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Cor7y

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Everything posted by Cor7y

  1. Changes that need to happen: - Ricochet buff - Thunder damage, reloading speed buff, impact force nerf - Striker stunning missiles: Nerf to the ground, this is broken - EMP twins critical chance nerf - Wasp Overdrive reload nerf (Takes longer to recharge) - In Assault mode it's a nightmare for the defending team
  2. First a skin for a half dead turret, then a skin for a dead turret. Whoopeee
  3. Protection modules make a lot of sense to me, as I'm sure they do to a lot of other players. If there's a player who's wrecking havoc on your team, wouldn't you want to have some sort of protection against that? It's an integral part of game balance. Without protection modules, the game would be even less balanced than it already is. Also keep in mind that with the introduction of status effects and critical damage for all turrets, protection modules don't mean much in a lot of scenarios. Ok, hold on. Hold on. You're using Vulcan with Heat immunity, and you have the audacity to talk about skill?. Vulcan with Heat immunity now is what Twins used to be back when splash and self damage wasn't introduced for it - a skill-less brick gun that anyone could dominate with.
  4. Why are you complaining about people putting protection against you? It’s part of the game, been happening for years, I don’t know why, but you seem to strike me as the typical Vulcan-Paladin-Booster bot who puts a brick on his spacebar.
  5. Or they don't want to explain it or have nothing to say....
  6. The name 24-carrot seems to ring a bell. Are you the Hornet-Ricochet player from long back?
  7. Real men don't need an entire day dedicated to their hard work.
  8. Time to laugh at Wasp-Trickster users insulting me for killing during gold
  9. What exactly does this mean - will the person who loads the fastest in battle still get the Juggernaut, but the team will not get points for killing the enemy Juggernaut until after 30 seconds have passed, or will the system finally assign the Juggernaut to a random player? If it is the former, then there's little to no point of introducing this to TJR as it will not stop JGR abuse.
  10. I heard that at some point they were so cheap that you could buy them by saving for like a week without buying tks - is that true?
  11. It's most definitely not going to be a heavy hull, as we already have had heavy hulls over the past few BPs. Next hull is likely going to be crusader. https://en.tankiforum.com/topic/393202-lets-discuss-challenges/?do=findComment&comment=6956906
  12. Cor7y

    Iron Days

    What mobile notification? From the Tanki app?
  13. Any predictions for the immunity? Not the hull, the immunity (heat, cold, stun etc.)
  14. Viking + Magnum bots incoming
  15. Cor7y

    Death zones in Juggernaut Mode

    Juggernaut mode is fun and all, but I'm sure there's one thing we all hate - Camping Juggernauts. Seriously, those guys just stay in their base the entire time and camp. After having the fastest hull in the game. I don't know about others, but for me it just takes all the fun out of the mode. What's the point of playing if all the enemy juggernaut is going to do is camp the entire game? So, I propose "Death zones" in the Juggernaut mode - Only for the juggernaut. If a juggernaut stays at one place for too long, the system automatically detects it and sends a warning to the player to move out of that zone and gives him a grace time to do so. If he does not comply, he will automatically self-destruct, enemy team will get a point, and the Juggernaut will be passed on to the next player. For example, say the Juggernaut has been camping in his base for too long in the Sandbox map. (Which happens 90% of the time) The "allowed" camping time could be, say, 15 seconds. As time runs out, the player will see a kind of blinking light, indicating that he has to change position. After the "allowed" camping time is over, the system warns him to get out of that area within 5 seconds (grace period), or he will self destruct. The whole red marked zone will then become a self destruct zone for the juggernaut. If he changes position and starts camping at another location, the same happens, and so on. I believe this system will make Juggernaut games waaaay more interesting, as it forces Juggernauts to move around the map and play normally, instead of simply camping in their bases like couch potatoes. Thoughts?
  16. https://postimg.cc/67BVGbDb @Marcus How is it not obvious that this pic was taken during double funds? You can even see yesterday‘s (Friday) date at the bottom. Deadline was Friday 2:00 UTC, 1 hour before server restart. In no mode do you get nearly x10 crystals per battle point with premium when it’s not double funds.
  17. Cor7y

    Iron Days

    Along with the old rail that always killed light hulls in 2 shots.
  18. Cor7y

    Iron Days

    I have to say, the XP/BP mode has been a ridiculous failure. In PRO battles in XP/BP mode, there is mutual trust and respect among players, and they only start the game when both sides are full and all players are ready. In the event mode however, you enter a battle and already 2 flags have been captured. The game is usually finished before half the other team can even load into the battle. What’s the point of even trying?
  19. Yeah premium counts. In short, it's impossible for players who don't have premium to win the contest; only thing they can do is submit a screenshot of themselves getting the highest fund (doesn't matter how much it is) and submitting it, in hopes of winning the giveaway.
  20. That pic was taken today, with double funds, so it wouldn’t have counted anyway
  21. V-LOG preview always come a day before the actual V-LOG.
  22. Ahem. This is the Tanki forum. Ideas regarding improvement in QOL for f2p players are not permitted.
  23. Cor7y

    Booster Funds?

    Depends on mode, map and ranks. Control points mode gives waaaay less crystals compared to all other modes. Bigger maps give more crystals / score, and if it's a map with all Legends you will get more crystals than if it's a map with Brigadiers, Majors etc.
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