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Econfidant

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  1. Will you make battle rewards (crystals) depend on how close the battle is, instead of just win/draw/loss? For example, players on the team which lost 6-7 should earn more than on a team that lost 2-7. This will encourage players on the losing team to continue playing and reduce the team scores gap.
  2. Sometimes in the heat of battle it is difficult to keep track of allies or enemies with the flag or ball, or Juggernaut racing to take cover. I momentarily lose track of my ally juggernaut even when it is sitting right behind my tank. Now: Radar only shows red for enemy tanks; blue for ally tanks It would be helpful to add special symbol on the Radar to indicate Juggernauts or ally/enemy tanks with flag or ball
  3. Econfidant

    Add bird's eye view of every map to official Tanki Wiki

    Adding Bird's eye view of every map in the game, showing where the capture points, red/blue flags and drop boxes are located. Make the game more in-depth for players to develop offensive-defensive strategies in battles, where the possible routes are on the map (and for eggheads and physics majors to do projectile motion trajectory calculations on Magnum like yours truly). Here is an example for Aleksandrovsk (found here https://en.tankiwiki.com/Aleksandrovsk)
  4. Tracking player's battle win rate and displaying it on profile page and scoreboards (Special modes and DM are excluded) Why? Encourage players to work together as a team and complete team objectives (e.g. cap points, flags, protect JGR etc.) Curb unwanted behaviors like trolling or leaving midgame -- quitting a battle automatically counts as a lost and hurt the player's win rate I also agree with @Warpriest suggestion of "completely remove K/D and death count from the game", This can help the game become a more team-oriented, real-time strategy MMOG.
  5. Augment ideas for Magnum 1) Hyperspeed shells / Airstrike support The special aerodynamics of the projectile creates additional friction against the air, building up a concentration of static energy. Thus the amount of damage increases the further the shell flies from the tank. Uses the latest shell technology. Increasing time of flight allows for more thorough mixing of explosive compounds within the shell, which results in a noticeably higher lethality and bigger punch. Advantages Damage increases with distance travelled by shell (e.g. vertical + horizontal distance) Explosion impact force increases Vertical aiming Disadvantages Regular damage: -30% Amplification time: +25% This augment excels at making long range shots (across map) or engaging in indirect fire (by scaling high structures). Since high-power shots take a few seconds before reaching target, the increase in splash radius should be enough to compensate for the slower reaction time. A camper's dream. This augment is designed for supporting teammates offensive actions. Users of this augment need to be mobile and tactically proficient for medium-long range to extremely long range target engagement.. Requires patient calculation to select suitable target and precisely deliver munitions capable of striking high-value adversaries at a distance. Works like an actual field artillery unit in battle.
  6. Econfidant

    Congratulatory post

    Many thanks @Arcade! Very happy to be on the team.
  7. 1) Add an indication or notification message whenever there are friends online. [Also, consider adding an option in the settings to enable/disable this feature] 2) Allow sending chat message to friends who are currently in battle (e.g. a leave-a-message function so they can see the messages once they return back to the main lobby) Thanks and have a nice day!
  8. Econfidant

