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Battle Tanks game mechanics (updated for v8.80) - Printable Version +- Official Battle Tanks Community (https://btanks.net/forum) +-- Forum: Battle Tanks - Warcraft III (https://btanks.net/forum/forumdisplay.php?fid=3) +--- Forum: Strategy Discussions (https://btanks.net/forum/forumdisplay.php?fid=15) +--- Thread: Battle Tanks game mechanics (updated for v8.80) (/showthread.php?tid=1572) Pages:
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Re: Battle Tanks game mechanics - horselance - 2009-03-26 Quote:I thought the moment you get in range, your weapons take their cd to fire their first shot. I have never seen anything fire instantly when in range. This is why high cooldown weapons needs more ability. You can hit and run enemy without being damaged if you are faster. Energy torpedo is one of them. If you have a tempo, you will know when your weapons will fire. So you attack and back, attack and back. To synchronize your weapons simply die. ![]() Re: Battle Tanks game mechanics - stupidnoob - 2009-04-01 I suspect that cd starts anew, when upgrading or changing the weapon? Also the zip file with the weapon formula and bonuses is empty. Why was it decided to make the bonuses range independent? Because depending on the bonus type its usefullness might depend on range. Take "damages player only" is rather usefull on long range weapons, but with low rang it is less useful, because often the enemy tank is the only target anyway in close range or the creeps can be quickly deposed off with a skill. So while the player only bonus on death magic is rather powerful the player only bonus on unupgraded hammer is not that useful. And what is the reason for the ranges of the expensive weapons? The most expensive 1300 range weapon costs 12000, the 600 range weapon 11000 but the 950 range weapon 30000. So while in early and mid game one has a lot of choices in long games it boils down to buying frost laser. Why is this intended? Re: Battle Tanks game mechanics - koshen - 2009-04-01 stupidnoob Wrote:So while in early and mid game one has a lot of choices in long games it boils down to buying frost laser. Why is this intended?with a new shop in the next version this problem should be fixed Re: Battle Tanks game mechanics - ChronicStoned - 2009-06-11 Quote:Laser and Rocket Towers also block the conquering of a CP, a Barricade on the other hand slows the capturing of a CP down. Normally you need 10 seconds to capture a CP, with a Barricade you need 20. i just played a game and conquered a controlpoint only with a barricade- no tanks neither dark nor light force laser and rocket towers also disable conquering so its seems quite logical that they can conquer too. the barricade does not disable conquering but can conquer a cp. is this intended? Re: Battle Tanks game mechanics - Exodus - 2009-06-11 ChronicStoned Wrote:Yes.Quote:Laser and Rocket Towers also block the conquering of a CP, a Barricade on the other hand slows the capturing of a CP down. Normally you need 10 seconds to capture a CP, with a Barricade you need 20. Re: Battle Tanks game mechanics - Dr.Popitz - 2009-06-12 Tech Mech CP conquering ftw! Re: Battle Tanks game mechanics - ChronicStoned - 2009-06-12 tech mech conquering is awesome ![]() my new favourite tactic Re: Battle Tanks game mechanics - Exodus - 2011-02-22 Updated the information in the healing and Control Point section. When there is something you also want to know about, just ask here! Re: Battle Tanks game mechanics - TKF - 2011-04-01 TKF Wrote:Well, isn't the bounty unique in a different game mode? Beginner? League mode? Well is the bounty formula same for all game modes? I doubt so. Re: Battle Tanks game mechanics - eSVau - 2011-04-01 Kil/Death-Ratio has an impact in tank bounty - it ddiffers from game mode RE: Battle Tanks game mechanics - UnifiedDoom - 2011-07-16 Can I request the calculations and formulas for the new assist gold bounty be posted here as well? RE: Battle Tanks game mechanics - Exodus - 2011-07-16 Updated with assists info. RE: Battle Tanks game mechanics - Exodus - 2012-08-13 Updated the Magical and physical damage section with information about the stacking rules of magic resistances. Please take note that as of right now - v8.76c - no magic resistances are stacking. This issue will be fixed in the upcoming version, to work like described in the main post. RE: Battle Tanks game mechanics (updated for v8.80) - Exodus - 2014-04-20 Updated the bounty secton, to reflect the current bounty calculation Updated the physical and magical resistance section Removed the confusing formulation in the weapon formula section and readded the zip file, with actual content Added a section about killing and assist sprees Updated the experience and respawn sections to the current state Everything should be up to date right now (v8.80). If anything is unclear or you want to see more information, just post here. |