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qwds

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Everything posted by qwds

  1. qwds

    Let´s discuss Scorpion!

    When you lock on a tank, you can continue the locking on even when it's behind cover, is this a bug (or a "bug" done on purpose to make it OP) or on purpose and how it's meant to be?
  2. qwds

    Which are the current best hulls in every category (light, medium, heavy) in the game and why?

    Also, please say whether they're the best in general with any kind of turret attached, or if you're thinking of a certain turret/type of turret (ie long-range) attached...
  3. qwds

    Mammoth getting thrown into the air/toppled over if its on top of/runs over a tank it destroys with the overdrive

    Since the change where tanks destroyed by its OD are thrown away, this has been a new issue that I think needs to be solved.
  4. qwds

    The best combo vs. the combo you find more fun - which is more enjoyable in the long run?

    When I say fun I mean that it seems to feel better and be more fun to play with, but as the question asks, might not be as fun in the long run if you know there's a combo for your playstyle that makes you better.
  5. qwds

    Does anyone else think that the design/art direction was better looking in the "Legacy"-skin era?

    The new HD designs look pretty goofy - which might not be a bad thing if that's what they're going for with the game's style - call me childish or whatever but I prefer the more realistic and sparse look of the Legacy skins. I know that it's a "cartoony" game in the end but I enjoy the look of it more when the tanks look a bit more threatening, rather than silly.
  6. Yeah, any light hull with a shooting weapon where you need to stay exposed to the enemy for a long time (ie vulcan and twins) are probably the "worst", besides heavies with short range turrets of course. Not sure why wasp/striker is so bad, can you explain? Is it that you need to be exposed to the enemy when locking the shot? What if it was used as a sort of sniper? I see railguns and shafts with light hulls often so maybe it could work fine like that.
  7. qwds

    What's the worst turret/hull combo?

    While every combo can be good if used the right way, some are definitely better than others. Which one is the worst in your opinion?
  8. qwds

    Movable parts in maps

    I don't know if it's possible in TO but it'd be a really fun idea I think. In some places on the maps you must pay close attention to both your surroundings, aswell as the enemies... One obstacle could be a spinning bridge, shaped like a cylinder. To drive across it you need to compensate for its spinning with your steering to not fall off. Occasionally it starts to spin in the opposite direction, so watch out! Seesaw-like bridges react to the tank's weight with realistic physics, making it necessary to balance on it and make it move the right way to get across. Elevators could be simple platforms that just moves automatically in a simple way, up and down, like to the roof of a building. Rotating floors could be areas on the maps where there's very useful protective walls set up, useful to hide behind and shoot, but the floor ocassionally turns around, exposing all the tanks there to the enemy fire. Parts of the floor could also rotate vertically, so that what was the walls on a part of a map become the floor, before changing back to being the walls! Automatic hazards could be thing like automatic flamethrowers, spikes, saws, hammers etc on the map, which move automatically all the time, sometimes starting, which makes it not possible to use certain paths on the map at certain times.
  9. I'm sure this idea has been suggested countless times before but I have maybe an unique spin to it: The more complicated/detailed/colorful etc you design the paint to look, the more crystals it will cost you to be able to use it. I doubt theres any chance TO would give up selling paints, so that way custom paints doesn't make buying pre-made paints with crystals obsolete, as they end up costing about the same. Pre-made paints could also have things impossible to recreate with a custom paint, animations is one example. I'd love if when you made your own custom-paint you could - Choose colors freely from a color wheel, and select brightness and saturation - Select many different camouflage schemes/patterns/symbols/art work etc and add any freely chosen colors to them - Place the pattern however you wish on the tank, including making it smaller, bigger, spin it around, etc. - choose texture: clean and colorful or worn and faded, or anything in between Crystal payment system would work so that it becomes more expensive the more stuff you add. A simple custom color is the cheapest. 2 or 3 color camouflage increases price. Fancy art work more so. You get the idea. You see the paint as you design it on your tank though even if you don't pay to be able to use it.
  10. Thanks for the tip, and I sure will now! Now I feel really stupid, but for a long time I had actually forgotten that it even existed, since I never ever look down on the screen...
  11. So on one hand mouse controls are for noobs with no reaction speed - so they make the game easier to play? - and otoh they're inferior to keyboard controls - so they make the game harder to play then? Which is it? ? I agree that mouse controls, at least with hoverning hulls, makes it way harder to aim while turning. Otoh you can turn the camera to look around yourself 360 degress super fast, which is obviously an advantage. I can't say whether the cons outweight the pros.
  12. One problem with mouse controls (only with hovering hulls though?) is that the aim is always off while you turn, which is a problem, so I don't agree with that there's no cons to them, even though overall its better that keyboard.
  13. Yeah, if tanks can see you can have time to get away, hiding the laser become a must. Another trick is to aim at something directly infront of you, like an edge of a wall you're standing against. That way, even if the enemies knows where you are and can see you, they might not think you're in scope mode because no laser can be seen. What made the difference?
  14. I think keyboard might actually be better when you're keeping the aim to the side of a space where a tank might appear, like a cover where it's hiding, and then need to aim very quickly to hit it. I usually put the aim so I only need to move it in a horizontal line to land on the target. It seems faster than with mouse, though I guess the turret doesn't actually move any faster. It's at least easier I think. for me. Mouse is clearly better when only a tiny amount of a tank is visible though. So I'd guess keyboard for speed, mouse for precision. It throws me off a bit too. I think if the crosshair was a bit more visible against the background it wouldn't be as bad as it is. Same thing and it looks pretty good in War Thunder. I try to only look at if the tank I'm aiming at gets the red silhouette, instead of at the crosshair, to know when to fire when I need to be fast.
  15. qwds

