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This topic is now closed. Please report bugs in the following topic

 

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On 12/14/2019 at 11:47 PM, Ninja said:

It looks like you are trying to use the old HTML5 version which is discontinued. Did you try this link for Flash in-browser? https://tankionline.com/battle-en.html?flash=true

Yes, I've tried but it gives me a dark screen with nothing loaded on it. I keep reloading the page and nothing happens except that same screen. (Flash is also enabled)

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4 hours ago, Ninja said:

Not a bug. This is a new spawn protection mechanic introduced today. See Patch Update #584

I Can't see this written in the chat from him ?

 

also when will they fix the hornet its way to bouncy and easy to flip off bridges in one shot/ for the Ricochet I'm finding that some of my shots hit targets and then others go over when shooting off a bridge .

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5 hours ago, III.Unstopable.III said:

Hello 

these days when i play Pro Battles Map I Couldnt damage people i just see 0 damage i tried with some and it still the same probleme 

that with thunder https://prnt.sc/qg7srb

that with railgun https://prnt.sc/qg7sx0

Take a look at this update: https://tankionline.com/en/2019/12/update-3/

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I still do crazy low damage with the shaft in arcade mode. typically around 60-75 with an m1-8 shaft. No alterations.

Edit: It only did it for one map, I haven't been able to recreate the results since the post

Edited by Copperhead91

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15 hours ago, Ninja said:

Not a bug. This is a new spawn protection mechanic introduced today. See Patch Update #584

 

There is  a HUGE problem problem with the new spawn protection: the spawner can damage others during this period while others cannot damage them. It is  totally unfair. 

Also if  a shot does not damage it is unfair that it is using amo. Because of this turrets which can run out of amo and need time to refill may not have enough damage left to win the fight. There is and other unfair disadvantage which grows with the reload time,  turrets with  longer reloads suffer more. 

 

Trying to solve something created  problems outweighing the original problem. 

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21 minutes ago, Copperhead91 said:

I still do crazy low damage with the shaft in arcade mode. typically around 60-75 with an m1-8 shaft. No alterations.

Take note of how far away the enemies are when you shoot them with an arcade shot. Shaft has a short effective range for its arcade shot. For comparison, Shaft's arcade shot is effective within the same range as the short range turrets.

 

Shaft has a weak damage % of 25%. Meaning that after your maximum damage range, which in your case should be exactly 50 metres, the damage starts to drop off linearly until it reaches 25% of total damage at 60 metres (your minimum damage range. Anywhere pst that and you'd be dealing 25% of your damage.

 

Your Shaft is M1 8/10. Your arcade damage range should be 495-565. Your damage range when you shoot an enemy farther than your minimum damage range would be 124-141. If the enemy you shot at had double armour enabled, then your damage range would be 62-71. That is assuming that you do not have double damage equipped. As I've seen from your profile, you have Drones. So that damage boost from your drone can see yourself getting slightly above 71 damage, or slightly below 62 damage (enemies with drones equipped). 

 

 

Edited by TheCongoSpider

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15 minutes ago, JoyRide said:

 

There is  a HUGE problem problem with the new spawn protection: the spawner can damage others during this period while others cannot damage them. It is  totally unfair. 

Also if  a shot does not damage it is unfair that it is using amo. Because of this turrets which can run out of amo and need time to refill may not have enough damage left to win the fight. There is and other unfair disadvantage which grows with the reload time,  turrets with  longer reloads suffer more. 

 

Trying to solve something created  problems outweighing the original problem. 

 

The original goals could  be much better served without unwanted side effects by

 -  allowing the activation of  supplies and overdrives while  the spawning tank is  half visible and unable to shoot.

 - allowing the user to make this period longer by pressing a button to take cover if it is the users choice  .

Edited by JoyRide

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20 minutes ago, JoyRide said:

There is  a HUGE problem problem with the new spawn protection: the spawner can damage others during this period while others cannot damage them. It is  totally unfair. 

Many games have very similar if not identical mechanics and they work very, I feel it works well here too, the sole intention is to allow teams to clear spawn campers from their bases which is why they can still deal damage.

 

22 minutes ago, JoyRide said:

Also if  a shot does not damage it is unfair that it is using amo. Because of this turrets which can run out of amo and need time to refill may not have enough damage left to win the fight. There is and other unfair disadvantage which grows with the reload time,  turrets with  longer reloads suffer more. 

There is a visual indicator that the player is invincible so you shouldn't shoot when you see that, just takes some adjustment and getting used to,.

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17 minutes ago, JoyRide said:

There is  a HUGE problem problem with the new spawn protection: the spawner can damage others during this period while others cannot damage them. It is  totally unfair. 

To be fair, this also extends to you, not just the enemy. 

 

18 minutes ago, JoyRide said:

Also if  a shot does not damage it is unfair that it is using amo. Because of this turrets which can run out of amo and need time to refill may not have enough damage left to win the fight. 

Could this not be comparable to shooting an enemy in Titan's pre-nerfed dome? You'd barely put a dent in them and the healing would quickly heal whatever little damage you did. So effectively, you did nothing to them, while also using your ammo, just like the situation you are describing above. 

 

21 minutes ago, JoyRide said:

There is and other unfair disadvantage which grows with the reload time,  turrets with  longer reloads suffer more. 

Y'know what coincides with long reload times? High damage. Damage that is enough to one-shot you from spawn, which is what the update is trying to mitigate. 

