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I'm not sure if it is only my Client right now, but before in the HTML5 Client I was able to see my tank in the Garage, now there's only a black shadow imprint on the floor of what's used to be the elevator ramp and the tank itself. Is there a fix to this?

 

Edited by Mr.Nibbles
Noted.

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On 2/3/2020 at 5:41 AM, USMC_Tank_Commander said:

MLeahy, useful response.  NOT!!!  You are already a Legend and you have your Garage of upper end turrets and hulls.  Some of us are just getting in and getting out after blowing off some steam... But, of course you can't blow off any steam when you have freaking buyers upsetting the balance of the game.  All it manages to do is make my blood pressure rise.

 

Besides some of us earn our money to go to things called, bills.  

MAKE IT RISE MAKE IT RISE

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The paint Holiday Lights has two "frames" that aren't accurate. The differences are subtle but are there.

unknown.png

Edited by Mr.Nibbles
Noted.

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my equipments is not showing like in this picture even the new garage didn't fixed the problem(chrom only)45afdfe0850dcd3a2cc58dc630f43194.png

Edited by Mr.Nibbles
Noted.
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On 2/24/2020 at 9:16 AM, Dhikr said:

Only turrets such as freeze, fire, vulcan etc. aren't heavily effected by the spawn immunity because they can just fire continously. But other turrets such as magnum or railgun really struggle, so they need to rework the whole concept. 

Also love how spawn immunity ruined m2 xpbp.

Hey developers, I think I have a viable solution that can prevent excessive spawn camping by high DPS turrets(im looking at you firebirds, freeze, vulcan) and address the concerns of powerful single shot turrets(like shaft, rail, magnum). Rather than being invincible to all damage(I cannot tell you how annoying it is for us long range gunners), only protect against non-lethal damage. So a hull will receive invincibility from non-lethal damage but can be killed by a lethal shot. For example lets say a hornet just respawned. A pesky firebird comes by and starts to bath them in napalm. Annoying right? Their should be spawn protection to make sure they can get out of there and fight back. But lets say a shaft who has just charged up his shot happens to see a tank materializing. Rather than making him look like an ***** by pointing his laser at the tank for two seconds(exposing his position and allowing the tank to run away) let the shaft kill the hornet. Because a fully charged shaft can deal lethal damage, allow his shot to destroy the tank. And of course if the shaft has only charged for two seconds, his damage will not be lethal enough to kill the hornet and therefor deals no damage.

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On 2/26/2020 at 12:35 PM, Viking4s said:

How do you intend to tell if it is the truth or not? Do you have a lie detector?

 

If they deliberately lie it is difficult to know. You tell me, are they the lying types?

 

If it s not systematic  individuals misusing their access can be caught. The results can be straightened out . That would be an honest way to handle this.

 

One thing is sure:  there is a specific cause for the sudden and huge turn around. Something with big effect DID HAPPEN!  If they run queries on the  the data  it  reveals a lot about where the extra stars are coming from.   If they want to clear this situation sharing the results could help.

If I had access I could tell the answer quite fast and easily. Unless there is no log recorded in the database about the game results. Which would  be a very bad  practice for many reasons  and kind of hard to imagine.

Edited by JoyRide

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14 hours ago, Boeing747-800plane said:

Hey developers, I think I have a viable solution that can prevent excessive spawn camping by high DPS turrets(im looking at you firebirds, freeze, vulcan) and address the concerns of powerful single shot turrets(like shaft, rail, magnum). Rather than being invincible to all damage(I cannot tell you how annoying it is for us long range gunners), only protect against non-lethal damage. So a hull will receive invincibility from non-lethal damage but can be killed by a lethal shot. For example lets say a hornet just respawned. A pesky firebird comes by and starts to bath them in napalm. Annoying right? Their should be spawn protection to make sure they can get out of there and fight back. But lets say a shaft who has just charged up his shot happens to see a tank materializing. Rather than making him look like an ***** by pointing his laser at the tank for two seconds(exposing his position and allowing the tank to run away) let the shaft kill the hornet. Because a fully charged shaft can deal lethal damage, allow his shot to destroy the tank. And of course if the shaft has only charged for two seconds, his damage will not be lethal enough to kill the hornet and therefor deals no damage.

You don't think long-range turrets can spawn-kill?

