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Posts
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Everything posted by ok_hand
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I think your idea is an interesting one. We should be welcoming of ideas.
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The reason why was because the enemy team were also focused primarily on getting kills
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Yes, debatable. I do understand and support his vision, but I don't think it's currently in its most optimal state -- and I don't have an idea how to better it... I thought about adding points for touching objectives, but that wouldn't be a band-aid fix because it could be abused for example, grabbing flag in ASL then dropping it immediately or moving into Siege point then leaving it immediately... Then I thought about time you're physically holding an objective like being in the point in Siege, but even that could be abused for example, a player taking enemy flag then not capping it...
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It's a problem for players who go for objectives because there's no better incentive to go for them besides a minor increase in crystals (if they win) than staying back and farming kills.
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Right. I'm not saying they're useful nor useless; I'm saying --depending on how you look at it -- discouraging players for going to the objective when staying back and farming kills will give you comparable results is a problem.
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We need more players like you
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Playing the Objective in Game Modes is Not Worth it.
ok_hand replied to ok_hand in Playing the Objective in Game Modes is Not Worth it. Game Discussion
Look at this match on the blue team and I'll tell you what I see. 3 of the top 5 players on our team didn't go to the point at all. Yet, they got a lot of points and stars accordingly. Right now, the top 3 players on both teams get 3 stars plus 1 if they queued with "Quick Match", and double that if they have a Premium Pass (according to the Wiki). Due to the change in the game's economy whether it be reduced funds in matches, increased prices of garage items, or shift to containers being the primary source of income, crystals earned from matches are seldom worth it anymore; the exceptions being double funds in events and the Premium Pass. Stars are more important than crystals. They're used to complete daily and weekly Missions, Battle and Elite Passes, and the Challenge Accepted (monthly?) event. The only downside to staying in your base is a negligible difference in crystals earned. Oh -- and not to mention you spend less supplies because you won't be dying as much as you would be if you were playing the objective. This is an issue that should be addressed. The ridiculously fast time to kill/damage per shot doesn't help with this either; it turns players off of being aggressive. No, everyone equipping Defender is not the solution (though it is the best solution right now; 90% damage reduction is stupid). I don't believe changing the "stars earned per battle system" to the previous iteration (players on losing team get fewer stars) would be the solution either -- in my own experience, it doesn't feel worth the time spent in battle if you're on the losing team. What are your thoughts/ideas of tackling this problem? -
Dead tanks taking too long to despawn, MM maps not rotating, Magnum's shot projection guide, Freezing effect turning off double damage, disabling "paints" shortcut from garage main menu, armadillo, nuclear energy, overdrives for non-juggernaut players in team juggernaut mode, rubies, bot matches, lifeguard, blaster, and miner becoming augments, assault mode, events and game modes that discourage objective play
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for the love of god nerf magnum destroyer. everyone who uses it gets 30 kills or more every game it's ridiculous.
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Or you know what? Juggernaut.
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Though unique, Injection Nanobots are niche. What are you going to use it for? Whoever you're healing will probably die before they do any impact because the health restoration is reduced. Use Booster/Crisis maybe? I think you and your teammate require specific loadouts to really make this augment work. Does your friendly target require to have lost health for the damage boost to work? Can you boost their damage while they're healthy? Will you get XP for boosting damage on a healthy teammate? I dunno about this augment...
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I didn't know how to do that so I just posted it in Augments
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Jammer is a rare sight to see in battles. I propose to buff it to disable affected player(s) turret and hull augments. Current Jammer and Pulsar augments may require nerfs to Jammer duration. A player cannot be renewed with Jammer while under Jamming effect; may require further rework to add Jammer immunity for X seconds after being affected by Jammer. Self splash damage inflicts user with Jammer.
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I need a "Ideas for Status Effects!" category to post mine
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I don't understand how Firebird for example, can simultaneously deal minimum and maximum damage between 12-15m? Happy to see some much needed nerfs to Tandem and Large Caliber. I would like to see Defender nerfed and Jammer buffed.
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was that rico hyperspeed teased in the advent calendar?
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Minus Field/Helios/Hyperspeed Rico or Rubber Vulcan or Rubber Smoky or Uranium Scorpion? Magnum or Vacuum/RRE Striker or Vacuum Thunder?
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What Is Your Opinion About the Current State of Tanki Online?
ok_hand replied to TheCongoSpider in Game Discussion
Defender is overpowered. 90% damage reduction is RIDICULOUS. Melee turrets can cross open maps into opponent's base. Vulcans routinely sitting in your base and keep wiping out your team because you don't have Defender too. Hammers with Revolver easily getting over 2k/d in all maps because they win all 1v1 engagements with Defender. Defender is killing long range turrets because it's allowing situations that should not be allowed; it's destroying the Melee-Short-Medium-Long range map hierarchy. -
I wish we'd get options for hull augments instead of turret augments all the time in these events
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What Is Your Opinion About the Current State of Tanki Online?
ok_hand replied to TheCongoSpider in Game Discussion
the head-on meta of using melee/short range turrets with defender/lifeguard/blaster on every map is cancer. the only thing keeping it in check is miner. -
fun rico/hopper gamemode. good job. magnum/hopper would be even crazier.
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shopping mission in cosmonaut tab is broken
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Is Scorpion fun? Magnum? Gauss?
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Server lag is unacceptable. Maps haven't aged well. Spawn killing is still a problem. Grenades make spawn killing easier. Freeze effect disabling DD is stupid and never should have been implemented. Any mechanical changing augment is overshadowed by status effect augments. 50 Mines surviving with Miner is too many after death. Tesla range shouldn't refresh after hitting a ball or tank; it should be cumulative. Burning effect is too weak. Jamming effect is too weak. Assault is stupid. Juggernaut dealing critical damage is stupid. Reduced Juggernaut HP more so incentivizes camping. Paying hundreds of tankcoins to participate in events is stupid. Armadillo should never have existed. Majority of models have still not changed to HD graphics. Stop wasting time and money changing UIs that are already serviceable. New significant content releases are years apart; releasing augments tweaking numbers or status effects behind stupidly low-odd containers isn't content. Matchmaking is god awful in mid ranks. Still haven't addressed the infinite loading bugs.
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what the hell is this ChatGPT loading screen ?