Jump to content
EN
Play

Forum

ekf

Tanker
  • Posts

    193
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by ekf

  1. ekf

    Top 3 most OP combos in TO at the moment?

    With "OP" I just mean most powerful, not necessarly that they are unbalanced.
  2. Maybe this could be a new set of paints made only for this purpose which are just simple colors. Since the Skins changes the design of these parts, and not just their color, there's still a reason to want skins. I'm sure people would love more esthetic customization.
  3. Which augment buyable with crystals would you recommend for Scorpion then? Explosive Shells seems like the most worthwhile IMO, though not sure if that's saying a lot.
  4. Am I just weird or is Wolfpack kinda bad? This augment seems to have more cons than pros. How close you can hit tanks seems to barely increase and the way the missiles fly close to the ground so they can't hit behind cover is a big disadvantage. But maybe I'm just using it wrong?
  5. ekf

    Ideas for Game Modes!

    You have a point. I was thinking that I see lots of players who use fast hulls with short-range turrets, who do die a lot and play very recklessly, so that many players might enjoy playing like that. I enjoy it myself in small doses, even if I die a lot. But I'm sure you're right, unfortunetly.
  6. ekf

    Ideas for Game Modes!

    Forcing one team to use short range turrets is to make them easy to kill despite having more numbers than the other team, and to make them attack and die recklessly, like a horde of zombies, since there's no punishment for them dying. It would make the match more intense for the other team, especially when they are fewer in numbers. That "arms race" could also be a fun gamemode but it's not quite what I wanted here. I wanted a gamemode inspired by the Call Of Duty zombie games, where it gets harder and harder to survive as you get closer to winning. Also so that at the last stages of the match you're in a small group of bad-ass survivors, the best members of the team, trying to survive against a huge swarm of enemies, and every time a member dies it's a big blow because they're never coming back.
  7. ekf

    Ideas for Game Modes!

    A match start with 2 teams: Team A gets to use their choosen hull/turret combo as usual, Team B don't and have all the same short range fast hull combo - perhaps Wasp/Firebird. Every time a member of Team A dies they'll spawn as a Team B member (with the same turret/hull combo as everyone else). Team B wins when no members are left of Team A, and Team A wins when at least one of their members are still alive by the time run out. Of course there could be all kinds of tweaks for balance reasons, like whether Team B is too powerful with supplies and ODs, or if Team A members can die more than once, etc. For variation there could also be different turret/hull combos randomly selected for Team B (everyone has the same though). Them always having short-range turrets seems the best to me though. What do you think?
  8. ekf

    Ideas for Turrets!

    My idea is for a turret which is similar to Thunder but meant for a longer range, so it's weaker than Thunder in Thunder's optimal range. It has a long reload (longer than Scorpion?) It's projectiles creates huge explosions, twice or triple that of Thunder, with a slight shock-wave effect knocking tanks away like a Wasp bomb but weaker. It stands out from Scorpion by trading not a secondary weapon, like its missiles, for a higher damage-output compared to Scorpion's. Even if this turret would be too similar to Thunder and Scorpion I'd personally loved to see it because it'd be the turret that's the most like a real tank-gun on the game - just a big gun with big explosions. I imagine that it would also feel very satisfying to use.
  9. I'd still hope that Tanki could make new maps that are as organic as possible, at least. When I showed these images as examples I didn't mean that a map should look exactly like them, with how little cover there is, or how complex the shape of all the objects is, just that I like the more realistic landscapes, the lack of right angles, the open fields, togheter with dense forested areas, togheter with building areas. If maps needs more covers and more simpler shapes, thats fine, what I like is the more realistic landscapes and if Tanki could only get 50% there to more organic looking maps, due to them being complicated and bad for playing, I'd still be happy.
  10. ekf

    Ideas for Maps!

    It'd be really nice if Tanki could make maps like the inaccessible parts here.
  11. And the current realistic engine and track sounds do? Despite that the tanks have such a cartoony looking style? I can understand if I picked bad sounds as examples but I still don't think the realistic engine sound is fitting.
  12. ekf

    Am I the only one who, when I see the background-parts of the "remastered" maps, wishes Tanki made maps that looked like these areas?

    The giant trees and bushes of the Forest map, or the open fields, hills, dense vegetation and small roads of the new Sandal. It'd be nice if maps looked like these places I think.
  13. ekf

    Change the engine-sounds to sound more high-pitched, "cute" and "toy-like", to match the cartoony and cute aesthetics of the game

    I think having more better-suited engine (and track) noise can help with a charming appeal for the game. I suggest a more cute sound to the tanks, inspired by small radio-controlled cars with tiny combustion engines. It would also be nice with different sounds for different hulls. If giving each hull their own sound is too much work for a not meaningful change, at least different noise for the hull categories of light, medium and heavy would be nice. This is sort of what I had in mind: Light tank engine: https://youtu.be/WMtrHwgPHm4?t=885 Heavy tank engine: https://youtu.be/tPmZ79ihzSQ?t=1098 Track noise: https://youtu.be/YyAiKnaT7-I?t=945
  14. ekf

    Ideas for Turrets!

