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Sharva

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Everything posted by Sharva

  1. I actually like this idea ? The main reason for it is that I don't think many players use the Mine protection in the game, especially the more experienced ones. I've not analysed it or anything though, it's just an assumption. But even if I were told to list all the protection modules in the descending order of their importance, the Mine protection would most probably be the last one in my list. I don't have much knowledge about the importance of protections, but I still like to express my opinion... So the point is, I think if Mine protection is not being used anyway, it could actually make sense to give it the ability to deal chaos damage, and remove its protection from the game outright. Also, perhaps a separate protection to protect a tank from all the sources of chaos damage could be added (Grenades, Wasp OD, Mammoth OD, etc.). This protection would not be obtainable by purchasing it with real money though, players would be able to obtain it by actually playing the game and grinding for it, just like Phoenix augments, so as to prevent the game from going another step ahead on the P2W path. Please correct me if I'm wrong anywhere though. After all, players like you, @NikmanGT, etc. have much deeper understanding of all the aspects of the game than I do.
  2. Sharva

    Hammer IC Skin

    Nice skin. I'm eagerly waiting for some hulls to get IC skins now. If I'm not wrong, now 3 turrets have an IC skin of their own but none of the hulls have it. It would be nice to pair the IC skins of these turrets with those of the hulls. I don't know why, but I feel like none of the turrets with IC skins go well with any of the available skins of the hulls in the game.
  3. Agreed. Nice idea... This option would certainly be better than either making players join half-completed battles unwillingly or compelling them to stick to joining fresh battles. If this option is added to the game's settings, the choice of joining fresh battles or half-completed ones would be in the players' hands. Perhaps a feature to set a specific time (e.g. 1 minute, 2 minutes, etc.) that has passed since the start of any battle could also be added, so that players can select the length of the battles that would be okay for them to join. For example, if I am to choose the length of the battles to join, I'd choose battles which are at least 9 minutes long, give or take a bit. It is a bit sad to know that the chances of this feature getting implemented are negligible though...
  4. Sharva

    Add Bots Instead Of Players Into Half-Completed Battles

    Many times in Tanki Online, when I'm looking to join a battle, the matchmaking system puts me into a battle that has almost ended or is halfway there, causing me to leave it immediately. This really annoys me especially when it keeps happening again and again. I always want to join a fresh battle. The reason for this is that in the battles which are nearing their end, every player that has been playing the battle from the beginning has much more score than me, as I've joined the battle just now. So, from a competitive point of view, it's not fair for me, especially because I like to compete with people in every battle. It's still acceptable if I'm put into a battle which has started just 1-2 minutes ago, as I can still catch up to other players in such battles, but in the battles that are halfway through their duration, there's no way I'm going to do the same thing. Many times, some players leave such half-completed battles, which I think is the main reason for adding new players into them. However, now that bots are added to the game, why not add them into the battles that are partially completed, and which require new players to join them? This way, players would be able to join fresh battles, and the player requirements of battles which are partially completed can also be fulfilled. There's one disadvantage to this idea though, and it is that currently bots don't play as good as actual players, so if bots are added into a team, the chances of that team losing that battle will increase. But I'm still of the opinion that this idea should be implemented, mainly because I think the bots will step up their game over time. And anyway, as far as I know, players mostly leave battles when their team is getting thrashed, and in such cases, such teams are almost sure to lose, even if new players (actual players) are added into the battle. So adding bots into such battles wouldn't really matter that much most of the times,...
  5. Yes, you are right, but at certain times, for example when I'm in a hurry, it could get slipped out of my mind, so it is possible for me to click on the "Reload Client" option by mistake, as it is just below the "Options" tab. Yes. I don't tick the mark sometimes.
  6. Today when I was in a battle, I wanted to change some settings, so I paused the game and was going to click on the "Options" tab of the pause menu to change the settings, but I accidently clicked the "Reload Client" option which was just below the "Options" button, due to which I had to log into my account all over again, which wasted my time and made me lose my position in the battle. This happened with me for the first time today, but I can see the possibility of it happening often with players. And when it happens, it really is an annoying moment, especially if one doesn't tick the "Remember me" box before logging into their account. That's why I suggest and request the devs to either reposition or remove the "Reload Client" option, which is located just below the "Options" tab of the pause menu of a battle.
  7. Sharva

    Ideas for Turrets!

