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Everything posted by ekf
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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.
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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.
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So there's definitely something particularly crappy about Tanki's servers in other words.
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Are Tanki's servers worse than other online games?
ekf replied to ekf in Are Tanki's servers worse than other online games? Archive
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. -
valid Self-heating/cooling with Firebird/Freeze
ekf replied to ihatepasswordisback in Ideas and Suggestions
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. -
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!
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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"
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Does anyone else think it'd be nice if there were TO maps that looked like the outside areas of this map? The varying terrain, cliffs, thick bushes and dense forests, etc. Imagine what could be :(
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valid Add more stuff (besides mines) that can be put on the map
ekf replied to ekf in Ideas and Suggestions
Quantum oil stains sounds very plausible. Or it's the aliens. -
This could be a way to make hulls stand out more in combat, besides by their overdrives and HP and mobility. For example, Hunter gets an EMP mine, Crusader a freeze mine, Mammoth an AT-field mine which can kill numerous tanks driving over it, Paladin a boosted armor-deactivation mine, Hornet an enemy sensor mine, and so on. Perhaps these mines can be used by other hulls aswell but be somehow limited in how much, so that the uniqueness remains with each hull and their particular mine. If these mines are too powerful they could have a longer cool down than normal mines.
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valid Add more stuff (besides mines) that can be put on the map
ekf replied to ekf in Add more stuff (besides mines) that can be put on the map Ideas and Suggestions
I tried to come up with some ideas myself for things that can both damage enemies and protect allies. I'm not sure if they are good at all but I'm sure you get the gist of the concept at least, so what does people think of it? Some ideas - Different types of mines (EMP mine, freeze-status effect mine, a claymore-like mine that uses a laser, etc....) - Ice stains (Are placed by a player and causes enemies to lose traction and slide when driving on the ice stain. Can stop enemies from driving up on a slope or cause a tank that's chasing you to slide off the edge of a cliff. Disappears quickly) - Oil stains (Covers smaller area than ice stains but gets stuck to an enemies treads so that they have bad traction for a while when driving) - Spanish riders, dragon teeth (These things are from real life and were used to stop a tank's path. Takes a while to deploy and have a health bar and can be destroyed) - Deployable cover (Could look either like a concrete wall or a sandbag wall. Lets tanks hide behind it for cover while shooting through gaps. Takes a while to build so it can be used to reinforce a defensive position ahead of time. Has a health bar and can be destroyed) - Sensory devices (Like a cheap version of Hornet's OD. Are placed on the map and will show the silhouettes of enemies but only when the are infront of the sensor. Warns teammates of this if they're looking in another direction) -
I know that it will never happen, but do you think a loot and extraction-game mode like Dark And Darker could be fun in Tanki? If your tank's upgrades and equipment is never lost, just the loot you found during the match if you die during a match.
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Might also be useful to make an enemy, like another Railgun, miss - especially if the knock-back effect is still as strong as a normal hit.
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Here's some low-poly 3D landscapes that made my imagination wander about how cool it'd be to have maps like this in Tanki, if possible. Hope you do too!
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I don't like how the attack in Assault revolves around killing the flag carriers. I'd also like to have specially spawned protective walls and bunker-like things. But maybe it's too similar to Assault.
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I'd love a D-day inspired thing with defenders holding a frontline against attackers. The attacker team is bigger but must attack over an area with little cover and will die a lot. The defender team is smaller but get helped by protecting walls or some kind of bunker like things, which spawns especially for this match mode on maps. Their defenses are only good from the front however, and if the attackers manages to breach the frontline, they are vulnerable to being killed. I don't know how the match could determine a winner though. It could be that the defenders win if they managed to protect a certain spawn point behind their frontline for the entire match. Or maybe deaths are counted and the defenders have to die a lot less to lose.
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The annoying thing for me is the mini lags where tanks move in a choppy way making them hard to hit. Maybe its my internet connections fault of you dont experience the same thing.
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Because of DDOs attack? Or low quality servers? If thats possible, I dont know how servers work.
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Is it possible for TO to fix the server issues?
ekf replied to ekf in Is it possible for TO to fix the server issues? Archive
Despite them saying that they were solved the are still issues with the serves in my experience- tanks teleporting, sometimes you dont re-spawn after dying, sometimes doing no damage randomly... I heard that it's caused by a DDOS attack (not sure what that is exactly) and isn't Tanki's fault. So how screwed is TO with dealing with this? Can they fix the problem completely? -
If the wiki is correct, Ares OD takes 238 s to charge (0.42 per s) and Mammoths 150 s (0.67 per s) without battle points speeding up OD charge. So in an 8 min match Mammoth gets 1 more OD, which is nice but also not that much more.
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Players who prefer Mammoth over Ares, why?
ekf replied to ekf in Players who prefer Mammoth over Ares, why? Archive
Many players seem to consider Ares as the most powerful heavy hull with the most practical OD. Mammoth seems to be pretty popular too though, so the players who prefer it over Mammoth, it would be interesting to hear your reasoning and the turrets, drones and tactics and so on that you use. -
People who do well with this turret, how do you do it? I try to use it and always do awful with it. Enemies with shooting turrets have to simply use peekabo tactics to easily beat Vulcan.
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Which combo has the highest skill ceiling/biggest reward?
ekf replied to ekf in Which combo has the highest skill ceiling/biggest reward? Archive
I thought this could be a fun topic :) -
When Mammoth runs over enemy tanks while its OD is on, it can easily be flipped when the destroyed tanks fly away. This is a pretty big problem I think because of how easily Mammoth runs over tanks it runs into. Please fix this!
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Good idea