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Patch Update #429


theFiringHand
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*Smoky makes longest shot ever on tanki and gets critical*

 

*The wasp dies in that one shot*

It can happen ... I think ... I've not yet been able to see a crit a the 10% range ... ppl keep shooting me while I try. :)

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New (old) maps are pretty great! I'm not a big fan of Magadan, but the other two (Deck-9 and Canyon) are fantastic.

 

I guess we'll have to see how the Smoky buff plays out. At extreme ranges, it might turn out to be better than Thunder due to the complete lack of damage dropoff on crits. I guess it's still inconsistent enough that a Railgun or Shaft will be a superior choice at sniping distances. At least I hope that will be the case. I'm not interested in getting Smoky'd from across the map by a stray shot while using Shaft.

Any Smoly that tries to out-slug a rail or shaft at long ranges is going to lose 9 out of those 10 matchups if not more. The new crit means Smoky's effective range is extended a bit further. And every so often those harassing long shots or snap shots on the fly will really sting. 

 

Even my m2 Smoky on DD does over 1100 on a crit. That's a big bite out of any tank under the new rules.The long-range pot-shot and run tactic now has some bite.

 

WAY not gonna buy that Smoky alteration even more now.

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I want to earn experience on a map. Please can we have this Daily Mission type back again.

 

What was the point of getting rid of this Daily Mission type? Why?

 

That's not fair. Please add it back again.

 

We need more Daily Mission types with more crystals rewards now.

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RIDDLER_8 Said:

 

I want to earn experience on a map. Please can we have this Daily Mission type back again.

 

If you want to earn experience on a map, just click on a battle on that map and play in it.

 

What was the point of getting rid of this Daily Mission type? Why?

 

That's not fair. Please add it back again.

 

I agree with you there. They weren't too hard to complete. However, they were removed because some complained that without the ability to create your own battle on a map of your choice without a PRO pass, they became too hard to complete.

 

We need more Daily Mission types with more crystals rewards now.

 

Yes. Variety in missions make the game more enjoyable.  There are some good ideas for missions, like "earn experience with _____ turret", or "finish in first, second, or third," or "destroy multiple enemies at once with Thunder" (can be changed to reflect each turret's unique abilities.)

 

 



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My favourite maps are Island, Arena and Ping-Pong.

 

My opinions on returning Magadan, Deck-9 and Canyon maps into the Tanki Online is an amazing thing. We need more maps in Tanki Online. I have never seen those maps before whilst I was playing in Tanki Online since the last two years.

 

My suggestion is that we have Assault Mode back in Tanki Online once it for all.

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Awesome update my favorite is deck-9 canyon is decent magadan is not that great in my opinion. And I might start to use smoky often.

Edited by NERF836

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Prediction A: Smoky users will come to really like this new critical hit system

 

Prediction B: Complaint about Smoky now being OP start in 3.. 2... 1...

 

And I think I'm not gonna blame people for saying so. I just played a couple CP games on Highways, which I don't play so much and it was a different experience. I had shaft ducking for cover instead of splattering me when I was getting CP points on the bridges.  When you are exchanging 200hp jabs at extended range a sudden 1100 point hit really livens things up. Especially if the foe had enough of hitting and was just about to run. 

 

Was.

Edited by LittleWillie
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Now that map Daily Missions have been removed, it now makes it easier for players to get more chances at receiving super missions. Guess what. Today I have been given a super mission "destroy 9999 tanks". My reward is 87,500 crystals. That is giving way to super mission more often. That's good in a sense but bad for map Daily Missions.

Are you sure it is "9999 tanks"? Proof?

 

It doesn't make sense if you do the math... it gives you 8.7 crys per tank. Even 500 crys for 50 tanks would be better with 10 per tank.

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Prediction A: Smoky users will come to really like this new critical hit system

 

Prediction B: Complaint about Smoky now being OP start in 3.. 2... 1...

 

And I think I'm not gonna blame people for saying so. I just played a couple CP games on Highways, which I don't play so much and it was a different experience. I had shaft ducking for cover instead of splattering me when I was getting CP points on the bridges.  When you are exchanging 200hp jabs at extended range a sudden 1100 point hit really livens things up. Especially if the foe had enough of hitting and was just about to run.