    Magnum is a really nice turret. Despite being mainly used for camping (not to say that camping is bad...), it requires some skill to master it. However, it has one disadvantage. In fact, it would be more appropriate to call it a convenient feature that is missing, rather than a disadvantage. It's that when using it with an augment that allows it to be rotated horizontally, it has a fixed elevation angle, which we cannot adjust. My idea is to change this. There could be two ways to do it, which I can think of right now:- 1. Players will have the option to adjust its elevation angle in the garage itself. If required, they can change this elevation angle in a battle by going into the garage. 2. Players will be able to change the elevation angle of the turret when they are in a battle, by binding two keys which are not used for any other task, for changing the elevation angle of the turret. Any of these two methods would be fine. However, some players may find the second method to be a bit impractical, because if it is implemented, there would be too many keys for players to press simultaneously, making the controls more complicated. But the reason I took it into consideration is that I don't think players would need to keep changing the elevation angle of Magnum continuously in a battle. Most of the times, they will adjust the elevation angle of the turret maybe twice or thrice according to the map in which they are playing. For example, in the Forest map, I'd mainly be hitting the enemies from the lower part of the map to both the lower part and the higher part of the map. In this case, I'd set the elevation angle of the turret to maybe about 65°, so as to hit the players present on the higher portion of the map, without my shots getting blocked by any obstruction. Also, in the two aforementioned ways, the first one has a disadvantage - since players can adjust the elevation angle of Magnum only in the garage, and not anywhere else, if they wish to change the elevation angle of the turret when they are in a battle, they would only be able to do it once, because of the equipment change timer. The second method doesn't have this disadvantage though... I hope this idea gets implemented, as it would add another useful layer of customization to the game. Edit: This post got posted twice, don't know why... Edit 2: I guess it's fine now, because I don't see the 2nd post anywhere.
  8. I like the idea. Having said that, the players of the opposing team can take the undue advantages of this by pointing lasers in the direction of supply boxes to confuse the players who are looking to catch them, and in various other ways too. To fix this, maybe the idea could be implemented in such a way that you'd only be able to see the lasers which are being pointed by your teammates, and not your enemies (apart from the one meant to distract your enemies). Also, the lasers meant for different purposes should be able to be differentiated, otherwise we wouldn't be able to know the exact reason for our teammates pointing the lasers, as @Maf said.
  9. I have a question related to the Ideas and Suggestions section. Is the section meant for posting ideas only about the game, or can we post any idea regarding the game's forum too?
  10. I'm glad that you too like the idea ?
  11. Yes, but it only appears when we are aiming at the enemy. Also, many times when we are playing with turrets like Railgun, we first press the space bar and then aim at the enemy, so as to hit him quickly. While doing this, if we don't know that the enemy is behind a wall, our shot gets wasted. And in order to avoid this, I think it would be better if the enemies hiding behind a wall and the ones who are exposed to our attacks are highlighted using outlines of different colours, irrespective of whether or not they are in the line of our turret's sight.
  12. One of the advantages of using Hornet overdrive is that you can see the locations of your enemies, even when they are behind any kind of a wall. However, I often get confused about the enemy's location, in the sense that it is only after shooting him that I realise that he is actually behind a wall, and not exposed to my attacks. It only occurs when an enemy is far away from me, but it does occur quite a few times. This is because the enemies are indicated by a blue-coloured outline in both the situations, i.e. when they are behind a wall and also when they are directly exposed to our attacks. A fix for this could be such that when an enemy is behind a wall, he would be indicated by a blue outline, and when he is exposed to our attacks, he would be indicated by an outline of a different colour. It wouldn't be a major change, but it would certainly be helpful in some situations.
  13. Agreed ?? Also, another fix for Tesla shooting slowly when using it with Viking OD could be such that when Viking OD is activated, Tesla will shoot its lightning balls instead of the chain lightning. Their travelling speed and damage will increase significantly, and the opposite will happen with their reload speed, so that the turret will be able to shoot the lightning balls rapidly, but only upto the point where it's not completely broken.
  14. Yes, I'm well aware of the fact that I can't change my equipment more than once in a battle, and even if I destroy a Juggernaut by changing my equipment, the next Juggernaut could have a different set of protections, which would contradict my prior equipment change. But you didn't consider that there are other players in my team who can change their equipment in order to destroy the upcoming Juggernauts of the opposing team. The protection part which I have mentioned in my post is only applicable in TJR mode, and not CTF or any other battle modes. And if you're questioning the practical use of these icons, you must know that it is not necessary that everyone will be able to put them to use throughout the entire battle, but having additional information in our hands never puts us at a disadvantage. In fact, it can be advantageous at certain times, in ways we had never imagined. Also, Tab menu is called the BATTLE STATISTICS menu for a reason. Even if we assume that the indicator icons are useless (even though it's not the reality) having these indicators in the menu will do nothing but justify the name of the menu even more than the current state, as I've mentioned in my post. Well, you're talking as if it takes us literal minutes to just press Tab and check all the things which we want to in the Tab menu. In reality, it hardly takes 2-3 seconds to check all the necessary things most of the time.
  15. You're right when you say that the Juggernaut is so weak. Even I have the same opinion. But I think that having the icon indicating the Juggernaut would still be useful, as destroying Juggernauts still helps you and your team win the battle.
  16. Good to know that you too agree with this idea. Totally agreed ?? I just gave the idea of having the icons in the battle statistics menu in all the game modes in which it is doable, because I thought it would be kind of unfair if it is only implemented in some specific game modes like TJR, CTF and RGB. But you're right, the icons aren't that useful in other game modes, so not having them wouldn't really make a difference. Yes, it's relevant just once per battle, but given the fact that there are multiple players in each team of a battle, it could be relevant more than once, as multiple players can decide whether or not to change their equipment one after the other, based on which protections the Juggernauts of the opposing team have. To make it simple, suppose a player changes his equipment and destroys the Juggernaut, and a new Juggernaut is alloted to the opposing team, who could have different protections from the previous Juggernaut, then another player would change his equipment (if required) in order to destroy that Juggernaut. And this process would then repeat itself till the end of the battle, i.e. different players will change their equipment in order to destroy diffferent Juggernauts, as a new Juggernaut is chosen in the battle each time the previous Juggernaut of that team gets destroyed. This is just a hypothetical situation, so it's not at all necessary that these exact things will happen in every battle. My motive is just to clarify my idea, which I have tried to do by giving the example of this hypothetical situation. I may be wrong at any point though. If so, please correct me. After all you have much more experience than I do. Yes, it would certainly have been better. I wish it was possible.
  17. Sharva

