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3D bushes, turret changes, and mobile version


Marcus
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I know that now the problem with Magnum on mobile is that Magnum lost it uniqueness due to the fact that Magnum cannot be operated properly up and down. Developers are clearly aware of the problems and hopefully will fix this soon.

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  • The change in Magnum is stupid...In some maps, having the 'reinforced gun carriage' is just suicide 
  • Instead of taking crystals from people who have bought the dam thing:-
  • How about giving mobile users the option to use the reinforced alt..
  • If I had wanted a clumsy oversized rail I would have bought a dam Rail!!  The Magnum is not a Magnum Now!!!   Give me what I paid for the choice  of using the Alt or not....

This is Tanki's reply to me asking for my crystals back:-

We don't provide refund. If you have suggestions you can share your feedback in this topic: https://en.tankiforum.com/topic/388821-3d-bushes-turret-changes-and-mobile-version/
 

Edited by Spy
Do not type in full CAPS LOCK.

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5 minutes ago, fghjkl54 said:

it doesn't appear in my settings

Well, you are the second player who reported that it doesn't show up, don't mind me asking but do you play on a really old computer? feel free to PM me instead of answering here.

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On 9/17/2020 at 3:16 AM, ThirdOnion said:

This update also seems to include a bunch of undocumented changes to MM maps. These have been mainly cosmetic; more detail has been added to portions of maps outside of the playable area.

Aleksandrovsk:

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Archiapelago:

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Barda:

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Brest:

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Chernobyl:

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Cologne has had some rather dramatic changes that will affect gameplay, though:

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Some of these changes are rather questionable. I'm not entirely sure what these enormous, empty stretches of land contribute to Highways and Industrial Zone.

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Some barriers have been added around camping spots on Massacre, perhaps for better visibility.

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A bunch of destroyed tanks in Year 2042:

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On the one hand, some of these changes bump up the visual quality of the game. On the other hand, they could diminish performance on lower end PCs. And for me it's a pain to keep track of all these different map versions. I'm already behind.

Another thing I've noticed is that shadows now fade out at a certain distance, though this may already have been a feature. I'm not sure since I usually have shadows off.

Tribute: 

unknown.png

I self-destructed when I went in there.

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2 hours ago, At_Shin said:

It has been changed into a more practical turret for fast-paced MM maps. Also, it has been made easier to use while playing on mobile. Earlier, the small screen made it hard to see far away and shoot accurately. Now, magnum on mobile has a beam which shows the projectile trajectory before releasing the trigger. It helps make precise shots.

The ability to turn has not made it boring (at least that's what I feel). You can shoot while driving and turning. This makes it a bit complex. It jas a 12 degree angle. You can shoot over obstacles like before, and it is harder to shoot at close range.

Also, you may not like my last point, but Tanki has boosted xp and funds. You will likely get to a higher rank soon and will have enough crystals to buy the RGC augment.

You keep minimizing players issues with this - even though I said this would happen from the outset of the announcement.

They bought and use original stock and now they are stuck with RGC-only.  It is patently unfair for all those players.  Just like when they switched Viking and Hunter stats 3+ years ago - that was totally unfair as well.

And your last point does not really help anyone below Gismo since they will rank faster than their crystal earnings and thus play higher-ranked players before they are ready.

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2 hours ago, At_Shin said:

t can fire 3 shots quickly, during which you can retaliate back.

In-range a hornet-magnum with RFM was killing my Hunter in less time than it takes to activate the EMP.

UP close it is very much like a Duplet - instant kill.  At least they nerfed the range somewhat from before.  It was ridiculous.

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What was the reason for the delay of the button to disable the automatic shooting? Was it a way to disguise a forced change of controls to mobile for data acquisition? Overall, it was a quality-of-life downgrade from my experience so far. 

 

After using the settings for 1 1/2 days, I will give my feedback and suggestions on it. The main negative aspect of this feature is the lack of autonomy I have over my turret. The shoot button is completely removed for a lot of them. It is too restrictive as it is now. This wouldn't have been a problem if the feature wasn't forced onto me in the first place (assuming that's what's happening). Breaking it down from the turrets I have used with it from melee to long range:

 

Firebird: Overall, it is eh. The discomfort comes from the enemy moving out of your line of sight. The stream cuts off abruptly and you must now focus it back on the target. This can happen many times during an engagement and as a result, a lot of damage is lost and you may not even be able to kill the target at all. 

 

Isida: Overall, it is good. It finally allows me to play Support Nanobots Isida, albeit a very restrictive one. The cone angle of Broadband Emitters seems to have noticeably decreased and I am not able to keep focus on the target as well as I can without auto-shoot. The cone angle was possibly decreased to match that of the line-of-sight requirement for the auto-shoot. 