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Ninja, TheCongoSpider

 

None of you seem to realize that my point was  that while cancelling a disadvantage an  other group of  disadvantages was created with at least of the same caliber.  You keep speaking about the cancellation  part but you  do not address this  thoroughly . 

 

The math behind different games is not the same even if they seem similar.  The math can be different even  for different game modes within this game. 

 

In game modes where there is something to be protected (eg flag games, rugby,  siege  )  the defense can be very strong and needs to be broken down in order to get in.  This is made much more difficult by this change.  In some cases it is not even a bad thing that  a base is over run but a necessity for the attackers  because  the only way to deliver enough flags during the game is to take in more then one once the defense  was broken.  Using a football  analogy  the result is less goal average  with the current implementation. 

 

There are also cases where a tankers are at the near proximity of a spawner without the actual purpose of doing so, yet they have a baked  in  disadvantage. Especially on smaller maps.

 

In essence the focus was on only a single aspect of  the game while it is more complicated and there are plenty of unintended consequences.

 

I suggested  SOLUTIONS  for the problems  which avoid  being overly zealous and opening a new can of worms.   They are very worthy of consideration. Why cut a much longer an deeper wound likely hurting other organs  when it is possible to  make a well directed small cut?

 

 

 

Edited by JoyRide

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When I enter any battle, I get this screen. Very frequent now. http://prntscr.com/qgfbss . And then after about a minute, I get a screen that looks like this. http://prntscr.com/qgfc9q .  Does this have anything to do with me playing from another country than the one I was playing from about a week ago? 

Edited by F.I.N.I.S.H.E.R

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On 12/25/2019 at 9:36 AM, Joeguy said:

acknowledgement

 

g4UnwOQ.jpg

n0lgPji.png

 

Still happening.   It's got to be a fairly easy fix since there is already a mechanic in place that precludes low ranks from getting RGB, ASL, or TJG missions.  Why not just add Siege to the list of omissions?  Or better yet, just unlock Siege to all ranks...easy.

Could some moderator acknowledge this re-re-post.  I' like to know if you are letting the people that would be fixing this know about this situation.  As I have said several times already this has got to be an easy fix...why let it go on for weeks and weeks?

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5 minutes ago, Tourmaline1571 said:

What is going on with the overdrive when driving a Titan hull?  It doesn't seem to do anything now.

Titan's Overdrive underwent a change recently, on the 26th of December (~2 days ago). 

 

Titan's Overdrive no longer heals yourself or allies. In exchange for this change, it was granted higher defense against damage (from 85% protection to 90% protection), a noticeably faster recharge rate, and the ability to disable enemy Titans' domes within a 35 metre radius from your generator. Be careful though, as activating your Overdrive also deactivates any of your allies' domes with the 35-metre radius. 

 

The full details from the change can be found here:

 

 

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26 minutes ago, TheCongoSpider said:

Titan's Overdrive underwent a change recently, on the 26th of December (~2 days ago). 

OK, thank you for the info.  I missed that notification.  Anyway, I am seeing little benefit from using OD with this hull.  The old OD would be preferable.  But, I also want the blue boxes back, and know they won't so...

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there is a firebird bug where after death and respawn sometimes it wont shoot but only shoot bursts which dont damage, please look into it it only happens sometimes but enough to annoy me to write a post about it and report it as a major bug if this keeps up 

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3 hours ago, fire199 said:

there is a firebird bug where after death and respawn sometimes it wont shoot but only shoot bursts which dont damage, please look into it it only happens sometimes but enough to annoy me to write a post about it and report it as a major bug if this keeps up 

This is not a bug, see this update: https://tankionline.com/en/2019/12/update-3/

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I just wasted over 450K upgrading, and then I get this message all of a sudden. All my MU's have gone back to normal and my crystals haven't returned. Like I just lost 450k+ for no reason.

 

scammed.png

Edited by iMoneyMaker
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3 hours ago, Ninja said:

This is not a bug, see this update: https://tankionline.com/en/2019/12/update-3/

oh yea i know about the spawn protection thingy but this is different it happens not every battle, but randomly near the middle or end of the battle making me loose first place thus very annoying, i wonder if its just me but its not lag or a ping issue, hopefully the devs can look into it as it dosnt seem to happen in every battle but maybe 1 in every 4-5. I installed a recording software to capture it, as the problem dosnt go away unless i refresh. 

 

edit: like i said it does bursts of fire and uses up the whole bar if i let it refill, giving 1 burst. it has nothing to do with the spawn protection i know all about that 

Edited by fire199

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27 minutes ago, iMoneyMaker said:

I just wasted over 450K upgrading, and then I get this message all of a sudden. All my MU's have gone back to normal and my crystals haven't returned. Like I just lost 450k+ for no reason.

 

scammed.png

That's litteraly sad, I mean they will probably return ur crystals in some days but 90% after discounts, so you won't be able to buy them again with discounts :x  

Edited by Glide
Grammatically incorrect

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4 hours ago, iMoneyMaker said:

I just wasted over 450K upgrading, and then I get this message all of a sudden. All my MU's have gone back to normal and my crystals haven't returned. Like I just lost 450k+ for no reason.

If the crystals still haven't returned take a look at this: https://help.tankionline.com/knowledge-bases/7/articles/2355-i-lost-crystalsexpitems-from-my-account

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