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Everything posted by ekf
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Between Thunder, Shaft (incl Rapid fire Mode) and Scorpion, which turret would you recommend?
ekf replied to ekf in Between Thunder, Shaft (incl Rapid fire Mode) and Scorpion, which turret would you recommend? Game Discussion
I know that Shaft and Scorpion are long range turrets but I use them a lot in similar ranges as Thunder without any too much problems. -
What are some weird/unusual combos that are surprisingly good?
ekf replied to ekf in What are some weird/unusual combos that are surprisingly good? Game Discussion
I thought this could be a fun thread ? -
It starts with all against all. Those who get a certain number of kills first "level up" and get boosted stats on their tank (hp, damage, speed and OD charge-up speed). Those who couldn't level up in time (the majority) becomes a team and fights against the leveled-up super-tanks, while the super-tanks are both fighting against the team and other super-tanks. The more kills the super-tanks get the more they continue to level up and get their stats increased. They get more points for killing other super-tanks. The super-tanks that fall behind in points joins the team. The team keeps growing in size while the super-tanks becomes fewer but stronger. Not sure if the super-tanks can die only once or a number of times before they join the team- whatever feels fair. The last super-tank alive spawns as a Super-Juggernaut and fights against all the rest of the players and has high enough stats that its balanced. If the Juggernaut is alive when the time runs out it wins, if it dies the match is over.
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The turrets main weapon is a sword, which can be swung from side to side because of the turrets very fast rotation speed. A quick cut does more damage than a stab, but a stab can temporarily stun the enemy, which has a similar effect to freeze. Excuse the Halo energy sword edit lol Its unique ability is that it can activate a deflecting energy-shield, which can only be activated for maybe a few sec each time, with a quick reload-time in-between. The shield will bounce back any types of turret shot that strikes it, and if you aim your gun right at an enemy at the same time the bouncing shot will hit them. The shield has a stamina bar, which decreases when it bounces hits, with a long cool-down if it runs out. The more damage a hit does, the more stamina is depleted. A fully-charged Shaft with double damage might be able to disable the shield in 1 shot, though the shot will be bounced. Because most turret's shots doesn't move instantly, you could if you have fast reaction time lure enemies into shooting at you and immediately activate the shield after they've fired. This turret would probably be good to lead attacks and have teammates use your tank for cover. The shield deals the same damage as the energy-sword if it makes contact with an enemy. The shield is turned on by clicking and the sword by holding the fire key.
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One team spawns with a few Juggernaut turrets on on their side of the map. The turret is stationary and sits on a small bunker. The other team doesn't have any such turrets and either win by destroying the enemy's turrets a number of times, or perhaps by capturing a flag that the turrets protect. To help them they have more players in their team than the team with the turrets have, maybe 1 third or twice more players, depending on how many Juggernaut turrets there are. The Juggernaut turrets need their teammates using normal tanks for help, because if enemies get too close to them they can't hit them because their guns are too high above the ground, making them vulnerable if the enemies manage to get close enough. They can heal themselves with the Juggernaut overdrive, which can also throw away enemies, and also be healed by Isidas and Overdrives. When a turret is destroyed it re-spawns after some time with a new player controlling it. I'd love for the matchmode to feel really intense for the defenders, who has to fight off so many attackers at the same time. It should be balanced so that they can just about manage to kill all the attackers if all the turrets are online. The attackers have to use cover and distraction or rely on stealth to get closer, but once they get close enough the turret's base/bunker can become a small refuge for the attackers. What do you think?
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If TO could put in bots in the game they could make a matchmode where players fights against "zombie-tanks" (controlled by bots). Zombie-tanks should probably use some sort of short-ranged turret(s), and could vary in difficulty: from a common and easily killed (low HP) zombie-tank, which is dangerous in large numbers, to increasingly rare and powerful ones, to boss-battles. Because they are zombie-tanks, it would be ok I'd guess if the bots are pretty dumb and just chase after people. They're zombies afterall. Matchmodes could be: 1. Horde-defense. The zombie-horde's attacks becomes more challenging in levels, with boss-battles and unique enemies spawning now and then. Not sure how a loss would be decided, but, how many levels can your team survive? Instead of defending one place, maybe you're supposed to stay at a new place (a CP) now and then, for variation. 2. Capture the zombie's flag. You must capture a flag in the zombie's spawn and return it to your base. It could be fun if some stealth-mechanics could be used in this mode. 3. "Minotaur" super-zombie vs players. Players tries to accomplish missions (take the flag for example) while one or a few almost indestructible super-zombie searches for them on a large map (like a minotaur in a labyrinth - when it sees you it makes a sprint to crush you). Would be fun with stealth-mechanics, where players can hide from the super-zombie. Could also be nice with a horror-vibe: night-time, relying on the sound of the minotaur to make out where it is, or have it make a scary noise when it charges after you. Could be creepy...
