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Hello there, due to game rules we cannot publicly discuss chat bans. So please do PM one of the Chat Administrators or @M4j. They are the ones to contact to converse about chat related issues, best wishes.

PM @M4j.

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I'm not entirely sure if I understand your question, could you elaborate or clarify a bit more?

Tanki's rules: 

 

2.1.5. Sabotage — Any acts or omissions aimed at creating obstructions for the team where the User is a member, including in CTF, TDM and CP modes, fighting against the team of which you are a member (intentional selection of weak equipment, frequent pauses, inactivity or intentional failure to comply with map’s or game mode’s requirements, imitation of issues with internet connection), damaging/destroying an ally’s tank, fighting in the interest of the opponent’s team (conspiracy);

 

Clearly states that a player cannot use weaker weapons i.e. Marshal using M0 hull and/or M0 turret. Many of us have M0s and M1s that can't be used because the next Modification is locked due to rank. Better example: On another account, I have Vulcan M0 10/10 I can't use because the M1 is locked. In order to use it, I have to buy M2 and M3 has already been unlocked. I have several M0s in my garage sitting in mothballs (BTW I'm running out of mothballs), taking up space...useless. We aren't allowed to sell them or use them in anyway, except in parkour. 

 

Other games have made allowances for this by letting players play underachieved equipment and characters in special areas or arenas....peer-to-peer. LIke in a game I played several years ago, I could not play my level 105 character in a level 105 arena using level 10 equipment, nor could I use level 105 equipment in a level 10 arena, but I could use level 10 equipment in a level 10 arena. If you didn't have the proper equipment, your character was blocked from entering. Just like Tanki's XP/BP formatted pro battles, if you don't have the right equipment, you're blocked from entering. 

 

I was wondering if there has been any skuttlebutt about the possibility of using them in HTML5. 

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1...Nothing in any of those articles say anything about HTML5 updates. 

2...I said nothing about upgrading or degrading hulls or turrets

3...One Poster's argument was players will buy M0 equipment and sit on it until they have enough crystals to buy a kit. Isn't that what some Non-Buyers do anyway? At some point they have to buy the next Modification or get locked out completely. 

 

The only one that even remotely addresses my question is #5...very remotely. 

 

When a player reaches a certain rank, I've forgotten which rank that is, the player can buy all the M0 turrets and hulls for 1 USD. That's so the new player can have the ability to try out all the hulls and turrets to find a playing style that suits them. A savvy player will not try to upgrade all hulls and turrets. So, those M0s are in the garage collecting virtual dust and consuming virtual mothballs. 

 

Occasionally, a player may choose a turret and/or hull and start upgrading it. But after they rank up, they find that they would rather fight close combat instead of sniping. They may perceive close combat as being more profitable and abandon the M1 sniping turret. Later on, the player may wish to play that M1 for old times sake, but can't because he's locked out according to rank. Yes, the turret can still be played, but who at General wants to use an M1 against M3? I tried it once...it don't work. 

 

I don't think it would ruin Tanki's economy in any way, in fact, it may increase it. If a player plays an M0 combo that's been rotting in the garage for the past 5 years, that may spark a new interest in the combo and the player would buy the M2 or M3. I have several accounts, most of them were experimental accounts, but I've kept them up in the event that I may do something with them later. Problem is, all of them have ranked up and some I've upgraded, but because of the lack of funds (this was way before missions) I was unable to buy the needed upgrade for my rank and now they are locked out. I want to keep them active, so I'll use them in one battle, even though I may be using M0s or M1s against full upgraded M2s and M3s. I use the highest combo in the garage so I'm not breaking any rules. 

 

I'm asking if there is any word about having to ability to use these locked out, forgotten hulls and turrets in HTML5.  

 

All sarcasm aside, if this isn't explicit enough, I can type another wall of text. 

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1...Nothing in any of those articles say anything about HTML5 updates. 

2...I said nothing about upgrading or degrading hulls or turrets

3...One Poster's argument was players will buy M0 equipment and sit on it until they have enough crystals to buy a kit. Isn't that what some Non-Buyers do anyway? At some point they have to buy the next Modification or get locked out completely. 

 

The only one that even remotely addresses my question is #5...very remotely. 

 

When a player reaches a certain rank, I've forgotten which rank that is, the player can buy all the M0 turrets and hulls for 1 USD. That's so the new player can have the ability to try out all the hulls and turrets to find a playing style that suits them. A savvy player will not try to upgrade all hulls and turrets. So, those M0s are in the garage collecting virtual dust and consuming virtual mothballs. 

