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	<channel>
		<title><![CDATA[Official Battle Tanks Community - Feedback]]></title>
		<link>https://btanks.net/forum/</link>
		<description><![CDATA[Official Battle Tanks Community - https://btanks.net/forum]]></description>
		<pubDate>Fri, 10 Apr 2026 21:41:01 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Changes]]></title>
			<link>https://btanks.net/forum/showthread.php?tid=4669</link>
			<pubDate>Mon, 14 Sep 2015 19:18:15 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://btanks.net/forum/member.php?action=profile&uid=2806">Izumi</a>]]></dc:creator>
			<guid isPermaLink="false">https://btanks.net/forum/showthread.php?tid=4669</guid>
			<description><![CDATA[I have the feeling strategic location is kinda OP=overpowered now. I used to play the early versions and in my opinion it took away alot of strategy from solo lanes which i played. now laning is just so boring- clinging onto the strategic location which is so strong, that ur enemy cant rly push u out of it once he gets the upper hand, not to mention ppl starting late.. waiting for weapons, driving manually to lane instead of teleporting to it and such, if they start late and u are a good player they are set back from start to 20 th minute at least. Not to mention that it lasts 3 seconds once u touch it which is ridiculous. flying tanks can run half of the fighting zone during that time. also the magic resist which it grants.. i think some time ago it just gave u 3 armorNOTmagicresistance and mere 10 hp reg/sec which was so nice. u could actually use it strategically - once u were close to it and this SMALL thing gave u a nice advantage. and i dont think it lasted for 3 ridiculous seconds after u left it.<br />
<br />
            Other thing i noticed when playing: u guys changed the bounty system, and AGAIN took away strategy. maybe u wanted to speed the game up with players getting more money for kills scaling in consecutive minutes, which was a bad change imho. now u get so much gold that its ridiculous imho- minions stopped having an impact once the tank gives 800 gold in 30 th minute? Every n00b as i call them rides with big weapons as now everyone can afford them and the gold flow is BIG. Some time ago when u were ahead because u farmed nicely in the early game which had great impact on your middle and late game. now whatever u do- u WILL get money and u WILL get lots of it eventually, once u kill those tanks= zero strategy. and who said the game should be short or shorter? i played 3 hour games which were quite fun actually with only 2 players leaving. Its Btanks not League of Legends that a single session should be as short as possible imho. Some time ago League of legends' game session could last at least 50 minutes not it can last easy 20 ,25 minutes. and the change was not for good in my opinion, same goes for btanks.<br />
<br />
These changes should be reversed for better gameplay imho.]]></description>
			<content:encoded><![CDATA[I have the feeling strategic location is kinda OP=overpowered now. I used to play the early versions and in my opinion it took away alot of strategy from solo lanes which i played. now laning is just so boring- clinging onto the strategic location which is so strong, that ur enemy cant rly push u out of it once he gets the upper hand, not to mention ppl starting late.. waiting for weapons, driving manually to lane instead of teleporting to it and such, if they start late and u are a good player they are set back from start to 20 th minute at least. Not to mention that it lasts 3 seconds once u touch it which is ridiculous. flying tanks can run half of the fighting zone during that time. also the magic resist which it grants.. i think some time ago it just gave u 3 armorNOTmagicresistance and mere 10 hp reg/sec which was so nice. u could actually use it strategically - once u were close to it and this SMALL thing gave u a nice advantage. and i dont think it lasted for 3 ridiculous seconds after u left it.<br />
<br />
            Other thing i noticed when playing: u guys changed the bounty system, and AGAIN took away strategy. maybe u wanted to speed the game up with players getting more money for kills scaling in consecutive minutes, which was a bad change imho. now u get so much gold that its ridiculous imho- minions stopped having an impact once the tank gives 800 gold in 30 th minute? Every n00b as i call them rides with big weapons as now everyone can afford them and the gold flow is BIG. Some time ago when u were ahead because u farmed nicely in the early game which had great impact on your middle and late game. now whatever u do- u WILL get money and u WILL get lots of it eventually, once u kill those tanks= zero strategy. and who said the game should be short or shorter? i played 3 hour games which were quite fun actually with only 2 players leaving. Its Btanks not League of Legends that a single session should be as short as possible imho. Some time ago League of legends' game session could last at least 50 minutes not it can last easy 20 ,25 minutes. and the change was not for good in my opinion, same goes for btanks.<br />
