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Mokpama_rapra

Tanker
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Everything posted by Mokpama_rapra

  1. Mokpama_rapra

    New Game Mode - SuRvIvAl ( UpGraDE 2.0) ( EDIT )

    No, thanks. As an ex-veteran of Counter Strike playing it for 5 years, my only question is: Do you really propose a "survival" mode of play at which more than half of the player's gaming time will be spent in a wait for the current game to finish? Tanki is fun as it is - players respawning all the time and palying 100% of their time.
  2. Mokpama_rapra

    Which weapon is the best?

    I like: Long range combat - Railgun; Close range combat - Freeze; Mid-range combat - Smoky (and on my way for Ricochet); I dislike: Thunder - this gun if not M3 is an abysmal failure. Used but not a fan of: Firebird for close range combat; Twins for mid-range combat;
  3. Mokpama_rapra

    Are paints overpriced?

    Yes, but I don't need them, except for the hiding value. The paint protection IMO is just HYPE. I have spent some time and have done some calculations for the paints and their effectiveness. The benefits of paints are more than humble: 1. Only in one-to-one combat paints do matter; 2. Selection of the best ~30% paint damage reduce against the corresponding gun means really ADDITIONAL chance of survival for you, based on the M3 upgraded armor ranging from Wasp to Viking, or Mammoth M2 as: - 1 to 4 secs against Firebird M3 and Isida M3 below 15 m; - 1 to 3 secs against Freeze M3 below 15 m; - 1 to 3 secs against Twins M3 below 40 m; - 1 to 2 secs against Ricochet M3 below 60 m; - 1 to 4 shots against Smoky M3 below 40m; - 1 to 2 shots against Thunder M3 below 60 m; - 0% to 30% probability to live up to the next Railgun M3 shot. The only tank that can benefit arguably from pricey investing in paints is the Mammoth M3 tank. Those 200 points armor are serious advantage and boost the paint damage reduction value. 3. Partial hiding - thats IMO is the best benefit, that grants you the most probable first shot upon the enemy that fails to spot you within the first 1-2 secs. But only for those paints that truly do hide you within the game environment, not for those that expose you - for example the notorious red and yellow flavored, or winter paint at summer or vice-versa. What does really protects you is the double armor. Instead of investing 12000 crystals for a paint of a dubious value for a mid-range tank armor, one may find wise to spend these crystals for 2400 double armor goodies, that makes 40! hours of continuous play with double armor and definitely will generate more value than any paint can do, for your kill:death ratio and crystal prizes.
  4. Mokpama_rapra

    So, how long is "Christmas?"

    Until Easter. Then we shall start to capture the enemy eggs. :wink:
  5. Mokpama_rapra

    New Drugs/Bomb: Smoke Bomb. ( Upgrade )

    Yes, but only available to short range turrets - Firebird, Freeze and Isida. Otherwise the long range superiority for Railgun, Thunder, Smoky and Ricochet will be increased- especially for Railgun and Thunder.
  6. Mokpama_rapra

    Funny bug

    I've respawned with the captured tree. The Silence map, CTF. I got the enemy tree, and simultaneously was blasted by enemy fire. The next moment I see that I firmly hold the captured tree at my base respawn, hehe. I so loved that specific tree, that karma decided to stick us together... :lol:
  7. Mokpama_rapra

    Idea: More fair distribution of crystals

    I see absolutely no problem at your scenario, the masochism of the 2 players left against 10 players should be rewarded with 1/3, even if this means the loser on place #1 will get more than winner on the #1 place. Just think how many times the loser will be killed and the consequences for his kill:death ratio. For these two players the game at that time is not pleasure, but pure masochism for some crystals. Their stay at the battle till the end, on the other hand, saves the game and its completion for all participants. However you overlook something, if losers are granted 1/3 of the crystals, then most of them will not quit and the share for #1 loser will be less. P.S. Giving it a second thought, your scenario is unlikely to happen ever. Late joiners will be attracted on the loser side for "easy crystals". So the game will most likely to end with no vacant player positions on either side.
  8. Mokpama_rapra

    Idea: More fair distribution of crystals

    The idea: The winning team gets 2/3, the losing team gets 1/3 of the accumulated crystal fund, REGARDLESSLY of the DM/CTF battle result. I have witnessed many battles in which players of the losing team start to quit at mid-game after they sense they will win nothing. This leads to enlarging the stack of players of the winning team. The ratio of the winner:loser player count changes drastically twice even thrice in favor of the winners. Ratio of 10:3, 10:4 count of players are very common. Additionally there is a very slim chance for a player to join a doomed battle on the side of the losers. Worse, very often all the losers quit mid-battle and the winning team must wait for either the time to expire, or make dud rounds for the flag in order to end the game. In either case the fun of the game is already spoiled - both for the winners and the losers. :? If the losing team starts to get 1/3 of the accumulated crystals fund regardlessly of the battle result, then I think we will see a drastic drop of abandoned battles, the losers will stop to quit so frequently as they will have their crystal share as a prize for being sparring partners for the superior team, and as a compensation for their most probably ruined kill:death ratio. I'm sure the game-play will definitely benefit from a more fair crystal fund distribution and make this brilliant game even better. One final thought – the current and the proposed method of distribution of the crystal bounty can coexist. Just add an implementation of the new proposed method algorithm, a checkbox named “Fair bounty” or “Winner takes it all” or whatsoever in order to differentiate the algorithm of recalculation, and an icon at the battle creation window and let the players decide what they wish.
  9. Mokpama_rapra

    tank health leak issue

    Thanks.
  10. Mokpama_rapra

    tank health leak issue

    I have tank health issues recently with the game. For no reason, unexpectedly after respawn, and when my tank definitely is not being under fire, then the tank starts to loose health by small increments until all health is depleted. The only thing I'm sure is, that the trigger for the issue is the moment I start to move from the spawn. It happened 6-7 times already at different maps. Please tell me if this is a bug or a feature at the game, that I have missed. :lol: Excuse me if this has been already answered, but i could not find an answer anywhere.
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