    Special Indicators In The Battle Statistics Menu

    Today when I was in a battle, I wanted to know if the opponent juggernaut had protection against the turret which I was going to equip, so as to decide whether to attempt destroying him using that turret or to just use my current turret for destroying him, with Viking overdrive. But there was one problem - I didn't know who the opponent Juggernaut was in the first place, which is why I wasn't able to check his protections. It was at that moment that an idea struck me, an idea to have special indicators in the battle statistics menu. Special indicators in the sense of being able to know the following things depending on what battle mode a player is playing:- 1. Capture The Flag (CTF): A flag icon will be displayed next to the nickname of any player who has the flag of the opposing team in his/her possession. 2. Assault (ASL): A flag icon will be displayed next to the nicknames of the players of the attacking side who have the flags in their possession. 3. Rugby (RGB): An icon indicating the rugby ball will be displayed next to the nickname of the player who has the rugby ball in his/her possession. 4. Control Points (CP): The players who are holding a point will have an icon indicating that point (A, B, C, etc.) displayed next to his/her nickname, which will indicate that the point is getting captured. 5. Siege (SGE): The players who are holding the point will have an icon indicating that the point is getting captured, next to their nicknames. 6. Team Juggernaut (TJR): An icon indicating the juggernaut will be displayed next to nickname of the player who is the juggernaut of his/her team. 7. Solo Juggernaut (SJR): An icon indicating the juggernaut will be displayed next to the nickname of the player being the juggernaut. All of these icons will be visible in the battle statistics menu (the one which can be viewed by pressing the Tab button when in a battle). Also, all the players present in the battle will be able to see these icons, irrespective of the team they are in. I think these icons will be a close-to-minor yet effective and nice change in the game, as they can be helpful in certain situations. Also, they would bring depth to the battle statistics menu, justifying its name even more than the current state, as these icons would do nothing but add more statistics for players to view in the battle statistics menu. Hence, I am looking forward to these icons getting added to the game via an update.
  18. When is the support for controllers going to be added to the game?
  19. Sharva

