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Wry last won the day on September 11
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Can you elaborate why is it a bad idea?
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So in other competitive games the parameter to MM is a rank system. A player in gold won't be matched against or with a player in masters. But this does not mean that it is a 100% Balanced system, you can always play against or with players who got carried by others or simply not on the same level as the rank they are in. For Tanki there is no such parameter so how to balance MM teams? GS is a way but not a good one, since GS tells you how good of a garage an account has but not the actual skill rating of the player as the rank system does. Also you can cheat the system by removing protections and grenades and selecting a low MK turret and hull before you search for a match and then you can change to your real combo after you join a match. A way that could work for Tanki to balance MM is to distribute players based on win rate in MM. So the average win rate between the two teams should be close in order to have a balanced match. Now similar to the rank system you can always play with or against players who have high win rate because they got carried by others. But regardless it is still better than nothing. Just to note that MM for players below the legend rank are in a better state than legend rank players, since you can't play with legend rank players if you are below legend.
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My main combo for years now is Wasp Smoky. I find enjoyment in putting myself at a disadvantage, it makes the game more challenging to overcome.
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When you look at every detail you will find out that the hovering mechanism is the superior one. Being able to control the turret slightly upward and downward is situational which does not really make that difference since the vertical auto-aim exist and you can use the edges with hovering hulls to do it as well. It is not something that will put tracked hulls over hovering hulls by any means. As for the peek and shoot, hovering hulls are just easier to aim with accurately and require less control over the tank compared to tracked hulls so I simply disagree. I wouldn't call it an advantage for tracked hulls. It is all subjective and depends on many factors such as map and mode. You wouldn't see a tracked hull flying across the map in CTF or RGB. Paladin and Hopper ODs were the most broken ODs in the history of the game for years before the nerfs and even then they still good. This kind of argument is just lame. It applies in everything to anyone. When you seek fair play you don't justify unfairness by saying "can be good" or "can do better". I can say that to a player who played against cheaters and i will still be right but it is not the point. Based on that argument why bother trying to balance turrets and augments just let everything as it is no matter how unbalanced. Players don't hate for "no reason at all", just like how try-hard players always pick hovering hulls over tracked hulls, they don't pick hovering hulls for "no reason at all". I made several posts discussing the hovering mechanism (a post). Just because players can't express in details how unfair hovering hulls, that does not mean they hate them for no reason.
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Sure lets buff Hovering hulls and act like they are not already an advantage over tracked hulls.
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What Is Your Opinion About the Current State of Tanki Online?
Wry replied to TheCongoSpider in Game Discussion
In any competitive game the carry potential always exist and you can always do better even if you did extremely well, but it is not an excuse for a bad match making system. Fair play must be met in order to be able to carry. I can't put a player at a disadvantage and tell him you could have done this and that to carry. Based on your argument even against hackers players can still do better and carry so they should not complain about how unfair the match was. It is a bad match making system when you can only win by carrying and doing way more effort than normal. -
I can see engineer being good but it is not consistent like Lifeguard since Engineer depends on supply boxes which is not something you will always find nearby when you are low on health. Lifeguard can protect you from being one-shotted which is huge for light hulls specially, considering how many OP augments are there. The supply box drop rate is 84 seconds which is a lot, so even if you focused picking up every box it won't be that frequent. The only comparable hull augments to Lifeguard are Phoenix and Excelsior.
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I said what i wanted to say so thanks for responding.
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These two posts contradict each other. Firstly, you did admit that the poll was simply made to see what the forum users think and has no effect whatsoever on the decisions the higher ups make since they do already use a more accurate way to collect data which means there is no need to make such topic and poll in the first place. But then you said that the topic purpose was to collect opinions to then pass it down to the higher ups. So if the topic and the poll has no effect on the decisions as you said on your first post, why would you pass it down to the higher ups? Or you just said it to make it look like the topic served a meaningful purpose? and if so why didn't you say that in your first post? I wonder. Since you start to assume stuff, i will assume as well that the higher ups planned to add the language of each community who plays Tanki. Which is not really an assumption since we know the higher ups does that already by adding languages to the game actively, and we already know that the Arabic community is active and has been active since day one and this poll is a proof of that. So referring to the in-game chat issue as a delay while other languages have no such issue is reasonable to me.
