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ekf

Tanker
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Everything posted by ekf

  1. ekf

    Can't use my supplies in battles

    All my supplies are grey (can't be used) except for repair kits. It happens in every match.
  2. It's annoying when you're on a high spot on the map with Ares and fire your OD with the intention of the ball moving over the entire map, but instead it moves down towards some single tank and crashes into the ground. I think this auto-aiming mechanism should be removed.
  3. ekf

    Mammoth OD vs. Ares OD

    Since Mammoth's latest buff, how do you think it rates besides Ares? Does Mammoth now stand besides Ares as a viable choice, or can it only compare sometimes with specific combos, battlemodes, situations etc, or is Ares simply the superior choice across the board?
  4. Is that because Mammoth's OD is short-range, and Shaft, even with Rapid fire mode, is kinda long-rangeish? I've played with RFM quite a bit and it's not for short-range fighting.
  5. ekf

    How would you rate these combos?

    Ares-Scorpion stock Ares-Shaft Rapid Fire Mammoth-Scorpion stock Mammoth-Shaft Rapid Fire
  6. I'd love if Tanki evolved more into the idea of building your own crazy, futuristic tank, by having more changable things about it.
  7. ekf

    Tanki being down for so long made me realise how much I like the game, despite its flaws

    Just wanted to share my thoughts and see if anyone else agree with me. The game has its fair share of flaws for sure, but in the end, isn't it a game that's still lots of more fun than it's annoying? I definitely realised that I think so at least.
  8. ekf

    Let's Discuss Magnum!

    What are the best augments for magnum? Would appreciate getting some opinions. ?
  9. ekf

    Ideas for Game Modes!

    Sometimes I really don't feel like playing as the juggernaut in JTR, so it'd be nice if you could decline playing as it and pass the chance forward to another player. To prevent players from passing forward the question endlessly to prevent the juggernaut from being spawned, it needs to be limited somehow, until the juggernaut spawns regardless. Maybe it could work with a question to play as the juggernaut is given randomly to a player, who if they choose no, passes it forward randomly to another player. If no answer is given within a certain amount of time, the question is passed forward anyway. It can only be passed forward a certain amount of times before a juggernaut is chosen randomly by the match. Having the question be sent randomly (instead of players choosing other players ) gives low-skill players a chance to be the juggernaut, and having the question be passed around a limited amount of times within the team (instead of a limitless amount of times within a time-window before juggernaut is chosen randomly) prevents a team from being overpowered by making sure that an unusually good player is the juggernaut every time.
  10. Maybe it could be a sort of nerf to some very high-powered augments?
  11. Well if you think the idea is bad that's fine, but the reasons were 1. turretless tanks are cool looking imo, 2. the weaknesses and strengths of such tanks could maybe be created in a fun way. Again, if you disagree that's fine. Maybe I'd agree too if I could test this out too.
  12. It seems like you assumed I wanted to make turrets fire projectiles in an arc like Magnum? I've no idea how you got that idea from my post, it wasn't my idea at all. My idea was that they have a limited amount of horizontal aiming, like being able to turn the "turret" from each corner of the front of the tank, so you wouldn't have to aim so much by only turning the hull, which is how it is for Magnum with vertical aim. I imagine this would make it feel a lot better to use, though still feel somewhat clumsy in close combat on purpose.
  13. It'd be really cool if there were SU-100 and Jagdtiger-style versions of Tanki's tanks imo, so a valid excuse for that would be nice... My idea is that there's turretless versions of several/all long-ranged turrets, which have the disadvantage of not being able to turn a turret 360 degress (camera can still be turned fully ofc and the gun have limited horizontal movement, like from side-to-side) but makes up for by either - Being better than normal turreted versions at long range combat - a slightly more specialized long-ranged version of a long-range turret, but are worse in close combat, and not just because of the lack of a turret - weaker damage at close range, or longer reload, etc. - Being the same as turreted versions in stock but having unique alterations from the turreted versions, which either makes them more specialized for long range or, if that'd be OP, are simply unique Please don't argue against it because it would be OP for some reason, obviously they should be balanced, which is why I (who's not a dev) imagined several possibilies to how they could work.
  14. ekf

    Advice for F2P players

    Thanks for these tips! What do you mean by "tanki fund"? A sale? Sorry.
  15. The dumbest sight I ever see in TO are probably players who use hovering hulls but doesn't seem to understand that they need to use the mouse, or change to keyboard controls in the menu, to be able to turn the tank. So they drive around with the tank always pointed in one direction... yet they keep using the hovering hull through the entire match and seem to try to compensate for always being pointed in one direction when they fight, by trying to drive around the enemy to keep their front side towards them...
  16. I don't doubt that you're right, but it's hard to not believe that a Mammoth with Trickster would be even better. But I guess not.
  17. ekf

    Is Mammoth the king of capture modes?

    Now when its overdrive has been buffed, is it the best hull of all for capture modes? I've just played some CTF with Mammoth and was absolutely dominating, both for defending and taking flags, because of the overdrive. I'm in the low ranks though so I don't know if it's the same in the high ranks ?
  18. ekf

    Does Mammoth's overdrive defeat Ares' energy ball?

    I've never had the opportunity to try it in the game.
  19. ekf

    Ideas for Game Modes!

    That would be a different type of a zombie mode too, though it's different from what I'd like the most, a small cooperating team vs. a large horde of zombies.
  20. ekf

    Ideas for Game Modes!

