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The next in row useless discount to me. I prefer to pay double crystals but get the desired M3 upgrade NOW! I guess I will never have time & will to grind ranks up to Marshal and beyond. My desire to continue playing slowly, but constantly evaporates ...
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After playing 1 year Tanki, then 1 year WoT, I can tell you this - the games cannot be compared in any gameplay way, only the word 'tank' is the common denominator. Tanki is a pure fun, if you don't care about crystals and win. WoT is a constant frustration, after every update nerf or after you enter 9 & 10 tree levels. You will 'love' the MM there, GL.
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Yes, me too. Got disconnected from 6 servers within 30 mins - numbers: 7, 8, 10, 19, 21, 24 EPIC update FAIL!
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What a waste of time, developer resource and effort to remedy ... Adobe Flash. You should have used all that time and ported the game to other software technology of choice instead.
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It is not messy to me ;) Well the logic is simple - look at the column A - this is the time increment in 0.2 sec interval. The time one shoots with the gun of his/her selection. For example let examine comparatively what damage you would inflicted on a tank without protection to your gun, let say... on the 7-th second from the moment you started to shoot. So on the 7-th second ( provided you are still alive and you have not missed a shot) you would have inflected damage : - Smoky M2 = 161 ( as the next shot occurs on the 8.2 second ); - Thunder M2 = 214 ( as the next shot occurs on the 7.6 second ); - Railgun M2 = 116 ( as the next shot occurs on the 7.2 second ); - Twins M2 = 262 ; - Rico M2 = 187 ; The conclusion for the example is that is on the exact 7-th second you have advatage with Twins and Thunder M2, but not with Railgun and Rico. On the 7.4 sec however, 2 shots of Rail M2 have advantage over 3 shots of Thunder M2. The color provided visualizes the M3 armor class that you more likely will not destroy at this specific selected second. What can this comparison be used for? For shooting tactics, measured in shot count/time. For selection of tank armor, gun and protection paints.
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Thanks for the Rico info input. Additions to damage sheet/chart done...
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The problem is named 'Flash'. This game is built around Flash. This game has been pushed to the limits on this old fashioned technology. The most important battleground for Flash – Windows started its departure with Flash in W8/IE10 by provision of limited support. With Adobe itself abandoning its most treasured creation in development, stopping support of flash for other platforms -*nix, Android, iOS(mobile), and meticulously advertising HTML5 for the future – it is clear – the upsizing of this game has no future, investment in Flash technology is a waste of money and effort. Expect more and more lags. Simply put - the Flash technology met its limits. Therefore enjoy the last fun of Tanki with Flash, while still there is Flash around to use in your browser.
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Incomplete specification of guns
Mokpama_rapra replied to Mokpama_rapra in Incomplete specification of guns Archive
I am confused with the lack of gun specifications. At tanki 1.5 era we had complete gun specifications, and we could chose what upgrade to pursue. Now, after the rebalance/recalibration of tanki, we miss details. The tricky thing is that with limited resources one has to chose carefully the M3 guns path upgrade. What I miss are the specifications for: Firebird - consumption time and reload time; Freeze - consumption time, freeze speed and reload time; Isida - consumption time and reload time; Ricochet - consumption shots and reload time; I have checked at the russian wiki too, but the specs are missing there too: http://wiki.tankionl...ine.com/Огнемёт http://wiki.tankionl...online.com/Фриз http://wiki.tankionl...nline.com/Изида http://wiki.tankionl...ine.com/Рикошет I feel unpleasently forced to restrain from spending my crystals for these guns, as I cannot evalute their damage at ranks of general and up, and in addition cannot chose proper paints for protection against them. Can someone competent provide these specifications, please ? P.S. Update 02-Jan-2013 I recalculated the primary predictable damage for some of the guns - check the Tanki - Recalibrated & Rebalanced sheet: https://docs.google....QndNS1VqbV9nZGc Further precision for random factors ( critical shots, afterburn, etc.) pending ... Will appreciate your input and corrections so we can do the missing damage chart ourselves. -
Tanki, Flash, Linux, future...
