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Wry

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Everything posted by Wry

  1. This topic is full of ignorance, why bother reporting bugs and issues when no helper or admin or dev really answer them or actually give a note that they get the report and aware of the issue, I doubt the devs are aware of such topic and actually read them or take a look at least. Despite how small the community is Tanki staff still can't manage it well. It won't take you a minute of your time if you just answered without even giving a fix, I don't expect my issue to be solved immediately but I don't expect it to be completely ignored as well. The communication between the devs and players is important and that is why the forum exist but sadly i rarely see a dev actually answering a player. Today I came across this dev account @plombirka and I was surprised that since 2011 he or she did not bother to reply once or give a comment about anything related to his or her job.
  2. Its been more than a month since this issue started. Every time I search for a MM game I either face an infinite loading screen that does not go away even when restarting, or the game freezes in the lobby and I can't click anything, the game just freezes completely. I already tried reinstalling the game but nothing changed. Today I wanted to limit test the issue to know how many times of searching I need to do in order to join a game, and it kept happening for an hour and 11 minutes which is why I am writing this. Since usually I need around 20 minutes of searching and restarting to join a game, but this WR is just unreal.
  3. Leaving manually is still the same so you can get back to the game you left multiple times. It happened to me today, I joined back the same game I left 3 times in a row. Which is annoying.
  4. I respect the honesty. Can you please tell me why you did not test the changes just like you did before patching it?
  5. Why there is no mention of the loading screen bug? it happens way more frequently now. The game is unplayable.
  6. This approach is vague and hard to apply efficiently since it has so many parameters need to be in the game code such as "out of action" and how you decide it? and the calculation of being healed. To explain: If i get damage from multiple enemies, E1 did 500 damage first, E2 did 1000 damage and then E3 did 700 damage. Now after that damage i got healed 1500HP then got eliminated by other enemies. The question is this 1500 heal remove what assist? Does it remove E1 and E2 or E3 and E2? I think the problem is clear now.
  7. You still lose energy for healing, so the point of this augment is to kill in order to gain energy for healing.
  8. Well this happens in CS because there is no way that the opponent could heal or recover his HP therefore time is irrelevant (no matter how much time passes his HP will stay the same). But doing this in Tanki will introduce another problem which is how much HP should the enemy tank recover in order for my damage to lose assist? Meaning if i damage a Tank 1500 and his teammate healed him 800, does that remove my damage assist? whether the answer is yes or no, we need to set a limit for the vast of situations that could happen which will be a pain to think about and it will never be 100% fair or accurate.
  9. In OW2 and other competitive games the timer is 5 seconds to count damage as assist. Now the final blow can be more important in a lot of situations and doing damage in general will lead to more final blows, but it is not always the case. Now the problem with high timer such as 5 seconds, is that i can just spam useless damage such as 100 or less to random enemies and gather 10 points for each assist. So M1 Vulcan in high GS match could just spam and mark every enemy tank he can to gather huge amount of assists points while doing useless damage. This can be solved without decreasing the timer by making damage limit that must be met in order for it to count as assist. For example, the damage must be 20% or more of the total HP of the enemy tank to count that damage as assist, so in order to count assist against max light hull I must deal 20% of that 2000HP which is 400 damage.
  10. And that is how things should be. In every aspect of the game phone as a platform should never be superior or equal to PC. Before the auto-aim changes, phone players get to have a top notch aim with other features such as auto trigger or shoot while being "relaxed" and they did dominate the seen aim wise specially in XP. Why phone players get to have these advantages over PC the superior platform? The main advantage of playing on phone is accessibility and simplicity other than this It is unfair.
  11. Which is a good thing for an online competitive game no?
  12. This inconsistent splash damage has to be solved for every splash damage turret.
  13. The new tesla augment makes players start to think about their positioning and enhance their awareness of the map, eventually they might build a habit of using the radar. Melee turrets should be easy to deal with once you are aware of the map and you don't press W blindly. With that being said, the augment should be nerfed.
  14. The root of the issue is not just blaster or specific for thunder nanotech. The issue affect every projectile turret and augment whether there is a splash effect or not. 1. If your Boosted damage ran out while the projectile shot did not hit the target yet, it won't deal Boosted damage despite it being fired with Boosted damage. 2. If you fire a projectile shot without Boosted damage and before it hits the target you either used Boosted damage or picked it up, your shot will deal Boosted damage despite it being fired without Boosted damage (the opposite of the first situation). 3. The damage of a projectile shot won't have a Boosted damage If you self-destruct by the splash of that shot while damaging an enemy, despite the shot that killed you being fired with Boosted damage (Thunder will deal 900 damage while it is supposed to deal 1800 damage). 4. As a result of situation 3, the self splash damage is calculated in a logical order but not when it is damaging an enemy. (Mammoth has 4000hp and each thunder shot deal 900 damage so Mammoth can withstand 3 shots which is 4000 - 2700 = 1300HP left, now that 1300HP won't be enough to withstand a Boosted damage shot because it will deal 1800 damage, but here where the desync happen, if you use Boosted damage at 1300HP you will self-destruct because of that 1800 damage but your shot will only deal 900 damage to the enemy despite the Boosted damage you took, so you wasted your 1300HP while you just could ignore using Boosted damage and deal 2 more shots to the enemy each will deal 900 damage so 1800 in total instead of 900 with Boosted damage). With Boosted damage 4000HP will be divided as follows: = 1800 + 1800 +900 (desync) = 4500 damage dealt. Without Boosted damage 4000HP will be divided as follows: = 900 + 900 + 900 + 900 + 900 = 4500 damage dealt Now in a logical order the damage dealt with Boosted damage should be 5400 (1800+1800+1800), but as of now using Boosted damage does not matter in terms of the total amount of damage taken in relation to the damage dealt and can be worse than without using Boosted damage if you use Boosted damage in your last shot (the shot that will self-destruct you), (it will deal Boosted damage to you and normal damage to the enemy). 5. Blaster desync with nanotech and desync In DM mode.
  15. Oh I see. That does prove that the devs are aware of it then I wonder why they did not fix it yet.
  16. tbh I don't remember such thing. Gauss is a weird turret, it is the only splash damage turret that does not apply splash damage when its barrel is inside an obstacle.
  17. After looking into it I figure out the cause of the issue and another related issues as well. The game engine does not handle each projectile and shot independently, meaning the engine always look at the source of the shot/projectile (the player) to register information about the shot. This has been in the game for ages but it does not make sense for me. So for the engine if a shot is fired he judge it based on the source of it with no regard of the shot being independent from the source once it has been fired. To see that you can equip Twins Heavy plasmagun augment and fire a shot without using Boosted damage and while the projectile is travailing to the target use Boosted damage, now from a logical order the shot should not deal boosted damage because it was fired without boosted damage, but the game engine still make that shot deal boosted damage. Same thing applies if you fire a shot and pick a Boosted damage box from the ground before the shot reach the target. This desync happens a lot when using Crises drone. So in theory, If you fire a shot with mk1 turret and before it reach the target you upgraded the turret to mk7 the damage dealt to the target will be from mk7 turret not mk1 the shot was fired from. Another situtation where you can see this desync happen is when using any turret or augment with splash damage effect. If you are low and you have boosted damage and you damage an enemy while being in range of the splash damage, the splash damage will kill you and your shot which was fired with boosted damage effect will deal normal damage because the game engine judge the shot by the state you are in (you being dead because of the splash so you have no boosted damage effect therefore that shot won't have it as well). Now in a logical order, that shot was fired before me being dead because i died because of it, therefore, me dying is a result of the shot so the shot should still deal the full boosted damage since it happens first and i die because of that full boosted splash damage not the normal splash damage. I hope I was able to make it clear.
  18. Wry

