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He shouldn't have time to self destruct; it takes possibly ten seconds, in which you can easily kill him if, like you say, his shields are low.

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Like a new drug?

Also, we need kill assist in tanki online, I hate it when I am twins, blasting away at this mammoth and it kills me and a second later a friendly ricochet m0 kills the thing in one shot! I just got out of a battle in silence where I had 14 kills and 43 deaths! The entire game was just people stealing others kills! I was pounding away only to be killed while the enemy is left with 2 Hp! We need kill assist!

Rules of kill assists-

1. They will not be announced

2. The player that makes the actual kill gets the full credit

3. The player who go their kill "stolen" Had to have done at least 75% damage.

4. The player who gets the assist gets 1/2 of the points that would have been awarded if they got the kill.

I know there have been numerous requests for this and all have been denied, but just think about it! What damage would be done?!

 

Also someone should change their nickname in tanki 2.0 to, "A harmless bunny", so that it says...

Rottin was destroyed by a harmless bunny

A harmless bunny was destroyed by Rottin

 

XD

Yeah i gave this same idea like a year ago... and it got rejected like many others :( oh well

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Just had an Idea for Shaft, (Thanks to eessydo also)

 

How about making your tank invisible to the enemy until you start charging?

 

1) You can't pick up flag.

2) You have to lose invisibility to attack.

3) It can have a little animation to it so that one can see from away that a player is preparing to shoot.

4) You remain visible for several seconds after shooting.

5) You become visible whenever an enemy gets in say, 30 meters. (2x the range of Isida)

6) You can still be shot in invisible mode.

7) If you are shot in invisible mode you lose your invisibility for a minute or so.

 

How about when Shaft users pic up flag they can not be invisible untill they lose flag, capture flag, or do anything that makes them lose flag. Would be a nice detail to put in :3

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He shouldn't have time to self destruct; it takes possibly ten seconds' date=' in which you can easily kill him if, like you say, his shields are low.[/quote']

If it's not just a brute force shootout, a one-on-one fight can take much longer! I'm talking about fight where you don't rush against each other stop face to face and hold the trigger until one opponent explodes. One-on-one fights include sneaking, rushing, tactics, taking advantage of surroundings, playing with tank characteristics. And then, perhaps after 1 or even 2 minutes, it's annoying if the opponents simply explodes. My suggestion to introduce a mandatory period of 10 seconds of inactivity before allowing self-desctruction, would minimize the benefit of self-destruction to scenario in which you can't move anymore, e.g. when lying upside down.

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Why not we have both primary weapons (all of the current weapons, except the flamethrower) and we have secondary weapons. Some examples of secondary weapons of a tank are Flamethrowers, Machine guns, Comunications (for fire support from artillery, or air strike), Anti-Tank launchers, and others

 

(these are just ideas)

Is this a good idea or not?

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I think that there should be contests for the English players. We should have contests for prizes and we should have clan championships like the Russian players do.

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Why not we have both primary weapons (all of the current weapons, except the flamethrower) and we have secondary weapons. Some examples of secondary weapons of a tank are Flamethrowers, Machine guns, Comunications (for fire support from artillery, or air strike), Anti-Tank launchers, and others

 

(these are just ideas)

Is this a good idea or not?

It sounds interesting, but I don't think, this would be a good idea, because of the balance between the players. There are vey strong long-range weapons and very strong short-range weapons. Most players can only afford one good weapon. Take such a player with a short-range weapon: He needs to carefully approach an opponent with a long range weapon and very often gets hit anyway - the player with the long distance weapon has an advantage. If the player with the short-range weapon finally gets close enough to attack it's opponent, the advantage shifts to the close-range player - and this is his chance. If the player with the long-range weapon, could easily switch to short-range, the player that only has a short range weapon would be tricked. Players with only one weapon bring highly different characteristics into the game, which makes the game interesting. If all players come with short-range and long-range weapons - and this is what we are talking about when talking about primary and secondary weapons - this interesting aspect of fighting against tanks of very different character would become smaller - at least, this is what i think.

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Why not we have both primary weapons (all of the current weapons, except the flamethrower) and we have secondary weapons. Some examples of secondary weapons of a tank are Flamethrowers, Machine guns, Comunications (for fire support from artillery, or air strike), Anti-Tank launchers, and others

 

(these are just ideas)

Is this a good idea or not?

It sounds interesting, but I don't think, this would be a good idea, because of the balance between the players. There are vey strong long-range weapons and very strong short-range weapons. Most players can only afford one good weapon. Take such a player with a short-range weapon: He needs to carefully approach an opponent with a long range weapon and very often gets hit anyway - the player with the long distance weapon has an advantage. If the player with the short-range weapon finally gets close enough to attack it's opponent, the advantage shifts to the close-range player - and this is his chance. If the player with the long-range weapon, could easily switch to short-range, the player that only has a short range weapon would be tricked. Players with only one weapon bring highly different characteristics into the game, which makes the game interesting. If all players come with short-range and long-range weapons - and this is what we are talking about when talking about primary and secondary weapons - this interesting aspect of fighting against tanks of very different character would become smaller - at least, this is what i think.

I forgot to put that the secondary weapon had limited ammunition (like the Anti-Tank explosive would have about maybe 4 rounds), and excluding the machine gun (cause it could do very light damage)

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How bout Ramming dmg, think about it a mammoth with nitro comes up and smashes into you causing havoc on your tank as your team mates sit stupidly by awe-struck as the mammoth commences to rape you... the mammoth sustained damage to but because he is a mammoth its no big deal... over to your left you see a noob with Titain charging at the mammoth, he is bravely eating all the dmg that was meant for you and slams into the side of the mammoth doing no dmg because he had no nitro.

 

What do you think of this idea?

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How bout Ramming dmg, think about it a mammoth with nitro comes up and smashes into you causing havoc on your tank as your team mates sit stupidly by awe-struck as the mammoth commences to rape you... the mammoth sustained damage to but because he is a mammoth its no big deal... over to your left you see a noob with Titain charging at the mammoth, he is bravely eating all the dmg that was meant for you and slams into the side of the mammoth doing no dmg because he had no nitro.

 

What do you think of this idea?

Oh yeah!!! That'll make Tanki more realistic!!!

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We should make teams in Team things like snipers, medics and ambushers stuff like that and a team leader and you'll have the name of what part of the team your in and the team leader could give you orders

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How about a special multi kill mine you set it down ad when some one drives over it anyone in a 5 tank radius gets destroyed or dmg and a new bonus : sludge/oil you would have 6 things istead of 5 for power ups and stuff but sludge slows down enemies when you set it down it goes for about 3-5 seconds maybe longer and it only works when your moving

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We should make teams in Team things like snipers medics ambushers stuff like that and a team leader and you'll have the name of what part of the team your in and the team leader could give you orders

sniper medics? Don't you mean medics

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What about making a drug that causes faster reloading? And ability to see teammates' reload bar would also be useful...

1. there's no reloading, it's cool down

2. copy wright of Call of Duty Black Ops (Nazi Zombies)

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We should make teams in Team things like snipers medics ambushers stuff like that and a team leader and you'll have the name of what part of the team your in and the team leader could give you orders

sniper medics? Don't you mean medics[/quote I for got to put commas jeese lol lemme add them lol

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