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As I see in both videos, in HTML5 the damages comes more often than Flash but with less damages numbers (so it's the same)

If you notice in both videos you killed him in 5 seconds

Edited by asem.harbi
add "As I see in both videos"

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3 hours ago, asem.harbi said:

As I see in both videos, in HTML5 the damages comes more often than Flash but with less damages numbers (so it's the same)

If you notice in both videos you killed him in 5 seconds

Its not same. Dealing higher damage per every bullet could give you extra kills in battle which means extra score. I  made this video just to show the differences but in battles it’s difficult to hit the opponents. Vulcan was updated and after that its shots less bullets but deals more damage but in html its like before the update

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On 11/7/2020 at 5:55 PM, Spy said:

Apparently, the physics are different in Flash and HTML5. We have notified the developers about the matter.

But before it used to work well. This issue has begun from these recent days. Maybe HTML5 can't handle too many players online at the same time?

I've reached the tallest building in Rio map while being of html and the physics seemed like they were normal in both flash and HTML5.

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9 hours ago, Spy said:

Topic merged.

I will include it in our report.

I can't see the video for Flash...

All I see is that Don has posted a video of shooting on HTML5.

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1 hour ago, Venerable said:

I can't see the video for Flash...

All I see is that Don has posted a video of shooting on HTML5.

When I merged his posts I accidentally deleted the link to the flash video.

@Don_Of_Tanki Can you re-send the link for the video recorded in flash?

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Hi I would like to submit 2 bug reports.

1) First of all is an important HTML5 Bug regarding Magnum (unfortunately because of my slow PC I can't record a video while playing - I will try to do so when I get a better PC). When I used to use Flash Magnum shots were recorded very accurately - and I very rarely seemed to see an occasion when a Magnum shot landed on target but no damage was recorded, the only times this may have appeared to happen would have been due to lag which can happen with any turret.

However as soon as I moved to HTML5 (and having tested last night the problem is still there), I noticed a MASSIVE problem with Magnum. Literally 20-30% of my shots, even many of those which land directly on the target, record absolutely no damage, not even the "0" damage you get if you hit someone who has just spawned. Last night for instance I hit a Shaft/Titan from close range who did move at all, before or after my shot, and my shot hit him directly so that his tank even moved. Absolutely no damage was registered. In 3 or 4 games many of my shots which were direct or close hits registered absolutely nothing, such that I died many more times and ended up much lower on the score board than I should have. It was so frustrating that I have to say Magnum is currently unplayable on HTML5, having been working perfectly fine on Flash - and probably still is.

I do not have a video sadly as I don't have a good enough computer to record one, but I have no doubt other players have found the same issue with Magnum on HTML5. This bug should be very easy to reproduce, play 3 games with Magnum on Flash and 3 on HTML5 and spot the difference - a HUGE number of shots will register absolutely nothing. This bug should be fixed as a priority as it is a shame to have a useless turret in the game.



2) The second is a minor bug, if you could call it that - low rank accounts can get missions requiring them to collect a number of a certain supply, even after the crystal boxes have removed supplies from lower ranked games. Sometimes these missions are impossible to complete, or require you to have supplies from containers/challenges - which low ranks may not have, and if they are lucky enough to have them this encourages bad gameplay such as using a supply and then intentionally self-destructing so you can respawn and use another supply, to complete the mission.

I suggest that these "supply collection" missions are either removed from low ranks until Warrant Officer 1, or the requirements are greatly reduced since players can only use their own supplies to complete them - for instance down from "Use 15 speed boosts" to 8 or 10.

Edited by DestrotankAI9
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Hey Im Writing To Report A Tiny Appearance Error.

Magnum After The New Update Magnum Can Turn Like All Other Hulls. But In HTML5 The Main Menu Tank When X And Z Is Pressed Magnum Rotates On The Vertical Axis. So Yeah Not An Important Thing But Its For Adding More Depth Thank You

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On 9/12/2020 at 4:06 AM, TheCongoSpider said:

This is for TO Mobile.  

 

Since the introduction of Ares, a bug has appeared where players on mobile will self-destruct given certain circumstances. I don't believe I've seen a report of what those circumstances were. Over the weeks, I had narrowed it down to the self-destruction triggering when the user is destroyed by an enemy Overdrive. This included:

 

  • Dying to a Wasp bomb
  • Dying to a Hornet while it has its Overdrive active
  • Dying while you were stunned by a Hunter
  • Dying to a turret supercharged by Viking's Overdrive
  • Dying immediately or a few seconds after being frozen by a Dictator Overdrive
  • Dying inside of an enemy Titan dome
  • Dying to a Mammoth Overdrive
  • Dying to Ares' Overdrive

 

As of the past week, the occurrences of the self-destructions from these listed triggers have plummeted for me. Every one of those scenarios no longer trigger the self-destruction upon respawning. Every one, expect one scenario, and that is with Titan's Overdrive. At the moment, Titan's Overdrive is the only trigger remaining that is 100% consistent. Here are the details. 

