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There are manny maps in tanki online that i don't like and just a few that i really like playing and the reason of that is because the maps dynamic ,building placement and "predictibility". My idea is to make a mass voting pool from all maps ,matchmaking/pro batteles, and to see what maps players like ,and after that,maps that are not in matchmacking to be introduced there. Of corse the top places maps have a bigger chance to happen on a matchmaking then the other maps. P.S. Im really curios what maps players would choose.
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As i observed in Tanki Online, the only maps i really like ,in ctf mode ,are the maps that have the flag protected by the sourounding/buildings of the map. For exaple Kolhoz has both flags really "protected" by the surounding of the map.Another examples are Highland,Cologne,Iran,Kungur.And some PRO batteles maps like Noise,Gravity,Fort Knox,Gubakha,Siege,Silence.Theese are the maps that me and all of my friends in the last years enjoyed the most. Why is that? Maybe because - in ctf mode :the placement of the flag was really well thought and made the game intense as atacking and defending bcause it is really hard to get to the enemy flag when there are few posiilities to get in and out of the fag zone.(specially in Noise map, why do you think in test server that map is the moast intense and liked one) - in any other mode: simply the ambience of the map and the fact that the maps are enjoyable for moast of us. So my is to place the flag in more "compact"/defending favorising spots or , if this is not possible then add a platform with walls around it with the flag in the middle.The platform being like the one in the Old madness map,but in the middle being the flag. This kind of platform : https://imgur.com/8gPUAxx
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Hy! What does merged mean ?
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First lest talk about the idea of this mode and the mechanics you need for it.JUGGERNAUT, CONTROL POINTS, and FLAGS.The idea of this mode is somehow ,as we have many modes in the game, to make one that combines best of all 3, and to get a new mode to eSports that is mutch more captivating. { ! As i saw in many esports game, the batteles have somehow stages, for exaple chess- Beginning(developing and building) Midgame(advancing,securing and getting material) Endgame(placing and ending) This is just an example of stages.This kind of stages you can find in many eSports games like DOTA/League/CS:GO/etc As in tanki: Lets have a CTF battle(i believe this battle has stages represented the best) Beginning - Preparing defence and spliting the team in defence and atack Midgame - Atacking and defending/Killing the mine placer Endgame - Defending flags/Full atacking (that if the game is really tight ) This is how would look a really good match, but in tanki (not talking about eSport) this is really rare because of unbalanced teams , or fast start (and the guys that come with hopper and super speed bost ) } Now as i talked about the main reason of this gamemode, lest talk about the mode itself.As i said up it will contain the JUGGERNAUT, CONTROL POINTS, and FLAGS. Flags :Flags are placed as on CTF ,maybe on a flag platform for a more distinct look. Points: -----So point that are to be captured ,3,are placed on the map equaly distant from each other.The main think about them is the fact that each point represent a suply(excepting mines).So we have 3 points and 3 suplyes (Armor/Speed/Damage)Capturing 1 point alow the team that captured it to use boosted damage or make it powerefull as drones do. Oance a point is caputred , it cannot be uncaptured so the team that captured the point have the designated point suply bonus.But maybe is better that you can caputre the points that has already been captured and you make the enemy team loose the bonus they have. ***Mines maybe can be placed just in defence zone, but who know what numbers will say about his game mode. -----Maybe anoother ideea is that for each point is assigned a sector on the map that alows players to activate suplyes/or to give them a boost of armor/damege/speed. Example : Point A is on the left side of the map so by capturing the point a 1/3 f the map (left side ) gives the team theat captured it a suply boost . Juggernaut:Each team has 1 Juggernaut.Juggernaut is as the queen in a chess game,is the one that you suport untill it dies. And this is one tactic and game changing fact ,once it is destroyed ,the player that controlled it, is spwaning as normal tank player and no other player get it again.So if the jug from your team diet , this is it ,bye bye jug for this game. P.S. Maybe the jug should have slower speed/armor/or damage than the normal one. How the mode works? It is simple! Capture the enemy flags ,but this time will be more tactic because you get a jug to destroy/doge and some points to caputre to keep you suplies up. So the stages of this game mode come like this Beginning - Preparing defence and capturing points Midgame - Keeping points and destroying enemy jug,capturing flags,and strongholding defence. Endgame - As both jugs are dead ,this is the stage where thinks get more intense.You have to defend/atack the flag but also to keep the points. So this would be my idea about a game mode like this.Yes , i didn t take in consideration drones that are a game changer but maybe if developers and players like this mode, maybe they will get a place for drones too. https://imgur.com/a/8Jgxshe The concept of how areas/points/and flags should be splitted.
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update Patch Update #668 - Released 4th November 2021
eSportsPlayers replied to Marcus in News Archive
The main menu sound is really really bad. First the sounds need more aplitude beacuse it sounds like it is on same tone.Second, i do not see any visual effects behinde the tank that to corsepond with the sound and is anoying to hear that sound.Third (about the in battle sounds),is preety anoying to hear all the time activating BA,this is why i shut all the SFX to 0. -
Now with hoppers is so fun ! Especially when all gather together at gold is a bunch of tanks lol?!
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This mode needs more action, more players would be better on this map, especially beacuse the bonk is main weapon. It is kinda borring...
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Lets talk about the performance on the map. My PC had:Nvidia Gforce GT 740 with 2.0 GB, Proccesor,i5 4460 with 3.2GHz and 16 GRAM. The map dones not use so mutch ram , i mean with maximum 8 GRAM at full. LAG and LOW FPS:Because of Dynamic Shadows there a really low fps(like 50fps) but the problem is that there is lag too and the tank can't be controlled really well. LAG and LOW FPS:Antistropic Filtering is causing a lot of lag and low fps, expecially on x16,i don't think this is so normal here.So applying this without shadows i get around 55 FPS but problem is aggain the lag. This to combined give me a bad lag and a fps arpund 50. Another think that drains the power of gpu is the outside of play zone bushes ,that are more there then in the inside of the map.Please make them a fake 3d or at leas a really good looking 2d. Fog: After my preferances i d sugest to make the fog a little thicker and closer to the playing zone. It doez not affect so mutch the fps or power .(1-2 fps decrease ,but still at constant 60 fps) Dynamic lights: Doez not affect so mutch the fps or power (2-3 fps decrease, but still at constant 60 fps) Dynamic particles and dust do not affect performance mutch. My sugestions: Autside trees are draining the power of pc,especially that they don't have any purpose just for visual,and should be lowered as number or quality. Un-moovable shadows(walls,building, etc) should be drawn on the ground to lower a bit the graphic card usage.(forgot how is this metod called) or at least lower the quality of them and by that i mean to to making them an exact representation of the proection of the building,just a large enought shadown that give us the impresion that is the building shadown. Platying on this map, my processor didn't even struggeled so mutch at full graphics(just around 30%),but the GPU was dying.