Your example of a shaft is literally the shaft spawn-killing a hornet.    So...it's only a viable solution to YOU.

BIG thumbs down for this "solution".

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15 hours ago, Boeing747-800plane said:

Rather than being invincible to all damage(I cannot tell you how annoying it is for us long range gunners), only protect against non-lethal damage. So a hull will receive invincibility from non-lethal damage but can be killed by a lethal shot.

So you're still allowing spawnkilling to happen with turrets that can one-shot. And this would put extra pressure on light hulls since they're one-shotted by a plethora of things in this game. And then you're allowing players with Booster to spawnkill as well. 

 

15 hours ago, Boeing747-800plane said:

For example lets say a hornet just respawned. A pesky firebird comes by and starts to bath them in napalm. Annoying right? Their should be spawn protection to make sure they can get out of there and fight back.

The Firebird has to travel to the enemy base to deal damage to them while the Shaf, Railgun, Gauss or Magnum can't one-shot them from the comfort of their base, out of danger from that player. You're punishing short range play and encouraging long range/ camping play with this. You can deal damage against someone if they don't one-shot you when you respawn, but you can't do that if you're destroyed in one shot immediately as you respawn. 

 

15 hours ago, Boeing747-800plane said:

But lets say a shaft who has just charged up his shot happens to see a tank materializing. Rather than making him look like an ***** by pointing his laser at the tank for two seconds(exposing his position and allowing the tank to run away) let the shaft kill the hornet. 

How does that make them look like...whatever word you censored? When Shafts do that to me, I immediately know that they're knowledgeable about the spawn protection and that they have patience. 

 

And you can hide the laser from the target if there are buildings in your sight. 

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1 hour ago, JoyRide said:

 

If they deliberately lie it is difficult to know. You tell me, are they the lying types?

 

If it s not systematic  individuals misusing their access can be caught. The results can be straightened out . That would be an honest way to handle this.

 

One thing is sure:  there is a specific cause for the sudden and huge turn around. Something with big effect DID HAPPEN!  If they run queries on the  the data  it  reveals a lot about where the extra stars are coming from.   If they want to clear this situation sharing the results could help.

If I had access I could tell the answer quite fast and easily. Unless there is no log recorded in the database about the game results. Which would  be a very bad  practice for many reasons  and kind of hard to imagine.

It is happening again.  For a few days the difference between the two teams were around 30K stars. This difference magically disappeared within 24 hours. 

If there is a credible  explanation for this, I would really like to hear it.

Edited by JoyRide

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On 2/26/2020 at 12:35 PM, Viking4s said:

You should ask yourself the question: What would be the interest for tanki to tamper with the system?

To answer  this question too :  If the fight is ongoing players have a reason to play more even after the mission is already finished.  More players playing means  more resources are used which need  to be replaced, hence more money spent. They do have business and money  interest  in this.  

Edited by JoyRide

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6 minutes ago, JoyRide said:

It is happening again.  For a few days the difference between the two teams were around 30K stars. This difference magically disappeared within 24 hours. 

If there is a credible  explanation for this, I would really like to hear it.

A few explanations off the top of my head...

- players on the losing team tried harder / played longer.

- the better players on losing team were not active.  Now they are.

- the better players on the winning team slowed their pace or even went inactive for a period of time

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25 minutes ago, wolverine848 said:

A few explanations off the top of my head...

- players on the losing team tried harder / played longer.

- the better players on losing team were not active.  Now they are.

- the better players on the winning team slowed their pace or even went inactive for a period of time

 

None of these explain the sudden nature of the change.  There are thousands of players on both sides. Statistics do apply here. For almost 3 weeks there  was a clear trend showing the make up of the two teams. After 3 weeks suddenly one team turns on the nitro. There is a specific event causing  this which magically effected only one team.

This is a reasonable question. If there is nothing fishy  going on please let us have the numbers, where are the extra stars coming from? I have the expertise to know that  It is not difficult to produce and does not take long.

 

 

Edited by JoyRide
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3 minutes ago, JoyRide said:

 

None of these explain the sudden nature of the change.  There are thousands of players on both sides. Statistics do apply here. For almost 3 weeks there  was a clear trend showing the make up of the two teams. After 3 weeks suddenly one team turns on the nitro. There is a specific event causing this  this which magically effected only one team.