 

Upon the trigger activating, the user will self-destruct upon materialising on their next spawn. If in the instance they stay unmaterialised inside of an ally for some time, they may not self-destruct but they will not deal any damage and will not be able to pick up supply drop boxes on the map. The following scenarios are what cause this to happen:

 

  • Being destroyed (whether by the enemy or self-destruction) inside of a Titan dome (regardless of if it is an allied dome or an enemy dome)
  • Having a Titan dome be deployed on the spot where you were destroyed while your camera was being transported to your base
  • Having a Titan dome be deployed on the location in which you were to spawn. 
  • Upon entering a battle, a Titan dome is present on the battlefield

 

To better explain the last point- you queue for a battle. You are then loaded into a battle that was already ongoing. If before you spawn there is a Titan dome present on the map (regardless of if it is an allied or an enemy dome), the player will self-destruct after materialising. 

 

 


Sometimes, there occurs multiple self-destructions in a row. Where the player self-destructs after materialising, respawn, and then, again, self-destruct after materialising. The exact cause of multiple self-destructions in a row is unknown, but it could likely be an unfortunate combination of the triggers listed above. There is one scenario that occured recently where I self-destructed twice in a row:

 

My tank - Titan + Smoky + Driver

Enemy tank - Titan + Vulcan + Booster

 

I put my dome down. The enemy Vulcan, who was within 10 metres from me, puts down their dome which cancelled mine. They activate their Booster and kill me within the 3-second duration of the Booster's increased damage. 

 

 

I hope this information was helpful in rectifying the bug. 

 

Additional trigger recently found which involves Wasp's bomb. 

 

I will self-destruct after spawning if:

 

  • An enemy Wasp bomb detonates on the spot that I died while my camera is heading back to the spawn location. 
  • An enemy Wasp bomb detonates on the location at which my tank will be spawning. 
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I wanted to report some serious security flaws in the game between the Flash software and the HTML software.
First of all it is not possible to change a name in the HTML software so whoever bought a name change card or wants to change a name will not be able to do so anymore in HTML while in the flash software everything works as usual (if you do not want to give people a chance to change the name and want to remove this feature That's your right ...) It was just the little security issue and now I want to talk about the bigger problem !!!!.
As you know, you can link your Facebook account and VK account in the settings of the flash software and thus log in to the account faster without having to enter a password! Therefore, a person who previously linked his Facebook account through the Flash software will not be able to remove the link in the future and it will remain forever !!! The same goes for people who have opened an account through Google and do not have a password and will not be able to remove the Google account so their account will not be properly secured !!! I think you should add the option of removing Facebook / VK in the HTML5 settings so that it can be linked and not linked !!!
This is a very strong weakness I know it seems to you like insolence on my part but I decided to do what everyone probably says "well someone else will take care of it" because everyone knows about these things and I think it should be taken seriously as in less than a month support for Flash will stop !! I have reported that on gmail to help@tankionline and they told me nothing about that pls dont ignore this message this is important issue. Thanks best helpers of tanki online!
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1 hour ago, Knafo said:
 

When you play on shared computer use the incognito mode of the browser. Don't select remember me option too.
That is common sense and you should apply it to any website you access with a password.

Edited by Tokamak

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8 minutes ago, SharktheMortalGod said:

 

If you believe you haven't received anything from this container, please contact the Tech Support using this form.

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On 09/11/2020 at 22:48, DestrotankAI9 said:

Salut, je voudrais soumettre 2 rapports de bogue.

1) Tout d'abord, il y a un bug HTML5 important concernant Magnum (malheureusement à cause de mon PC lent, je ne peux pas enregistrer une vidéo pendant la lecture - j'essaierai de le faire quand j'aurai un meilleur PC). Quand j'avais l'habitude d'utiliser Flash Magnum, les tirs étaient enregistrés avec une très grande précision - et il me semblait très rarement voir une occasion où un tir Magnum a atterri sur la cible mais aucun dommage n'a été enregistré, les seuls moments où cela a pu sembler se produire étaient dus au décalage. ce qui peut arriver avec n'importe quelle tourelle.

