/ball when stunned from the overdrive. This means that when an enemy is stunned but he is holding a flag/ball, he will not lose it, and this is important because hopper already has a large variety of perks from its overdrive, such as jumping, stunning and setting maximum heat, alongside the very small charging time, which are all very powerful on their own, let alone combined. In return, hopper's stun can last longer, for example if it lasts 3 seconds right now it can be 5 seconds. -
Thank you both so much for the support ?
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I had an idea that would help the non-buyers of the game. I suggest that immunities should be made for crystals so that non-buyers can attain them without having to depend on luck because an immunity is a strategic advantage that non-buyers cannot properly access. You have to be extremely lucky to get the exact immunity you want for the exact tank you want it for. Either that or you can spam-buy containers and get all of the hull augments. However, they should not be easy for non-buyers to get, so I believe that they should be made expensive, around 500k-800k crystals per hull immunity would sound fine. And keep resistance augments as they are, they can act as a cheaper alternative to immunities.
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