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Posts
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Everything posted by sr2z
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Well, this event looks interesting, but it could have been a little more thought through... If devs want to implement this idea into future events, I would have an idea: Imagine we kept this "gameboard station advancing" platform. Instead of small weird islands, a player would spawn on small custom maps (something like ISLAND etc., just with a more "space themed" look). On that map, he would have to complete a task (remember the old Tanki tutorial?). After completing it, a "box" with his reward would drop somewhere on the map. After picking up the box, he could advance into another "level" (maybe through some type of portal or such). To stop players from advancing TOO FAST, I would keep the "energy" idea. This is just a random idea, I know that there might be problems with implementing it (and creating bots/...). That's all. Now to THIS "Tanks in Space" mode: I'm pretty sure that as a regular non-buyer player I have no chance to get even to the first planet, let alone completing the whole quest. It's OK, we non-buyers are used to that. But please, try to make more modes concentrated on pure SKILL (XP Hornet-Railgun is great for this, but there are no rewards for that :( ) rather than pure buyery. Thanks :)
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The game is not fun for most non-buyers anymore. It's not fun for me either now... Imagine a situation: "You are a brave player who charges forward to take the enemy flag. You dodge most shells, destroy all those firebirds and freezes defending it. Putting on Double Armour and Double damage, you can masterfully swing around enemy tanks, most of them cannot even turn their turrets. Unfortunately, more than a half of your hitpoints were still destroyed. Using a repair kit and a speed boost, you run bravely with the flag. But suddenly, you just stop. You stop and cannot move. Is it a lag? Is your keyboard broken? Nah, no... just a thunder with the stun augment. The stun finally disappears, you can run now. But while you were stunned, a 3/4 of your hitpoints gone because of firebirds catching up on you. Still, nothing is lost! You see that repair kit box on your left side. "Hallelujaa" You rush towards it, trying to get to it before that fire-burning shaft sets you on fire, totally obliterating you. Yes! You got it. Back on full health you are. You even see your team starting to help you. Only 50 meters to your base, only 50 meters to finally capture that flag! But disaster... And AP round hits you, rendering your armour useless. Hell comes unleashed now. Dodging shells doesn't help, there's simply too many of them, many freezing you, setting you on fire or stunning you. No matter how skilled you are... you have nothing you can do. Your team cannot do anything as well. Your poor isida was knocked out a few seconds ago... Death... is inevitable." The End! :)
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Bro, stun immunity is available for the price of 5000 tankoins. That's 40 euro... I think those 40 euro would be better spent on a trip to nature. Way better than just sitting at home and playing this game... Stun AND Supply removal should be reserved only to overdrives. That's it. And I see you opened over 600 ultra conts... I guess they cost money too, don't they? Anyway, there are players who played this game for fun. Not for having to win every battle with over-powered augments... Veterans didn't need the augments, they didn't want them. They added them because of P2W players... When you give such powerful equipment to a P2W player, it makes the game unplayable for veterans, regardless how skilled they are.
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*It's an incredibly powerful status effect that (in my opinion) should be present ONLY in Hunter's OD. That's it. Devs, pleaaaase... don't mix OD effects with normal turrets and protections against them. It renders the ODs useless.
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Well... if you stun with EVERY shot... how can others play against you? You'll be just lagging everybody... I think this is more "fair".
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This update came out only to balanced the new status augments for turrets, right? A present a simple solution... remove the totally useless and probuyer status augments.
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If it's NOT an April Joke... then one annoying song comes to my mind... Money money money...
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It's even worse... Imagine that all gamblers got presents, and all other players got like... nothing. But Christmas even took something from smoky... his uniqueness...
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Well, I personaly do use augments, they were a cool addition to the game... but what if a person wants to play (for example) Thunder with it's standard parameters? How can he be competitive?
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I have just read the new article about critical damage. It's very well written but: See this boys? Today... will be history tomorrow...
