-
Posts
193 -
Joined
-
Last visited
-
Days Won
1
ekf last won the day on December 7 2022
ekf had the most liked content!
Reputation
88 GoodRecent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
It seems to me that the "reinforcements" part of the match-making system, which makes it possible for players with very high gearscores to join a team if it's losing and players drop out, needs to be tweaked so that the new players that join the losing team can't have as high gearscores as they can have be right now. In my experience it seems to be common for players to leave matches at the slightest sign that their team isn't doing well, and when reinforcement players join, with their very high gearscores, they pretty much slaughter the other team and create a very unbalanced match. This is a common theme in the matches I play actually, where one team initially does well, then ends up getting wrecked. I like the idea of the reinforcement match-making but it needs to be less extreme to feel balanced, I think.
-
I imagine it with a much faster projectile speed than magnum tho, maybe more like thunders speed. It's a sniper after all. That would probably be just slow enough for it to be hard to hit fast moving/peekaboo-ing enemies at long ranges, unless you get good at leading shots, which would be a superfun skill ceiling imo
-
Something that could be fun with my turret idea maybe is sniping in scope-mode and shooting at walls, the ground etc near hidden tanks, to kill them with the massive splash damage, I think ?
-
How you think it's anything like Striker I don't understand.
-
Bots seems to be used a lot at the first ranks - Zombie horde mode possible soon?!
ekf replied to ekf in Bots seems to be used a lot at the first ranks - Zombie horde mode possible soon?! Game Discussion
I'd love a zombie horde mode of some sort with bots in TO, it would be a lot of fun I think, if a small team of players defends against a horde of easy to kill but numerous enemies.. Please tell me there's a small possibility it can become real! -
I imagine a turret that's meant to be just as good at the things Shaft does overall, just with some different strengths and weaknesses, so it's really an alternative to Shaft. It fires a projectile similar to Thunder, with a much greater range of splash-damage for a fully charged scope-mode shot (with a nice Magnum-sized explosion to boot!). The penalty of this advantage over Shaft is that the shots don't move instananeously, and while it's still a good sniper at the longest ranges, hitting moving targets is easier with Shaft. If this disadvantage still makes it better than Shaft, the stats should be tweaked until they are more equal. The knock-back and shockwave from its fully charged shot are very powerful. Like Shaft, it can one-shot light and medium hulls. If this togheter with the splash damage would make it OP, perhaps it has a longer reload for the scope-mode shots than Shaft or some other weakness. The arcade shots has small splash damage and similar or slightly less damage output than Shaft's arcade shots, as a pentalty for the splash damage.
-
The more turrets that exists the more fun the game will be IMO, as long as the turrets are all unique.
-
The reinforcement system in MM seems to need tweaking, it let too high GS enter games
ekf replied to ekf in The reinforcement system in MM seems to need tweaking, it let too high GS enter games Game Discussion
Matches I play where my team does well often fall into the pattern that we end up losing because the reinforcement system spawns too high GS players on the enemy team, who just crushes us and makes the match quickly end with their victory. It seems like the system badly needs tweaking to lessen how GS the reinforcement system let spawn. -
The chainsaw's teeth were too much of a hassle to paint lol The idea is for a short-ranged turret with a huge chainsaw. The turret spins very fast, which can be useful if you have enemies surrounding you, as you can almost cut in every direction at once. It has a long range attack, which shoots away the chainsaw, which spins around in the air and will, like a boomerang, fly back towards the tank, though not by aiming for the tank automaticly. If the tank "catches" it (by being hit by it) the chainsaw instantly pops back into the turret. If a player fails to catch it it will stick to the first wall it hits and needs to be picked up. The chainsaw flies uninterrupted through tanks, slicing through endless numbers of enemies. It sticks to walls however, which is both an advantage and disadvantage. The player selects how far the chainsaw will fly by holding and releasing the fire button. To use the boomerang attack in tight spaces and avoid it sticking to walls they must choose the right power with which they fire it with. When the chainsaw is not in the turret the tank is defenseless. Sticking the chainsaw to walls can be useful too, as the chainsaw can be thrown away to block a path for the enemies. The distance between the player's tank and the wall must be considered though to make the chainsaw stick in a way so it's sticking out, and isn't stuck flat against the wall. If the boomerang attack would be OP, the chainsaw could make less damage when it does that, maybe because it makes contact with enemy tanks very briefly.
-
valid Destroyed hulls can be destroyed again, so that they aren't an obstacle anymore
ekf replied to ekf in Destroyed hulls can be destroyed again, so that they aren't an obstacle anymore Ideas and Suggestions
Destroyed hulls have a certain amount of HP until they are exploded and either just disappear, or maybe becomes disintegrated pieces that falls apart that aren't an obstacle for tanks, like a turret that's flown off. To make the mechanic more meaningful, destroyed hulls remain for longer on the map before they de-spawn. However, as they can be destroyed by players this might not change gameplay much from now. The hull's HP decides how much HP its destroyed wreck have. If the tank died using double armor, the destroyed hull also has double armor, and also protection modules. A heavy hull that died while using double armor and defender drone can therefore be used as an useful obstacle, as its wreck will be tough to demolish. Also, when wrecks de-spawn automaticaly, it would be nice if they exploded instead of just disappearing. -
Either a supply the player chooses, or an all-in-one supply that activates all that once.
-
The match-maker strikes again!
-
Servers are very bad right now. Every game crashes.