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ekf

Tanker
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Everything posted by ekf

  1. ekf

    Let's Discuss Magnum!

    Why don't you like it? I have mixed feelings about it. On one hand it makes it very easy to be extremely accurate with Magnum, so you can use it at very long ranges and it's a real threat at those ranges, so it can be used like a real artillery in the game. One the other hand I miss how hard it was to get good at without the aiming arrow, it was a sense of accompishment to be somewhat accurate at long ranges.
  2. ekf

    Let's Discuss Smoky!

    It it just me or does it seem like Smoky's shots sometimes miss/go through tanks when it should without doubt hit? I suspect it's either a glitch or server lag issues.
  3. ekf

    Bugs and Glitches Reports

    I suddenly died without anyone killing me and when I respawned couldn't do any damage.
  4. ekf

    Ideas for Turrets!

    The wire-gun/harpoon have an extreme amount of vertical aiming range, so the harpoon can hit an enemy tank that is almost above or below the player. This makes it a good at ambushes, like hiding beneath a bridge that enemies are on, and pulling them off it with the wire. If you attach the wire to a tank with a higher weight/more pulling power than yourself, you will be pulled towards it instead. So in the example with the bridge, you will lift yourself up and up on the bridge. Maybe this can be used against you, if a weakness is that you can't release the wire for a certain amount of time after you've attached it, and it will also haul itself in automaticaly. So a heavier enemy tank can use it against you and pull you in a way so that he and his teammates can more easily kill you. A heavy tank can also push a lighter teammate that's harpooned to stop him from being hauled in. A harpooned tank can save itself by driving into some immovable obstacle on the map, and instead cause you to be pulled to him, maybe out of your cover to be killed. If both tanks are pulled towards an immovable obstacle, the harpoon will snap loose. The harpoon can also be fired, like Magnum, over obstacles and large walls, so that you can use enemy tanks on the other side to pull yourself up on or over these obstacles, or make a crazy surprise attack and pull them over the wall or building, to the other side. The harpoon should have a super-long range, though at long range the enemy will get more chances to save itself. As for the melee weapon, it should make a very scary noise- only fitting when it sticks you with a wire and haul you to your doom... I'd use a grinding machine as inspiration. You can hear it starts buzzing as the drums are spinning, and the horrible sound of metal being crushed when it destroys a tank, with sparks flying everywhere.
  5. ekf

    Ideas for Turrets!

    Idea: a melee-turret that shoots out a wire/rope that sticks to enemy tanks and can haul them towards itself, or itself towards them, if the enemy tank weigh more. The wire-gun/harpoon have an extreme amount of vertical aiming range, so the harpoon can hit an enemy tank that is almost above or below the player. This makes it a good at ambushes, like hiding beneath a bridge that enemies are on, and pulling them off it with the wire. If you attach the wire to a tank with a higher weight/more pulling power than yourself, you will be pulled towards it instead. So in the example with the bridge, you will lift yourself up and up on the bridge. Maybe this can be used against you, if a weakness is that you can't release the wire for a certain amount of time after you've attached it, and it will also haul itself in automaticaly. So a heavier enemy tank can use it against you and pull you in a way so that he and his teammates can more easily kill you. A heavy tank can also push a lighter teammate that's harpooned to stop him from being hauled in. A harpooned tank can save itself by driving into some immovable obstacle on the map, and instead cause you to be pulled to him, maybe out of your cover to be killed. If both tanks are pulled towards an immovable obstacle, the harpoon will snap loose. The harpoon can also be fired, like Magnum, over obstacles and large walls, so that you can use enemy tanks on the other side to pull yourself up on or over these obstacles, or make a crazy surprise attack and pull them over the wall or building, to the other side. The harpoon should have a super-long range, though at long range the enemy will get more chances to save itself. As for the melee weapon, it should make a very scary noise- only fitting when it sticks you with a wire and haul you to your doom... I'd use a grinding machine as inspiration. You can hear it starts buzzing as the drums are spinning, and the horrible sound of metal being crushed when it destroys a tank, with sparks flying everywhere.
  6. What do you think about critical hits? They seem to happen with most turrets pretty often, and significantly lower kill-times, as well as making heavy tanks, which are supposed to rely on their HP as an advantage, much less able to, despite having boosted armor. And what do you think about increasing the HP of heavy tanks and reducing their speeds? Mammoth used to have twice the amount of HP of a medium tank but was slower.
  7. Make the ability change: the color of the tracks, wheels, headlights and the metallic parts the sound effects of the engine, tracks, weapons and overdrives the color/visual effects of overdrives Make it possible to create your own paints. To ensure that players are still motivated to buy paints, the customization options you have when you make your own are limited. You can buy and be rewarded more options, "parts" of a paint, like background colors, textures, details, etc, which you can mix togheter however you wish.
  8. The killing-times of this game feels IMO too short. I think the gameplay would be better if the health of the hulls were increased slightly. A 50% increase is probably too much, so maybe 25% or less would be good. Maybe certain weapons, like Shaft, should get their max damage boosted to still be able to one-shot a medium hull.
  9. ekf