<br />
These changes should be reversed for better gameplay imho.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Thoughts about the Community and the Game]]></title>
			<link>https://btanks.net/forum/showthread.php?tid=4660</link>
			<pubDate>Mon, 10 Aug 2015 22:15:08 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://btanks.net/forum/member.php?action=profile&uid=2549">cpu</a>]]></dc:creator>
			<guid isPermaLink="false">https://btanks.net/forum/showthread.php?tid=4660</guid>
			<description><![CDATA[Hi,<br />
<br />
after a long period of being not abke to play BTanks, i reinstalled some days ago.<br />
<br />
The game itself working fine, I rly cant believe how many big mouthed and tactical incontinent players are in the qualify-matches...<br />
<br />
<br />
As I also can see, there are not rly a lot of ranked matches going on...is this due to a big lack of players?<br />
<br />
In the qualify-matches I hardly cant play without getting a flamer by myself...big mouthed kiddies with absolutely lowest skill, are fukcing up those games. As if they feed or playing with copter and 2k hp after 30 mins with only longrange and dying 2 times a minute. But when it should come to kick, no one votes, cause those analphabetic newbies, surely dont even read the chat or tooltips at all...<br />
<br />
And surely they leave anytime when have been bashed or they have no idea how to counter some tanks, even when u told them what to do about 10 times before...they simply flame and tell me i am a nazi or whatever...cant u just implement a wordfilter and kick idiots who dont know what happened in WW2? Barely sad about the community which plays with idiots like them and dont ´just tell them to stop...nonono, they tell me then to stfu cause they have their fun bashing them...no words...<br />
<br />
This is rly more than frustrating. And the biggest effort is the starting of the game. With being afk for 5 minutes and then not being able to simply hold a lane, its GG before the game rly began.<br />
<br />
Cant u plz set down the timelimit for being afk at start down to 1 minute? Is it so hard to stay at the pc when searching for a game? Soz for the bad language, but those "idiots" ruin one game by another...<br />
<br />
And also in advantage a big sorry to those "skilled" players who have fun bashing noobteams and starting to trashtalk to the loosers then...with having a lowbob-game, i cant rly understand where the fun lies...<br />
<br />
Maybe u all should think about what will happen to the game, if this keeps going on...in my place, I simply deinstall again and let the BTanks "a rly good game" going down to hell...<br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">EDIT:<br />
</span></span>Watch the attached replay and see what i mean...this "pilot_rahan" has been flaming the whole day long...generally he fed like a noob and flamed...and then he had some luck in a better team and got fed e.g. by this "russia1" and then he flamed...omg ban him or do whatever...just give us the possibility to mute those retards plz...<br />
<br />
And u also can see how easy it would be to autokick such megafeeders like this "russia1"...he fed like 15 kills...in 20 mins...enough reasons to autokick him?]]></description>
			<content:encoded><![CDATA[Hi,<br />
<br />
after a long period of being not abke to play BTanks, i reinstalled some days ago.<br />
<br />
The game itself working fine, I rly cant believe how many big mouthed and tactical incontinent players are in the qualify-matches...<br />
<br />
<br />
As I also can see, there are not rly a lot of ranked matches going on...is this due to a big lack of players?<br />
<br />
In the qualify-matches I hardly cant play without getting a flamer by myself...big mouthed kiddies with absolutely lowest skill, are fukcing up those games. As if they feed or playing with copter and 2k hp after 30 mins with only longrange and dying 2 times a minute. But when it should come to kick, no one votes, cause those analphabetic newbies, surely dont even read the chat or tooltips at all...<br />
<br />