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Now for us veterans... let's take a minute to sit down and remember the good old times... The years 2013-2018 were the golden age of Tanki, I would say... Nowadays, just as people say: everybody is burning/stunning/freezing/ArmorPiercing everybody on the battlefield... a complete and unnecessary mess (+chaos). The beauty of this game was in it's simplicity and the skill you built up during your "road to generalissimo (now Legend)" rank. If this update isn't an April Joke... I guess it's one of the last nails into Tanki's grave. Look... why would so many people fall for it? I think they have a reason... Tanki let them down with many updates, it's possible that this one won't be different. But if it IS an April Joke... Well, haha, okay... but there still are things to fix on the game.
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Well, the whole point of critical shots is (in this case unfortunately) that you don't know what's next... It will be quite random luck, as some say. I guess maths in Tanki were quite important until now. You know it: "My hull has 3000HP, his turret deals approx. 600 damage per hit on this modification, I can get hit approx. 5 times, I'll plan a strategy". Now: "My hull has 3000HP right now, I don't know which of his hits will be critical, I know nothing..." what's the point in strategy now?
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Well, if you look on the test server: The critical damage on most turrets seems like it's the same as normal damage... So it would just mean that status effects would be dealt only on the critical tick.
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Maybe that's why they have paused the V-Logs? So they don't have to answer questions about it. Then, they'll just say that it was a joke... Sherlock Holmes - 100
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Look... making immunity against firebird burn and freeze (and ALL other status effects) just totally made those two useless at times... Not talking about the incendiary band + heat immunity combo... Too OP.
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By the way... I saw a lot of "premium augments" on the test server... How can I obtain them there?
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Trying vulcan in the test server... You'll be getting hit by critical so many times that the sparks and flashes will look like fireworks...
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I'm calling this 1st April jokes. I'm not a fan of the new "status effect" augments... they ruin the game for me and othe non-buyers... Adding critical damage will remove all the skill from battles. All of it. So it must be = April Fools Day.
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https://tankionline.com/ru/wp-content/uploads/2011/07/shaft_m3_4001.png Like this?
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I guess gauss has enough skins for now ? How about SHAFT! Shaft is a bit forgotten in this game, it has no skin except XT... Boys, who wants a Shaft HD?
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So technically, a railgun with exploding projectiles? Cool, but why couldn´t that be an OD for railgun instead of a new turret?
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I think a "legged tank" would completely destroy the game, mostly for veterans... Boys, where is OLD TANKI?!
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(I don´t know if this idea was already here or not. If it was, sorry!) Now imagine you could control... ...REAL BATTLE DRONES! What is it?! The turret "Quadrinom" controls a small swarm (3) of battle drones, which can deal damage to enemy tanks. The turret itself cannot deal any damage. (The name "Quadrinom" is the short version of "Quadrinomial", which means "consisting of 4 parts, names,..." The 4 parts are: 3 drones, 1 turret which controls them) Specs: Medium range turret. Damage per drone: I could imagine something like a third of Freeze´s damage (all of the drones together deal 33%+33%+33% = 99% of Freeze damage) Keyboard and mouse controls are different. How would it work? The turret would have 2 different types of control: 1) Keyboard only controls: The drones automatically track down and attack enemies. Your drones can battle with up to 3 enemies at once (spreading the damage over more opponents = less damage on each of them). Locking feature is disabled. 2) Using mouse controls: You can send out and call back drones manually, lock them on an enemy tank by clicking on it etc. You can destroy only 1 enemy at a time. Stregths: Drones deal very good damage. As soon as you lock them on a tank, your tank no longer has to see it. Your drones will chase the enemy and deal damage. When the enemy is destroyed, the drones come back to you. You can also call them back manually. Weaknesses: The tank without its drones is very vulnerable... I mean, it can´t deal any damage! Imagine a situation, when you locked your drones on an enemy and they all start to chase it and fly from your sight. Then comes an enemy wasp - firebird... You are fried without your drones... Sure, you can call them back but it takes time while they return. You can send your drones on great distances, but the drones themselves are melee ranged. Turret and drone design: I´ll leave this to you guys, if you have any suggestions, please reply to this idea!
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