    Because you sometimes stay in scope-mode for long times, it can be tiresome to push down the fire key, at least if you're using a mouse in my experience. My suggestion is: - You hold down the fire key normally to charge up the shot when in scope-mode - When it's fully charged you can release the fire key and you'll stay in scope-mode. You fire by pushing the firekey again, fast.
  15. ekf

    Ideas that will never happen in Tanki

    The ammunition reload intake (aka tank vacuum sucker) sucks in any teammate within a 10 m radius, and after charging itself in preparation for 3 seconds, shoots them through the air at a wonderful speed similar to Scorpion's bullet. The heavier the hull is, the more damage it does to the enemy that's hit. Therefore Mammoths, Titans and Ares will be especially attractive and sought after ammunitions for users of this turret. Teammates that survive the crash (don't fall upside down) can fight on after being shot through the air, now from a fantasticly tactically useful position surrounded by juicy targets selected by their teammate, so there wouldn't be any reason to complain. A wonderful augment increases the radius where teammates are sucked in to 30 m while also making it possible to pack up to 4 teammates in an ammo-belt feeding mechanism, at the expense that they will explode and die like miniature Wasp-bombs when crashing into the ground, is in the very rare category of augments. This turret is especially good at leading attacks, since it will just suck in every teammate behind it and throw them at the enemy, avoiding making itself be targeted. Opinions?
  16. ekf

    What do you think determines which hulls are given for free or can be bought at the lowest rank, and which ones are in containers?

    Is it based on popularity? Or how good the devs think they are? (And therefore not viewing them as balanced) Or nothing in particular, just whatever that might seem more exciting to try out and try to get containers for a new player?
  17. No idea, but maybe some of the people who used Scorpion back when it was extremely popular switched to Shaft, finding that they like long range battle and wanted something more specialized. It's surprising that Shafts on Mammoths is still a somewhat common combo, when Ares seems like a more obvious choice for a long ranged turret due to its OD. I think that hovering hulls have some pretty bad drawbacks though when in scope mode, like that you can't stand on a slope or near an edge of a cliff, and if you're hit or pushed by a teammate you can glide away, maybe losing your view- maybe that's why they avoid Ares. As for having to rely on drugs, I think the gameplay revolves around drugs and drones by design, so it's just how the game works, and drugs aren't like a bonus thing but just how the game is meant to be played at all times I think. And if you're a Shaft, your effectiveness rely on being able to one shot tanks I think, so you really want to be certain to kill tanks with your shot.
  18. ekf

    Let's Discuss Crusader!

    I often see it ranked pretty low among the hulls, but Crusader's OD is a lot of fun IMO. It works very well with long ranged turrets, with the OD and the mouse controls.
  19. So there's definitely something particularly crappy about Tanki's servers in other words.
  20. ekf

    Are Tanki's servers worse than other online games?

    Even now when the server issues are supposedly fixed from the DDOS attack there are still some problems. Often when I play there's tanks that move in laggy ways or are teleporting, sometimes when you hit tanks it doesn't do any damage (like every 6th shot maybe), and sometimes the audio doesn't work so the game is almost silent.
  21. This should also apply to Vulcan when it overheats I think. Also it'd be nice if a friendly Freeze shoots at a Vulcan it can fire forever without doing any self-damage, if that isn't already in the game.
  22. ekf

    Ideas for Game Modes!

    I agree that Assault is the least fun gamemode. It also seems badly unbalanced, whenever I play it it seems like 4 out of 5 times the attackers lose. But even when both teams are competitive, it's not very fun, and attacking with a flag is quite nervwrecking because you hurt your team so badly if you die. I guess there's little chance of the devs taking notice but sad you think so. The escort mode sounds promising though!
  23. ekf

    Ideas for Game Modes!

    Or it could have some other Tanki-ish name. How it could work: One team (the attackers) has to take control over a set of CPs, which the other team (the defenders) tries to prevent. The CPs are in 3 sets of lines, and attackers must take over the 1st line to get access to the 2nd and so forth. The defenders can't recapture lost CPs but can prevent them from being taken over by being in the CP. The attacker team is, to some extent, larger than the defender team. For balance, the CPs have protective walls, especially spawned for this game mode, to help the defenders defend them. The last line of CPs to take over could be just 1 single CP to make the fighting more intense in the final part of the match: the defenders entire team spawn near this one CP, while the entire attacker team attacks it. The attackers may also spawn closer to the last CP at this point. What I'd like this gamemode to feel like playing: For the attackers I'd like it to feel crazy, chaotic and violent to attack, because there's no punishment for dying (unlike in Assault, if you carry a flag) and the best way to take over the CPs is to overwhelm the attackers with superior numbers. For the defenders I'd like it to feel intense, stressful and like you get pushed to your limits, trying to fight off the many incoming attackers. The defensive walls helps a lot however and makes it possible to get massive amounts of kills and even hold off the attackers if they play well, despite their superior numbers. What makes it different from Assault? First, because when the attacker carry a flag and are punished for dying, they are motivated to play carefully when they attack. I want the attackers to play ruthlessly, with no concern for themselves. Second, many in the attacking team in Assault will stand around the flag spawns to wait for a new flag, and not attack. I want an entire team to attack in an overwhelming force. A drawing of "Onslaught"
×
×
  • Create New...