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Everything posted by qwds
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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. @fghjkl54
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Thanks for the reply, that makes things clearer
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Does SBE increase damage-per-minute of arcade shot or does it only change reload-damage ratio? (longer reload and higher damage per shot but overall damage output is the same as stock arcade shot)
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I don't use real money for the game
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Shaft with short-band emitters vs. heavy capacitors vs. rapid fire mode - which is the best?
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There should be a short-cut button to leaving a match you don't like to search for a new one. I almost always leave and join matches many times until I find a map or matchmaking I like. Right now you have to press tab to see the gearscores, then escape, "leave map", "play", "battle modes", then the mode you want - when you do this process 10+ times it gets quite tiresome. Instead Show the board with gearscores automatically when you enter a match, so you don't even have press tab (make it so that moving your tank makes the board disappear) On this board, have a button for "search for a new match" - this leaves the match and starts the search for a new match with the same battle mode, or random battle mode, if that's what you choosed in the menu when you clicked "play" Now the process requires only 1 single mouse-click, so looking for a match you like is as non-irritating as possible. Also, it would be good to see what hulls and turrets players use on the board. Why show augments anyway when you don't know what turrets they use? It's weird. Maybe show their paints too so you know if there's a particular tank you wanna watch out for.
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A map that's completely underground! Maybe with the theme of an abandoned mine or cave system - dark and scary, with a creepy cave ambience played in the background. It has a disorienting and labyrinth-like system of tunnels where you need to rely on some memorization to not get permanently lost, with secret rooms and tunnels perhaps, useful for shortcuts and ambushes. There's some larger open spaces for variation, which the smaller tunnels are going into at different heights along the walls. Also, some acrophobia-inducing abysses, pitch-black and endless, provide unusual challenges and tension, where the pathways next to them, and the bridges running over them, are so thin and unevenly shaped that almost any explosion or tackle from a tank can cause you to fall off...
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Is Mammoth's overdrive underpowered?
qwds replied to qwds in Is Mammoth's overdrive underpowered? Archive
Especially now with the heavier weight and longer staying time of dead tanks? Someone suggested giving it a buff and the idea was put as "under review" and now Mammoth's OD probably got weaker with the change with dead tanks. What do you think? My idea would be a buff (if a buff is indeed needed) to make it so that dead tanks have no weight during the OD so that Mammoth easily pushes through them. -
Is it DDos attack or that an excuse for - I don't know how it works in the online game industry - being cheap with the quality of the servers or something like that? It's tiresome. Every match has at least some small issues where tanks teleport or drive endlessly in a direction.
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Is TO still having server issues? Today the game crashed several times for me and sometimes I couldn't search for matches. It was also hard to load the forum.
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Do you think short-band emitter is the best augment if you want to be better at mid-range? I'm thinking that the decreased rate of fire but more powerful arcade shots might be helpful for peek-a-boo tactics: less exposure, same damage.
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That might explain it. Disappointing
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I'm confused why you consider it short-range. I looked at gameplay and it seemed strong at longish mid-range, like the maximum range of thunder before its damage drops to its lowest.
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I appreciate the reply but I'm not sure you answered the question. I didn't wonder how it compares to other shaft augments but other short range turrets, like smoky, thunder, ricoshet. Is it inferior to those in battle do you think?
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How good is rapid fire mode? I guess compared to other mid range turrets, as it seems its a mid range.
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valid Stickers, symbols, decorations on your tank
qwds replied to nuclearpuppy in Ideas and Suggestions
Idea: decoration items which can be put on the tank in chooseable places. Since some Tanki players enjoy skins and paints combinations, it'd be fun Tanki took the esthetic customization further, this could be one way. The items in the pics are just things I found quickly on google, so they're only to explain, not look good. The items could be combined in different themes (eg medieval, horror), animals, your Tanki clan, etc. The decoration sticks to one hull, so you can decorate a heavy tank one way and a light another. -
I fought against Scorpion several times today. Was expecting to be enraged but was pleasantly surprised when I found myself having a lot of fun fighting against it It's definitely very powerful though... Unlike gauss it's very hard to know if it's charging up its aim at you. If you stand beside the right kind of cover however the missiles can be tricked to miss you, but only if you react as soon as you see them being shot up in the sky. It's a pretty exciting turret to battle against actually. Got my adrenaline pumping seeing those missiles fly up in the sky then turn omiously down towards me! Run for cover! With my mammoth-shaft this tactic worked quite well, though the distance was always far from scorpion. I was pretty paranoid keeping at eye on the sky however at the end of the matches! Regardless if it's OP right now, well done Tanki with making such a fun turret to fight against.
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If it's this rare (unless it can be bought) I must've had bad luck lately then. In one day I've seen it several times when playing less than 10 battles today.
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valid Make it possible to end the search for matches by clicking the "play" button again
qwds replied to qwds in Make it possible to end the search for matches by clicking the "play" button again Ideas and Suggestions
It used to be possible to end the search for a match by clicking it again. It was handy when you changed your mind. It would be nice if it returned. Edit: 2 more reasons why I think it's good: - It seems like there might be a bug where the game searches for a match forever sometimes. Stopping and re-starting the search solves it. - Sometimes when you click "next" on the first scoreboard to see the next after a match the game responds as if you clicked "next" on the second scoreboard and starts searching for a new match, which is annoying if you wanted to leave after checking your k/d or crystal earning. -
Green flames Purple flames Orange-blue flames Church window Kaleidoscope Demonic Fireball Ice As hard as a diamond
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What sort of new paints would you like to see?
qwds replied to qwds in What sort of new paints would you like to see? Archive
Any cool, nice or fun ideas? -
What turret-hull-drone combos give you the biggest "Oh no, it's a...."
qwds replied to qwds in Archive
For me, it's - Hunter-Tesla - Aves or Dictator-Magnum - Wasp-Firebird - Dictator-Vulcan -
Are you at a disadvantage at Mk7+ if you don't use a turret augment?
qwds replied to qwds in Archive
Yes I think so -
Bugs: 1. When the game is searching for a match you can't click on the play button again to cancel the search anymore. 2. A weird tiny grey dot is in the middle of the screen during matches.
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