    Mouse vs keyboard controls with Shaft - which is best?

    Nothing to add
  16. qwds

    Ideas for Game Modes!

    I know, and it's exciting that TO have this planned. But do you know any more details about TO's take on this, other than that they want to do it in the far future?
  17. qwds

    Ideas for Game Modes!

    That's exciting! Could you give any more details about the mode? Or at least say how similar it is to my idea/walker assault? Will there be a train?
  18. I thought it could help with knowing whether the energy ball is friendly or not. It would also look cool if it was red or some other threatening color when you're an enemy.
  19. qwds

    Ideas for Game Modes!

    One team must destroy the armored train and the other protect it until it reaches its final destination. The train is on rails and moves very slowly but have massive amounts of health and firepower. Its weapons are controlled by either one or several players. To give everyone the opportunity to use its weapons and also prevent trolling, maybe players needs to get a certain amount of kills at a given time to not be kicked out from controlling the train. Whether its movement can also be controlled I don't know, as it makes it possible to sabotage the match. The train should probably not be damaged by simply shooting at it, as it might make the battle boring as its enemies can just sit back and shoot at it for an eternity, not bothering doing anything else. Instead, perhaps the train is immune to damage unless it's been hit by a special weapon which spawns on the map. When hit by this the train stops and can be damaged by normal weapons for a certain amount of time. The train's protectors might search across the map for these weapons as they spawn to destroy them or prevent them from being taken, and to destroy tanks that have picked them up. Maybe there's also weakspots on the train that can always be damaged but requires players to be close to the train or even on it to hit - creating chaotic combat around and on the train. It would be cool if the train was so big that tanks could drive around on it on ramps/driveways, and maybe even inside, to shoot at attackers storming to board it, and fighting the boarded tanks in rooms inside it to protect its weakspots. Another cool thing would be if the maps made for this mode had varying environments around the train's path, like a dark tunnel, or mine/cave, with deep abysses that you fall off the train into, or a bridge, etc..
  20. qwds

    Ideas for Turrets!

    I believe that what makes it difficult to hit moving tanks with smoky is because the hitbox moves a little behind the actual tank's movements, making it difficult to hit a tank if it's moving fast horizontally from your own point of view. Aiming at the rear of the tank and the space immediately behind it seems to "solve" it. Another issue also seem to exist where smoky's shots fly right through a tank, doing no damage, no matter how obvious it is that it should hit. Seems to happen rarely though but it's still annoying.
  21. qwds

    Bugs and Glitches Reports

    Severe server issues for me right now. Most matches crash, the few that doesn't have severe issues with teleporting tanks, inability to do damage, etc.
  22. qwds

    Let's Discuss Shaft!

    Ah ? Thanks for the reply
  23. qwds

    Let's Discuss Shaft!

    I bought short-band emitter today on sale and was very happy with it. But does anyone know how the damage during snipe-shot charge-up is increased? As the lowest damage possible is increased while max damage stay the same, does that mean that damage during the entire charge is increased? (as in the 2nd image) Or the 3rd image, only lowest damage is increased but doesnt increase for a moment and then charges the same as stock? Thankful for answers. I can just test it but I figured I'd ask too.
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