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Firestar220006

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Firestar220006 last won the day on October 7 2024

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  1. Firestar220006

    Complaint Book

    Eh, the game isn't any fun for Pay2Win when the servers are dead. Pretty sure the majority are F2P, so they gotta cater to that at least a little bit if they want a chance of attracting P2W. So there just needs to be enough F2P complaints haha. Greasy wheel and all. (Truth b told im just waiting for T-Classic)
  2. Firestar220006

    Complaint Book

    Yeah so uhhh... I'm F2P so idrc abt the cycle itself, it's a necessary evil, I just want to have the "nerf" phase lengthened cuz I can't participate in the 'buff purchase' side of things.
  3. Firestar220006

    Complaint Book

    Can y'all please hurry up and nerf Excalibur? I have Titan Max, Sabatour Max, and Falcon 37. Even with full supplies and full health I'm being one-shot. There's more than enough "guaranteed kill" augments out there. Meteor was bad enough. There's no reason why any turret except shaft should be able to one-shot a heavy Hull, except with an overdrive. In fact these augments are stronger than many overdrives and that should be impossible. Rn the TTK of heavy hulls against the guys with these augments is yesterday. If you're not gonna reduce the damage of these obscenely powerful augments then stop pretending heavy hulls have any benefits and make them fast enough to avoid being hit. My Gauss MAX isn't even capable of a one-shot on light hulls with the salvo that takes ten years to lock on. My Shaft MK7-2 often can't one shot even when fully charged. Game balance literally doesn't exist rn.
  4. To be fair, most people are casual players. Allot of people play one a week tops and have for years, and def aren’t gonna spend time sitting thru the vlogs and every announcement to see updates. If you don’t get it, u don’t get.
  5. Firestar220006

    Ideas for Augments!

    1. Universal Hull Augment - “Cloak” Advantages: The Cloak augment hides the tank from enemy radar/detection systems. The tank itself would be fully visible, this augment isn’t an invisibility gimmick, but it limits enemies finding you through ‘techy’ solutions and forces them to learn your whereabouts through more... direct methods. The tank does not appear on the enemy radar Enemy tanks cannot see overhead tank stats, such as health, active supplies, or Charged overdrive The tank does not appear with a highlight in enemy sights (no outline indicating if in range to give away their position) This may need special tweaks when considering players who have auto-fire enabled. Perhaps it just sucks for them and they’ll have to fire manually when pitted against an opponent with this augment. A similar issue arises for Salvo shots, but those are usually a matter of intentionality anyways. Controversial Advantages: The tank is concealed from enemy Hornet’s overdrive Prevents the tank from Displaying Overhead battle indicators while carrying a flag/rugby ball. Damage indicators dealt to your tank are hidden, so pesky stray shots won’t give away your position to the enemy. (Red “eliminated” damage indicators are still visible) Disadvantages: Opportunity Cost OR Tank is also hidden from ally radar/detection systems. Ally tanks will not be able to see health, or you on the radar. Additionally, they will not see battle indicators to know where you are with a rugby ball/flag. A similar idea has been brought up before in the forums, but it was ignored and had no comments/reactions from mods or players.
  6. Firestar220006

    Ideas for Game Modes!

