Jump to content
EN
Play

Forum

New turret already in the game!


semyonkirov
 Share

Recommended Posts

 

Tankers!

 

We have also improved the auto-aim mechanism for all turrets in the game. Now your gun can aim not just at a tank’s hull, but at its turret as well. Hitting an opponent’s turret can flip him over or knock off his aim considerably.

 

 

 

its like basketball now not tanks  <_< flipping tanks in every where  :huh: worst update i saw in tanki, rebalance and all the old updates are better than flying tanks  -_- 

Share this post


Link to post
Share on other sites

The new weapon is overpowerd , a drugger with a m0 or m1 hammer i think dont know sure can kill a m1 hornet with only 1 SHOT ! What is this ? :) is not fair ... no other weapon can make this the power of the weapon is not balanced ... it's ok to be more powerful than others but not so much ... second the game is full of bugs now and really makes me nervous :) first of all the most recent thing happend i could not spawn and have to leave the battle and re-enter again , my connection was good , no browser problems and other players had this problem too 

Share this post


Link to post
Share on other sites

long_DE_EN-1.jpg

 

Tankers!

 

Our game now has its own shotgun! Hammer is already on the main servers!

 

Hammer is a short-range turret that deals massive damage up close. Essentially a shotgun, Hammer is capable of damaging several opponents with one shot at medium ranges. The damage each target receives, depends on the number of pellets hitting it.

 

Hammer fires at a rate similar to Smoky’s, but it must reload after three shots. Reloading takes about the same time as Railgun.

 

Protection from Hammer will soon be added to several existing paints. Additionally, we’ll be introducing new paints aimed primarily at protecting your tank from the Hammer’s damage.

 

We have also improved the auto-aim mechanism for all turrets in the game. Now your gun can aim not just at a tank’s hull, but at its turret as well. Hitting an opponent’s turret can flip him over or knock off his aim considerably.

 

If you’ve been looking for a new challenge, or a new experience in Tanki Online, you might want to try out Hammer. This new turret, together with the improved auto-aim feature, brings lots of fresh, new gameplay for you to experiment with. Check them out in the arena, and don’t forget to share your thoughts in this thread.

yay

Share this post


Link to post
Share on other sites

No protection against hammer means this game is pointless. I certainly won't be playing until there is protection added to existing paints. My fully upgraded m3 mammoth didn't last 2 seconds. Pointless. Another master stroke by tanki!

  • Like 3

Share this post


Link to post
Share on other sites

:tank: Tanki turrets are great. All they need is a paint and a specific map for the Hammer . :tank:

:fire_r:                                                                                                                               :fire_l:

Share this post


Link to post
Share on other sites

This so called Hammer thing is ruining this game.

 

First, using light hull or speed hull is pointless. U choose those hull because the speed. U can dodge and run while carrying flag.

 

Now with hammer is throwed to the game, when I use hornet or wasp, before I turn, I already destroyed.

Actually this dodge run strategy is already hard by existence of railgun. but bearable

As railgun use 2 shot to kill hornet, u have much time to run to seek help.

As railgun is give significant punch to the point distracting driving hull, but still bearable as railgun is slow on recharge,

This hard for new player but skilled player can take care this

 

Now now, hammer is appearing as result of extracted cafein from something in dev team.

"This thing is harder" is not very appropriate. This take whole new level than that.

"This thing is impossible to deal"

It will give no result than die.

Only number of tank and supply can create only "chance" to win

 

Lets compare with distracting railgun

 

Railgun

use 2 shot to kill hornet

give significant punch

1 shot per charge

slow recharge

 

Hammer

can use 1 shot to kill hornet

give most powerfull punch in tanki

3 fast shot per charge

slow recharge

 

Now u can see the problem.

But that is only first level of hammer

When enemy 2+ hammer player exist.

They can make slow recharge disappear.

In other word, continuesly hammer shot.

When 4-10 hammer exist, they can make rain of hammer shot.

 

Second the new aim thing. is really hard to shot when using isida.

I think u understand.

 

Fix this, this is critical problem.

  • Like 2

Share this post


Link to post
Share on other sites

TankiOnline; management dpt. / development dpt. / design dpt. / creative dpt. / advertisement dpt. / finances and human resources dpt... the all TEAM!

 

A few moments ago I logged in and I got another one of your many and unreal magnificent surprises! Because they are not used, the battles of 5, 10 and 20, 45 minutes were removed from the options.

 

I am speechless!!! ... I mean ... I .. I ....... I do not even know what else to say, so petrified I am... I can't even start to reasoning about what to think about you.

Someone or some of you may be injecting hard drugs, flying high ... surfing in some other universe, and the results are, major disturbances here. What bug bit you?

 

LET ME TELL YOU...

No one on this planet, Solar system, Galaxy.. no one in this entire universe UNDERSTANDS your urge and necessity to remove options from the game even more those 4 numbers... Understood .. the rest is business, but battle times, 5, 10, 20, 45 min?

 

Please.. please, please, someone of you explain the rational behind that decision.

 

- Don't tell me it was feedback from the community, let's keep it civilized, so do not insult us or our intelligence.

- Don't tell me that 5, 10, 20, 45 is causing major confusion to the players.

- Don't tell us they are slowing the interface.

 

Just give us a nice rational justification for that. Just tell us, what evil thing was those 4 numbers doing there, that urge you to remove them?   PLEASE!

 

Thanks

 

 

edit:

 



On the other hand, I've watched the V-LOG 27 and I understand the options you've made with the turrets / weapons, however now, pursuing the adversary carrying the flag is useless! If I pursue in a row behind my team mates, the adversary with the flag, and I shot at him, the only thing I accomplish is hitting my team mate in front of me, completely destroying his aiming, allowing the adversary to run away with the biggest smile in his face.

