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qwds

Tanker
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Everything posted by qwds

  1. qwds

    Ideas for Turrets!

    I somehow hadn't noticed these tags before. Thanks for notifying me about it! Love that Tanki devs are doing so much updating and taking notice of ideas!
  2. qwds

    Ideas for Turrets!

    Got it! By the way, do you know if the dev team have ever taken any ideas from the forum - be it for turrets, overdrives, maps, gamemodes, etc? Curious to know, not saying that they necessarily should.
  3. qwds

    Ideas for Game Modes!

    Idea: a gamemode where the teams compete to take and hold on to as much % of the map ground as possible. It might sound similar to control points, but instead there are no control points and what matters is the tanks locations and making the enemy be forced to be on as small area as possible. Here's a sketch: The red and blue are the ground that's held by the team. Ground are taken over when you've spend a certain amount of time on it - zipping around in a light hull does not take over the ground, you need to stand there for a while. It will remain as taken over until an enemy has moved in to it. Maybe if more tanks are concentrated togheter, the faster the ground is taken over. Different tactics can be used to win. You can both try to take over as much as possible, pushing the enemy into a tiny space on the map. Or you can be satisfied with only controlling a little bit more of the map than the enemy, because you've found a strong way on the map to draw the frontline and defend your territory. Having an uneven frontline also spreads your tanks thinner because the front is longer. Tanks that are incircled will maybe not have teammates spawn with them.
  4. qwds

    Ideas for Maps!

    Idea for a map: This sketch is just to help explain the basic idea of the map, not how it has to look exactly. The map is like a long road with covers placed along it, with a small road on the side which has no covers, but let's players shoot at the tanks that are hidden behind the covers. The point of the map is to concentrate all tanks in a small space to make the fighting very intense - a constant chaotic tug-of-war - especially in capture modes where the teams are forced to try to take and hold on to ground in order to score goals, either in the middle or close to the ends. The covers gives defenders very good protection and ability to defend, which means that taking ground becomes very "bloody". The small road on the side becomes very important to control as it let's you fire on the hidden tanks, but is constantly changing hands due to the lack of covers on it. That's the idea of the map at least, but it doesn't have to be exactly this way. For example, maybe some covers are necessary on the small road. What matters is how the map should create a battle like this.
  5. qwds

    Ideas for Turrets!

    Here's my bad sketch... It has two rotating blades, which spins around on the turret's axel, and a turret which fires a harpoon. The harpoon doesn't damage enemies itself, but it sticks to them and can pull them closer with the wire (or you closer to them if they're heavy :P) to cut them with the blades. The harpoon can also be used to pull you towards walls, to move faster, or maybe pull yourself over otherwise unpassable obstacles and vertical walls. The fire controls are similar to Shaft's: by doing "arcade shots" you turn the blade on or off. It has a "stamina bar" and can't be turned on endlessly. Holding in to fire lets you enter a scope mode to aim the harpoon freely - the free aim let's you aim at places like the top of a wall/a building behind it so you want to climb it up vertically. The harpoon have a very long reach, so you can harass enemys from a pretty long distance and pull them around (if they're lighter/same weight as yourself) to screw up their aim, pull them out of cover, off a bridge etc. It pulls enemies quite quickly towards you and can fire quite rapidly, so despite being a short-range turret it can become more of a mid-range turret, if you have a quick aim with the harpoon's scope. Imagine Spider-Man quickly shooting at objects with his web as he goes. To make things fair and avoid trolls, maybe there's a time-limit to how long a tank can be hooked on the harpoon though. You can pull yourself up towards the underside of a bridge and hang there, waiting to drop town on an enemy below to slide them, or poop out mines.
  6. Names like "HighMaintenance" or "MoneyHog" seem to make fun of the less pleasant things about running a pulling tractor in the sport, which could be fun in Tanki. Some ideas: SupplyHog BadInvestment CrystalRobber EmptyPockets BarelyAffordable SupplyBurner BurninCrystals SupplyFed
  7. qwds

    Looking for a badass and fun name in Tanki? Check out these tractor pulling names!

