Poll: Should Explosives also be disabled in -noexploder mode?
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Yes
83.33%
5 83.33%
No
16.67%
1 16.67%
Total 6 vote(s) 100%
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Explosives - From old the new
#1
The old explosives killed enemies at once when you was killed and had smaller AOE. The half damage was at 400 range. Also at the older versions, explosives and tinker was the suicider who exploded on enemy tanks and there was nothing like reconstruct in these days. Perhaps there was not so much discussion about the deadliness of exploders. I could even remember the old explosives even if I played a very few games when they existed.

But then something evil happened behind, few perhaps knew this and it surprised many. The new creation inspired by the nice effects of a discovered animation than would leed into a new creation. it was called... BOOOM

[Image: screen1pre.jpg]
Edit_ DON'T SPAM The birth of the Bomb, Exploder was created

Now in the 8.1x versions, this happened. Along with a new type of explosives which also earned a new icon. Also the Bomb was introduced. All made by the mortar explosion effect.

A suiciders main purpose is to carry explosives and try to kill as many enemies as possible in 1 boom. Also the explosives has changed, the damage and AOE was increased. The half damage is at 600 range. The only disadvantage was the damage was applied 1 second after death, combined with a new explosion animation. The nuke animation. Then some complained over it's deadliness over buildings, so it did half vs structures. There was still complaints and and it was halved again. Now it does insignificant damage to structures with only 25%, also in the latest versions, explosives can now teamkill!! It does 50% vs teamates. What whining is missing? The range of 600 is way to much? I've seen the tanks that dies about from the range of 500-600 range away from the explosion point and it often look like they were in safe distance away from it.

___

I considered the explosives to be better than mines, but now the mines get better for each team attack level. So the mines are good enough. at level 30, the huge mines does 9119 damage!!!
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#2
to the explode (sry for offtopic); if you choose "no explode" you can buy everytimes the explosive packs. and i think NO EXPLODE should say that no suicider is here... but when i choose no explode 100% one choose tinker with explosive. PLS disable the wepaons in this mode, too.
NICHT mehr aktiv hier im Forum, seit Anfang 2008
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#3
I agree, the no exploder mode still allows tinkers to use explosives. The explosives should be forbidden as well in no exploder mode.
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#4
Whats exactly the point of this thread? Are the explosives now too weak compared to the mines?

@Phönix: do you really think that the explosives are imbalanced when carried by a normal tank? I think the main problem with them was the Exploder, thats the reason why I only disabled the tank.
This post has been brought to you by Sand - it's everywhere, get used to it.
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#5
Exodus Wrote:do you really think that the explosives are imbalanced when carried by a normal tank? I think the main problem with them was the Exploder, thats the reason why I only disabled the tank.
That's not enough, doesn't prevent the tinkers from going terrorist.

When I play no exploder mode, I expect that the enemy don't go terrorist, but they can do it with a tinker. It's annoying. The point is that the tinker has teleport as the exploder and does the same thing. Only difference is that the tinker don't have reconstruct skill. I've seen people use explosives and tinker in no exploder mode and the host was pissed off cuz he expected a suicider free game.

When the host choose no exploder mode, he probably don't expect suiciders as exploders OR tinkers. Perhaps in this game mode, don't allow the tinker to buy explosives, but the other tanks can do it. Tinker has teleport as well as exploder. Also if someone tries to change back to tinker in this mode with explosives that he bought as light tank, a restriction message appears and he's changed to pilot instead while carrying these explosives in no exploder mode. What about this?

No terrorist mode:

-Exploder cannot be bought
-Tinker cannot carry explosives in this mode
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#6
TKF Wrote:The point is that the tinker has teleport as the exploder and does the same thing. Only difference is that the tinker don't have reconstruct skill.
...and tinker has no stun. This is significant disadvantage.


TKF Wrote:No terrorist mode:

-Exploder cannot be bought
-Tinker cannot carry explosives in this mode
But you can buy Antigrav and do the same. Antigrav has nearly teleport and mass-stun. It also a bit faster in motion than tinker. While having 1500-2000 hp he will be able to stun targets and get closer to them.
And Thou shalt trust... The Seer.
Що, блядь, навчився читати українською?
Гнойный буйволизм, товарищи, - это ГБ!
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#7
But you can't afford a anti-grav AND explosives at start. Also the anti-grav doesn't instantly teleport, but fly. Also it got some signifcant more hitpoints than the nimble exploder and tinker. In no exploder mode, people can choose tinker and explosives.

You can always turn on no tinker and no exploder mode to prevent this.
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#8
But how about no-exploder-tinker-only mode?
And Thou shalt trust... The Seer.
Що, блядь, навчився читати українською?
Гнойный буйволизм, товарищи, - это ГБ!
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#9
Tinkers can still buy the explosives in no-exploder-tinker-only mode.
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#10
That's what I am talking about. -noexploder mode must disable explosives.
And Thou shalt trust... The Seer.
Що, блядь, навчився читати українською?
Гнойный буйволизм, товарищи, - это ГБ!
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#11
I've added a poll.
This post has been brought to you by Sand - it's everywhere, get used to it.
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#12
Lol, this thread was meant to tell a short story of explosives, not become a pollTongue

Well I'm not against that the explosives would be disabled in no exploder mode. The name fits nice too. I think majority will vote for disabling the explosives in no exploder mode.
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#13
I've made my vote.

Btw, why not put poll in a main forum page visible for all but with voting available only for registered users? This would improve the adequacy of analysis.
And Thou shalt trust... The Seer.
Що, блядь, навчився читати українською?
Гнойный буйволизм, товарищи, - это ГБ!
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#14
I find this subject quite visible. Except that it has somewhat lame thread name compared that it has a poll, so perhaps not everyone bothers to read it. But I read absolutely every new posts.
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#15
Yep, one of the reasons I'd like to play No Exploder mode for would be the lack of suicide bombs involved. The act involves very little skill, usually consisting of getting in range, blinking into the area with optimal effect, and dying taking some other people with you 50%+ of the time unless they're in a very fast tank.

I mean sure, they aren't helping anyone by giving gold away every death, but if the messed up bounty system makes me worth 2,000g that's a pretty large price to pay for something so easily accomplished. Even if I'm not worth that much, all it serves to do is frustrate the opponent. Once again I'd say, this is Battle Tanks, not Unskilled-Newbie-Blinks-With-Suicide-Bomb-In-Your-Face. Or Pass The Bomb.
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#16
I agree. Removing explosives in no exploder mode will prevent the annoying tinker with explosives movement in no exploder mode.
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