    Whenever I play the Juggernaut game mode, I always feel that the outcome of the match is less of a game of skill than a matter of luck. So, I feel there should be some measures taken to balance gameplay for both sides of a match. If I’m not mistaken, the Juggernauts are chosen by the most recent player death. I’m not a huge fan of this system, as incompetent players are far likelier to become the Juggernaut, but that isn’t much of an issue in higher ranks, and besides, “fixing” it would require an extensive overhaul. The first problem, however, lies in the selection of non-human teammates, or as I call them, “Juggerbots.” The Juggerbots, lacking basic strategy and the ability to use their OD, are a huge liability for a team. They are easily destroyed in a matter of seconds, as they often choose suicide charges, refusing to retreat when in low health, avoiding ally Isidas, ignoring Ally Titan domes, ignoring enemy grenades, etc. It is incredibly common for the outcome of a Juggernaut match to be determined in the first minute, such as when one side begins with a Juggerbot and the other a Human Juggernaut, the Juggerbot will be destroyed, and due to both the high player-bot ratio (in larger maps, often 1 player for every 3 bots) and the fact that bots die far more often than human allies, it will more likely than not be replaced by a succession of Juggerbots, all being rapidly destroyed by the enemy team while the enemy Juggernaut safely sits out the battle, victory guaranteed. The game mode is not fun to play when this happens, not on the winning team, as it isn’t a battle, it’s a cheesed victory handed over by random chance and not skill, and it’s not fun for the loosing team either, for obvious reasons. The second issue is along similar lines. The strength of a Juggernaut is dependent on the GS (or perhaps rank) of the player. Similarly to bots, players with significantly lower gear scores are much likelier to be destroyed at higher frequencies, and therefore are likelier to be selected as the next Juggernaut. This would be a non-issue, however, not all Juggernauts are created equal. It is VERY common (in my experience, more likely than not) for there to be 3,000+ GS discrepancy within matches, (more dramatically, I was recently in a match this week with both a 9999 GS Legendary and 2000s GS Colonel) so it is also common for there to be a huge gap in power between Juggernauts. Anecdotally, in most Juggernaut matches I am in, whenever I am the Juggernaut it takes 2-3 shots from my Terminator turret to destroy an enemy tank with a light hull such as wasp. Meanwhile, in these same matches, the enemy Juggernaut will often destroy my Titan with one hit. For the record, I play with nearly the highest available GS to my rank, with Saboteur MAX, Mostly upgraded spider module, and MK-612 hull and turret. This discrepancy carries over far past just damage, but also the Juggernaut’s health and healing factors. As a Lieutenant General, in matches where other players are often ranked as high a Legendary, being selected as Juggernaut is futile, as my Tank will usually not last much more than 4 or so hits from the enemy (I am sometimes spawn-killed in a matter of 5 seconds). I am on the opposite side of the issue in matches where I am the highest ranks, as the enemy Juggernaut is virtually a free kill. Seeing as the objective is to destroy the Juggernaut, these issues take the concept of a fair and balanced gameplay for both sides and tear it to shreds. The juggernaut game mode isn’t even worth playing anymore, as there’s not the feel of a huge, all-powerful tank to try to destroy. Proposed Fixes: 1. Remove Juggerbots. There’s no reason why a bot should get to be Juggernaut. First off, players usually desire to play as the Juggernaut in the game mode, and secondly, they’re just problematic. I suggest Bot accounts be blacklisted from the Juggernaut queue, or however that process works. At the very least, implementing a feature to prevent the first Juggernaut on either side from being a bot would be useful. Another benefit of removing Juggerbots is that there would be a higher degree to which players avoid their own deaths in order to keep the next Ally juggernaut from spawning in. This sort of Meta gameplay has been ruined by the presence of bots. 2. Juggernaut strength should be decided per-match, not per-player. Within the same match, a player with a 2000 GS and a 9999 GS should have equal Juggernauts. This shouldn’t even be an issue of “oh, well, we should give higher gs players a boost so they can keep their competitive edge and dominance,” or whatever reason why that was decided. Higher GS players have their advantage already, and the Juggernaut should be a challenge to take down for EVERYONE on the battle field, so even being Juggernaut should be competitive advantage enough. Also, should a player decide to enter a match with an absurdly low GS for their rank (perhaps to complete themed missions they are using equipment that hasn’t been upgraded), it shouldn’t punish the entire team by giving them an absurdly weak Juggernaut.
  7. You're a genius! Thank you. I wasn't able to find it on the wiki so i figured it wasn't a thing.
  8. If I somehow missed the way to do this, sorry, but I really think TO Mobile should be able to access the battle stats. I can't see them until the round ends and I'm looking at the rankings, and that's pretty useless. I'd much rather see the enemy's (and my own) K/D scores, and equipment while I'm fighting. Not having acess to it also means I can't report anyone in-game, which gets really annoying. It could be as simple as adding to the settings menu so it doesn't clutter the main interface. Technically, if I connect to a keyboard I could press tab, but I don't usually carry around a keyboard for my phone, and I don't think that's common practice for others either.
  9. Firestar220006