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Sorry for going off-topic, but I had a crazy idea about the Juggernaut that I'd like to hear opinions about. What do you think about if the Juggernaut had 1 or more "passenger seats" where players can control some sort of weapon? They can't control the Juggernaut's movements or main turret, just ride along and use an extra turret on the Juggernaut. In this way more players get to enjoy the Juggernaut during a match. They should be able to enter and exit these extra turrets at anytime, as it could get frustrating to ride along a Juggernaut that is bad. The turrets should aim automaticaly in the same direction all the time so you can aim independently of the Juggernaut's movements.
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Maybe players should be given the option to decline spawning as the Juggernaut: instead of instantly spawning as the Juggernaut, a question appears: "Play as the Juggernaut: yes or no?" Everyone is given an equal chance to play as the Juggernaut but players can also decline if they think they'd rather have a more skilled players in the team play as the Juggernaut, so there's a soft system that can make the more skilled players get the Juggernaut more often if that's what the team wants. If no one says yes in a given time however, maybe the system will give the Juggernaut to the player who died recently or a random player. Otherwise a team might sabotage the match by saying no endlessly to make the Juggernaut never spawn.
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I also have problems. Most matches have some issues with some tanks moving in a twitchy way, or freezing and driving endlessly in one direction, or all tanks except you doing this for a few seconds (really frustrating, when the game returns to normal you've often been killed by someone). I also have problems sometimes entering matches, the loading stops and it says "lost server connection". The strangest yet was when my tank suddenly self-destructed without warning (I was not flipped, had not pushed the self-destruct button, and no self-destuct countdown clock appeared) and when I respawned I couldn't do damage. I don't know if this is my computer's fault or Tanki's servers
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Why does it seems like the MM system balances players who joins during a match worse than the initial players?
ekf replied to ekf in Why does it seems like the MM system balances players who joins during a match worse than the initial players? Game Discussion
This seems to happen often, in my experience. You start a game and GS seems almost always fairly well balanced, with some problems at times, then some players leaves and the newly joining players have totally unbalanced GS and just dominates in the game, making the match not fun anymore. The match from this screenshot started with everyone being grey or dark green, very well balanced, until some on the enemy team left and 2 new players had way too high GS. Those players were just slaughtering us and the game wasn't very fun anymore. -
Maybe it could not affect how difficult it is, instead we get more containers, or we don't get these at all from containers.
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Sounds like they didn't say they won't fix it eventually, so at least there's that.
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I guess a solution could either be to make it impossible for Mammoth to get on top of tanks it runs into while it's using the OD, or to make the thrown away dead tanks move through without interacting with Mammoth like an object.
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Such strategy!
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It's to take and hold on to the covers on the road, and by using teamwork on different levels, both in the immediate surroundings and long-ranged turrets further back (sniping from the widened sections at the rear for example), defend the covers from enemies trying to take over them, and hold on to the captured ground. The most difficult area is in the middle where the road is the most narrow, the combat will be the most intense there, but once one team gets closer to the enemies side where the path widens it gets a little easier. At least this was the idea, I'm not saying I know that's how the battle would play out...
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Cool ? I wanted to add to the idea that it'd be fun if there was a very high limit to how powerful the explosion could be, even if it's very unlikely to get the amount of hits on an enemy, or even bother to do that, to make the explosion that powerful. Maybe the upper limit could be almost like a Wasp-bomb.
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So basically it's good if on a map you can choose if you want to fight in chaos or not to finish the objectives? That makes a lot of sense.
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I was imagining that the map is floating in air, the wider parts at the ends of the map are like that so that long-ranged turrets can shoot at enemies on the thin road. Points taken though, you might be right that it wouldn't be fun. I still think it would though because of the chaos and intensity, but who knows.
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Each hit sticks some explosive time-bomb thing on the enemy, which explodes shortly when the time runs out, causing very weak damage. If you hit him again before the time runs out, the old bomb's timer follows the new bomb's timer. The idea is to try to keep hitting the enemy again and again so that the bombs doesn't explode until you've gotten enough bombs on the enemy, to make the weak bombs become a massive explosion, potentially one-shotting an enemy and causing spash-damage to surrounding enemies. This weapon therefore requires you to not let the enemy escape from you with only a few bombs attached, because a few does too weak damage - you have to chase them and make sure they can't use peek-a-boo tactics against you. It requires a very aggressive playstyle. Maybe the time-delay becomes slightly lengthened the more bombs you've sticked to an enemy, causing a trade-off for the massive damage, where an enemy with lots of bombs on him might have the time to suicide-bomb you with your own bombs as a final revenge! You have to choose if it's worth the risk, or if you'd rather stick less bombs on enemies and cause less damage to them. but faster. What do you think?
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You're right that this would be a big weakness with this map, and maybe make it not fun. I too would like maps that are unique and forces the players to play in a different way.
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Did you have any ideas about that gamemode?
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This is just a sketch to show the idea, don't take its size, shape, placements of cover seriously. It's unrealisticly small. The idea is to force the teams to move along a narrowing path, to concentrate the fighting, making it very intense, a constant "tug of war" back and forth. Ares and Viking's ODs should be prevented from shooting very far, or they'd be OP. It should also be much bigger than in the sketch, to fit an entire team, and fit enough space between tanks so a flag capturer can escape in CTF, for example.
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Nice. Besides AP shaft, what other augment would you recommend, if any?