And surely they leave anytime when have been bashed or they have no idea how to counter some tanks, even when u told them what to do about 10 times before...they simply flame and tell me i am a nazi or whatever...cant u just implement a wordfilter and kick idiots who dont know what happened in WW2? Barely sad about the community which plays with idiots like them and dont ´just tell them to stop...nonono, they tell me then to stfu cause they have their fun bashing them...no words...<br />
<br />
This is rly more than frustrating. And the biggest effort is the starting of the game. With being afk for 5 minutes and then not being able to simply hold a lane, its GG before the game rly began.<br />
<br />
Cant u plz set down the timelimit for being afk at start down to 1 minute? Is it so hard to stay at the pc when searching for a game? Soz for the bad language, but those "idiots" ruin one game by another...<br />
<br />
And also in advantage a big sorry to those "skilled" players who have fun bashing noobteams and starting to trashtalk to the loosers then...with having a lowbob-game, i cant rly understand where the fun lies...<br />
<br />
Maybe u all should think about what will happen to the game, if this keeps going on...in my place, I simply deinstall again and let the BTanks "a rly good game" going down to hell...<br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">EDIT:<br />
</span></span>Watch the attached replay and see what i mean...this "pilot_rahan" has been flaming the whole day long...generally he fed like a noob and flamed...and then he had some luck in a better team and got fed e.g. by this "russia1" and then he flamed...omg ban him or do whatever...just give us the possibility to mute those retards plz...<br />
<br />
And u also can see how easy it would be to autokick such megafeeders like this "russia1"...he fed like 15 kills...in 20 mins...enough reasons to autokick him?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Arcitect and the Pacifista Tactic]]></title>
			<link>https://btanks.net/forum/showthread.php?tid=4638</link>
			<pubDate>Wed, 15 Apr 2015 00:41:36 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://btanks.net/forum/member.php?action=profile&uid=2862">AeroniumX</a>]]></dc:creator>
			<guid isPermaLink="false">https://btanks.net/forum/showthread.php?tid=4638</guid>
			<description><![CDATA[Architect is a "tank" which is annoying to play against because of its excellent ultimate summon ability which is very good vs cp captures. Also due to its ability to stun, it sometimes stops the targetet unit.<br />
<br />
Personally I hate to play against this tank, and even end game tanks might have problems playing against architect.  The Architect shows that average players can is being used to play this tank can become quite hard opponents with this tank.<br />
<br />
<br />
The problem with this tank is that it cost only 6000, and with such good ultimate ability its as good as demon tank in many cases. However I feel this tank is much better than equivalent tanks at same costs. Actually I kinda find it a unbalancing element in btanks, what do you think of it?<br />
<br />
Pacifista advantages<br />
<ol type="1" class="mycode_list"><li>Good hp, damage sharing<br />
</li>
<li>Explodes on death, effective for CP captures<br />
</li>
<li>Extra set of inventory<br />
</li>
<li>Very good hp regen<br />
</li>
<li>Can pick up healing runes<br />
</li>
<li>You can actually use a tactic save a lot of gold beacuse of the summon<br />
</li>
<li>Extended range: You don't need to stay very close and you suffer less close combat damage<br />
</li>
</ol>
Pacifista disadvantages<br />
<ol type="1" class="mycode_list"><li>When dead, items carried are not available<br />
</li>
<li>When dead and ulti is still on cd, Architect is more vulnerable<br />
</li>
<li>Harder to manage than other tanks, more micromanagement<br />
</li>
<li>More difficult to defend CP's if pacifista is far away<br />
</li>
<li>...<br />
</li>
</ol>
However I feel that this tanks can ruin a nice game, because of this "untraditional" tank which makes a balanced game , less fun to play. Balancing this tank is hard, but I think the element of high regen makes it much better than any other creep summons, like ghost tank you must use its ulti to heal creeps, architect only need to pull back pacifista to let it regen its hp up. Also the feature of death explosion damage is also a reason why this is hard to fight.<br />
<br />
<br />
___________<br />
<br />
<span style="font-size: small;" class="mycode_size">Replay:<br />