    Bugs and Glitches Reports

    Glitch: Mammoth can be hit through thin walls when it's standing with its side pressed against them. Because of how Mammoth's HD skin makes it wider than its physics model is (still the size of the old, narrow Mammoth?) and its sides clip into objects, if a Mammoth is standing with its side pressed against a thin wall (like those light grey fences type things) it can be damaged/hit from the OTHER side of the wall. This picture shows the clipping
  10. ekf

    Ideas for Turrets!

    Right now Scorpion have the longest barrel, but I think Shaft should have that honor since it's the strongest gun of all. So when HD Shaft is made, give it one heck of a barrel and shows it means business! It could also be a very slight nerf to campers with Shaft, since Shaft players will need to be mindful of their barrel sticking out of covers and being hit my other Shafts.
  11. It's not fat, it's pure muscle. Afterall, the Mammoth is the fastest of all heavy tanks ?
  12. I should add that me and him had similar gearscores, around 5000. I don't know if that means it's impossible he could've used maxed Crisis or Camper. Maybe I was slightly damaged but didn't noticed.
  13. It's indeed frustrating and unfun. I try to be willing to accept some P2W garbage, because maybe otherwise the game wouldn't exist. It needs to be profitable. But there needs to be a balance, somehow. I also agree with DaringDeer that all tanks should get maybe 25% more HP, because the kill times are way too short. All weapons feel too powerful in general IMO. And as a heavy tank player I'd gladly give up some speed if it meant I could have enough HP to really be able to use HP as my advantage in battle, instead of just having 1/3 more HP than a medium tank, or survive 1-2 more Thunder hits.
  14. Did you use Defender? I use Mammoth/Shaft and mostly stay at long range, sometimes camp, but also play aggressive too. I dont know if Defender or Booster would be the best. Using the Mammoth's OD as a 2nd repair kit is great I think. Even if it's meant to be a short-range oriented OD, because of how quickly it recharges compared to Titan and Ares, I think it's a good OD even if it's just a 2nd repair-kit.
  15. ekf

    How can Railgun one-shot a full-health Mammoth with boosted armor?

    And why does Scorpion's missiles sometimes instantly kill you (first missile in the barrage one-shot you with max-health Mammoth with boosted armor), when usually what happens is that each missiles does a little bit of damage and if you're hit by them all you die, but if you use a repair-kit at the right moment you can survive. I wonder if this is a glitch, server issues, or "bugs" that TO deliberately made to make it OP. I know War Thunder does that.
  16. ekf

    I can't stand it anymore! I quit!

    I might also consider stopping playing Tanki..
  17. So if it's also true for the old stuff, since Ares has been broken for a while now we can expect it to probably be nerfed to oblivion at some point, and maybe another heavy hull be OP instead....
  18. ekf

    Besides the exotic stuff, do you think Tanki is purposefuly making turrets, hulls and augments unbalanced? (either be too weak or too strong)

    I often see complains about how turrets shift from being underpowered, then it gets buffed and is now way too strong. Is Tanki just having a hard time balancing their game (if so, can they really be that incompetent...?) or is it done on purpose for profits? and is Tanki worth playing like this? I find myself often frustrated tbh.
  19. Is there a way to get out of scope-mode without firing? I think I remember a very old video that showed a bug in the game where if you pressed several buttons at the same time or something, you could.
  20. The person who said MU's are cheaper meant without speed-ups. I didn't know you could see the prices. Guess it's an easy to answer question then.
  21. ekf

    Are microupgrading fully always cheaper than full Mk-steps?

    afaik you cant see the prices for MU anywhere, unlike Mk prices, so it's hard to work out the cost. But someone said that MU is cheaper. Is that always the case? And does having half-way MU lower the cost by half of a new Mk step?
  22. Hm, why would Mammoth be a choice for camping over Ares, with its long-range OD, or Titan, with the shield? Well it seems like even skilled players can have very different opinions. "Destro tank", who was probably really skillful, judging by the advice they gave on the forum, thought that Mammoth/Smoky (with the old 9 sec OD!) with Trickster or Defender was very powerful, almost OP.
  23. It sounds like Mammoth isn't a very good hull unless you have a speed-boost drone. And since Ares OD is so powerful and practical and dangerous at long range, it seems like Mammoth is not a very valid option for a f2p player.
  24. What weapons fits best with Mammoth?
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