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ok_hand

Tanker
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Everything posted by ok_hand

  1. *shrug* I've never seen or heard about this before. I guess this is an EU thing? How come I'm able to see this now? Why does it disappear after you exit from the missions tab then? I'm in NA.
  2. Is this a feature you can already use on mobile? What are the rewards?
  3. You can see it for yourself in the Missions Tab when you first log in to your account. Once you close the missions tab, you cannot see it again on the account.
  4. ok_hand

    Thoughts on this new leak for watching ads?

  5. ok_hand

    Spawn Protection 2.0

    Yes! Kind of like Trooper drone!
  6. ok_hand

    Spawn Protection 2.0

    No, they cannot avail this mechanism every 45s. It lasts 45s after materializing, then disappears. You will only get this effect again when you respawn. Are you saying that other drones would be unnecessary if they choose to die every 45s? I could see that with suicide builds (i.e. Magnum Destroyer, Wasp Blaster)... Maybe this auto-supply lasts shorter than a regular supply then? Let's say 15s? You're absolutely right -- it's not meant as a guarantee to survive. A tank with all supply active Defender let's say, will beat a "all supply active mini Hyperion". It'll only increase your chances from the current mechanic which is also meant to only increase your chances. My suggestion is just a slight boost without taking the "just make immunity last longer" route. This mechanic won't change anything against the blowout matches where the whole opposing team has you all in a spawn kill loop. I'm envisioning its purpose for those "uncommon-but-kind-of-common" situations where there is 1 top fragging Tsunami Duplet in your spawn that your team can't kill for several minutes. You know what I'm talking about?
  7. ok_hand

    New Game Mode: Convoy

    fair enough. I was curious when he said it
  8. ok_hand

    New Game Mode: Convoy

    Instead of one team being the designated defender or attacker, why not have the escort spawn in the middle, and BOTH teamstry to escort it to the opponent's base, kind of like a tug-of-war? Also how will you deal with the tankers' hull speed in comparison to the escort's? If you have a team of Wasps with Tricksters, will the escort be zooming to the end of the line too?
  9. Seriously. This is Assault. Where is our Nuclear Supply in our base?! Why has no one noticed until now? When was this mode released again? LOL Edit: had to censor the D-word because the KGB deleted it https://i.postimg.cc/pVzzDYC0/1.jpg
  10. this guy was on the forum
  11. Mythic pull https://i.postimg.cc/Mp3rYN9m/E075A627-2A55-44E9-A6C4-2F2C7BE81944.png
  12. ok_hand

    Spawn Protection 2.0

    The TDM meta is so prevalent because power crept augments dealing lethal damage in fewer and fewer time means any lone tank can be a powerhouse and alone dictate matches. Some of these players take it further and disrespect everyone by taking objectives hostage and farming spawn kills. Spawn protection isn't enough anymore -- it's only delaying the inevitable. You need to be able to defend yourself. The biggest issue is that when you are being spawn camped, the enemy almost certainly has all their supplies active, while you have none. 1.5 seconds of immunity means the best scenario to get yourself out of this loop is by using double damage and using that 1.5s to be able to shoot first guaranteed. If you do not kill them in those 1.5s, you basically die again. You do not have double armor. They do. My proposal is to give all tanks that transition from ghost phase to immunity a free instance of double armor, double damage, and speed boost. It does not get consumed from your supply. It is automatically applied to you the instant you materialize and get immunity. You get a 100% effect increase to double armor and double damage, like you have an upgraded Brutus drone. The effects last the default 45s a consumed supply would. After that time, your tank will not be reapplied the same effect. During any of those 45s, you can cancel the effect by pressing any supply button to "reactivate" your drone. Meaning if for example, you had Booster equipped and want to take your chance of killing your attacker with its double damage ability instead, you can press your double damage button to only get Booster's double damage -- you ended the spawn protection ability, thus your double armor and speed boost effects become disabled. This quality of life rework to spawn protection will increase the likelihood of your survival by having "basekit Hyperion" activate when you materialize. It will also present a risk vs reward scenario to the spawning tank: do you risk activating -- let's say Booster -- immediately to try for a quick kill, or do you keep all your spawn protection supplies on for a better fighting chance? What are your thoughts? Do you have any questions?
  13. I thought I would never see the day a MM map would leave.
  14. Tell me I'm wrong
  15. ok_hand

    Let's Discuss Tsunami!

    Do you think the bonus damage buff was necessary? Tsunami does so much extra damage with booster/crisis anyway.
  16. ok_hand

    Bug Reports ❗ NEW ❗

    thank you for your reply. my response is PFFFFFFT.
  17. ok_hand

    Bug Reports ❗ NEW ❗

    I'm not getting my daily special containers from my premium claimed from the 17th birthday loyalty rewards
  18. Saved up 200 Epic containers to open on Tanki Birthday and didn't get any legendary or exotic augments
  19. No, actually; it's not convenient. Every other selection screen scrolls horizontally. Are you trolling? Make the screen scroll diagonally why don't you.
  20. ok_hand

    Ideas for Game Modes!

    Some players are compelled to hold on to the (final) flag/ball to get as many kills as they can, while others want to move on to the next match. Players have to either wait the entirety of the game time, or leave early and losing benefits. When players leave early, new players in the queue are put into the same match, and burdens the queueing system. Right now, the only tool we have is to report hostage players. I see these matches all the time, and something should be changed. My initial idea was if a player on the winning team is holding the flag/ball for ~90s (when their flag is in their base), the flag/ball will be respawned. This won't work because you can just press F once every 90s to reset the timer . You could abuse this further by leaving it on the ground and refreshing the timer before it respawns; like just leaving it on the ground in a corner or on a hard-to-access place. I'd like to welcome any ideas of how to tackle this problem.
  21. Releasing a new turret isn't going to rejuvenate how stale the game is.
  22. ok_hand

    Let's Discuss Tsunami!

    The 4th augment looks like Shaft's Rapid Fire augment. The 8th augment looks like Hammer's Assault Rounds. The 11th augment looks like Gauss' Solenoid Cooling augment; which is strange because Tsunami doesn't have a lock-on mechanic. I wonder what the 3rd and 10th augments will do...?
  23. ok_hand

    Let's Discuss Tsunami!

    I'm really not content on the name of this turret either. Nothing of it is like a tsunami.
  24. ok_hand

    Let's Discuss Tsunami!

    It was a rather underwhelming first impression. It doesn't offer any unique game mechanics we haven't seen already in other turrets. I don't know what niche this turret fills... I think it's a mid-range turret? It's sort of like Explosive Rounds Smoky with weaker splash damage and radius combined with Hammer's Duplet augment.
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