 

Twin:: Surprisingly went well. Slow projectile turrets are not the best with this feature so I used Plasma Accelerators and did well. Plasma Accelerators only auto-shoots within the maximum damage range, which is less than half of the maximum range. Being able to manually shoot with Twins was a huge help for this augment. 

 

Ricochet: Did not go so well. Again, it is a slow projectile turret. It is hard to lead shots with this and projectiles seem to have a higher chance of missing against moving targets due to the line-of-sight requirement. Minus-Field Stabilisation has the same problem as Plasma Accelerators, except Plasma Accelerators has the ability to shoot outside of its maximum damage range. Ricochet has no such ability and is not comfortable with MFS.

 

Hammer: Bad. Every Hammer except Slugger was garbage. And even then, Slugger was still shackled by the unplayability of Hammer in general on mobile from my experience using it there. The biggest gripe with it is not being able to discard my last shot to start the clip reload. I must look for someone to shoot and then they will come after me while I am reloading. Not a situation you want to be in. 

 

Thunder: Didn't play this one too much. Not being able to fire outside of the maximum damage range hurts it. 

 

Striker: The same problem as Thunder but even worse here since Striker does not have damage fall-off and will very much deal good damage with long range shots. The only augment that makes Striker comfortable to use is Missile Launcher "Hunter". 

 

Vulcan: Overall, excellent. As a DPS turret it needed to have an input constantly on the shoot button and that restricted you some in particular scenarios. Being able to choose when you want to keep shooting and aim at the same time without having to hold down the shoot button is a big upgrade in quality-of-life. It also opens up the possibility of playing non-Shooting Seed Regulator Vulcans comfortably. 

 

Smoky: Overall, good, but has the same problem as Thunder and Striker. Only being able to shoot in the maximum damage range gimps its damage and partially its utility. Smoky has an extra problem with the removal of the firing button, and that is the lack of autonomy for critical hit micro-management. This is especially noticeable with Autocannon, but given what auto-shooting does, it isn't much of a problem for Autocannon. Autocannon is by default better with manual aiming. 

 

Gauss: Overall, good. Has the same problem as Thunder, Striker and Smoky in that it only shoots in the maximum damage range. Being able to command the sniping mode separately is a good change. 

 

Magnum: Being able to see where the shot will land is a huge help, especially after the Magnum change. It is much easier to use as Stock now, the intended purpose of the change. My problem is the shoot button being too small and right-aligned. and I often press to the left of it when aiming the shot and it continues accumulating instead of shooting. 

 

Shaft: Horrible. Not only is the range in which the arcade shot auto-fires bad (a testament to the arcade shot nerf), the sniping mode requires an additional input to fire, often by the same finger. This has lost me too many hits to count. It is very, very uncomfortable to use Shaft with this. 

 


 

My suggestions for improving the experience of using auto-shooting:

 

  1. Considerably enlarge the shoot button and move it slightly to the left
  2. Move the Overdrive button closer to the right, away from the mine supply. 
  3.  Add a shoot button for the following turrets - Firebird, Freeze, Isida, Ricochet, Hammer, Smoky and Thunder

 

Firebird, Freeze, Isida: Pressing the button during the auto-fire will have the turret continue to expend its ammunition until it is pressed again to deactivate it.

 

Ricochet, Hammer: Pressing the button will have the turret continue shooting until pressed again to deactivate it. 

 

Smoky, Thunder: Pressing the button will continuously fire the turret. 

 

Shaft: While in sniping mode, the Shaft will auto-fire upon the appearance of the red outline of the enemy. 

 

 

I do hope the button to disable auto-shooting comes with the next app update. I won't be able to complete the special missions with these controls. They are too uncomfortable to use on a lot of the turrets. 

 

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This new magnum is a piece of sh.... It is absolutely against the magnum's idea.

Whose idea was that? After spending a tons of hours to get crystals to upgrade my magnum, now it's useless. Pretty unfair. 

You should get back the old magnum or at least give the option to choose between the old and the new version. There may be some idiots who likes this, but people who used magnum as it should, they surely dislike it.

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13 minutes ago, TheCongoSpider said:

Vulcan: Overall, excellent. As a DPS turret it needed to have an input constantly on the shoot button and that restricted you some in particular scenarios. Being able to choose when you want to keep shooting and aim at the same time without having to hold down the shoot button is a big upgrade in quality-of-life. It also opens up the possibility of playing non-Shooting Seed Regulator Vulcans comfortably. 

 

Smoky: Overall, good, but has the same problem as Thunder and Striker. Only being able to shoot in the maximum damage range gimps its damage and partially its utility. Smoky has an extra problem with the removal of the firing button, and that is the lack of autonomy for critical hit micro-management. This is especially noticeable with Autocannon, but given what auto-shooting does, it isn't much of a problem for Autocannon. Autocannon is by default better with manual aiming.