 

Occasionally, a player may choose a turret and/or hull and start upgrading it. But after they rank up, they find that they would rather fight close combat instead of sniping. They may perceive close combat as being more profitable and abandon the M1 sniping turret. Later on, the player may wish to play that M1 for old times sake, but can't because he's locked out according to rank. Yes, the turret can still be played, but who at General wants to use an M1 against M3? I tried it once...it don't work. 

 

I don't think it would ruin Tanki's economy in any way, in fact, it may increase it. If a player plays an M0 combo that's been rotting in the garage for the past 5 years, that may spark a new interest in the combo and the player would buy the M2 or M3. I have several accounts, most of them were experimental accounts, but I've kept them up in the event that I may do something with them later. Problem is, all of them have ranked up and some I've upgraded, but because of the lack of funds (this was way before missions) I was unable to buy the needed upgrade for my rank and now they are locked out. I want to keep them active, so I'll use them in one battle, even though I may be using M0s or M1s against full upgraded M2s and M3s. I use the highest combo in the garage so I'm not breaking any rules.

 

 

 

I'm asking if there is any word about having to ability to use these locked out, forgotten hulls and turrets in HTML5.  

 

All sarcasm aside, if this isn't explicit enough, I can type another wall of text. 

What do you mean by "locked out"? 

 

You may not be able to MU a low m-level beyond it's current m-level, but you can always equip it and use it.

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What do you mean by "locked out"? 

 

You may not be able to MU a low m-level beyond it's current m-level, but you can always equip it and use it.

Yes, you may, but read the rules I have quoted: http://en.tankiforum.com/index.php?showtopic=332229&page=339&do=findComment&comment=6698398

 

On another account, I have Vulcan M0 10/10. When I bought it I didn't know that the M1 would be locked and I'd have to buy the M2. I came to the forum to find out why I didn't get the M1 when I ranked up. That's when it was explained to me that once I ranked up and the M2 became available the M1 was locked. Because of my rank on that account, I have to buy the M2. 

 

Your a Legend. Would you use M0 Smoky in battle? Why not? Even though you might get away with it for a short while without getting reported for sabotage. However, if none of your turrets were MUed to M1, then, yes, you could legitimately use it in battle. I know of a Legend that nearly has an M0 garage. One hull was MUed to M1, so he can use M0 turrets in battle. At your rank, the M1 Smoky is locked. You can't buy it at any price. 

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if a person is chat mod and forum mod at same time, which one of the avatars would be displayed on forum in profile?

It depends on administration, which avatar will be displayed on forum.

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Yes, you may, but read the rules I have quoted: http://en.tankiforum.com/index.php?showtopic=332229&page=339&do=findComment&comment=6698398

 

On another account, I have Vulcan M0 10/10. When I bought it I didn't know that the M1 would be locked and I'd have to buy the M2. I came to the forum to find out why I didn't get the M1 when I ranked up. That's when it was explained to me that once I ranked up and the M2 became available the M1 was locked. Because of my rank on that account, I have to buy the M2. 

 

Your a Legend. Would you use M0 Smoky in battle? Why not? Even though you might get away with it for a short while without getting reported for sabotage. However, if none of your turrets were MUed to M1, then, yes, you could legitimately use it in battle. I know of a Legend that nearly has an M0 garage. One hull was MUed to M1, so he can use M0 turrets in battle. At your rank, the M1 Smoky is locked. You can't buy it at any price. 

Still don't understand what your complaint is.

Vulcan m0 10/10 is basically an m1.  If you're such a high level that using m1 is too low, then buy an m2 and start upgrading that.

 

Of course I would not use an m0 item at my rank.  if I want to use that item I'd buy appropriate m-level - waiting for a sale.

 

And how would any of these "rules" have anything to do with HTML5?

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Still don't understand what your complaint is.

Vulcan m0 10/10 is basically an m1.  If you're such a high level that using m1 is too low, then buy an m2 and start upgrading that.

 

Of course I would not use an m0 item at my rank.  if I want to use that item I'd buy appropriate m-level - waiting for a sale.

 

And how would any of these "rules" have anything to do with HTML5?

Read my original question: http://en.tankiforum.com/index.php?showtopic=332229&page=338&do=findComment&comment=6698141

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I've been searching the Wiki for an explanation of battle fund distribution and haven't been able to find it. Can someone please give me a link?

