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qwds

Tanker
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Everything posted by qwds

  1. qwds

    Ideas for Turrets!

    I don't know what limitations a browser game have, so yeah. Haha, agree about the teammates ?
  2. qwds

    Ideas for Turrets!

    If it's like that it's not really close to my idea I think, because so many of the ideas I imagined would be possible with my "bowling ball" launcher isn't possible with this kind of grenade launcher. Like teammates helping you by knocking or shooting the bombs into different directions, enemys shooting at them to knock them off course, or shooting many slowly rolling bombs at an enemy which he can zig-zag in between.
  3. qwds

    Ideas for Turrets!

    You can charge the turret and the more you charge the faster the bomb will roll and be less sensitive to being changed in its direction when shot at by enemy turrets. Charging less means being able to shoot more quickly but the bomb rolls slower and is more sensitive to being changed in direction. It might also be unable to roll up on slopes. Both enemies and teammates can shoot at the bomb to change its direction. Teammates can cooperate with the bomb-turret to make the bombs hit their targets. They can also knock the bombs around with their tanks and push them with them. They are also bullet proof so driving behind them gives you a form of shield. The bombs explode either when they are near or touch an enemy. The bomb can destroy its own user, say if a enemy shoots at an incoming bomb with a very powerful weapon, like a fully charged Shaft shot or Magnum, which knocks not only knocks the bomb off its course but changes its direction backwards towards him. Duels with Shaft could be quite fun, since the bomb is bullet proof and becomes a shield covering the tank, so a good tactic for the Shaft is to simply fire at the bomb to knock it back at him, which requires quick reflexes. Another fun attack would be shooting several slowly rolling bombs towards an enemy, and to make it hard for him to avoid them, shooting them into some pattern which the enemy has to zig-zag in between.
  4. qwds

    Supplies sometimes activate automatically. Is this a mechanic in the game or is there something wrong with my keyboard?

    I don't keep track of the amounts of supplies I have, so I can't tell.
  5. qwds

    Ideas for Game Modes!

    That looks nice ? Here's another version: The defenders are incentivized to hold the first line of defense as long as possible, because it's the best to defend from. If the line collapses they must retreat backwards. The attackers takes and uses the abandoned strongholds themselves. It's sort of like a Tanki D-Day lol. The defenders starts off strong and slaughters the attackers at start, but defending becomes increasingly desperate as the battle goes on, and super intense towards the end, when the few best players remains. Instead of giving everyone drones maybe large amounts of drop boxes could fall? Repair kits and boosted armor in the strong holds, speed boosts for the attackers. Sorry, I don't know what the snowball Magnum thing is. I wouldn't want only a certain kind of turret to be able to destroy the glass covers though. Maybe destroying them could be done with any turret if you're, say, 50 meters close. If you're within 10 meters you can shoot through it, like the defenders do.
  6. qwds

    Let's Discuss Shaft!

    I personally don't think it sucks at all. For aggressive play, the buffed arcade shot makes Shaft work as it is now IMO.
  7. qwds

    Ideas for Game Modes!

    The defenders have a limited amount of spawns, and will eventually spawn on the attacking team when they die. Defenders win if at least one of them is still alive when the time runs out. Attackers win when all defenders have run out of times that they can spawn. To help the defenders I suggest a new type of cover/wall thing, which can be seen through, like it's glass or is a force field, and also shot through - but only when you're close. This protects the defenders from long range weapons, and lets them shoot the attackers, and forces the attackers to attack to get close. The battle becomes more difficult for the defenders as it goes on: the glass walls can be destroyed so they have less and less cover, and the attackers team become larger and larger as they die.
  8. qwds

    Saw a player who only had to wait seconds between using health kits - what sort of ability is that?

    This Freeze/Viking user was one of the most annoying players I've ever battled. He was almost undefeatable because of this ability. Sure hope this won't be a common thing...
  9. qwds

    Let's Discuss Shaft!

    You often meet players with much higher M levels than you have, that's true.
  10. qwds

    Let's Discuss Shaft!

    Although I use Mammoth with Shaft, it's not hard for me to imagine that Hornet is the best overall hull for Shaft. However, playing with Mammoth/Shaft, those moments where I can rely on its health and OD to stay alive in an awesome camping spot and getting huge amounts of kills and supporting the team, while the frustrated enemies are rushing you, are so satisfying that nothing comes close IMO.
  11. qwds

    I won some Augments in the Containers but can't find them in my Garage - how can I use them?

    I won Freeze Resistance and Light Weight Construction but they boxes for them in both hull and turret Augments are empty. Are they automatically used on my hull or does it mean that there was a bug and I didn't get them?
  12. qwds

    Let's Discuss Shaft!

