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Posts
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Everything posted by demon09
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Idea: - Falling from heights deals damage to the tank. The higher the height, the more damage. Whether falls are able to deplete a tank's entire health I don't know. Also, maybe tanks could avoid taking damage from drops if they land on their tracks. - Colliding with enemy tanks deals damage. Ramming tanks can be a weapon. The faster the tanks move, the more damage it deals, and the heavier your tank is vs the tank you ram, the less damage you recieve. Whether a tank getting rammed can deplete its entire health I don't know, but probably not or very rarely, like only if the heaviest tanks used trickster and rammed the lightest tanks when they're not using any boosted armor.
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A mod said it on the forum not long ago
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A small team of players must defend a part of the map, sort of a base, from attacks by hordes of bots. The attacks comes in waves which gets harder and harder the more waves the players were able to survive. The hordes should have as many bots as Tanki can spawn. The bot-tanks have short-ranged weapons only. Only large maps should be used for the gamemode I think. Maybe the maps could be modified with a "base", with towers and walls and secret corridors and rooms to use to survive. The team can retreat deeper into their base if they get overwhelmed, but eventually it's a dead end. I don't know how the gamemode should work, but it could be that each player can only die a certain amount of times until they get kicked out of the match. To make the gamemode more fun it has a horror-theme - nighttime, creepy atmospheric background soundtrack, and the bot-tanks make creepy sounds when they drive. I imagine how the players wait in their base for the "zombie-horde" to come and hear these creepy track-noises come closer and closer in the distance... ?
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I think that weakness is fair since hovering hulls have far better mobility than tracked hulls.
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It's how smooth and powerful they sound I think
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Thanks for the advice! A video recommend F2P players to get 1 long range turret and 1 short or medium range turret, but I'll consider skipping it. My favorite thing is to play aggressively and also to find a good hiding spot close to the enemies and harrass them from there as long as I survive with the large HP, and Mammoth's OD is fun to ambush players with.
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With Mammoth and Defender, should I get Smoky or Ricochet for a mid range turret? And Railgun or Scorpion for a long range turret?
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My idea is for a turret that shoots a boomerang, which is thrown from the tank and returns to be captured again by the player, to be thrown again. The turret is very powerful but the boomerang is tricky to use, since it doesn't automaticly home in to the tank to return, or just home in weakly, so the player as to move the tank to make sure he doesn't miss capturing it. It's a medium ranged turret but can be used at very long ranges too, but that makes it more difficult to capture the boomerang again and more risky. The boomerang can bounce into things and change direction like ricochet. If it bounces too many times it stops moving and lies on the ground. The player can then either pick it up or wait until his tank has "made" a new boomerang, which has a very long reloading time as a punishment for dropping the boomerang. If the turret doesn't have a boomerang it can still damage enemy tanks with the throwing mechanism, but it's a close range weapon that does less damage than all the real close ranged weapons.
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Compared to the sound effects of the other turrets, Vulcan has this weird low-poly sound that sticks out because of its bad quality, besides being just ugly otherwise. Machine guns can sound so good in games when the sound is done well, so I wish they'd consider changing it! Something like this would be far nicer ?
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There seems to be a bug with Smoky when shots randomly goes through a tank without hitting them. Am I imagining this or do other agree?
demon09 replied to demon09 in There seems to be a bug with Smoky when shots randomly goes through a tank without hitting them. Am I imagining this or do other agree? Archive
What do you think? -
Assault will be removed anyway, so I guess it won't be improved. It will be replaced by an escort mode, where you try to make a wagon go to the other teams base and must stay close to it to make it move, which sounds fun
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I don't know, quite often, maybe every 2nd or 3rd match? Even if the differences in GS are usually less they're still too big IMO. I heard they have become bigger lately because Tanki has lost a lot of players. In one of my accounts I have 1500 GS and I almost always feel like I get obliterated in battles because most enemies have a 3000-5000 GS, with a few in the team sometimes having 5000-9999 GS, which is absurb. I feel like I can't do anything in these games because I constantly die after a moment of spawning. Rarely do I get a match that feels fun and fair, with 0-3000 GS players. Those matches can be fun even of a few enemies have a higher GS than that, because you dont battle against them too often in the match.
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Even if they have no solution, Tanki is at least aware that the match-making is completely broken right? When 1000 GS players have to play against 5000-7000 GS players it's impossible to have a fun and the gameplay is broken. No new players will wanna stick around when that's how it is.
