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ekf

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Everything posted by ekf

  1. ekf

    Bugs and Glitches Reports

    The game seems to become unplayable again, like it's been before.... When till Tanki fix their servers? They took a week off to do something to them, yet everything seems to have remained the same.
  2. ekf

    Bugs and Glitches Reports

    I've had lots of server issues today, with matches crashing and being unable to enter matches for some time.
  3. Some have said that SBE isn't a good augment because it barely changes Shaft's capabilities while being as costly as any other augment, but I've used it myself and it seems to me that the slight changes to the arcade shot is actually really helpful in closer range combat when you use peek-a-boo tactics- you can pop out of cover less while doing the same amount of damage. It seems like SBE compensates somewhat for Shaft's weakness, close range combat, and makes it quite a bit more versatile. And because Shaft's shots travel instantly it can have an edge against many other turrets when you're in shorter range combat. But what do you like about it?
  4. Not sure if this fits the thread, but I'd like to hear people's opinions on Shaft Rapid Fire Mode. Is it good or bad? What's the best playstyle with it?
  5. ekf

    How good is Shaft rapid fire mode?

    How does it compare with other mid-range turrets? It was highly recommended by some Tanki youtuber but whenever I play it and try to use it like a mid-range turret I really struggle, even against teams with half my gear score it's hard to get kills.. It feel like its damage output is rather weak and like the reload is too long for it to work as a mid-range turret. I don't know if its me or the turret though.
  6. Because I want the nerf to be the damage and maybe the speed of the ball, not fighting against annoying mechanics of how it functions
  7. I'd rather Ares OD was nerfed. I think its probably necessary actually.
  8. I didnt know! I was sure it was a bug. Thanks for the help!
  9. I've been playing TO forever and had no idea.. I was sure it was a bug. Thanks for the help!
  10. A glitch thats new for me have happened, I cant use any supplies except for repair kits and mines. Its like this in every match and refreshing the site doesnt help. Annoying....
  11. 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.
  12. 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.
  13. 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?
  14. 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.
  15. ekf

    How would you rate these combos?

    Ares-Scorpion stock Ares-Shaft Rapid Fire Mammoth-Scorpion stock Mammoth-Shaft Rapid Fire
  16. I'd love if Tanki evolved more into the idea of building your own crazy, futuristic tank, by having more changable things about it.
  17. 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.
  18. ekf

    Let's Discuss Magnum!

    What are the best augments for magnum? Would appreciate getting some opinions. ?
  19. 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.
  20. Maybe it could be a sort of nerf to some very high-powered augments?
  21. 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.
  22. 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.
  23. 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.
  24. ekf

    Advice for F2P players

    Thanks for these tips! What do you mean by "tanki fund"? A sale? Sorry.
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