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Everything posted by ekf
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I didn't know crisis could be bought once a year. Thanks for the advice! How do you avoid running out of supplies as a f2p player? Also, which turret augment would you recommend for ares-shaft?
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Well I'm a f2p player so I doubt I can get crisis. Which turret augment and drone that can be bought with crystals would you recommend for Ares-shaft build?
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Thanks for the answer, it's appreciated! If you don't mind, what drone do you recommend/use yourself with a shaft-ares combo?
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I call this map idea "Tug Of War" Don't read too much into the sketch, it's just an image to explain the idea, not how big or small the map should be, or how much cover there is. The map forces the teams to face attack other in a in a single direction, a narrowing corridor which concentrates the fighting in a place, making it extremely intense. The covers makes it easier to defend ground taken and resist being thrown back. They also prevent Ares' or Viking's ODs from being OP on the map.
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What do you think of a mammoth-shaft short band emitters-trickster combo?
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What drone is the best for mammoth OD in your view?
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Top 3 most OP combos in TO at the moment?
ekf replied to ekf in Top 3 most OP combos in TO at the moment? Game Discussion
With "OP" I just mean most powerful, not necessarly that they are unbalanced. -
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.
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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.
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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?
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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.
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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.
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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?
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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.
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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.
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It'd be really nice if Tanki could make maps like the inaccessible parts here.
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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?
ekf replied to ekf in 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? Game Discussion
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. -
valid Change the engine-sounds to sound more high-pitched, "cute" and "toy-like", to match the cartoony and cute aesthetics of the game
ekf replied to ekf in Change the engine-sounds to sound more high-pitched, "cute" and "toy-like", to match the cartoony and cute aesthetics of the game Ideas and Suggestions
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 -
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.
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Does anyone else think that the match-maker needs to be improved so that the matches are fairer? If so, are there any indicators that Tanki devs are aware of this? I recently made a new account after a break away from Tanki and I was thinking about what a bad first impression the game might make on a new player, because in most matches there's an unbalance between the gear scores of the teams. It also happens a lot it seems to me also that in the matches where the GS is balanced, and the match is fun and your team has the edge, some enemy players might leave and the new players who replaces them seem to often have a high GS. This might just seem to be the case because it's irritating and you don't notice a new enemy player with an average range gear score joing the match, but the problem remains, that the fun match that was enjoyable is now one team slaughtering the other.
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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?
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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?
ekf replied to ekf in 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? Game Discussion
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?