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I know that Tanki is a cartoony game but the drones are a weird choice imo to show the boosted abilities. It looks kinda dumb how they float above the tanks. and they have carefully made designs but are too small for it to be noticed in the gameplay. They also give away your position when you take cover. It would be much better if the drones' abilities were just called upgrades to the tanks, and if you make your tank faster its shown by it getting a bigger engine on the tank model, which makes a more fun change to the tank's appearance and is more easy to see in the gameplay. If you boost the armor it changes the tank's appearance in another way, and so on.
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What Is Your Opinion About the Current State of Tanki Online?
demon09 replied to Maf in Game Discussion
It's like this constantly. Completely unplayable. ? What's going on with Tanki?? -
The invisibility lasts quite some time, but the tank becomes visible if it shoots, takes damage, is carrying flags, places mines, charges up a Shaft sniper shot etc, after which it becomes invisible again after a moment. Maybe the invisibility shouldn't hide the tank perfectly, with dust from the tracks, engine noise, tank is vaguely visible when its moving etc, so that sneaking around while invisible isn't that easy and OP. The way to use the invisibility is to ambush enemies from the behind, sneak into enemy camp to steal the flag or to kill enemies that are bringing your flag to their base, infest the enemy base with mines...
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What are some weird and rarely seen combos that are actually good?
demon09 replied to demon09 in Game Discussion
Maybe at M1? -
What are some weird and rarely seen combos that are actually good?
demon09 replied to demon09 in Game Discussion
Stock Shaft puts out 37 800 damage per min if it shoots sniping shots and arcade shots constantly in between, which looks very good! Critical hits not included. If it only fires arcade shots it puts out 28 400 damage. Railgun puts out 35 000. -
What are some weird and rarely seen combos that are actually good?
demon09 replied to demon09 in Game Discussion
Most advice just upgrading one hull and 1 or 2 turrets (one long range, one medium or short range) -
What are some weird and rarely seen combos that are actually good?
demon09 replied to demon09 in Game Discussion
Dp you know how long it takes for maximum upgraded Shaft to charge up a sniping shot when in scope mode? I don't understand the wiki. -
I have between 200-500 ping. The game is unplayable. ?
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valid When the overdrive recharge is at 50%, make it possible to activate a less useful "mini-overdrive" ability
demon09 replied to demon09 in When the overdrive recharge is at 50%, make it possible to activate a less useful "mini-overdrive" ability Ideas and Suggestions
I think this could make Tanki's gameplay less barebones. The mini-overdrives shouldn't be powerful at all, so they don't overwhelm the gameplay, but still somewhat useful and maybe make teammates cooperate more, if one mini-overdrive is just the right to do a certain job. Here are some examples that may or may not be bad, but they're just to explain my point: Mammoth can destroy mines for a few seconds, but doesn't destroy tanks on contact or get a speed boost. Mammoths can be helpful to the team by clearing minefields where needed, which players wouldn't waste a full overdrive on Hopper can jump but doesn't damage or stun enemies with its jump. Seeing Hoppers jump around more often would be fun for gameplay I think Crusader shoots an icicle that can only slow down movement and has a small radius of effect Wasp gets a bomb with very small range that is easily avoided, but still useful to stop an enemy tank from chasing you, or block a path that an enemy wants to escape with your flag Ares can shoot a ball that only heals teammates and only on contact with the ball, which disappears when it made contact with one tank Titan can place a small shield that's not a bubble but a small wall, so it only protects from one direction, and only big enough for 1 tank to be covered Whether using this mini-OD at 50% should deplete the OD charge back to 0% or not could depend what's balanced. I think it shouldn't. -
Snake-tank! A tank that slithers on the ground and can hover its "head" in the air outside of platforms to shoot anywhere, can slither up on vertical surfaces, and wrap itself around enemy tanks to hold them in place. Its weakness is that its length makes it a huge target and difficult to hide behind cover. It's silly but would be really cool if it was put in the game in a way that worked I think ?
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What are some weird and rarely seen combos that are actually good?
demon09 replied to demon09 in Game Discussion
Ah, I guess their damage output still beat medium ranged turrets at medium ranges with peekaboo tactics? -
What are some weird and rarely seen combos that are actually good?
demon09 replied to demon09 in Game Discussion
I guess it's still a long ranged turret. What about Rapid Fire Mode?
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