    Congratulatory post

    Hi All! I am Econfidant and I'm just starting out my Wiki Content Writer Candidacy with @druger_beast. Excited to learn more from all of you. Cheers, Econfidant
  9. I am suggesting adding a small icon (next to each player's name) indicating the turret equipped on the scoreboard (when you hit tab key). Since right now, equipping any turret augment (other than Adrenaline or the default) is displayed on the scoreboard, with which players can use to deduce the weapons used by enemy team. So it is reasonable to make turrets equipped as public information - regardless of what augment players are using. Let me know what you think about this! Thanks.
  10. Augment ideas for Magnum 1) Time-sensitive shells Uses the latest time-sensitive shell technology. Increasing time of flight allows for more thorough mixing of chemical compounds within the shell, which results in a noticeably bigger punch and larger lethal radius. Conventionally used only in aerial bombs and missiles, such shells diminish in efficacy at close combat, not to mention, it has the strange problem of inflicting additional self-damage due to leakage of unmixed chemicals. This augment excels at making long range shots (across the map) or engaging in indirect fire (say by scaling high structures). Since high-power shots take a few seconds before reaching target, the increase in splash radius should be enough to compensate for the slower reaction time. Advantages Damage increases with shell time of flight (i.e. the time after firing and before hitting the target) Max splash damage radius increases with shell time of flight (e.g. increase up to the critical splash damage radius) Vertical aiming Disadvantages Base damage: -30% Self-damage: +100% (i.e. two times of the damage dealt to enemies at melee range) For example, The high-arc trajectory (blue) will deal considerably higher damage than the low-elevation one (green) since the blue shell takes longer to reach the target. Technical details: The idea of this "Time-sensitive shells" augment is to further boost high-elevation or long range shot at the cost of a (severely) crippled close combat. Using Range as a proxy for shell time of flight, let's compare the damage of this augment "Time-sensitive shells" vs "Reinforced gun carriage" (hereafter RGC). At Melee range, "Time-sensitive shells" deals less damage (30% base damage penalty) compared to RGC AND suffers from additional self-damage (+100%) At Short range, "Time-sensitive shells" still deals less damage than RGC - due to the base damage penalty At Medium range, "Time-sensitive shells" deals similar damage as RGC - with the base damage penalty is offset by increase in damage due to shell flight time At Medium-Long range, "Time-sensitive shells" deals 10-30% higher damage than RGC At Long range, "Time-sensitive shells" deals 40-50% higher damage than RGC 2) Berserk Perfect augment for skilled magnum users who enjoy going on a multi-kill spree. Destroying two or more tanks with a single shell guarantees the next shot to be a critical hit. The (larger) critical splash radius, under the right circumstance, allows you to continue your critical hit rampage and take out groups after groups of adversaries. When it's over, you'll need to settle for the standard (smaller) splash radius to score you another lucky multi-kill and restart that cycle. Advantages Scoring a multi-kill (i.e. 2+ tanks destroyed) with a single magnum shot guarantees the next shot to be a critical hit (e.g. damage unchanged but with critical splash radius) Horizontal turret rotation (with angle fixed)* Disadvantages No random critical hits [e.g. critical chance step=0; maximum critical chance step=0 (?) ] *: Horizontal, rather than vertical aiming, is preferred with this augment. In order to avoid the problem of high-power shots, with longer time in flight before hitting target, which might cause multiple shells to be in the air simultaneously, thus making the "next shot after multi-kill" ambiguous
  11. In Patch update #672 (10 Dec 2021), Mortar augment, which uses vertical rotation, deals same base damage but no longer has splash. However, the point of ability to change angle is to make long-range shots and usually the only way to tell how close your shot lands from target and adjust your aim is via splash damage numbers. It is difficult to tell you if you undershoot or overshoot without it. Hence, the problem I see (and that many magnum players also alluded to in the forum) is that the lack of splash damage makes Mortar augment near impossible to aim properly at long range (think of how rare a LONG-RANGE Magnum DIRECT hit is!!) while the vertical rotation with limited left/right visibility makes it unwieldy to use in close combat. I suggest changing Mortar augment from vertical to horizontal turret rotation (with the angle fixed at a certain degree). This enables Magnum to play aggressively in the front lines and engage in close/medium range combat without fear of self-damage. At the same time, if it misses a direct hit, it can still place a mine on the spot where the shot landed. This change will also bring a fresh play style to magnum instead of only being a camper / support turret.
  12. In the pro battle, do you have plans to add a new "social/exploration" mode which has no rank restrictions but without experience or battle funds. So that friends from low ranks (e.g. Sergeant-Major) and hang out with those from high ranks (e.g. General) and explore the game maps together. If so, when will such a mode be added? Thanks!
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