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Then both the topic and the poll are misleading since most players who did vote thought it will affect the decision of deciding what language to add, otherwise why would you start such topic and poll? just for you to say it was only to see what the forum users think? it does not matter what we think if it won't affect the decision in adding any language in the first place. Implying that this topic and the poll was just made for the sake of curiosity of the admins which is not professional since it does not serve a meaningful purpose and just mislead the community into thinking that it will decide what language will be added to the game next. Can you remind me when did the topic of adding Arabic was brought up and how did you the admins respond to it? right to left is no excuse to such delay. We don't want a full language support since we don't really care about the translation of turrets or hulls and the description of each one and many other random stuff that does not really matter. What does matter is being able to chat in Arabic. Surprisingly the global chat has no problem regarding RTL for years now, so you can chat in Arabic without any issue so i am wondering what makes the global chat different and why you simply can't apply it to the in-game chat. (An example) The game does not support Chinese but still you can chat in-game using it just like any other language but not the Arabic language.
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Almost 10 months later and we still don't know why this topic exist and what was the purpose of it and why such vote has been made. Despite the Arabic language leading the vote by a large margin you went to add the least voted languages Spanish and Portuguese while also continuing to ignore the Arabic community by announcing the game translator recruitment of many other languages but not the Arabic language. So please @Spy can you tell us why?
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No one really said otherwise. You asked me for more info regarding hovering hulls and i provided what you asked. Sure the whole combo does matter and i don't think pointing out the obvious was the main discussion. I never said hovering hulls don't get affected by impact force but they still handle impact force better than tracked hulls which is an advantage when you compare the two. Hornet's OD is good i agree but the advantage of hovering hulls is beyond just ODs as i mentioned in my post earlier. Hornet's OD is only effective if the team actually use it well which most of the time it is not the case. Knowing an attack is coming is useless if you simply can't stop it because the enemy is using some OP hull or an OP augment. Sure any hull can get to the top 3 but not every hull has the same chance and capabilities to get there. Me saying i can get to the top 3 with MK6 Wasp does not mean Hovering hulls are balanced compared to tracked hulls which what you said. Balancing the game is a step by step process and thinking otherwise is wrong. Hovering hulls were always a problem since their launch and it does not make sense to say why bother trying to balance hovering hulls if there will be a new OP augment every now and then. Both are two different problems which can be solved independently and solving either one of them will contribute to improve the MM state. That is why i said in my first post here survivability and hovering hulls are the two main issues with MM right now.
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As someone who always plays with wasp with almost 19m XP, this is just wrong.
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I thought Hovering hulls being OP compared to tracked hulls was a known fact but fine here is a list of some points regarding that: 1 - Hovering hulls have better momentum regarding hitting obstacles so they don't lose all the momentum when they hit an obstacles unlike tracked hulls which they just lose all the momentum. (Hovering hulls recover faster when they hit an obstacle and don't get affected as much as tracked hulls). 2 - Hovering hulls physical size is not 1:1 to their visual size. Meaning hovering hulls are less bulky to drive which makes a better maneuverability. (I explained this one before in this post). 3 - The mechanism of driving hovering hull is noticeably easier and better in terms of maneuverability than tracked hulls. Meaning driving a tracked hull has a limitation unlike hovering hulls, so you can immediately start moving in any direction with a hovering hull without needing to adjust the position of the tracks the way you would do in a tracked hull. 4 - An addition to easy driving and better maneuverability, Hovering hulls are easier to aim with than tracked hulls due to the hovering mechanism. So aiming while moving is way easier with a hovering hull due to the fixed turret position and the hovering movement which as i said in point 3. (Aiming while moving require less control compared to tracked hulls). 5 - Hovering hulls can handle impact force way better compared to tracked hulls. So due to the hovering mechanism hovering hulls can absorb impact better and it is why you don't see hovering hulls being flipped as much as tracked hulls. There are many situation where you can notice this but i will just give one example of it. So if you are driving fast with a tracked hull and you got hit by any sort of impact force in any side of the tank the impact force is noticeably present and effective which does not happen to a hovering hull. Finally, there is a reason why every try-hard player or anyone who wants to always win and be the first always play with a hovering hull.