    Some are dirty and would be inappropriate in Tanki though ? http://willwhitt.com/news/list_of_vehicle_names/ http://www.competitiondiesel.com/forums/archive/index.php/t-20930.html
  8. Right now afaik it's almost impossible to use Magnum with Viking's OD since it automatically fires at a 100% charge, meaning that you can't control where your shots land, and often the maps are too small for the shots to even land inside the map! This looks lazy/clumsy for the game design and needs a solution. My solution would be that when you activate Viking's OD with Magnum equipped, the OD waits (is not yet activated) while you to charge up a first shot and only activates once you let go of the space-bar, and all the subsequent shots are fired with the same charge automatically (without you pressing the space-bar).
  9. qwds

    Does anyone else think that Magnum + Viking's OD badly needs a fix?

    Right now afaik it's almost impossible to use Magnum with Viking's OD since it automatically fires at a 100% charge, meaning that you can't control where your shots land, and often the maps are too small for the shots to even land inside the map! This looks pretty lazy and clumsy for the game and needs a solution. My solution would be that when you activate Viking's OD and use Magnum the OD waits for you to charge up a shot, and only activate once you've fired, and all the subsequent shots are fired with the same charge automatically as long as you push the space-bar. If you let go of the space-bar, you can repeat the process again, making you able to adjust the aim.
  10. qwds

    Which turrets are the most common?

    Asking because thinking about which protection modules are the most worth getting.
  11. I'm not that experienced but Dictator/Magnum seems like a good combo, in DM and capture modes if you play as a supporter for your team, following them close to the action and surviving by remaining hidden behind and shooting over an obstacle, trying to damage enemies to make them easier targets, and supporting your teammates with your OD.
  12. One problem I've experienced is issues with tanks lagging, teleporting, not being damaged when hit, etc. Some times it's happened that I suddenly can't do any damage to enemies mid-game, and I have to leave or reload the match. This is awful. I don't know if these problems are on my side or Tanki's. I hope they can be fixed because it can be pretty annoying and happens fairly often.
  13. As a F2P game I wonder if it's inevitable that there will be more or less OP equipment in the game to encourage buying. Annoying yes, but maybe we need to just accept that and try to have fun on the game regardless, as long as it's not completely off the rails.
  14. qwds

    What are the most successful turret/hull combos?