    Healing's Splash damage Kills my teammates

    The splash damage of thunder nano tech could accidentally kill my teammates when they are against a blaster hull augment, so if my teammate would die against a blaster and I shot him to heal but the splash damage of this shot killed the blaster guy, my teammate will die because the splash damage took effect before the healing. Now it is not realistic if the splash took effect before the shot itself, because the splash cannot happen before the shot. The splash is a result of the shot, therefore the shot must happen first in order for the splash to exist. If my teammate health is 100 and I shot him to heal near a light hull blaster augment (the splash damage killed the blaster) he should not die because of that 1500 damage the blaster will cause, but he will get 1800 healing instead and the 1500 damage will take place after the healing, so he will have 100+1800-1500= 400 Health left.
  19. It is not just about golds. Hopper was always a game breaking hull designed without an idea of game balance or game physics in mind, just like other hovering hulls they were all designed just for the sake of it.
  20. Thunder Nanotech is OP. The amount of heal you do every 2s is unreal. Healing augments should not have the boosted damage supply buff, like it is called boosted DAMAGE for a reason, why does it boost the amount of heal as well?
  21. Same in MM. When I play MM I don't want to lose and i could go to XP to chill and don't mind losing. You could say that for YOU MM is less competitive which is fine, but talking in general and applying such mindset (don't mind losing) to all players is not objective. In XP just like MM if you did a mistake you can get carried by your teammates so i don't see the point being made here. In MM you can calculate every move you make just like XP. In MM you can miss shots and lose because of it just like XP. Now you can say that XP is more competitve because players playing XP is generally more competitve, unlike MM which is a valid point, but here you would be comparing players not modes which is not the argument you making. MM can have high skill ceiling but a lot of players choose to just camp and shoot, now does this mean MM can not have high skill ceiling? No it is just diffrenet way of playing MM. I just said the other side of the coin you are not saying, because you are not comparing MM with all of its potential and possibilities regarding skill ceiling, you only compare it to your liking which is not objective. The fact that MM can get a lot harder skill wise for players who have weak garage in high ranks does imply that MM has different skill ceiling based on the way you play, but you only looking at the less skill demanding aspect of it which is not objective when you compare two modes. It would not be fair for XP if i only compare it by using Sandbox as an example, since it is a basic simple map that does not require that much of thinking and skill like other XP maps such as: Parma, Station. There is no need to judge my experience here but i get it since you love XP that much. I have 1300+ hours in XP you can check it by looking at my profile since i never play Railgun and hornet in MM. To me you are limiting any skill based ability to XP. In MM you can communicate just as much if you want to try hard and players do actually communicate via chat. In XP they say basic info such as f1 or f2, in MM they say info about nuclear and flag as well. Both modes can be hard and competitive in their own ways.
  22. Same logic applies to XP. You don't have to play the objective you can just lose. You don't have to hit every shot. You don't have to position right. The same tank thing is not in the favor of XP here, because in MM you can just make it harder for yourself and play wasp isida with mediocre augments in big maps. I think it is wrong to say that XP is harder than MM because MM has different skill floor and skill ceiling, true i can make MM easy if i just abuse OP stuff, but i can do the opposite as well. When you compare two modes, you take into consideration the potential and different possibilities of each one. So saying they are both competitive is the right answer IMO. For Esports I think it is much harder than XP when you do it right, the communication aspect of Esport itself is harder than XP. Esport has much higher skill ceiling.
  23. Matchmaking is just as competitive as XP.
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