    Here's a list of tips for the Shaft/Mammoth combo, mainly for Team Deathmatch. I'm sure it's nothing new though, but I felt like posting... If anyone has more tips for Shaft togheter with any type of hull in any type of gamemode, feel free to share. :) Tips for Shaft/Mammoth in TDM: Camping Your success in matches depends on your ability to find a good spot to camp at! Ideally, it should 1. give you good cover, 2. put as much distance between yourself and the enemy team as possible, 3. allow you to find and hit as many in the enemy team as possible. Depending on how dangerous the enemy team is, you can choose different prioritizations between protection, cover and distance, vs. opportunity to get kills, with where and how you camp. Your biggest threats will be long-range weapons: Shaft, Guass, Striker and Railgun (IMO in that order) and short-range weapons on light hulls if they play aggressively - prioritize these and in this order! Of course, players who use a lot of supplies with any combo and playstyle might also be a large threat who should be prioritized. Be situationally aware! Because of Mammoth's slow speed and nature of using Shaft you need to play close attention to where the enemies are and going. If necessary, turn your turret and hull at the same time to look around faster (unless you're using a mouse). Only go into scope-mode when you've picked a target. Leave scope-mode after a few seconds if you can't find one. Sniping Hide your laser by aiming on things infront of your target, then quickly move your aim to take the shot. The best way is to aim on something directly infront of you so that nothing of your laser can be seen and there's no sign you're in scope-mode. I like to stand so I see my target on one side of the scope and a wall, building, etc. on the other, then quickly move my aim to the target when my Shaft is fully charged. Use the horizontal lines in your scope for aiming. You can then quickly point your reticle directly at the target when you're ready, without needing to make any vertical adjustments. This is only useful if you use your keyboard. Always charge your shot fully, even if you're shooting a light hull - you don't know if they're using supplies or what M-level they have. Taking cover more quickly: reverse behind cover while also turning (in any direction). It will make your silhouette disappear slightly quicker behind cover. It can definitely make a difference when an enemy Shaft is taking aim at you! Overdrive Don't hesitate to play aggressively if you have full health and a charged Overdrive - you have twice your health at your disposal. Unless the enemies are using supplies, that makes you quite formidable! If the opportunity presents itself to play aggressively and get a lot of kills, take it. When you camp, use the Overdrive as a healthkit (unless you use supplies). Use it when you can no longer survive one more shot by the weapons that's a threat. If it's an enemy Shaft for example, you need to use it when you've only lost a small amount of health. If enemies are close and you plan to destroy when with your Overdrive, make sure that they won't escape from you. You can also lure them close to you by pretending that you haven't noticed and reacted to them.
  13. qwds

    Let's Discuss Shaft!

    Thank you for the reply
  14. qwds

    Let's Discuss Shaft!

    Someone in my team could heal me by shooting at me with Shaft. Was wondering what that ability is called and how you can get it. I couldn't find it among the upgrades for Shaft. Thanks.
  15. qwds