    What combos are the most successful in the game? I'm asking both about combos that are very good I'm a general-purpose sort of way, buy also combos that are very good at a specific kind of play style or battle mode.
  15. Make the gameplay more fast-paced by giving all hulls their M7 speeds right from the start, and have their speeds remain unchanged when hulls are upgraded. Make health re-generate automatically, as it does in almost every modern action game. This makes gameplay also more fast-paced. It also ensures that hulls can keep being played with in their intended style, instead of being stuck with low health and changing style - for example a heavy hull with low health acts must play like a light hull until it dies/managed to get repaired, when its health is meant to be its strength in battle. Make players able to customize hull and turret stats freely. Everyone's hulls (and turret) would be unique and tailor-made to their playstyle! That would be fun and could be Tanki's schtick. It could work like if one stat is increased, some other is decreased, so you're always trading strengths for weaknesses. Hulls would be limited within their class, a heavy hull with maximum mobility could only be as fast as a medium hull, perhaps.
  16. Get Brutus and upgrade to 20/20. This will increase your boosted armour supplies from 50 to 100%. To save crystals you might want to avoid paying extra for speed-ups, and only upgrade it after level 10 when it's a sale. Get Protection Modules for the turrets that, depending on your personal playstyle, pose the biggest threats to you. Use your mobility to stay alive. This is the point of light hulls after all. Use speed boosts when necessary Use the camera direction buttons E & Q when necessary when playing to ensure that you always have the best view on your surroundings, so you can escape, surprise and hide from enemies. Use another turret. A long ranged turret might help you stay out of harm's way. If Hornet's weak health still frustrates you, and if you find that you don't value speed over health, a light hull might not be the right choice for you. A medium hull might be a better choice, as they are balanced and flexible, and fits a wider variety of playstyles. If you want a recommendation, Dictator and Paladin are probably the best mediums hulls right now IMO.
  17. I agree 100%. Good catch about this "spiral" too. I think Battlefront 2 (2017) has fun gameplay design because you have many charging "OD" abilities unique to the character you use, which are charging up much faster than the ODs in Tanki but are also much weaker in the gameplay. These abilities can (and must) then be used in smart ways, either in different combinations togheter or in certain situations, which you need to recognize the opportunity for. They make the characters fight in unique ways to each other (not just running and shooting) because the fast charging times means that they're used quite often. I wished Tanki would do something like that - reduce their strength massively, reduce the charge times massively, have several ODs/abilities available at once, make gameplay in general more fast paced and more around tactics and using these abilities in different combinations and by quickly recognizing a certain opportunity to use them.
  18. I like some of the recent additions to the game, but I wished the game would tone down the P2W aspects, make matchmaking more fair, and make the use of supplies toned down or more equalized somehow. Adding overdrives was a great idea in making gameplay more interesting and tactical and the hulls more unique besides speed and health. I wished they could continue that line of thinking and add more such abilities, maybe adding just varied overdrives to the turrets and maybe a third line of overdrives that can be chosen freely, and more weird things that can be added to the tank, making the player feel like they build their own unique "Frankenstein's monster" tank. That should be Tanki's schtick IMO, so they should add many more things and abilities to make the tank really unique and weird. I think that health should re-generate automatically, as it does in virtually all modern action games. (It needs to be balanced of course.) Health re-generating ensures that a tank can keep fighting in the fighting style it's meant to be used with, and not say change fighting style because of the low health it's stuck with from that point on - e.g. a heavy hull stuck with low health for some time fights like a fragile light hull sniper. Heavy hulls seem less popular than Medium and Light hulls, which might be because their slow speed is boring and also because the small amount of health increase (less than 1/3rd, or 2 Smoky hits) over Mediums is not worth the slow speed, which both makes gameplay easily become boring/frustrating and also makes you vulnerable in battle. If adding more health to Heavy hulls would make them OP maybe beefing up their ODs could be a balanced compensation. One idea I've had to solve the dilemma of having Heavy hulls with enough health to live up to their name of being a worthy enemy to several lesser tanks at once (as their description makes them seem) while also balancing them with a slow speed so that they can be outflanked or avoided, without making them boring because of the slow speed, could be to make them able to go between a fast speed/low health-mode and slow speed/high health-mode - sort of like the Droideka in the Star Wars Battlefront games. This means that on large maps you wont get bored by the time it takes to drive to combat, and in combat you're balanced against your massive health by the very slow speed. What do the other players think about what I've said?
  19. Interesting. Appreciate the reply. Despite the current Tanki's flaws, do you still think it's a fun game? I find myself enjoying it in spurts but I often end up more irritated by what I think are the flaws in the game. The core gameplay is pretty fun, but could be much more so.
  20. In what ways have Tanki become worse? Has it lost players from before? Sorry but I'm ignorant about this. If true, I guess I can only agree that Tanki should listen to the players about how to improve the game, then try to find a balance between a fair game and attracting buyers for a profit.
  21. qwds

    Complaint Book

    There continues to be a high rate of breakdowns with the Heavy tank "Mammoth". The following mechanical malfunctions has arisen after 50 to 100 kilometers of travel: 12 final drive housings. 10 track tension devices. Fork lever broken. Spindle broken off. Spindle thread sheared off. 4 sprockets, teeth sheared off, whereby 50% of all sprocket teeth has been heavily worn. 1 final drive intermediate shaft, all grooves twisted, so that the housing could only be removed by cutting through the intermediate shaft (80 mm). While disassembling the other housings, the grooves were also found to be more or less twisted. 6 transmissions with gear switching delays. 1 steering gear. 1 engine, water in cylinder. 1 torsion bar broken. 1 fuel tank, leakage from spot welded area, causing fuel loss; was likely the cause of two previous fires at the training ground.
  22. qwds

    Let's Discuss Shaft!

    I know, but my question was about Shaft's arcade shot and how the arcade shot's damage output compares to other turrets, in particular Smoky and Thunder. If that's meaningless or not to know is your opinion. I think it's quite interesting.
  23. qwds

    Let's Discuss Shaft!

    What do you mean? Damage per minute can be calculated by looking at the stats of the turrets I believe.
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