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r_Fish.tank980 last won the day on June 20 2023
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valid Destroyed hulls can be destroyed again, so that they aren't an obstacle anymore
r_Fish.tank980 replied to ekf in Ideas and Suggestions
How much thought did you put into accepting this idea? The game is already way way too busy as it is, do you really think we need yet another complication in the game? -
oh god no.... not more turrets .... how many turrets do you think the game really needs??
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Hey! I did (as you've probably seen) get a few answers above, but ideally I'd like an answer from the Dev team, just to be sure the answer is correct. ?
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Why do tanks move on top of each other?
r_Fish.tank980 replied to r_Fish.tank980 in Why do tanks move on top of each other? Archive
Years ago in tanki, if two tanks were next to each other, you could use this to your advantage (especially with Wasp), to go round enemies and hit them while their turret is still turning. For example, you could push them against a wall and their turret turns too slowly for them to attack you before they can aim at you. Similar if you drive up to the side of their hull. But now, when you drive into another tank, you just get pushed on top. Why? Is this intentional, or a bug? -
valid Option to turn off the red outline in enemies.
r_Fish.tank980 replied to Poppy in Ideas and Suggestions
To any admins/devs here, I would be willing to spend real money to get this option in the game via an augment or whatever.. I just want the damn hitbox outline GONE............. edit: to be clear, I DONT want a hitbox to appear on an enemy tank when I am aiming at an enemy. It ruins almost all the fun of my setup (wasp/rail), Ideally I also would not like any enemies to see my outline, as the entire purpose of choosing a paint is for stealth. But I'd be happy with just not seeing an enemy's red outline when I am aiming. -
This has been put as merge, but when will this be implemented? It's taken over a year and still nobody has given players the option to turn it off.
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r_Fish.tank980 started following Ideas for the Interface
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First, referring to this thread: However, it does not reference a specific gamemode/server where this should be switched off. Personally, I hate the idea. As someone who uses a different paint depending on the map (for stealth), I don't see the point of having my stealth ruined by someone getting my tank in a hotbox, even when they didn't see me. Especially at legend rank. If people want this option in match making battles then fine, but why is this also part of the "classic" gamemode, the .. *tries not to laugh*.."railgun master" gamemode? Railgun users don't want a hit box at all, but there is not even an option to turn it off in this gamemode. My idea however, is to remove it completely (ie, not even have the option to enable/disable it) in the railgun master and classic gamemodes.
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valid Option to turn off the red outline in enemies.
r_Fish.tank980 replied to Poppy in Ideas and Suggestions
Hi, is this being worked on? It's been over a year and still no option to just turn off a red outline.. -
valid Option to turn off the red outline in enemies.
r_Fish.tank980 replied to Poppy in Ideas and Suggestions
the PC version -
valid Option to turn off the red outline in enemies.
r_Fish.tank980 replied to Poppy in Ideas and Suggestions
I only play rail :/ -
valid Option to turn off the red outline in enemies.
r_Fish.tank980 replied to Poppy in Ideas and Suggestions
An additional challenge? At legend rank, just as before they added it, this shouldn't even be close to being a "challenge". I am not critisizing you, but rather pointing out the type of game the developers have created, where not being told whether your shot is on target is considered an added challenge. People who joined before they added the red outline, ironically never needed it. -
valid Option to turn off the red outline in enemies.
r_Fish.tank980 replied to Poppy in Ideas and Suggestions
Hello, when will this finally be implemented? As I said already, it is causing my aim to become worse. I don't see any reason why this would take so long to implement, it was never in tanki before. Can someone please take 2 hours to add a button that changes a variable from 0 to 1, so that the if statement that currently checks if you are aiming at an enemy only gives the outline if the variable is equal to 1? How damn hard is it?.. -
valid Ant man like Grow and Shrink status effect or supply
r_Fish.tank980 replied to wild001 in Ideas and Suggestions
I hope this is implemented properly when it is, because it has the potential to be completely ridiculous, especially when there are many many things that need to change before thinking of ideas like this. Many people are not happy with the game as it is. Although this isn't your fault. I, and the rest of Tanki, do not want a bunch of Juggs roaming the map, nor do we want a bunch of players half the size of wasp either. We want the option to have the red outline removed, better matchmaking etc. -
My bad, fix coming shortly.
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Striker has a HP per shot of 880 per missile, and railgun has HP per shot of 900 at MK7+. Striker also has splash damage, which is 90% on average of the damage of a direct hit. Ie, it has splash damage of 465 HP. Then, the shots also autoaim, so you have to be lucky to escape them. At max level, incorporating the increasing chance of a critical for striker, it deals HP between 880 and 959 (= normal damage*0.9 + critical dmg*0.1) on average. This is for a single rocket. The reload speed for a single rocket for striker is 1.7s. Thus, it deals between 880/1.7 = 517.64 and 959/1.7 = 564.11 HP/second, including reload time. This doesnt even include the splash damage. For railgun, you have either a 10% chance of a critical on first shot, or 50% chance thereafter. This gives damage per shot of 970 to 1250 (1250 = normal damage*0.5 + critical damage*0.5) on average if you include the chance of a critical shot (see formula). The reload time for MK7+ rail is 3.7s, and the shot warmup time is 1.1s. Therefore, the absolute minimum time between shots is 1.1 + 3.7 = 4.8s. Then, to get the average HP per second, we have 970/4.8 = 202.08 and 1250/4.8 = 260.42 HP/second. When you consider that rail has no splash damage (okay it can shoot through tanks but this is not the same), and has no auto aiming, and it also does not have the ability to shoot 4 missiles at once which also deal splash damage, how on earth is this balanced? Rail should have one of most damaging shots, yet it struggles to deal even half the total damage per second. If you are in a battle with rail vs striker, on average they will have dealt twice the damage you will have dealt to them for every second that goes by. Or to put this in other terms, imagine that you were 1v1 with a striker for 4.8 seconds. You would expect to have dealt an absolute max of 1600 HP (the critical shot dmg for rail at MK7+). The striker however can shoot once every 1.7 seconds, which gives 2 shots during that same time, so assuming they are normal, non critical shots, that would already give you two shots at 880HP each = 1760HP. That's 160HP more at a minimum than rail in the space of only 4.8 seconds.