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Sharva

Tanker
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Everything posted by Sharva

  1. I am facing this weird issue in my Tanki account... In Tanki, I use Crisis and Defender drones all the time. Just a few days ago, I had taken a look on how many supplies I have, and I remember seeing that I had tens of thousands of Boosted Armour, Boosted Damage, and Speed Boost supplies each. I didn't pay much attention to other supplies, as I use them less often. These three supplies, however, I do use all the time, with Boosted Armour being the most used supply, and Speed Boost being the least used one. That's why among these three supplies, Speed Boost is always the one with the most units available in my garage, followed by Boosted Damage, and then by Boosted Armour. But today when I was in a battle, when I once tried to activate Boosted Armour, it didn't get activated. Hence, I looked at the bottom of the screen, where the number of supplies available is shown, and I was shocked to see that I had 0 Boosted Armour supplies left. Even the number of the available Boosted Damage supply units was 2900+, or something like that. However, the number of the available Speed Boost supplies was 40000+, which doesn't make any sense, considering that all three of those supplies are my most used ones. Yes, among these three supplies, Speed Boost should be the supply of which I have the most units, and Boosted Armour should be the one with the least units available, due to my frequency of using them, as mentioned above. but I don't think the difference between the availability of those three supplies in my garage should be this drastic in any case. After the end of that battle, I went to the garage to check if it was a bug or something, but even in the garage, my Boosted Armour supply count was 0. Then I restarted the game, trying to troubleshoot the issue, but still, no change whatsoever... Also, whenever I open the game, the first thing that I do is purchasing all the supplies available in the "Showcase" section of the shop, to make sure that I never run out of supplies and also to complete the Daily Mission which asks us to purchase something from the shop. All in all, I don't think I have actually run out of supplies, unless the Boosted Armour supply consumption while using Defender or Crisis was increased. I don't remember seeing it increase though, at least not recently, but when I looked it up in the Tanki Wiki, the Boosted Armour supply consumption while using Defender drone is now +4, whereas in the past, it was +1 or +2, if I remember correctly, But still, I think this must be a bug (even though it doesn’t sound like one), because ever since I started using supplies excessively, I just remember one time, or maybe a second time too (at the most), that I had run out of a supply, but after that, I don't think I have ever run out of any supply, which is only possible if the number of supplies in my garage is either constant or increasing day-by-day. Has anyone else also experienced this issue/bug during their time in Tanki? Feel free to comment on this post if you have. I'd highly appreciate it.
  2. Sharva

    Complaint Book

    This issue is getting even more annoying day-by-day. Yesterday I faced it 7 times or so (and I'm not even exaggerating), with the 5th and 6th times being in the same battle, that too without even a gap of a single minute! Today I faced it again, but this time it was a bit different (in a bad way). I didn't get kicked out of the battle at first, the tanks of the other players in the battle just kept performing a circular motion. I still had to restart the game though, but when I tried to do it, the game loading screen was being displayed, but the game wasn't actually loading. The second time, there was just this blue screen that appears for a fraction of a second before we are told to press any key to load the game, only this time, the screen was constanly being displayed, instead of just a fraction of a second. The third time, the blue screen did disappear, but afterwards it was the same as what happened the first time (the game loading page was being shown, but the game wasn't actually loading). It is on the fourth time, I think, that I could finally load the game fully, but turns out I was not in the battle for some reason (the battle that I was playing before the occurrence of this issue), unlike earlier, when I could at least join the battle back after the game restarted. I might have got kicked out of it for some reason...
  3. Wow! Love this update! I really missed the OG Madness map... Glad that it's back in the game ?
  4. Sharva