    Ideas for Parkour!

    Even I strongly favour this idea, and it's not just about the hackers present in the game. Many times we encounter annoying teammates in battles, who are constantly shooting us, and trying to flip us for no reason. Such teammates really are the pinnacle of annoyance. That's also one of the reasons why it would be nice to have this idea implemented in Pro Battles.
  20. Sharva

    A Search Bar For Paints

    Many times in the game, I find myself scrolling endlessly in the garage to find that one specific paint which I'm looking for. Sure, the paints are categorized (Uncommon, Rare, Legendary, Special, etc.) but still, finding a specific paint often consumes way more time than necessary. So today it struck to me that a search bar could be added to the paints section of the garage, so that players can just type the name of the paint they are looking for, and then find it. This would be really convenient especially for players like me, who are often looking for a specific paint to preview on their tank. I really hope the devs implement this idea in the game, and I'm looking forward to it.
  21. Sharva

    Battleship 2024

    The augments in the event shop are really tempting, though I think the event itself is mostly luck-based. Also, the rewards for the Battleship missions should have been at least 3 units of energy per mission. Just 1 unit is not quite enough considering that we have to break at least 5 players' defenses in order to get any of those OP augments (because breaking the defense of a single player gives us 2 points if we don't hit a mine, and 1 point if we do hit a mine, and each of those augments costs 10 points). Although the supermission of the Battleship event awards us 3 silver contracts for completing it, I can't help but think that we certainly require more energies if we want to get our hands on even 1 one of those augments. Not to mention that we're not even guaranteed to hit a target whenever we attack any of the cells of an enemy's defense. Having said that, it's also logical for Tanki devs to offer such a less number of energies to players, because they aren't just going to give away broken augments to players for free, and there's nothing wrong in that. Nevertheless, I would have been really happy if more energies were available to be obtain. Also, kindly correct me if I've stated any wrong information about the event.
  22. Don't misinterpret my statements. I never asked the game devs to "remove" the radar from the game. I have just posted a suggestion about adding an option to enable/disable the radar for those who don't use it. It is because of people like you that rumors are spread across the community, by misinterpreting the intended meaning. When did I refer to myself as a pro?? Did you read it in your dream or what? ? Even if you think that the radar is useful, it is not necessary that everyone else's opinion will match your opinion. You can use the radar if you want and those who don't use it can just switch it off and enjoy the game the way they like it, if my idea is implemented in the game (unless of course the devs misinterpret the meaning of my suggestion, like you do, which fortunately isn't the case). You might find my idea useless, but many players could find it useful, as they don't use the radar, just like me. Everyone has different preferences, after all...
  23. You might be using it, but not everyone does. This can be considered your humbleness. Also, when I say "pros" I mean good players in general, and not just pros. First of all, stop exaggerating my statement. I never said that the radar gives me "SO MUCH" trouble. I only said that it can interrupt our field of vision (it has chances to do it). I never mentioned its intensity. Secondly, if you don't get it, just let it be. The people who were meant to understand did understand what I'm saying, and you're clearly not one of them. Sure, you'd do that, but I'm not you.
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