    Quick chat wheel

    It should be easily seen which tank is "saying" what with the speech bubbles. If someone makes a message out of your view, the speech bubble appears on the side of your screen and pointing towards them. You should also be able to send a personal message to a specific tank. The speech bubbles are translated to everybody's language. Speech bubbles should be very small so they won't clutter the screen. Pre-made messages could be to encourage teamwork, like warning others, asking for help, simple tactics, etc. Maybe funny messages, compliments, etc., as well. Messages can be used togheter to be able to say what you want to say, for example "A tank is using supplies, everybody shoot at it!" "Enemies are near the flag, everybody defend it!" "Follow me!" "Heal me!" "Let's flank them!" "Can you stay and defend here?" "Can somebody take out that long-ranged turreted tank?"
  16. A new hull that "sticks" on anything it drives on and can drive up vertically on walls and upsidedown. It relies on this ability to fight and stay alive, so it's not just an OD but a permanent ability. It should probably be a light hull with weak HP. It's meant to sneak up on enemies without being seen or wait in ambushes. Maybe it has an OD ability where it jumps, which can be used to leap from the wall of one building on to another. It has a low, small silhouette to be easily able to hide. Another idea could be that it drops a bomb on whatever is below. Maybe how high it can climb should be limited so it won't be so high up that no one can shoot it.
  17. Idea: Changing or creating a hull which has a similar playstyle to the Droideka in the Star Wars Battlefront games. Not necessarily the shield, rolling like a ball, machine gun-like weapons, but its abilities and weaknesses. The Droideka playstyle: It has two modes: move very fast but it can't shoot or use the shield, or it can shoot, use the shield but moves very slowly. As a Droideka, this forces you to use the fast mode to get close to enemies, then change to the shield and shooting mode - a change that takes a moment of not being able to do anything, as you fold out your weapons and legs, making you very vulnerable. Without the shield you have very little health. If you're attacked by the Droideka it's exciting to react quickly and kill a suddenly appearing Droideka before it turned on the shield, because of how deadly it would've been if it did. As a Droideka, once you've managed to activate your shield close to enemies you can't be lazy and expect to be invulnerable even if you're very powerful, because you've basically trapped yourself! You now need to kill all the enemies around you before your shield run out of power, before they run away, hide or deplete your shield. The shield not only loses power from hits but also constantly by a timer after the first hit, so surviving enemies only need to wait. How it could work in Tanki: I'd suggest changing a heavy hull to have the same two modes, fast (as a medium) but very little health and unable to use the turret, or very slow but very high health. There should be a small pause before you can use your turret and have the high health returned. When the high-health mode is over, you're very vulnerable. It would be able to be used like real life heavy/assault tanks were: leading attacks and protecting the medium tanks. In tanki they would be able to hide behind the heavy tank when its in shield mode. Of course it would be balanced how much health it has exactly, how fast health regenerates, etc. This means you can have a super-high health tank punished by a very slow speed but not have it be exhausting to use, because you can always use the faster mode to move in - you just can't fight in it. Playing against such a tank might not be frustrating, because you might often be able to escape from it. It might also be exciting and scary to see it lumbering towards you like it's unstoppable, while you place mines or take up a defensive position. Lore-idea (if it matters lol) Maybe the lore-explanation why it changes between these modes could be that it uses all power in its systems to move its massive weight fast, leaving no power left for the weaponry, and it overheats, making it vulnerable to explode.
  18. Idea: Changing or creating a hull which has a similar playstyle to the Droideka in the Star Wars Battlefront games. Not necessarily the shield, rolling like a ball, machine gun-like weapons, but its abilities and weaknesses. The Droideka playstyle: It has two modes: move very fast but it can't shoot or use the shield, or it can shoot, use the shield but moves very slowly. As a Droideka, this forces you to use the fast mode to get close to enemies, then change to the shield and shooting mode - a change that takes a moment of not being able to do anything, as you fold out your weapons and legs, making you very vulnerable. Without the shield you have very little health. If you're attacked by the Droideka it's exciting to react quickly and kill a suddenly appearing Droideka before it turned on the shield, because of how deadly it would've been if it did. As a Droideka, once you've managed to activate your shield close to enemies you can't be lazy and expect to be invulnerable even if you're very powerful, because you've basically trapped yourself! You now need to kill all the enemies around you before your shield run out of power, before they run away, hide or deplete your shield. The shield not only loses power from hits but also constantly by a timer after the first hit, so surviving enemies only need to wait. How it could work in Tanki: I'd suggest changing a heavy hull to have the same two modes, fast (as a medium) but very little health and unable to use the turret, or very slow but very high health. There should be a small pause before you can use your turret and have the high health returned. When the high-health mode is over, you're very vulnerable. It would be able to be used like real life heavy/assault tanks were: leading attacks and protecting the medium tanks. In tanki they would be able to hide behind the heavy tank when its in shield mode. Of course it would be balanced how much health it has exactly, how fast health regenerates, etc. This means you can have a super-high health tank punished by a very slow speed but not have it be exhausting to use, because you can always use the faster mode to move in - you just can't fight in it. Playing against such a tank might not be frustrating, because you might often be able to escape from it. It might also be exciting and scary to see it lumbering towards you like it's unstoppable, while you place mines or take up a defensive position. Lore-idea (if it matters lol) Maybe the lore-explanation why it changes between these modes could be that it uses all power in its systems to move its massive weight fast, leaving no power left for the weaponry, and it overheats, making it vulnerable to explode.
  19. I think the heavy hulls have too little health to make their slower speed worth it. I might be in minority with this opinion, but please hear me out. The Mammoth for example have less than 1/3rd more health than Dictator beyond M1, which means that it can take only about two more (?) Smoky hits before it has lost its only advantage over Dictator (aside from how you rate their overdrives, I guess). That to me just doesn't feel worth the slower speed, even if you camp. And while this is a cartoony game, I'd like to but don't feel like a powerful heavy tank when I play with them, like being able to lead the attack on the enemy, resist their fire, being intimidating, etc. Also, when I play as a medium or light tank I feel less worried often about heavy tanks in the game, even if the players who use them seem skilled, because their slow speed just makes them so vulnerable and they have barely more health. I understand that because of the supplies increasing the health would create too much balance issues between those who use supplies and those who don't, but I wonder if some other solution could be found...
  20. qwds

    Let's Discuss Mammoth!

    Thanks for the info! If you want to, I'd appreciate if you'd like to give your opinion on which hull best fit Shaft, which I asked in my reply here: https://en.tankiforum.com/topic/177137-lets-discuss-shaft/page/318/?tab=comments#comment-6947520
  21. qwds

    Let's Discuss Shaft!

    Even if I don't use supplies?
  22. qwds

    Let's Discuss Shaft!

    Which hull goes best with Shaft? My playstyle is to try to find a sniping spot where I can see as many enemies as possible even if it's a risky place to be in, so I want to be tough to get rid of, so a hull that can heal itself seems like the best choice. I should say that I rarely use supplies because I try to save them. I'm thinking of either Dictator or Mammoth, but it's a tough choice... Mammoth have barely 1/3rd more health than Dictator, which IMO is too little to be worth it with the slower speed, even if you camp. Its overdrive charge twice as fast as Dictator's though, giving it effectively almost twice as much health as Dictator, which might be worth it. Dictator have a much better overdrive for camping with Shaft IMO, especially now when Shaft's reload time depends on how much you charged the shot, so double-damage means you could one-shot twice as many tanks. But then again, the overdrive charge twice as slow. Tough choice!
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