Of course.

 

The problem is I don't know which dev to blame, Willy or Nilly.

 

Thanks for being honest BTW.

 

So, enjoy your OP Smoky for now people, before the next Smoky update in a few weeks or less.

 

Now, how to fix Smoky, just so they don't over do it?

 

1. Bring down the impact force to match recoil for the maximum damage range and half that for the minimum damage range. It's not fun for light hulls with rails and shafts, and it makes sense. That will also let others know how far it is the Smoky that just shot you, when you don't see it.

 

2. Make a critical damage parameter for the minimum damage range that is lower than the critical damage for the maximum damage range, of course.

 

3. Maybe increase the damage numbers a little bit.

 

4. Make Smoky leave smoke after each shot.

 

Thanks if you read this far. :)

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Prediction A: Smoky users will come to really like this new critical hit system

 

Prediction B: Complaint about Smoky now being OP start in 3.. 2... 1...

 

And I think I'm not gonna blame people for saying so. I just played a couple CP games on Highways, which I don't play so much and it was a different experience. I had shaft ducking for cover instead of splattering me when I was getting CP points on the bridges.  When you are exchanging 200hp jabs at extended range a sudden 1100 point hit really livens things up. Especially if the foe had enough of hitting and was just about to run. 

 

Was.

Smoky is not OP. The buff is VERY minor. Smoky's most valuable asset in fighting Shafts is impact force.  How did you get 1100 hp of damage.Smoky M4's critical is 704. You must have had a Double Power on, and thus were mislead by Smoky's power at far range. It's still very weak from the sides of highways (at that range) and railgun and Shaft are a lot better.

 

Are you sure it is "9999 tanks"? Proof?

 

It doesn't make sense if you do the math... it gives you 8.7 crys per tank. Even 500 crys for 50 tanks would be better with 10 per tank.

Generalissimos and Legends get "super missions" like that with a massive reward. Sometimes it is a XT item.

 

Of course.

 

The problem is I don't know which dev to blame, Willy or Nilly.

 

Thanks for being honest BTW.

 

So, enjoy your OP Smoky for now people, before the next Smoky update in a few weeks or less.

 

Now, how to fix Smoky, just so they don't over do it?

 

1. Bring down the impact force to match recoil for the maximum damage range and half that for the minimum damage range. It's not fun for light hulls with rails and shafts, and it makes sense. That will also let others know how far it is the Smoky that just shot you, when you don't see it.

2. Make a critical damage parameter for the minimum damage range that is lower than the critical damage for the maximum damage range, of course.

3. Maybe increase the damage numbers a little bit.

4. Make Smoky leave smoke after each shot.

 

Thanks if you read this far. :)

Not sure about this. 1. The impact was designed to be annoying. The new turrets coming out soon are much more effective against heavy hulls which should balance out the turrets a bit. As of now most turrets are death-sentences to light hulls and useless against heavies.

2.  Kind of ruins the point of a "critical".

3.  No thanks. Smoky does enough DPM.

4. One of the elements of smoky is it's stealth. I feel like you really aim to get rid of that element but that is one of the advantages of smoky.

 

IMO Smoky is balanced right now. :) The reason so many people have Smoky protection is because you see them on practically any map, as it is very versatile and hence common.

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Smoky is not OP. The buff is VERY minor. Smoky's most valuable asset in fighting Shafts is impact force.  How did you get 1100 hp of damage.Smoky M4's critical is 704. You must have had a Double Power on, and thus were mislead by Smoky's power at far range. It's still very weak from the sides of highways (at that range) and railgun and Shaft are a lot better.

 

 

Not sure about this. 1. The impact was designed to be annoying. The new turrets coming out soon are much more effective against heavy hulls which should balance out the turrets a bit. As of now most turrets are death-sentences to light hulls and useless against heavies.

2.  Kind of ruins the point of a "critical".

3.  No thanks. Smoky does enough DPM.

4. One of the elements of smoky is it's stealth. I feel like you really aim to get rid of that element but that is one of the advantages of smoky.