    Complaint Book

    I'm facing this annoying issue since yesterday — the game lags for a few seconds in between a battle, and then just after a second of it resuming smoothly, you get virtually kicked out of the battle. It is only after refreshing the game that we are able to return to the battle, and that too at the cost of your rank in the battle dropping due to the missed battle score that could have been gained if we were in the battle instead of refreshing the game and waiting for it to load fully. Tanki Devs, please fix this, it's really annoying ??
  5. I like almost all the changes except for the restrictions that have been put to players getting legendary augs from containers. It doesn't make any sense, imo. Idt many players use any rare augment for any turret/hull, especially at higher ranks. Now with this change, it has become even harder for F2P players to get the legendary augs for any turret/hull. As @Opex-Rah has said here, it would be sensible for players to be able to get legendary augments for any turret/hull if they have got at least one rare augment for the same turret/hull. This way, it would be neither too easy nor too difficult to get the good augments in the game, even for F2P players, making it a balanced and practical approach.
  6. Sure, but such duplications can be done with only a few letters. Also, being a perfectionist, I personally don't like to use lowercase "L" instead of uppercase "i", or vice versa, because even if it does look the same, back of my mind I know that it is not really the letter that I want to use in the username of my account. The same thing applies to adding numbers before the username. If I do that, I feel like I'm doing it because I'm compelled to do it unwillingly. I just want my username to be perfect evey time. That's why I posted this idea. It also helps in getting rid of the limitations of the current naming system of Tanki (although not a 100%), without compromising on any of its positives, and wouldn't even be that difficult to implement in the game (I think). Yes, but that's precisely the motive behind this idea... for more people to be able to set their desired nicknames for their Tanki accounts.
  7. Sharva

    Case-Sensitive Naming System

    Whenever we create an account in Tanki Online, we have to choose a unique username for our account, i.e. any other active account shouldn't be having that username. In a way or two, this is good because it not only helps in preventing confusion between players because of their usernames being the same, but also makes every player feel unique due to having a unique username that no one else does. However, it also has a con, and it is that if a player has any specific username for his account in his mind, prior to creating the account or changing the username of an existing account, he can't set that username if it has already been taken by any other player, thus making him feel dissapointed. Hence, I thought of a solution to this, which I think wouldn't be difficult to implement in the game — making usernames case-sensitive. Just in case someone doesn't know what case-sensitive means, let me explain:– Suppose a player has an account in Tanki Online, that has this username — ABCDXYZ123. Now, if another player wants to keep the same username for his account, he wouldn't be able to do it with the current naming system of Tanki, because it isn't case-sensitive. However, if the system does become case-sensitive, the player would be able to keep the exact same username for his account as well, by just changing the case of a letter or multiple letters in the username (the case of a letter is its state of being capital or small). So, let's say he decides to change the cases of the letters 'X', 'Y' and 'Z'. His username would look like this — ABCDxyz123. In this case too, the characters in the username are the exact same as the other player's username. The difference lies just within the cases of the letters 'X', 'Y' and 'Z'. If this update is implemented in the game, multiple players would be able to keep the same set of characters as their usernames, by just changing the cases of some letters, without compromising on any of the positives of the current naming system of Tanki. The username of each player would still be unique, as we would be able to differenciate between them by saying that a certain letter is capital/small in the username of a certain player, unlike any other player. Sure, the confusion between the usernames of players would increase slightly with this update in comparison to the current naming system, but it isn't really much of a problem if we see the bigger picture and consider the positive aspects of it. I wanted to post this idea before the release of Tanki Classic, so that it can be implemented in Tanki Classic as well, before its release. I hope the Tanki Devs consider this idea and implement it in both normal Tanki and Tanki Classic. I'm eagerly looking forward to it. Thanks a lot in advance ???
  8. Today while playing the Tanki Birthday event mode, I noticed this bug... I threw a grenade at my enemies, and while it was exploding, one of my enemies was right on top of it. The grenade exploded, and... didn't deal any damage to the enemy. I think I noticed it a second time as well. This time however, the enemy wasn't directly on top of the grenade but within its splash damage radius. I'm not sure about it though, he might even have been out of the splash damage radius, it just seemed to me like he was within it. But I am sure about the first time, because that time the enemy was right on top of it, literally... I got a bit disappointed to see no damage being dealt to him, because I knew for sure that the grenade would have destroyed him. This wasn't the first time of me noticing this bug, I have noticed it earlier as well, but this was the first time today. I request the Tanki Devs to fix this bug as soon as possible. Thanks in advance ?
  9. The new skyboxes are amazing... I hope they add those for other maps too, like Hill, Wave, etc.
  10. Yeah, you're right ? Then perhaps, players' ability to activate any supply once they have started the self-destruction timer should also be taken away, until they get destroyed and spawn again. Oohh... didn't know that ?
  11. Yeah... every bit of reputation points contributes in helping me achieve higher position in a battle. Nothing is insignificant if you're getting it for free, after all...
  12. When we are in a battle in Tanki, we often see some players' tanks flipped and on their way to getting self-destructed. Whenever we see any such flipped tank in a battle, we try to shoot and destroy it, to gain free XP Points, Battle Score, etc. However, many times the flipped tank doesn't get destroyed by our shots, which just makes our shots (and the time taken to shoot them) get wasted. To avoid this, a smart and possible change to implement in the game would be to show our enemy's HP bar to all of our allies if he has started the self-destruction timer. This would allow us to decide whether to shoot the flipped tank or not, according to the amount of HP that it has. This would be a simple yet effective and convenient-to-use change that, I think, can be implemented in the game in no time. Hence, I hope the Tanki Developers consider this idea and implement it in the game as soon as possible. I'm looking forward to it... Thanks a lot, in advance ???
  13. I see... I thought that since players mostly change their equipment in a battle by just looking at the list of protections from turrets in the TAB menu, instead of checking anyone's protection individually (at least that's what I do, and I think many other players might be doing it too), removing the protections list from the TAB menu would only make sense if the developers are moving away from in-battle equipment changing as a mechanic. I haven't really grouped with anyone, even once, so I don't know much about it... But I did understand what you said about it, and it does make sense.
  14. Totally agreed ?? Dissapointed to know this, because I hadn't liked the update in which they made it possible to change an equipment just once in every MM battle in the first place... Nevertheless, even if this change can't be implemented, there's an alternative solution, and a good one too, and that is to revert the change in which the feature of being able to see the opponents' protections, augments and all by pressing the 'V' button (if I remember correctly), was removed from the game. It was really convenient. But I'm a bit confused... If developers want to move away from in-battle equipment changing as a mechanic in the game. why haven't they removed the row in which the numbers of protections against specific turrets are listed in the TAB menu yet (I'm not in the favour of removing this feature at all, I'm just curious about why they haven't removed it yet)?
  15. Sharva