This is a reasonable question. If there is nothing fishy  going on please let us have the numbers, where do the extra stars coming from? I have the expertise to know that  It is not difficult to produce and does not take long.

 

 

Guess you better start an X-File then...

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I rather stick to truthful and reasonable explanations. That is what I am asking for - based on real data, not imagination. 

Edited by JoyRide

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31 minutes ago, JoyRide said:

None of these explain the sudden nature of the change.  There are thousands of players on both sides. Statistics do apply here. For almost 3 weeks there  was a clear trend showing the make up of the two teams. After 3 weeks suddenly one team turns on the nitro. There is a specific event causing  this which magically effected only one team.

This is a reasonable question. If there is nothing fishy  going on please let us have the numbers, where are the extra stars coming from? I have the expertise to know that  It is not difficult to produce and does not take long.

The sudden change is that the time is running out (that is the specific event), losing team is trying harder before it is the end. The players from the wining team have slowed down, as most of them have achieved the amount of stars they wanted and slowed down. You have the numbers, it is your interpretation of them that drives you. It is like a long race you only push harder when necessary, like the turtle and the rabbit race. Anyway like any good x-file we all want to believe. It is not won until the finish line is crossed.

As TO will never share anything more you will be stuck with our theory.

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32 minutes ago, JoyRide said:

I rather stick to truthful and reasonable explanations. That is what I am asking for - based on real data, not imagination. 

I completely agree with you, It's unreal how fast a team has gotten that many stars in just 24hrs. Feels like they are influencing the outcome so WE should spend more time and possibly money on supplies to "Win".

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1 minute ago, Asvoria said:

I completely agree with you, It's unreal how fast a team has gotten that many stars in just 24hrs. Feels like they are influencing the outcome so WE should spend more time and possibly money on supplies to "Win".

feels, should, possibly, ... ?
 

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1 hour ago, Viking4s said:

The sudden change is that the time is running out (that is the specific event), losing team is trying harder before it is the end. The players from the wining team have slowed down, as most of them have achieved the amount of stars they wanted and slowed down. You have the numbers, it is your interpretation of them that drives you. It is like a long race you only push harder when necessary, like the turtle and the rabbit race. Anyway like any good x-file we all want to believe. It is not won until the finish line is crossed.

As TO will never share anything more you will be stuck with our theory.

 

This is a legitimate complaint. If they do not care about it shows their true colors.

Edited by JoyRide

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1 hour ago, Viking4s said:

The sudden change is that the time is running out (that is the specific event), losing team is trying harder before it is the end. The players from the wining team have slowed down, as most of them have achieved the amount of stars they wanted and slowed down. You have the numbers, it is your interpretation of them that drives you. It is like a long race you only push harder when necessary, like the turtle and the rabbit race. Anyway like any good x-file we all want to believe. It is not won until the finish line is crossed.

As TO will never share anything more you will be stuck with our theory.

One more thing: how come that  other similar monthly "wars" (Christmas was not  one of them)  are not similar in this regard?

Edited by JoyRide

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In the HTML5 downloadable client which i got from this link  https://tankionline.com/desktop/TankiOnlineSetup.exe, I cannot get in to ANY battles. Neither MM nor PRO. What just happens when click in PLAY, this screen http://prntscr.com/r9hzwt shows up and continues until a time and then the home page comes back. I have tried for like a day and still it continues. If u r wondering my net is slow of anything it is not cuz the Flash version works fine. Please send me a fix to this as I really want to play in the HTML5 version as you guys are introducing all the new features there. Thanks.

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1 hour ago, Matt_Black said:

Anyone know why I'm down to 15fps from the silky smooth 60 fps I had yesterday?

Macbook pro using chrome for html5

Cleared caches and all that, reset all the graphics in game, everything is up to date.

15 and lower fps windowed and fullscreen.

One thing I've noticed is that the HTML5 version (on Windows) has started to ignore the scaling settings on my (all-in-one) PC and runs at 4K resolution now, so lower framerate

(the Flash version notices the scaling settings and runs at upscaled 1920x1080 when the scaling is set to 200%)

So I have to go to my display settings and change the resolution from its 4K default to 1920x1080 to get close to 60 fps. You might have to do similar with your Macbook Pro.

(I also can't move the turntable in the garage any more, but can still move the turret and tracks using the game controls)

Edited by SporkZilla

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