For Vulcan - how can you lead moving targets?  The "new" Vulcan requires that.

Smoky - what do you mean "only able to shoot in max damage range"?  If target is further away (than max damage range) it won't shoot?

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8 minutes ago, wolverine848 said:

For Vulcan - how can you lead moving targets?  The "new" Vulcan requires that.

You now have more control over your hull and camera movement while the game shoots your Vulcan for you. With this, you can move both of them at the same time to mimic leading your shots like you would on PC and it has been working excellently for me. 

 

Because of this, I can now comfortably lead shots with RAT. RAT's rotation speed was too fast to keep a firm aim on the moving target to get maximum DPS. With my camera settings, Stock Vulcan rotation speed was perfect for this and was one of the reasons why I always used SSR instead of RAT. 

 

15 minutes ago, wolverine848 said:

Smoky - what do you mean "only able to shoot in max damage range"?  If target is further away (than max damage range) it won't shoot?

It only shoots when an enemy is highlighted. Enemies are highlighted when they are within your maximum damage range. Any farther and they won't be highlighted, and as a result, won't be shot at. 

 

13 minutes ago, Viking4s said:

Yes it would, the value would be a around the Max damage range. Like railgun smoky has a max and minimum gauss bell. And the critical system still work.

I meant range as in metres, not damage. 

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21 minutes ago, mjmj5558 said:

When will be the manual shooting setting added? It's the second day from relasing.... I have a felling like alternativa wants mobule players to use only this.

Marcus said it will be added a bit later, but there isn't an exact date just yet.

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10 minutes ago, TheCongoSpider said:

You now have more control over your hull and camera movement while the game shoots your Vulcan for you. With this, you can move both of them at the same time to mimic leading your shots like you would on PC and it has been working excellently for me. 

 

Because of this, I can now comfortably lead shots with RAT. RAT's rotation speed was too fast to keep a firm aim on the moving target to get maximum DPS. With my camera settings, Stock Vulcan rotation speed was perfect for this and was one of the reasons why I always used SSR instead of RAT. 

 

It only shoots when an enemy is highlighted. Enemies are highlighted when they are within your maximum damage range. Any farther and they won't be highlighted, and as a result, won't be shot at. 

 

I meant range as in metres, not damage. 

The enemy is only highlighted when your barrel points at them right?  If you lead - you are no longer pointing at them so how can it fire?

For smoky - that's just brutal.  Absolutely unforgivable as it's critical hits have no damage reduction due to range.

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1 hour ago, Spy said:

Marcus said it will be added a bit later, but there isn't an exact date just yet.

This is laughable. Adding ONE setting takes days for the developers..... Congrats!

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1 hour ago, wolverine848 said:

The enemy is only highlighted when your barrel points at them right?  If you lead - you are no longer pointing at them so how can it fire?

Lemme clarify. Vulcan with "auto-shoot" works differently to Smoky/Thunder/Ricochet etc. Pressing the shoot button will spin up the Vulcan and start shooting. It will continue shooting until you press the button again to stop it from shooting. What I'm going to say below is for Smoky/Thunder/Ricochet.

 

In order for an enemy to be highlighted, the turret must be facing them and they must be within the turret's maximum damage range. Highlighted means if you were to shoot a hitscan turret while the enemy is highlighted, it will hit. There is horizontal auto-aim on mobile. Those extra degrees also highlight the target since the auto-aim will hit them. 

 

To lead shots with Vulcan you must move your hull and camera in a particular way to keep the curved line of bullets hitting the target while they're moving. Aiming at the front of the moving target while moving the hull and/or camera does this. 

Here is a fat-finger-drawn representation of what I mean. The big circle is my Vulcan and I am moving backwards to the left while my enemy, the square is moving forward to the right. The projectiles appear to form a curve. If pulled off correctly, all of the projectiles should hit until the target moves behind an obstacle or they die. It looks similar to 1:12 - 1:15 in the video also in the spoiler. 

 

Spoiler

 

IMG-20200918-161635.jpg 

 

 

 

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21 minutes ago, TheCongoSpider said:

Vulcan with "auto-shoot" works differently to Smoky/Thunder/Ricochet etc. Pressing the shoot button will spin up the Vulcan and start shooting. It will continue shooting until you press the button again to stop it from shooting.

Okay... maybe I'm thick today.

If you have a shoot button to press - that's not autoshoot is it?

I mean today - without the button - you can't start and stop vulcan barrel rotation.  How does it hit anything not standing still?

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Has anyone noticed that the physics engine is a little scuffed now? Gravity is dragging me down weirdly.
Try parkouring for a bit on different edges and you'll notice that some edges tend to drag you down unusually quickly.
I think the recent update's ruined the gravity and physics; I'll probably report it as a bug with video evidence later this weekend.
For now though, I'm really frustrated, since parkour just doesn't feel right with this issue.

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