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HTML5 limited public release


Marcus
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It's the opposite of what you understood. Not against lower ranks but against higher ranks.

 

Today with one account I had 4 battles against the same group of at least 2 players, both with Premium. All 4 battles they were the highest and second highest rank, I was too, but the first 3 battles I was placed in the weak team and they got the strong team.

 

Then I decided to wait a few minutes and when I joined a battle I saw them again, but this time the battle was even, probably a group in my team or random strong players, at the end we won.

 

If I hadn't waited maybe the battle would have formed differently and the end result would have been different also.

 

 

 

Group are strong because most people that form groups are strong players, if not buyers as well. Most random players are weak. I don't think you Group with weak players, and the same goes for others.

 

I play good, up to the mid ranks at least, and I get many Friend requests, If I wanted and had the patience I would be playing with Friends and creating strong Groups too.

 

I believe Groups is one of the reasons we get one sided battles.

I think groups vs non-groups is unfair, but for a different reason than you suggest.

 

Individuals can be skilled or have a strong garage,  Groups are powerful because they work as a team.  They can communicate much better than non-groups - and even f only in a pair - can make a huge difference in battle when they co-operate.

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Please add a feature so that players can change their turrets, hulls, modules and other equipment from their garage within battles. Also add the keyboard shortcut "G" key for changing equipment and visiting your garage.

 

Please remove pantalies when self-destructing when using any splash damage turrets. That penalty is very annoying.

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Please add a feature so that players can change their turrets, hulls, modules and other equipment from their garage within battles. Also add the keyboard shortcut "G" key for changing equipment and visiting your garage.

You can quickly access the garage in-battle by pressing 'P' to bring up the pause menu, from there press 'G' which will take you to the garage. The best way to do this is press 'P,G' in quick succession. 

 

I find this much better since it stops you accidentally opening the garage if you miss hitting 'F' to drop the flag.

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The HTML5 of capturing control points is very odd. Why does control points are captured in a horizontal motion. I prefer the Flash version of capturing control points because it makes more sense. Please change the visual graphical motion on how control points are captured.

 

CP-Odd.png

 

As you can see from the picture above, capturing points are odd. Also, I need to complain that control points are too small in the HTML5 version of Tanki Online. Please increase the size of control points to their normal sizes like they are in the Flash version of Tanki Online.

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You can quickly access the garage in-battle by pressing 'P' to bring up the pause menu, from there press 'G' which will take you to the garage. The best way to do this is press 'P,G' in quick succession. 

 

I find this much better since it stops you accidentally opening the garage if you miss hitting 'F' to drop the flag.

The main issue I have is that it still spawns you when you go to the garage so you immediately are guaranteed a death, as you either self destruct or get killed.

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The main issue I have is that it still spawns you when you go to the garage so you immediately are guaranteed a death, as you either self destruct or get killed.

I've always felt that pressing G to avoid spawning is a bit of a sneaky tactic anyway, you just need to get in and out of the garage asap in the interest of yourself and your team now.

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I've always felt that pressing G to avoid spawning is a bit of a sneaky tactic anyway, you just need to get in and out of the garage asap in the interest of yourself and your team now.

What if it's tdm and you lose exactly for that one kill they got on you while you were defenseless? Seems uncool to me. Besides if I can avoid spawning (aka giving a free kill) on flash why shouldn't I be able to on html5? That gives flash an advantage.

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I suggest addint an option to change the camera sensitivity in HTML5. At the beginning it was decent: followed the turret fast, making aiming more comfortable. 

 

After today's update HTML5 is pretty much unplayable with turrets that require accuracy. While turning fast you will find your turret aiming 90 degrees (!) away from your camera.

 

I understand how HTML5 is still in development, and I am happy that our developers seem to finally have started fixing things and making technical improvements instead of unwanted updates.

My update idea should not cause any problems if completed nor should it be hard to implement.

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I wish that there would be a way to flip yourself back on your tracks in the HTML5 version of Tanki Online.

 

Flipped-Tank.png

 

Turrets needs to become solids so that they can cause flipped tanks to flip back onto their tracks. That would be beneficial because it would avoid self-destruct penalties.

 

Please make Tanki Online turrets solid.

 

By the way, I am delighted that you announced in V-Log 223 that developers are planning on remaking visuals for turrets and hulls. That would be a great opportunity to make turrets become solid objects just like in Tanki X.