    Ideas for Turrets!

    I noticed that whenever there is a bot in a battle (and in your team), who has equipped Isida, and you have lost some HP, sometimes it just ignores you, unless you obstruct its path by directly coming in front of it, which is annoying, but the main thing about which I'm talking here is that whenever it does heal you, it doesn't do it fully. It heals about 90% of the HP of your tank, but it's never 100%. I don't know what the reason behind it is, and whether it is a bug or it has been done on purpose, but I think it should be fixed (or changed, if it has been done on purpose, for some reason), even if it's not a bog deal at all. Thanks in advance ?
  16. I like this idea... Because even if our system can handle the big maps, the issue takes on another form - low FPS and stuttering. Also, the current matchmaking system in Tanki is extremely biased towards medium and long-range maps over short-range maps, which essentially lowers the use of melee-range turrets like Firebird and Isida, and light hulls like Wasp and Hornet. In my opinion, all maps, or at least all sizes of maps, should be included in the matchmaking system, i.e., short-range, medium-range and long-range maps, which will not only improve the gameplay experience (by providing players with a large variety of maps), but also make players free to use all types of turrets and hulls without getting absolutely decimated in every battle. Also, I think the number of players to be fit in a single battle should also be decreased by quite a lot, as fitting so many players into one battle does nothing other than lowering our FPS even more and making the gameply more chaotic, as in such battles, you often get destroyed immediately after spawning, which is really annoying.
  17. Yeah... even I had this issue a couple of times (or more). I wanted to go to the options tab, but accidently clicked on that "Reload Client" button. It's really annoying...
  18. Sharva