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I've been searching the Wiki for an explanation of battle fund distribution and haven't been able to find it. Can someone please give me a link?

I don’t think it’s ever been explained completely by the devs.
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I've been searching the Wiki for an explanation of battle fund distribution and haven't been able to find it. Can someone please give me a link?

I read that.  Makes no sense.  How does HTML5 have anything to do with rules?

 

And those items are not locked.  "Locked" suggests you could not use even if you wanted to.  You CAN use, just that you shouldn't.

 

No need for any changes - just buy the correct m-level of the item if you want to use it.

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 question for anyone to help me figure out

 

what I was wondering was ,, if you turn on OD for hornet in a team battles , do's the other team also get to see your health levels ?

 

also wondering why the heal on OD hornet is filled faster is it based on your kill experience or like the past , on moving around ?

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They will see your health only if the enemy team have Hornet who also activated his/her ODs.

 

It changes from time to time, I've noticed that sometimes Hunter's OD fills up way faster than anything else, other times it is some other Hull. Obviously, if you've the drone that speed up your ODs then it will fill up much faster than anyone else depending on its MU level. Killing more will load it faster, same for gaining experience whether it is capturing flags, scoring a goal, etc. Also, ODs fill within a time so even if you don't do a single thing and just move around without shooting anyone, still they will fill up but the more kills/experience you get, the quicker you get it.

 

Also, maybe this is intended feature or maybe not but I've also noticed that if you activate the OD and you instantly die, once you spawn again, you still have it almost 100% meaning that if you didn't use it well and died before you even had a chance to use it, you won't be losing much. Since ODs are new to the game and the developers are monitoring the situation, many of those things will be changed so in this early stage, we might see the ODs working differently. 

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I've been searching the Wiki for an explanation of battle fund distribution and haven't been able to find it. Can someone please give me a link?

There is none, the best way to find out is to play a couple of battle and do the calculation yourself from the screenshot of the score table (and the final team results, flags, cp, ...). This will give you an idea on how it roughly works.

Edited by Viking4s

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They will see your health only if the enemy team have Hornet who also activated his/her ODs.

 

It changes from time to time, I've noticed that sometimes Hunter's OD fills up way faster than anything else, other times it is some other Hull. Obviously, if you've the drone that speed up your ODs then it will fill up much faster than anyone else depending on its MU level. Killing more will load it faster, same for gaining experience whether it is capturing flags, scoring a goal, etc. Also, ODs fill within a time so even if you don't do a single thing and just move around without shooting anyone, still they will fill up but the more kills/experience you get, the quicker you get it.

 

Also, maybe this is intended feature or maybe not but I've also noticed that if you activate the OD and you instantly die, once you spawn again, you still have it almost 100% meaning that if you didn't use it well and died before you even had a chance to use it, you won't be losing much. Since ODs are new to the game and the developers are monitoring the situation, many of those things will be changed so in this early stage, we might see the ODs working differently. 

Thank you for the information ..

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what does this alt for magnum even do?

i5fJSMN.png

don't listen to @Espoir and ignore admin @CooperO's like on his reply. that's not what it means at all. It actually means that the charging rate will be 50% faster. 33% less time means 50% faster. or it'll take 33% less time. time will still pass at the usual rate when you charge.

Edited by ZloyDanuJI
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And now on Test server ODs have almost instant recharge... is that here to stay?

No idea mate. Obviously a lot of things will be changed once they get enough data and feedback from them so we will see what will be changed and what will remain. For now, it is better to have fun with them before they change for the better/worse.

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what does this alt for magnum even do?

i5fJSMN.png

Like @ZloyDanuJI said, it increases the charging rate by 50%.

 

If you want an answer in terms of amplification time, here it is:

 

Stock Magnum has a fixed amplification time of 3 seconds. This means that it takes 3 full seconds to charge the velocity of your shot from 0% to 100%. It takes 20 steps of 5% charges to do so. It charges approximately 6.6 steps per second with Stock Magnum. With AGLM Magnum, it charges 10 steps per second which is a 50% increase in the charging rate compared to Stock Magnum. This would decrease the amplification time to 2 seconds with AGLM Magnum since it charges 20 steps at a rate of 10 steps per second. 

 

This alteration has a player-borne drawback meaning only the player can cause the drawback. The drawback is that it would be objectively harder to stop the charging at the perfect velocity when shooting a lobbed shot with the intent of hitting someone on a particular level of elevation and distance; it's harder but not impossible. 

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