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I wish that there would be a way to flip yourself back on your tracks in the HTML5 version of Tanki Online.

 

 

Flipped-Tank.png

 

 

Turrets needs to become solids so that they can cause flipped tanks to flip back onto their tracks. That would be beneficial because it would avoid self-destruct penalties.

 

Please make Tanki Online turrets solid.

 

By the way, I am delighted that you announced in V-Log 223 that developers are planning on remaking visuals for turrets and hulls. That would be a great opportunity to make turrets become solid objects just like in Tanki X.

I'm pretty sure that's already planned for the HTML5 version, but it won't be coming in the near future.

 

Solid turrets, I mean.

Edited by Skiller_Legendary_SL
Please use spoilers when quoting images.
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I think groups vs non-groups is unfair, but for a different reason than you suggest.

 

Individuals can be skilled or have a strong garage,  Groups are powerful because they work as a team.  They can communicate much better than non-groups - and even f only in a pair - can make a huge difference in battle when they co-operate.

 

That too.

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My keyboard is lame, and I cannot use the normal arrow keys to move my tank around, so in normal tanki I have to customize my control keys to "O" for forward, "K" for left, "L" for backwards, and ";" for right. The HTML5 version does not currently have the option to customize, and as such I cannot effectively test it out.

Topic merged

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I suggest addint an option to change the camera sensitivity in HTML5. At the beginning it was decent: followed the turret fast, making aiming more comfortable. 

 

After today's update HTML5 is pretty much unplayable with turrets that require accuracy. While turning fast you will find your turret aiming 90 degrees (!) away from your camera.

 

I understand how HTML5 is still in development, and I am happy that our developers seem to finally have started fixing things and making technical improvements instead of unwanted updates.

My update idea should not cause any problems if completed nor should it be hard to implement.

Topic merged

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I wait to see! :)
Did you catch it? What was it like?

 


I suggest addint an option to change the camera sensitivity in HTML5. At the beginning it was decent: followed the turret fast, making aiming more comfortable.

 

After today's update HTML5 is pretty much unplayable with turrets that require accuracy. While turning fast you will find your turret aiming 90 degrees (!) away from your camera.

 

I understand how HTML5 is still in development, and I am happy that our developers seem to finally have started fixing things and making technical improvements instead of unwanted updates.
My update idea should not cause any problems if completed nor should it be hard to implement.

Something like this which I posted earlier would be nice:

 

0JYsVDe.jpg

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Thank you for the release. I am going to produce several posts giving my personal opinion on this new version.

The general impression is not very bad, the game is quite playable even in its present, rather "raw" form. In my computer, it operates better than the flash-based version. Trying to provide informative feedback aiming at improving the game, I will mostly focus on the greeting shortcomings of the product.

Seemingly, the developers have been divided into two groups. The first comprised nearly blind fellows who did their part using big graphics blocks and huge font sizes. The second represented designers with an eagle sight and a heightened sense of aesthetics. After completing a workpackage, the outputs of these two groups were mechanically joined, without any thorough evaluation of the information importance, frequently making huge margins. The lack of the screen space was compensated by the wide introduction of scroll bars — happily forgetting the "everything in hand" principle of the new interface proclaimed at the version announcement time.

This can easily be seen from the first screen the game welcomed me with.

 

f190922-01s-welcome-screen.jpg

Edited by outkine
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The most irritating is the garage layout, as it is here the gamer must act rapidly when changes the equipment during a battle. Now we have a more sophisticated menu with each screen completely dedicated to one item type, that potentially gives an opportunity to show all items in a single screen. But it was not implemented — as in the previous flash version, the artefacts are presented in a huge linear row with scrolling and without an opportunity to customize the artefact order. The only difference is in scroll bar that has a tiny active area, while scrolling at the rest of the screen vigorously rotates the tank image. Do the guys who created this stuff play the game?

f190922-02-W800-scrolling.jpg

Edited by outkine
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The same is valid for the vertical scroll bar of the paint choice. By the way, the paint change is extremely important for those who prefer not to "show off" on the summer and winter backgrounds.

 

f190922-03-W800-vert-scrolling.jpg

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The absence of the proper correspondence between the text size and text importance is illustrated in the screenshot below.

 

f190922-04-W800-vert-supplies.jpg

 

I know that if the players have time they may click on the plus area and open a dedicated screen... But if they haven't?

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