 

IMO Smoky is balanced right now. :) The reason so many people have Smoky protection is because you see them on practically any map, as it is very versatile and hence common.

I'm not saying Smoky is OP. I am saying get ready for the outcry. :)

 

Of course it is too early to tell. But so far this change makes me feel it is worthwhile to exchange at longer ranges more often. In Highways yes I had DD up at the time. A rico I'd dueled just before ran across me again and decided to get out of Dodge. He snaked down levels whileI peppered him with 200-ish then 10-ish hits from the middle of a bridge. Just as he got to the lowest level my last shot landed (cuz he'd soon be behind a building) and up floats a red 4-digit number. So he still had decent some health left ... tehn I land a shot that does about 8 times the previous shot.

 

It stings. Not that I am complaining. Except I do not own much Smoky protection myself ...

 

As for those suggested changes.. IMO they go way too far. 

Edited by LittleWillie

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Why are maps missions removed from Tanki Online? I like map missions and want them all back. Please add more different types of Daily Missions.

 

Why are you removing them. I want to be able to complete daily missions every day. I want to complete 4 Daily Missions per day instead of 3.

 

Daily Missions needs to expand and grow into more complex missions that rewards players with more crystals and supplies every day.

My guess is they removed them since now the majority of the players do not buy a Propass they cannot create battles with the mission maps so they are having difficulty completing the daily missions.  Somehow the "brilliant" tanki decisions makers thought hat everyone will spend their hard earned crystals to buy Propass and now they are seeing this is not the case. I refuse to spend any money whatsoever for a game that has so many flaws (lag, error messages, lost XP, etc) as long as it is free I will play even though I cannot compete with the buyers who pay the ridiculous price for upgrades. (seriously 50,000 cry for protection modules? charging ridiculous prices to speed up MUs? asking for real dollars in order to get 1,500 supplies? 50,000 cry for the special upgrades of the turrets? I do not think so. I will play as long as it is free and by the looks of it, it seems they are moving to a "pay for play" model.  When that happens, it will be thanks for the memories tanki. Do not forget to write!

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Well if the developers choose to make Tanki Online a payable game to play then it will shut down and die.

 

I hope that Tanki Online will always forever be free for all to play.

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Canyon, too. Zero is an even number.

 

Deck 9 and Magadan: First maps (that I'm aware of) that has an even number of Control points in CP mode.

Canyon doesn't have a CP mode to begin with, so my point is valid.

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First maps (that I'm aware of) that has an even number

 

Canyon doesn't have a CP mode to begin with, so my point is valid.

Except that maps can't "has" anything. They "have". So your point is actually invalid, unfortunately.

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I too don't understand the removal of the map missions.

 

They should make the system give one map mission per day (or every two days, whatever they decide) with the idea that if you decide to change that mission you don't get another map mission. Similarly, if you decide to change any mission you don't get a map mission until the next day or so, that way there will be no surprises to those that don't like map mission or think map missions are difficult with the new battle system.

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My guess is they removed them since now the majority of the players do not buy a Propass they cannot create battles with the mission maps so they are having difficulty completing the daily missions.  Somehow the "brilliant" tanki decisions makers thought hat everyone will spend their hard earned crystals to buy Propass and now they are seeing this is not the case. I refuse to spend any money whatsoever for a game that has so many flaws (lag, error messages, lost XP, etc) as long as it is free I will play even though I cannot compete with the buyers who pay the ridiculous price for upgrades. (seriously 50,000 cry for protection modules? charging ridiculous prices to speed up MUs? asking for real dollars in order to get 1,500 supplies? 50,000 cry for the special upgrades of the turrets? I do not think so. I will play as long as it is free and by the looks of it, it seems they are moving to a "pay for play" model.  When that happens, it will be thanks for the memories tanki. Do not forget to write!

Pro Pass does not cost you any real money at all. It only costs in-game Crystals. Imagine that! A game is set up so you use in-game currency to buy in-game items. That's never been seen before in gaming. The horror.

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