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Mobile «Tanki Online» — now on the HTML5 engine!


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For those players who can only use VPN to play the game, they can no longer open the game since the update, and the words Waiting for Internet Connection always appear on the phone.

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On 4/16/2024 at 12:27 PM, XxAnglexX said:

For those players who can only use VPN to play the game, they can no longer open the game since the update, and the words Waiting for Internet Connection always appear on the phone.

Please go to the discord and create a ticket . We will help to solve the problem : https://discord.com/channels/476511575495409705/1227061880586113054

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After playing several rounds it's time to elaborate more regarding new HTML5 mobile version.

At first I'd like to say that I'm glad that such update has finally appeared in the game. Finally there's possibility for mobile players to use promocodes, battle chats, clans and PRO-Battles. This is what I missed in the previous mobile interface, which for sure I'll miss it.

I like the new interface, although a few improvements should be implemented:

  • Quick access menu (That thing to activate supplies) - Even after those several battles I still can't really get used to it. Like tapping and sliding my finger each time to activate supplies when we used to just press the supply icon we want to activate and the supply we wanted to activate next. And like it was mentioned press again that supply activation to check how many supplies we still have, when in the past we didn't have to do that, because we could've seen that without pressing anything. So yes, I'd really like to see an option to choose supplies by just 1 click, just like in PC version (pressing a button) and when there's a cooldown (when not using Hyperion) to choose the next supply to activate.
  • Lags/Motion sickness - Yes, that Mobile HTML5 needs better optimization. On my phone with 12 GB RAM memory +4 GB, realmeGT Neo2, I often get Ping higher than 100 and sometimes 30-50 FPS, despite fact in option in graphics settings I set up High graphic quality and Maximum FPS limit. Yep, can't wait for better optimization.
  • Closing that app in mobile - No, not that in top right corner. It's like to log out from that mobile. By pressing that "X" to close the app. What happened with that window that asked us if we want to leave the app? In my phone I need to use a square (in middle down) to leave it to go to main screen. So yes, I hope in Tanki Online Wiki there will be an article regarding HTML5 mobile version and written there like how to check scoreboard (pressing timer to do it), how to activate supplies (if that thing to activate supplies will stay). Of course if the mentioned features won't be updates, but I hope they will get update, like that "TAB" button to check scoreboard or that supply activation.

I can't wait to see more updates of mobile version of the game. For sure I'd play more in my mobile after fixing those problems. 

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The camera is worse. The movement is worse. The supply activation is worse. The interfaces are worse. Night theme maps are much worse having me strain my eyes to discern things. Everything is worse. 

 

So many of the turrets and augments I liked to play on Android are either too uncomfortable now or my proficiency with them dropped significantly because of the compounding issues mentioned above. 

Sometimes I feel like I'm just a beneficiary of my team already winning, rather than one of the reasons the team is winning. Other times I feel like the cannon fodder you see going 4/17 at the end of battles. All because I'm being artificially handicapped by the settings of HTML5. 

 

The only thing that I can say has improved is the hitreg of Hammer's pellets. Being in the same situations as before, Android would have me randomly missing pellets and dealing half or less damage while on HTML5 I can deal full damage even to moving targets, like enemies have always been doing to me for years. 

Other than that, it has been nothing but frustration in every battle. Rather than only fighting the enemies, I have to be fighting both the enemies and  the battle interface. I'm impatiently waiting for auto-supplies to come and hoping that it properly works and doesn't have any asinine and arbitrary delay between supplies when using Hyperion. That would eliminate one source of frustration. 

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On 4/20/2024 at 10:29 PM, WieLKo-PoLski said:

Quick access menu (That thing to activate supplies) - Even after those several battles I still can't really get used to it. Like tapping and sliding my finger each time to activate supplies when we used to just press the supply icon we want to activate and the supply we wanted to activate next. And like it was mentioned press again that supply activation to check how many supplies we still have, when in the past we didn't have to do that, because we could've seen that without pressing anything. So yes, I'd really like to see an option to choose supplies by just 1 click, just like in PC version (pressing a button) and when there's a cooldown (when not using Hyperion) to choose the next supply to activate.

9CYniqX.png
 

On 4/20/2024 at 10:29 PM, WieLKo-PoLski said:

Lags/Motion sickness - Yes, that Mobile HTML5 needs better optimization. On my phone with 12 GB RAM memory +4 GB, realmeGT Neo2, I often get Ping higher than 100 and sometimes 30-50 FPS, despite fact in option in graphics settings I set up High graphic quality and Maximum FPS limit. Yep, can't wait for better optimization.

Programmers are aware of this and working hard to fix it and deploy it as soon as possible
 

On 4/20/2024 at 10:29 PM, WieLKo-PoLski said:

Closing that app in mobile - No, not that in top right corner. It's like to log out from that mobile. By pressing that "X" to close the app. What happened with that window that asked us if we want to leave the app? In my phone I need to use a square (in middle down) to leave it to go to main screen. So yes, I hope in Tanki Online Wiki there will be an article regarding HTML5 mobile version and written there like how to check scoreboard (pressing timer to do it), how to activate supplies (if that thing to activate supplies will stay). Of course if the mentioned features won't be updates, but I hope they will get update, like that "TAB" button to check scoreboard or that supply activation.

Spoiler
On 4/21/2024 at 4:39 AM, TheCongoSpider said:

The camera is worse. The movement is worse. The supply activation is worse. The interfaces are worse. Night theme maps are much worse having me strain my eyes to discern things. Everything is worse. 

 

So many of the turrets and augments I liked to play on Android are either too uncomfortable now or my proficiency with them dropped significantly because of the compounding issues mentioned above. 

Sometimes I feel like I'm just a beneficiary of my team already winning, rather than one of the reasons the team is winning. Other times I feel like the cannon fodder you see going 4/17 at the end of battles. All because I'm being artificially handicapped by the settings of HTML5. 

 

The only thing that I can say has improved is the hitreg of Hammer's pellets. Being in the same situations as before, Android would have me randomly missing pellets and dealing half or less damage while on HTML5 I can deal full damage even to moving targets, like enemies have always been doing to me for years. 

Other than that, it has been nothing but frustration in every battle. Rather than only fighting the enemies, I have to be fighting both the enemies and  the battle interface. I'm impatiently waiting for auto-supplies to come and hoping that it properly works and doesn't have any asinine and arbitrary delay between supplies when using Hyperion. That would eliminate one source of frustration. 

 

There will be many updates soon. Be patient ?

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On 4/22/2024 at 12:16 AM, Mr_STIFFLER said:

9CYniqX.png
 

Programmers are aware of this and working hard to fix it and deploy it as soon as possible
 

  Reveal hidden contents

 

There will be many updates soon. Be patient ?

Thanks for information.

For sure after those improvements I'll play more in mobile HTML5.  For the first time easily in mobile phone I can reach more than 60 FPS.

KfldwML.jpeg

Edited by WieLKo-PoLski
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