So now the chances of escape with the flag in some maps, and in certain sides Blue or Red are now almost 100%, since just one pursuing is usually not enough to stop the adversary.

 

Any maneuvering to stay out of the line with my team mate, is usually loosing time to fire. This happen with Thunder, I strongly believe it happens with shaft, Ricochet and smoky as well. But maybe some more training allow to compensate only if the hit  zone of my partner is well "programmed" and balanced, so it does not obscure the hit zone of the adversary in situations when I fire in angle with my team mate (but I doubt that it is the case).


Edited by ukras001
  • Like 1

Share this post


Link to post
Share on other sites

NOOO!

No No No...

 

I completely give up!

No, I'm not a noob. I've tried to help my team mate trapped in a small corridor serpuhov. I'm behind him at some distance away, the only thing I manage was to shoot my partner that died by isida. As for the Isida not even a pinch.

It's completely out of proportion!... This is doing more damage than helping the team, in fact no one help anyone.

 

It seems a death match where everyone in the team are fighting against 2 different teams, fight against the adversary team, and fight his own team.

This is totally friendly fire, without the damage and / but with aiming disturbance. There is no pleasure to play this game this way anymore. If it is to end any battle extremely nervous with the extremely odd and/or even unfairness situations, I must quit.

 

 

edit:

I mean, really quit..

Sure there is something else, maybe unreal tournament or war rock.

Edited by ukras001
  • Like 1

Share this post


Link to post
Share on other sites

@Semenov  I think this gun looks and sounds more like Pistol and nothing like the hammer.  Hammer has a distinctive thump sound and this has a pellet gun like sound.  I would like to make the game better by making the suggestion to change either the name or sound effects.

Share this post


Link to post
Share on other sites

And this auto-aim update just at the brink of XP/BP finally becoming official...

Many posts have been made by Tankers pleading for XP/BP (format) battles to become a reality.

 

Almost there...and now with one simple tiny update the whole idea behind XP/BP has IMO become pretty much useless.

 

The basic idea of XP is simple: getting hit by two shots? Than you respawn and hopefully in time to save the day...

and only on occassion you would be getting flipped.

 

Now with all the flips the two-shots rule has been corrupted. Being flipped again it doesn 't matter you were only shot once,

and if for example your team get lucky to flip two hulls of the enemy team: huge advantage and an easy capture.

 

And Hornet being more stable than Wasp? It used to be, with this update the Wasp only has a shorter "fliptime": they both flip.

 

TO: "we want more dynamic gameplay": now I guess they were talking about light hulls doing all kind of acrobatics?

 

So perhaps at least the Parkourists are happy with this auto-aim update: besides the medium and heavy hull players another group

that will definitely benefit from it.

 

Besides having little armour (which is fine) and being primary targets in the first place, Hornet and Wasp players now also have to

deal with this extreme impact force in regular battles.

 

My feeling: how to give Tanki back to the unskilled "Part 1"?

Edited by Lord-of-the-Snipers
  • Like 2

Share this post


Link to post
Share on other sites

 

 

And this auto-aim update just at the brink of XP/BP finally becoming official...

Many posts have been made by Tankers pleading for XP/BP (format) battles to become a reality.

 

Almost there...and now with one simple tiny update the whole idea behind XP/BP has IMO become pretty much useless.

 

The basic idea of XP is simple: getting hit by two shots? Than you respawn and hopefully in time to save the day...

and only on occassion you would be getting flipped.

 

Now with all the flips the two-shots rule has been corrupted. Being flipped again it doesn 't matter you were only shot once,

and if for example your team get lucky to flip two hulls of the enemy team: huge advantage and an easy capture.

 

And Hornet being more stable than Wasp? It used to be, with this update the Wasp only has a shorter "fliptime": they both flip.

 

TO: "we want more dynamic gameplay": now I guess they were talking about light hulls doing all kind of acrobatics?

 

So perhaps at least the Parkourists are happy with this auto-aim update: besides the medium and heavy hull players another group

that will definitely benefit from it.

 

Besides having little armour (which is fine) and being primary targets in the first place, Hornet and Wasp players now also have to

deal with this extreme impact force in regular battles.

 

My feeling: how to give Tanki back to the unskilled "Part 1"?

 

 

And this auto-aim update just at the brink of XP/BP finally becoming official...

Many posts have been made by Tankers pleading for XP/BP (format) battles to become a reality.

 

Almost there...and now with one simple tiny update the whole idea behind XP/BP has IMO become pretty much useless.

 

The basic idea of XP is simple: getting hit by two shots? Than you respawn and hopefully in time to save the day...

and only on occassion you would be getting flipped.

 

Now with all the flips the two-shots rule has been corrupted. Being flipped again it doesn 't matter you were only shot once,

and if for example your team get lucky to flip two hulls of the enemy team: huge advantage and an easy capture.

 

And Hornet being more stable than Wasp? It used to be, with this update the Wasp only has a shorter "fliptime": they both flip.

 

TO: "we want more dynamic gameplay": now I guess they were talking about light hulls doing all kind of acrobatics?

 

So perhaps at least the Parkourists are happy with this auto-aim update: besides the medium and heavy hull players another group

that will definitely benefit from it.

 

Besides having little armour (which is fine) and being primary targets in the first place, Hornet and Wasp players now also have to

deal with this extreme impact force in regular battles.

 

My feeling: how to give Tanki back to the unskilled "Part 1? just how?!

 

Edited by r_mylesomega0

Share this post


Link to post
Share on other sites

This topic is now closed to further replies.
 Share

×
×
  • Create New...