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[Issue 19] Drugs and the New Physics


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Drugs and the New Physics

A look into the changes!

 

With the new physics, comes new experiences with supplies in any kinds of maps. Of course, some weapons and hulls are now more powerful than others, but Tanki has now provided an even more realistic model for tankers to battle.

 

General Changes

 

Before jumping into changes, let's take a look at what hasn't changed.

- The time supplies are active when activated

- The time in-between activating supplies

- The cost of drugs

- The appearance of drugs in daily bonus

 

Minor changes have also be done to ways some battle run.

 

These changes are related to supplies but were added after the Micro Upgrades Update (Update 208).

In this update, No Supplies battles have been upgraded and changed into something known as 'PRO Battles'. This update allows for more options when creating a game. These options include the ability to turn off Micro Upgrades in a battle, disable crystal and gold box drops, in addition to the abilities to disable supplies drops and the use of supplies in a battle. Therefore, PRO battles with everything turned off will be a pure fight of skill!

 

Changes in Hulls

 

All hulls have increased in speed, and gameplay is what you can call accelerated! Many hulls now can 'drift', which can be explained by centripetal force. What this means is that hulls that turn at a rapid speed will slightly continue to move in the direction that it was previously going.

 

Each individual hull now has its unique statistics that have been changed after the physics update.

Here is an example of how it should look like in your garage:

 

7403663f.jpg

 

The following is shown in order from left to right:

- 2e54b153.jpg Protection

- db7ebe57.jpg Maximum (top) Speed

- 1261c1ff.jpg Turning Speed

- 7ea682f1.jpg Weight (in Kilograms)

- 142522eb.jpg Power

 

Some of this is new after the update, so here's brief explanations of what each mean.

 

Protection hasn't changed. It is the amount of health the tank has until it is destroyed by enemies (or friends in friendly fire).

 

Top Speed hasn't changed either. It is the quickest a tank can travel, relative to others. Garage is ordered in this fashion from fastest to slowest.

 

Turning speed is how quickly a tank can turn. Usually, the heavier the hulls, the less the turning speed.

 

Weight is a new concept. It shows how much the tank weighs, which is important to determine the amount of downward force (gravity) that affects the tank.

 

Power is another new concept. Power shows the amount of force that a tank can apply to another tank in a linear formation.

 

These are all of the statistics for hulls! Also, Micro-Upgrading can slightly improve each one, so choose wisely.

 

Focusing on Supplies

 

The only major supply that has been changed along with the new physics is Nitro.

 

Nitro now has a new formula, it deals with acceleration of the tank as well, as acceleration wasn't a factor before the new physics.

 

Original Speed × 1.3 (Extra 30% speed is given when Nitro is activated) = Nitro Speed

As well, acceleration is increased by 0.5.

 

Nitro has a different effect on every tank. Here's an in-depth explanation of how and why.

 

Wasp: Containing a lot of potential in terms of speed, Nitro usage could make the tank's speed go out of control. A lot of the times, you could be shot out of the air before you could aim at an enemy target. Don't go full speed up ramps! As well, turning is extremely sensitive, so always make little moves instead of big ones. This is a great tank if you always liked sensitivity on high in other games!

 

Hornet: Easy to control, though during some turns with Nitro, Hornet may drift. It is definitely smart to ease off on the gas before going into a turn in case of a bad drift.

 

Hunter: On Nitro, Hunter is quite an easy tank to maneuver as well. It has significantly more weight so that it doesn't become unstable like Wasp, though it still has some drift like Hornet. Jumping with Hunter doesn't achieve much distance though it is much safer than jumping with other larger hulls. Heavier hulls have a greater chance of flipping. 

 

Dictator: Really smooth to drive, it almost can be said as to gliding when it comes to driving with Nitro. It is easier to flip with Dictator than the other lighter hulls, and drift does occur infrequently. 

 

Viking: Viking is quite slow on Nitro, but definitely not as slow compared to heavier hulls. Jumping doesn't achieve you great distances, though it lands in a regular position quite often, which makes it a bonus. Turning isn't as sensitive and it almost never drifts. This is a great hull for those who would want more control over their tank and less sensitivity. 

 

Titan: It is slow on drugs, which is expected of a heavy hull. Jumping upwards from a ramp and downwards won't achieve you much distance because of the weight. Turning is definitely slow, and is hard to make sudden turns of this hull. An advantage is that it is pretty good at pushing other tanks off cliffs for those who like this as a hobby! 

 

Mammoth: Finally Mammoth. Heaviest hull, as well as slowest in Tanki. It is what you would expect. Just as slow as before the physics update, it could be hard for Mammoth lovers to accept the change. Turns are difficult to make as well. This tank is one thing, a beast. Unmovable and extremely hard to kill. Without Nitro though, jumping often leads to a flipped Mammoth.  

 

Mines

 

The idea of mines has not changed, though mines with the new physics may have a different effect on your tank. For lighter tanks, it is better to avoid a mine than hitting it, as it could cause your tank to go out of control!

 

After taking a look at these changes, the choice is yours on which one to purchase in the upcoming year!

Be careful of these drugging tanks, and hopefully, you'll know how to take them down! It's great if you know how to drug, so winning battles can be a piece of cake, anytime. 

 

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Edited by Hexed
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"With light tanks, it is best to avoid a mine than hit it, because your tank might lose control!" Erm, that isn't the only reason I would avoid a mine tbh :lol:

 

Best article Ive ever seen from you Loki :o Stunning descriptions, detailed, useful, all a drugger like myself wants to see. ;)

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Good article

I just have one question: Do all tanks jumps the same lenght when driving at the same speed? When you say "Jumping upwards from a ramp and downwards won't achieve you much distance because of the weight", it seems like a heavy tank would jump shorter than a light tank at the same speed becuase of the tanks weight. What is correct? 

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Here, take a kit for example and maybe a tv the size of approximately the kite. The tv is definitely greater in weight, so the more weight, the faster it would fall. The kite though, would be able to gently fall instead of what the tv would do, which is a rather quick fall to the ground if both thrown up into the air. 

 

This experiment is just an analogy and is in no way promoted for others to attempt. Do not try this at home!

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