    I'd like there to be a small team of players cooperating to survive against a large horde of zombies. The problem that I can see is that it might not be fun to be a zombie, since you'll die very often, only have short-range weapons, and rely on your numbers to win - you're forced to win by attacking stupidly (like a zombie), so you'll die A LOT. But maybe playing as a zombie could be fun? First, you'll be in a massive team and you're all attacking constantly - it could be pure chaos basically, especially if the zombie tanks are fast. There could other weapons besides short-range too, and different types of zombies, like a powerful type. It'd have to fit with the brutish zombie-theme though.
  21. ekf

    Ideas for Game Modes!

    A tanks vs. "zombie tanks" battle mode I'm unsure of any details, except that I'd love if matches in this mode became a chaotic, desperate defense for a small team of tanks againsts an attacking horde of zombie-tanks, which only use some sort of short-range weapon. If it's not fun to play as a zombie, perhaps they can be bots (bots are planned), or a mix of bots and players. It could be fun if you could build barricares to stop the zombies, which they can tear down. Of course IMO the map should look dark and scary to really give you that spooky feeling, togheter with a new and terrifying engine noise for the "zombies".
  22. ekf

    Ideas for Game Modes!

    I'm unsure of any details, except that I'd love if matches in this mode became a chaotic, desperate defense for a small team of tanks againsts an attacking horde of zombie-tanks, which only use some sort of short-range weapon. If it's not fun to play as a zombie, perhaps they can be bots (bots are planned), or a mix of bots and players. It could be fun if you could build barricares to stop the zombies, which they can tear down. Of course IMO the map should look dark and scary to really give you that spooky feeling, togheter with a new and terrifying engine noise for the "zombies".
  23. ekf

    Advice for F2P players

    I thought I'd make a thread with some advice for beginners. Credits goes to @DestrotankAI9 & @sphdz_3153371 & @wild001 for these tips. They have some different opinions though, so I've tried to integrate them into my points below, aswell as adding my own views a bit. - Upgrade as few turrets and hulls as possible. The fewer you need to upgrade, the easier upgrading will be. You can try them all out in the Mk1-level ranks when they're cheap. It might help you do better in matches, as well as completing special missions, if you choose one hull and turret in each category (one light, medium, heavy hull, one short, medium, long range turret). However, if you're fine with only using one hull and one turret, even if you can't always thrive or be among the top players in each match, saving crystals will be a lot easier. I don't know which is the best strategy, so I guess what it comes down to what you think is most fun. If you get a strong turret augment in a container and don't mind the turret, use it. Know that how powerful a turret and hull is right now may change in the future, as the devs are trying to balance the game. So if you, for example, don't think that Ares is a particularly fun hull to use, but use it anyway because its OD very strong right now, think twice. Also, if you like light hulls but hesitate to use them because you die easily, remember than you will get better at the game and master your favorite combo. - Get Brutus as soon as possible and upgrade it to 20/20 without buying speed-ups. Use it until you have enough crystals and batteries to get a better drone, which will probably not be until the very last ranks. If you struggle with saving enough crystals (if you use and upgrade several turrets and hulls for example), wait for sales to upgrade Brutus, after perhaps 10/20 upgrade level, when it becomes more expensive. - Play only to complete daily and special missions. Try to complete several missions at the same time, or spread out long ones, for example, if there's a special mission which require many matches over several days of playing to complete, play then both to complete daily missions and the special mission at the same time. As a F2P player, trying to tank up slowly while still earning many containers is in your interest. If you want to be ahead of the bell curve with your gear score/rank ratio, take some time off from playing matches and instead only upgrade your equipment. If you want to play more, get a throwaway account. - Upgrade turrets and hulls after Mk2 only on sales. https://en.tankiwiki.com/History_of_Annual_Sales?attempt=1 Sales appear more often than shown here, but randomly. At the low ranks, micro-upgrading (without speed-ups) can be good to get an advantage in battle. It might get too expensive after Mk2 though. - Buy supplies only at steep discounts. You can always buy 30x of each supply in the shop at 95% off, so do that. Otherwise, only buy them at 50% sale if you have crystals to spare. As a F2P player, you'll need to rely on the supplies you get from containers, so watch how much you use so you don't run out. - Buy and upgrade protection modules only at discounts in the low ranks, as anything less than 30% protection level isn't worth the full price. - Use your first 550 tankoins to open the 2nd and 3rd protection module slot, then either save to open the 4th, if you're patient enough (it might take 1 year), or buy battle passes. - If you're going to buy a turret augment, make sure that you know how it works and that you would be happy with it, since they're expensive. - Leave matches that are unfair. At the start of a match, always check out the gear-scores of the players in both teams so you get an idea if the match is fair or not. Also look out for protection modules against your turret/s to adjust your playstyle or change turret. Also look out for certain turret augments, as some of them are probably OP as it is now. - Check out offers for crystal kits (product kits that you can buy with earned crystals very cheaply) in the shop. I've never bought or even seen it because I don't look in the shop often, but if you aren't picky with the turret and hull you use the kit is very worth buying. Even buying it just for the turret or the hull is worth it, or to get a highly upgraded protection module that it comes with, if you're in the high ranks when those are very expensive. - Look at good players on youtube to learn from, and also for inspiration to see how fun the game can be at times! Good luck tanker!
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