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Add weekly missions that clan members can complete together — for example, getting 1,000 kills, delivering 100 flags, using 5,000 supplies, catching 20 gold boxes, and similar objectives. There should also be at least one special mission (or more) that every clan member must personally complete in order to claim the clan rewards. This would prevent freeloading and ensure that all members actively contribute. Completing these missions should reward each member with common or rare containers (or other useful rewards), giving clans a real purpose and encouraging teamwork and activity.
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what if we allow equipment change, but it costs 100 tankoins? maybe they'll like it
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I think the easiest solution is to make matchmaking based on GS and block changing equipment during battle so players can’t manipulate their GS.
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It doesn’t really make sense that changing a clan’s name costs the same as creating a brand-new clan. At the very least, a clan should get one free name change. Also, transferring clan ownership shouldn’t cost anything at all — or at least it shouldn’t cost as much as creating the clan itself. The bigger issue is that being in a clan currently provides zero benefits, so charging high prices for simple actions feels unfair. Even if clans did have a clear purpose or meaningful benefits (which they don’t right now), it still shouldn’t require spending money just to make basic management changes. I know suggestions about making things free often get declined, but this is more about fairness and reasonable design than trying to get something for nothing.
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Add a 60-second cooldown on Nuclear Energy activation to avoid spamming. One guy with Magnum Viking kept spamming its overdrive non-stop to kill our Juggernaut — it’s seriously annoying, what even is this?
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I came up with this idea when i saw this: I think this new feature is good but need some changes: 1) first of all, to make it more useful the way how self-destruction is activated must be changed, i think it would be better to make it work in the same way as nuclear supply activates you must hold Delete button for 5 seconds in order to self-destruct yourself (or atleast make it optional) if you stop holding tank won't destruct itself. it would be useful in many cases for example when you click del button by mistake and destroy yourself, you can change your decision about self-destruction at last second etc.. but if you use auto self-destruction from options when your tank flips this feature wont affect it. 2) Note says that if you will be at close range with juggernaut self-destrution can destroy it idk if it means that it can deal over 10000+ dmg but if so i think damage should be changed and in addition it should affect all enemy tanks (not only juggernaut). i think the max explosion damage should be hull's max hp and lowest dmg 10% of hull's hp for example mk8 wasp will deal 2000 - 200 dmg while mk8 titan 4000 - 400. max damage should be applied when tanks are touching each other and lowest damage if distance is 10m radius. in further distance enemy take no dmg. in addition damage supply won't increase explosion damage but defense supply will reduce damage taken. Note: titan's dome (overdrive) will affect explosion damage (it will be reduced) also destruction won't affect other overdrives for example it wont destroy wasp's bomb ares's ball, titan's dome deactivate mamonth's overdrive etc.. 3) i also came up with hull augment idea that will enhance self-explosion effect. it will be Epic Augment and those are characteristics: + Self-destruction Duration: 5 Seconds >> 3 Seconds + Max Damage: +100% (For Example for mk8 titan 4000 >> 8000 + Min Damage: + 200% (For Example for mk8 titan 400 >> 1200 + Explosion Radius: +50% 10m >> 15m if special effect will be added for self-destruction (different from destroyed tank) it will be even better.
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since the birthday event started can't even play 1 full round or wait, can't even join in ?
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i think they removed some of the legendary augments from containers instead of adding new ones btw its been very long time and i dont see any new augments added in normal containers for legendary tier
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i think exotic and legendary augments should have different look, they both have yellow line which reperesents that its legendary, so exotic augments should have red line instead. just like phoenix augments, why? because we get these augments on exotic tier not legendary and that makes no sense. if you didn't understand what i mean, i mean this lines on augments image (which represents what rarity the augment is):
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it doesnt reset the timer while in scope mode thats what im saying
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I think except moving, shooting and killing enemy tanks should reset afk timer, because i got kicked many times for camping with my shaft even though i was active and killings tanks, reason is i didnt move from my place and bcs of that afk timer kicked me and not only once. or at least add warning message when 10 seconds is left so i can move my tank.
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I want suggest new augment for striker Name: Javelin Rarity: Legendary How it work: when you shot 4 rockets with aiming mode after releasing missles they will go up and hit the enemy from the top but not too high like scoropion. missles will go high enough to avoid walls but not buildings. damage, will be same normal shots stays exactly same (so they wont go up). so advantage is that you can avoid walls or tanks which stand in front of target and hit enemy from top with rockets,missle speed while falling +50% and -20% aiming recovery time. disadavantage is if enemy is too close you will miss rockets even if you are in aiming mode, +15% aiming time, pause betwen rockets +20%
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as i heard from recent vlog devs planning to add miner drone ability as hull augment so players can make saboteur + miner combo which will allow players to spam mines all over the map. i think this will affect gameplay too much when flags are surrounded with hundreds of mines it will be impossible to take them so i have 2 ways of solution to make it bit balanced. 1. add another hull augment that gives mine immunity (100% mine protection) or at least 90%. so players will be able to run over these mines 2. increase mine protection defense. 20% at mk1 and 90 - 80% at mk8 this will also make this module more useful and popular since nobody use this for now this change will give him some worth.
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i think what makes the game complex is augments not drones removing 3 - 5 drones wont make game simple until thers over 200 augments with different powers for which we don't even have a good explanation in garage and have to search for each of them in wiki
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if it was added it should be an option
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