Mokpama_rapra replied to Mokpama_rapra in Tanki, Flash, Linux, future... Archive
Just curios. Adobe flash player 11.3 is not available for Linux platform. The official statement of Adobe: "NOTE: Adobe Flash Player 11.2 will be the last version to target Linux as a supported platform. " I have played and enjoyed this game on Linux. In fact, this game won me with its capability to be playable under Linux OS. I will never revert back to Windows for gaming. Therefore two questions popup: Question #1 - How long Tanki will be backward compatible with Flash player 11.2? Question #2 - Any chance we see HTML5 version of Tanki? -
Better developers hurry and make it sooner. I've switched lately to the awesome in every aspect WoT. Thanks to all hackers, powered by the epidemic of greed that is promoted by the fundamentally wrong crystal reward design of the Tanki game. Nevertheless I am curious about Tanki 2.0 and will be probably back, when Tanki 2.0 is ready, if ever.
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Your idea is good, however hard to implement. Nevertheless it is a good starting point of simplification targetted to efficiency. Q: How? A: Delegate players to disable hacker gains as first step of defence. Implementation guidelines: The game final crystals distribution modal box is the key. 1. Enhance it so that: - it has the list of all players that participated at this specific created game, mandatory including all those left earlier; - the list is proceeded by radiobutton control for each player listed; - before hitting the close button on that dialog, a player, if wishes, can select one suspected hacker. 2. Setup a thershlod for accumulative tolerence for the accussed hackers, for example 30 accuses from unique players. After reaching this threshhold the hacker cannot collect crystalls at the games jackpot distribution for the current and any following game for a predefined period of play - example - a week, 10 days, etc. After the penalty period expires, these 'black' 30 points are nullified, and if the 'hacker' has not accumulated already other points for other threshold trigger for panalty, he again is able to win crystals. 3. The reporting players have a pool of 2 or max 3 reports of hacker per day/24 hours. That is to avoid misuse of false or intentional reports. Again put an accumulative reporting threshold to the player reporting side, lets say 20 reports, after that disallow reports from that player for a pre-defined period - for example 2 weeks. 4. On background/database scope the mods can do further analysis of how often a player has been reported as a hacker, and do the final ban of this player to the game. The provided values are just for example, and need further tuning, but I hope you have grasped the idea.
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The sad truth is developers will never have control over the mults. It is not practically possible. Just curious - how would you catch me if I use 1+5 accounts, the latter hosted by virtual machines, utilizing different emails in addition to different browsers pick, and routed through different VPNs? Don't even bother to answer - it is not practically possible. Yeah, I can play easily myself with other 5 virtual myselves. Remedy, however, is pretty easy. How many do you think will continue to support multiple dummy accounts, if they have to pay monthly fee for these accounts? Would you? Think twice before answer. MULT practice can be drastically reduced by 95+ % if one has to pay monthly fee for each of his accounts.
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The primary reason is that Tanki is one of the few really very good games, that I can play under pure Linux/BSD environment, no Windows/crappy Wine needed.
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Thanks for all comments. I see you don't understand the problem, except one of you so far. But it is my fault, as I have not defined what a MULT does mean. Definition: MULT is : Variant 1. A player that has additional accounts used concurrently in the same game with the primary account, with the purpose to activate the dummy account(s) on the opposing team on the same game as the primary account, in order to benefit the primary account; Variant 2. A player who plays with his/hers primary account, but is passive or hampers teamplayers for the benefit of his friends at the opposing team; So to reformulate my statement: Lets everybody at this game pays a fee, so one always is at loss and/or not utilizing properly his primary account, measured in cash as $, as ill-used monthly fee, if uses any of the the above schema. However the truth is that : Fundamentally the game play design is wrong, regarding the jackpot battle reward - but this is another topic, check my previous posts if you are interested why.
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Both options are bad choices. Thunder M3 + Mammoth M2 is bad. Why? Because the 165 hp health is no gain over the extremely slow Mammoth. In DM you are easy slow moving target, in CTF be prepared to play defense forever. Freeze M3 + Viking M2 is bad. Why? Again Viking M2 is slow. All will run away and evade you in addition to ripping apart your weak 125 hp armor from just a inch away your freeze range. But if you like to play with freeze, the opposite combination is good : Freeze M2 + Viking M3. You will get much better K/D ratio with it. All armors with less than 20% freeze protection are your potential victims, except Mammoth M3. But Mammoth M3 without any freeze protection is your potential victim too.
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