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Just now, Sacrifice said:

But honestly for optimum performance with Ares, use mobile version of the game. 

And/or keyboard and mouse

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1 hour ago, Maf said:

 

  • Both have similar charging rates (I think)

They have the same passive recharge rate. Ares has a slightly higher charging rate for points earned but all things considered they're the same. 

 

1 hour ago, Maf said:

By the way, BFG also gets a massive advantage from the bug (or feature?) where you keep some OD charge if you die right after activating it. I've had multiple instances where I fire the BFG moments before I get killed, and end up with over 80% charge remaining, ready to fire another one 30 seconds later. Same thing can be done with Wasp, though I noticed it's much harder, and Wasp bomb isn't all that useful compared to BFG.

That's very likely an intended feature. That is exactly what the problem with Wasp was last year and they removed the OD charge retention period from it totally. Wasp and Titan don't have retention periods. 

 

The fact that they removed Wasp's but kept Dictator's retention period means they must be aware of it. 

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not sure how others feel about the Ares in battles . i'm finding it  floats a little slower then it should . it seems to move like a mammoth and it should move something like Dictator for speed.

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16 minutes ago, Bydo said:

not sure how others feel about the Ares in battles . i'm finding it  floats a little slower then it should . it seems to move like a mammoth and it should move something like Dictator for speed.

It is a heavy hull, so it make sense that it travels slowly. Yet, it is in fact the fastest heavy hull in game (slightly faster than Titan).

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2 hours ago, Maf said:

[...]

One of the most powerful strategies is using the OD as a mobile healing station when attacking or escaping the enemy base. The best example I could think of is Parma or Desert RGB — take the ball, aim at the other end of the map, fire the OD and just drive in a straight line, keeping up with your own OD ball (Ares Mk8 with speed boost has more than enough speed to do that). With 500 hp/tick constant healing, the only way you can die is if you get one-shot. So you just drive along, killing everyone in your way, and easily score a goal.

[...]

BFG is definitely a supportive OD (like Dictator and Hornet). The current parameter might change as soon as we abuse some of its OP aspect. Like your self healing strategy, that is too much.

 

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13 minutes ago, RIDDLER_8 said:

I only play Tanki Online using the keyboard only. Mouse controls are switched off for me.

You should try it with mouse. It feels really natural and I'd say it actually becomes more agile than the other heavy hulls. I use mouse with Ares and really like it, despite pretty much never using mouse controls before.

The only annoying thing is that using WASD makes it harder to use supplies.

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Please Maf allow me to post this last red image containing the text I posted earlier. I will make the image smaller.

BFG-Overdrive.png

Is the size OK?

Edited by RIDDLER_8
350x350 (Resized image).
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3 hours ago, Maf said:

By the way, BFG also gets a massive advantage from the bug (or feature?) where you keep some OD charge if you die right after activating it. I've had multiple instances where I fire the BFG moments before I get killed, and end up with over 80% charge remaining, ready to fire another one 30 seconds later. Same thing can be done with Wasp, though I noticed it's much harder, and Wasp bomb isn't all that useful compared to BFG.

Actually, Maf, I see what you mean with this being a problem. Yeah the retention period needs to be shortened greatly. 

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3 minutes ago, E_polypterus said:

Why does it have the same default skin in all modifications? Will they be added later ?.?

The two skins currently added (standard and XT) are both technically of the Ultra type - moving parts, more details, more polygons. I assume all new turrets and hulls will have such skins by default in the future, and I assume that eventually the old skins will be removed completely, or upgraded to Ultra free of charge (though this is unlikely).

However, this does mean that the skin requires 10x more effort to design since it's now a detailed 3D model, rather than a basic one with flat faces and no more than 20 polygons. For this reason, devs decided to start by releasing just one default high quality skin for all modifications, rather than trying to make 4 in the same time.

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18 hours ago, Aegis said:

I was a Titan user (really want to switch to Ares), and I can get way more than 3 kills with its OD. I mean, it essentially makes you almost invincible for 20s.

I mean the od for ares NOT titan. The od for ares does not make u invincible just heals you aslong as u stay in range.

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1 hour ago, Maf said:

 

Does that mean we can expect only 1 skin for all modifications for Ares? Does this apply for all turrets/hulls in the future, once the new skins are transfered? 

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3 minutes ago, BloodPressure said:

Does that mean we can expect only 1 skin for all modifications for Ares? Does this apply for all turrets/hulls in the future, once the new skins are transfered? 

Good question. I can only speculate in that regard, but it's possible that Ares won't have separate skins for each modification.

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Will Ares and all the other hulls have higher quality XT skins like Ultra skins? In other words, shall all XT skins be re-designed with ultra graphics? If so, will players get their XTs replaced in their garages?

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7 minutes ago, Maf said:

Good question. I can only speculate in that regard, but it's possible that Ares won't have separate skins for each modification.

I thought developers scrapped the idea of having only one skin per turret/hull - it would be a great disappointment to see the implementation anyways

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Just now, BloodPressure said:

I thought developers scrapped the idea of having only one skin per turret/hull - it would be a great disappointment to see the implementation anyways

It would be nice to have multiple skins, but on the other hand I totally understand why they'd abandon the idea. besides, in the end everyone ends up with the Mk7 skin anyway, or uses a special (XT/Prime/etc) skin instead. Having 4 default skins made sense when they didn't require so much effort to make, and when devs had time and resources to spare.

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46 minutes ago, Maf said:

It would be nice to have multiple skins, but on the other hand I totally understand why they'd abandon the idea. besides, in the end everyone ends up with the Mk7 skin anyway, or uses a special (XT/Prime/etc) skin instead. Having 4 default skins made sense when they didn't require so much effort to make, and when devs had time and resources to spare.

Receiving a new look on your upgraded turret is something I always looked forward to, TO's previous plans to keep one devault skin caused quite the havoc within the forum-community in the past, I wouldn't understand what motivated the developers to yet continue those ideas and ignore the player's arguments. It's likely that more people may turn their back on the game. 

In another way, I could relate to introducing yet one skin, especially since there are several skins per turret/hull; the problem I see is that such skins are relatively difficult to obtain for a regular player. If the devs decide to implement this new concept of theirs any way, I am convinced skins should be somewhat easier obtainable, or a new series of less uncommon skin should be introduced. 

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There are no needs for any new series of skins because developers must complete all the lines of skins. I want complete Legacy, Prime and Ultra skins sets to be finished off completely. Skins must not be left half done. A skin collection means having all of them available for all turrets and all hulls. Ares now needs a Legacy, Prime and Ultra skins to complete its skin sets.

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