    Battleship 2024

    Man, as a free player I was hoping I could have a chance at some augments from this event. Now it looks like I’m just gonna walk away with all my crystals and tankicoins spent on just one epic key. Seriously, completing the missions, the accompanying silver contracts, and then buying a silver and gold contract should get more than 2 points.
  10. That was a fun kit. TBH, I don’t remember what half the paints did, but the kits were a really cool feature. Doesn’t really work with the way the garage is anymore, but hey. It a vibe when it lasted. I really enjoyed saving up for the new kits as a kid.
  11. Firestar220006

    Ideas for Game Modes!

    yk what, I just realized sport mode allows for use of upgraded equipment. Forget that part ? Still think random is cool tho
  12. I use a titan hull and am almost always wrecked by hammer if it gets anywhere near me… Also, it has really janky angles you can fire at, unlike freeze and firebird, in addition to the shrapnel ricocheting. Sounds like you need to approach enemies differently or get a heavier hull, because hammer shouldn’t be that hard to handle. Point and shoot, account for recoil.
  13. I’ve avoided using Isida for these very reasons, and honestly target Isida users on the battlefield because they’re basically free kills. I agree it needs to be buffed somehow. I only recently started replaying, and I was shocked they removed its vampirism, except as an augment which of course nerfs other mechanics. I remember getting the “vampire” kit with the Mary paint when it was first released in the shop. I mean, you can’t do much with Isida except hide in the back of a base healing teammates who are hiding because they’re waiting for their repair supply to cooldown. It was never meant to be the best offense weapon, but it’s kinda useless rn.
  14. Firestar220006

    Ideas for Game Modes!

    Idk… I really like the idea of completely randomized tanks builds. I’d just be slightly pissed if I get Titan and firebird and SD if it’s a TDM ? But really, I think that’d be a great game mode. Especially as a freeloading player (guys im too broke to buy crystals) I save all my rewards to upgrade only a small section of my garage; it’d be a great way for players to experiment with new equipment later in the game. (Kinda pointless early game because it takes very little to upgrade. Later ranks; you can’t really afford to upgrade new equipment just to test it out and see if you like it, then see if you want to switch to using it). So maybe a game mode you have to hit a certain rank to be allowed to play, but generally awesome idea.
  15. I usually play Tanki on mobile devices, which is a little meh, but it mostly works. However, I’ve run into a major annoyance as I typically use Gauss. The auto-fire feature is a great way to make the game function for mobile, but it often attempts to make impossible shots, and the splash damage from a round I didn’t even want to fire ends up killing me. This mostly happens when I’m approaching (or shoved into by teammates) a group of enemies. The enemy closest to me dies, and the gun seems to think that obstacle no longer exists, attempts to fire at a tank behind the destroyed tank, and then the round inevitably hits the destroyed tank and the only person affected by the shot is myself. This also happens when turning corners, the aim will be triggered by an enemy way off in the distance, as I’m turning, the round doesn’t fire on time and hits a wall next to me. I feel like there should be some way that the auto-fire should recognize a shot isn’t even possible, or recognize obstacles at the very least. Separate topic: Is there a way to select a specific target to lock onto when using Gauss’s snipe mode? Unless a group is perfectly still it won’t “lock-on” and keeps moving around all the potential targets, causing a shot to never fire because it can’t charge up. Even if I’m aiming at a target directly in front of me and an enemy comes into range way off to the side (left or right, behind, otherwise nowhere near) the snipe mode starts switching back and forth. And no, I’m not talking about when another tank drives directly into the line of fire. It’s almost as if it tries to select whatever is moving around the most at any given moment instead of just locking onto one target. I feel like I can’t ever get off any salvo shots because of this issue and I’m just using a slow thunder. Love the gun but it feels suuuper buggy rn.
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