    Let's Discuss PRO Battles

    After completing a pro-battle, we have to options - 1. To go to the home page, and 2. To continue the battle (to join the same battle after it restarts). We click on the 2nd option when we want to play another battle of the exact same type. However, after clicking on that button, we have to wait on that page till the battle starts. So, this idea just struck my mind - an option to visit the garage could be added to the page, so as to make it possible to play the same battle again, right from the start, but with different equipment. Right now, this option isn't present on the page, which compels us to change our equipment after the battle starts, wasting our time, however small the amount, which could have been utilized by gaining score in the battle. Not only this, the absence of the option to access the garage during the waiting period has another disadvantage, which is an annoying one. It is that we have to change our equipment after the start of the battle, which compels us to either to wait for some time before changing it again, even if we wish to do so, or leave the battle, change our equipment, and then re-enter the battle, which isn't really convenient. These disadvantages, and the absence of the option to access our garage during the waiting period of pro-battles, aren't a big deal at all, but it certainly would be nice if the option is added to the game. I hope the Tanki Devs bring this feature into the game, and I'm looking forward to it... Thanks in advance ?
  19. Oh yes, I see it now... I see the problem with my idea...
  20. I see... Did I get it right though? I mean the way how mouse controls work and how to improve our aim while using them? Also, are there any chances of this feature getting implemented in the game? I would be really happy if it does...
  21. Sharva

    Turret-Dependent Camera Sensitivity

    I mainly play Tanki using just my keyboard, so I don't know much about the exact way how mouse controls work. Having said that though, recently I have started playing the game with mouse controls, and I think the way to improve our aim while using mouse controls is to set the camera sensitivity as close as possible to the rotation speed of the turret that we're using (and to turn the system mouse acceleration off). Now of course, to do this, we'll have to test the different camera sensitivities with different turrets until we find a perfect match for each turret, which would consume a lot of time, but that's a different topic altogether... What I'm talking about here, is the customizability of being able to set different camera sensitivities for different turrets, so that we wouldn't have to change the camera sensitivity again and again, after equipping different turrets. If this update is brought to the game, it would be really convenient for, I think all the players who use mouse controls, as then they would be able to set different camera sensitivities for different turrets, depending upon the rotation speeds of those turrets. For example, the rotation speed of Tesla is more than that of Hammer, so the camera sensitivity will also be higher for Tesla than that for Hammer. However, if I'm wrong anywhere about the way to improve our aim when we're using mouse controls, feel free to correct me. I really hope and request the Tanki Devs to implement this update into the game, and I'm looking forward to it. Thanks a lot in advance ???
  22. About this, another idea just struck my mind... The Donor augment could also be added into the game as the Legendary version of the Vampire Nanobots augment (and the rarity of Vampire Nanobots could be changed to Epic), by which a player can sacrifice his HP to heal his allies, and then he could heal himself by damaging his opponents. Also, this wouldn't cause the augment to be overpowered, because when the health of a player is low, the opponents having more HP than the player would most likely have a higher chance of destroying the player's tank, thus preventing him from healing his HP. Exceptions are always there though, like when an enemy is looking elsewhere, other than the player, or when the tank of an enemy is flipped upside down, sideways, etc....
  23. Ohh, now I get what @mjmj5558 means... I thought that @mjmj5558 took my idea to mean that additional battle score points would be awarded to a player using the Donor augment only if his/her tank gets destroyed while healing an ally tank, and not if his/her tank stays intact after healing the ally tank. But I see, that's not what @mjmj5558 meant... Thanks for clarifying it ?
  24. No no, it's not like that... Let me clarify... My idea was to award additional battle score to the players using the Donor augment not just when they get destroyed while healing a teammate, but also if they heal a teammate without getting destroyed, because their HP is still getting sacrificed. So @Maf is right... it would be risky to mess with the battle scores awarded to the players, as it would then help them take top spots in battles and also in grinding Phoenix augments, giving them a kind of an unfair advantage over the other players. I mean, yeah, they should be getting something additional, in comparison with the other players, for sacrificing their HP, but increased battle score points could potentially be an overkill...
  25. Yeah, that's a good point. I didn't think about it this deeply... Nice idea... I think I got what you are saying, but still, correct me if I'm wrong anywhere over here:– So you're talking about making the augment work in such a way that a player who has this augment equipped can heal his teammates by sacrificing his HP, and then deal more damage to his enemies because his HP is low, just like the Adrenaline augment works, right? I must say, this is a great idea, because not only does the "sacrifice in HP" functionality of the Donor augment go well with the "increased damage with decreased health" functionality of the Adrenaline augment, but also the players having this augment equipped will get something extra (in this case, extra damage) in return to the sacrifice in their HP. Also, because this is a purely gameplay-based mechanism, it wouldn't directly interfere with any of the other elements in the game, like the progress towards Pheonix augments, or the ranks in a battle, as you said.
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