Cependant dès que je suis passé au HTML5 (et après avoir testé hier soir le problème est toujours là), j'ai remarqué un problème MASSIVE avec Magnum. Littéralement 20 à 30% de mes tirs, même beaucoup de ceux qui atterrissent directement sur la cible, n'enregistrent absolument aucun dommage, pas même le "0" dommage que vous subissez si vous frappez quelqu'un qui vient de se reproduire. La nuit dernière, par exemple, j'ai frappé un Shaft / Titan à bout portant qui bougeait du tout, avant ou après mon tir, et mon coup l'a frappé directement de sorte que son tank bougeait même. Aucun dommage n'a été enregistré. En 3 ou 4 matchs, beaucoup de mes tirs directs ou rapprochés n'ont absolument rien enregistré, de sorte que je suis mort beaucoup plus de fois et que je me suis retrouvé beaucoup plus bas que je n'aurais dû. C'était tellement frustrant que je dois dire que Magnum est actuellement injouable sur HTML5,

Malheureusement, je n'ai pas de vidéo car je n'ai pas d'ordinateur assez bon pour en enregistrer une, mais je ne doute pas que d'autres joueurs aient trouvé le même problème avec Magnum sur HTML5. Ce bug devrait être très facile à reproduire, jouer à 3 jeux avec Magnum sur Flash et 3 sur HTML5 et repérer la différence - un nombre ÉNORME de plans n'enregistrera absolument rien. Ce bug doit être corrigé en priorité car il est dommage d'avoir une tourelle inutile dans le jeu.



2) Le deuxième est un bug mineur, si vous pouvez l'appeler ainsi - les comptes de bas rang peuvent obtenir des missions les obligeant à collecter un certain nombre d'un certain approvisionnement, même après que les boîtes de cristal ont retiré les fournitures des jeux de rang inférieur. Parfois, ces missions sont impossibles à compléter ou vous obligent à avoir des fournitures dans des conteneurs / défis - que les rangs inférieurs peuvent ne pas avoir, et s'ils ont la chance de les avoir, cela encourage un mauvais gameplay, comme l'utilisation d'un approvisionnement puis l'autodestruction intentionnelle. afin que vous puissiez réapparaître et utiliser un autre approvisionnement, pour terminer la mission.

Je suggère que ces missions de "collecte de fournitures" soient soit retirées des rangs inférieurs jusqu'à l'adjudant 1, soit les exigences sont considérablement réduites car les joueurs ne peuvent utiliser que leurs propres fournitures pour les compléter - par exemple, passer de "Utiliser 15 boosts de vitesse" à 8 ou 10.

Personally I hate the Magnum, I find it to be the worst weapon in the game. For me it should be deleted, but otherwise I agree with you.  I have already noticed this problem.  I survive after taking a hit on me without taking a single damage and without the zero.  it must be on a specific part of the player

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5 minutes ago, Dridrien said:

Personally I hate the Magnum, I find it to be the worst weapon in the game. For me it should be deleted, but otherwise I agree with you.  I have already noticed this problem.  I survive after taking a hit on me without taking a single damage and without the zero.  it must be on a specific part of the player

Thanks for confirming this problem ? Yes, many have noticed it.

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On 11/9/2020 at 10:41 PM, Zackery459 said:

Hello,

 

Thank you for the report. Do you have any photo/video proof you can add on to this please?

Sorry, as I mentioned near the start of my message unfortunately I am playing on quite an slow laptop, and it isn't powerful enough make a gameplay video - which would be needed to provide proof of this on my part. However I mentioned this bug in the "Mad Tanks" topic and 2 other users also mentioned that they have had this issue with Magnum in HTML5, and as you can see from the post above me Dridrien has also seen this issue occur - when he was on the receiving end. I have no doubt many players have experienced this in HTML5 and it is surely a bug which is extremely easy to reproduce.

If you have Magnum on any low level account, try a few games on Flash and a few on HTML5. Try to find stationary targets, or try to hit people at close range so you can see if you are hitting or not - and aim right at their tank. There should be many occasions where hits on even stationary targets result in nothing at all being registered, because that is the case for me and many others. It can't be due to lag when it occurs literally 20-30% of shots, and even on stationary targets which have been hit directly - I have played over 200 games on Magnum on Flash (on my alternate accounts) and this never occurred, on HTML5 this started to occur and having tested it recently it is so bad Magnum is currently unplayable. This needs a fix urgently.

If I get a new computer I could try to make a video, but as I say many other players will be able to back me up on this, and you should easily be able to reproduce it yourself too.

Edited by DestrotankAI9
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On 11/4/2020 at 5:29 AM, ALEX22THEBEST said:

Please fix this problem with nicknames, i can't see the whole name of players in battles when press key tab ...

 

Screenshot-1.png

Thats because your name is long xd

 

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