Hello tankers!
In today's episode, we'll be discussing the revised stats for supplies.
We'll also be telling you about our plans for new overdrives,
and launching a giveaway event with cool prizes.
This week we made a number of changes to supplies.
If you still haven't seen them in the game, here are the details:
Active time for Supplies has been decreased to 30 seconds
Cooldowns have been increased to 30 seconds
SMART cooldowns have been reduced,
which means it's now possible to activate a full set of supplies
without depending on drop boxes.
The way the repair kit works has been changed.
We've also improved the game interface for supplies.
The activation and expiration of supplies is now accompanied by a sound effect.
And when a supply is ready to activate, you will be notified with a visual effect.
To find out more about this update,
check out the announcement on the homepage,
or just jump into a battle and try it out!
And here's something you've all been waiting for
the overdrive that activates a full set of supplies
for you and any teammates in your vicinity,
is finally a permanent feature of the game.
In an upcoming episode of the VLOG,
we'll be sharing with you some PRO's advice on how to use it effectively in battle.
But that's not all.
There are new Overdrives coming!
First, let's look at the current situation in Tanki.
Right now, there are 7 hulls in the game.
The only difference between them is in their Armor and speed,
and to a smaller extent, their maneuverability.
Players keep asking us to add new hulls, but this wouldn't make sense.
A new hull would end up being something like Hunter or Mammoth.
After so many tries,
we only have 2 hulls that are more or less different from each other
Wasp and Hornet.
Our developers want to make hulls as different from each other as the turrets are.
They want players to pick a hull because they love its specific and unique gameplay.
At first, the idea was to implement passive abilities.
But this idea was scrapped because it can get very boring.
Having the option to activate an ability can be a lot more rewarding.
This is how the idea of overdrives was born.
Every hull will have it's own unique ability.
This was one of reasons why tanks in the same class,
have the same number of hitpoints.
Players must be able to choose a hull by class and ability.
Overdrives should be team oriented, but also useful in DMs.
When our developers started brainstorming for these new mechanics,
they ended up with LOADS of ideas.
But of course, there are only 7 hulls.
So, before choosing the final 7 abilities, the devs decided to try one out in the game.
This is how Zero Supply appeared.
Eventually, we improved it, and now we have the first example of overdrives.
Why does it work with supplies?
Because players know this mechanic, it gives you an advantage in DM,
and it makes sense in team battles because of the activation radius.
Once all of the remaining overdrives have been implemented,
this one will only stay for one hull, while the other hulls will get their own abilities.
To help us decide on the remaining 6 mechanics,
we asked you to share your ideas on the forum.
It seems that most of your ideas coincided with ours.
Here are the abilities we have chosen:
Number one
Since you already can activate a full-set of supplies,
this overdrive deactivates supplies for all enemies within a radius,
and activates their cooldowns.
Number two
The tank throws a bomb that explodes and deals huge damage in a large radius,
which is great for capturing flags and golds.
Number 3
This ability temporarily improves the parameters of your equipped turret.
For turrets with energy gauges,
there will be unlimited energy and increased range for the duration of the action.
For the other turrets, this will typically be an increased firing rate.
Can you imagine a quick-firing Thunder or Magnum?
Scary.
Number four
The tank drops a generator
that gives all allied tanks within its radius, a high resistance against turrets.
Within this radius, you and your teammates will be able to survive a lot of damage.
Number five
This ability makes the tank invincible.
Additionally, the tank will instantly destroy any enemies it touches.
The tradeoff is that it becomes slower.
This can be a handy feature when it comes to golds and flag protection,
but it will have a short duration, so use it wisely.
And finally, number six
This one allows the whole team to temporarily see enemies through walls,
as well as see all enemy hitpoints.
Additionally, the tank that has activated the overdrive,
will ignore all enemy resistances for as long as the overdrive is active.
I'm sure all of our viewers
are already thinking about how to use these abilities in battle,
and more importantly,
how they will interact with each other to strengthen the team and weaken enemies.
We won't tell you which hull will receive which overdrive,
although we're sure there will be a lot of discussion about that in the forum.
Let's see whether your opinions coincide with ours again.
I'll only say one thing.
When choosing overdrives for hulls, we kept in mind their historically established roles.
Video of the week.
In the last episode, we asked you to shoot a frag movie on Serpuhov,
wearing the Red paint.
Here is the best video!
For next time, you can do anything you want,
as long as it's on the Kungur map, and you're wearing the white paint.
Last week, we gave away a cool gaming keyboard.
The winner was announced in the Russian livestream.
Now, we're running yet another weekend giveaway.
The rules are simple, and they are almost the same as last time.
Throughout this Saturday and Sunday,
you need to make a number of kills in NON-PRO battles.
For 400 kills, you'll get 3 gold boxes
For 800 kills, you'll get 5 gold boxes and 3 days of Premium
And for 2000 kills, you'll get 10 gold boxes, 5 days of Premium,
and the Shark T-B resistance module.
We'll also be randomly picking 3 lucky tankers from those who make 2000 kills or more,
and rewarding them with 2 Dream Tanks and one "Flow" animated paint.
And now, an even more exciting piece of news.
All those tankers who make 800 kills or more,
will be in the chance to win a prize from HyperX:
A Stinger Headset
A Pulsefire Gaming Mouse
And an Alloy FPS Mechanical Keyboard
To find out more about these awesome prizes,
check out the official announcement.
On Monday, we'll have a short livestream
where we'll extract the winners for these prizes.
Stay tuned!
By the way, we're adding a cherry on the cake.
Throughout the weekend,
we'll also be having increased battle funds in NON-Pro Battles.
So for every battle you finish, you'll be getting 50% more crystals!
That's it for today guys!
Have a nice weekend! Bye!
In the last episode, Magnum fired into a crowd of tanks on the Stadium map.
You had to guess how many would survive.
The correct answer is... 2.
Here are our winners, and here's the new question.
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