In this game I decided to pick the architect. I eventually put 2 axes on it, then when enemy team got 2 sky forts it became harder, so I put 2 AA guns on it for fun. Although I sucked a bit in this game, especially at start, i actually bought so much expensive items that changing tank would result of selling 1 or 2 expensive items so I decided to stay with this tank in this game. The replay shows that this tank can take up to several end game tanks at the very end of replay, utilizing the extra inventory set to its full potential. The fun part is that enemy sky forts used its ulti on the pacifista  :D.<br />
</span><br />
<span style="font-size: small;" class="mycode_size"><br />
This replay might not represent the best way of playing arcitect, but its a good example that it can be used in end games. I'm only used this about 10-15 times.<br />
</span><br />
<br />
<br />
<span style="font-size: small;" class="mycode_size">___________<br />
</span><br />
<br />
<br />
<span style="font-size: small;" class="mycode_size">I feel the pacifista is a bit to strong, I suggest to nerf it a bit, maybe by (several suggestions)...</span><ul class="mycode_list"><li><span style="font-size: x-small;" class="mycode_size">Reducing its hp regen</span><br />
</li>
<li><span style="font-size: x-small;" class="mycode_size">Decreasing its active distance from architect</span><br />
</li>
<li><span style="font-size: x-small;" class="mycode_size">Slowing it down a bit</span><br />
</li>
<li><span style="font-size: x-small;" class="mycode_size">Decrease the armor</span><br />
</li>
<li><span style="font-size: x-small;" class="mycode_size">Reduce its max hp a bit</span><br />
</li>
<li><span style="font-size: x-small;" class="mycode_size">Increase the base cost of Architect, keep the same hp</span><br />
</li>
</ul>
Applying maybe only one of these suggestions maybe.<br />
<br />
<br />
Just my opinion<br />
<br />
<img src="https://btanks.net/forum/images/attachtypes/unknown.gif" title="" border="0" alt=".w3g" />
&nbsp;&nbsp;<a href="attachment.php?aid=2599" target="_blank" title="">Arcitect Play to the end game.w3g</a> (Size: 2.88 MB / Downloads: 538)
]]></description>
			<content:encoded><![CDATA[Architect is a "tank" which is annoying to play against because of its excellent ultimate summon ability which is very good vs cp captures. Also due to its ability to stun, it sometimes stops the targetet unit.<br />
<br />
Personally I hate to play against this tank, and even end game tanks might have problems playing against architect.  The Architect shows that average players can is being used to play this tank can become quite hard opponents with this tank.<br />
<br />
<br />
The problem with this tank is that it cost only 6000, and with such good ultimate ability its as good as demon tank in many cases. However I feel this tank is much better than equivalent tanks at same costs. Actually I kinda find it a unbalancing element in btanks, what do you think of it?<br />
<br />
Pacifista advantages<br />
<ol type="1" class="mycode_list"><li>Good hp, damage sharing<br />
</li>
<li>Explodes on death, effective for CP captures<br />
</li>
<li>Extra set of inventory<br />
</li>
<li>Very good hp regen<br />
</li>
<li>Can pick up healing runes<br />
</li>
<li>You can actually use a tactic save a lot of gold beacuse of the summon<br />
</li>
<li>Extended range: You don't need to stay very close and you suffer less close combat damage<br />
</li>
</ol>
Pacifista disadvantages<br />
<ol type="1" class="mycode_list"><li>When dead, items carried are not available<br />
</li>
<li>When dead and ulti is still on cd, Architect is more vulnerable<br />
</li>
<li>Harder to manage than other tanks, more micromanagement<br />
</li>
<li>More difficult to defend CP's if pacifista is far away<br />
</li>
<li>...<br />
</li>
</ol>
However I feel that this tanks can ruin a nice game, because of this "untraditional" tank which makes a balanced game , less fun to play. Balancing this tank is hard, but I think the element of high regen makes it much better than any other creep summons, like ghost tank you must use its ulti to heal creeps, architect only need to pull back pacifista to let it regen its hp up. Also the feature of death explosion damage is also a reason why this is hard to fight.<br />
<br />
<br />
___________<br />
<br />
<span style="font-size: small;" class="mycode_size">Replay:<br />
In this game I decided to pick the architect. I eventually put 2 axes on it, then when enemy team got 2 sky forts it became harder, so I put 2 AA guns on it for fun. Although I sucked a bit in this game, especially at start, i actually bought so much expensive items that changing tank would result of selling 1 or 2 expensive items so I decided to stay with this tank in this game. The replay shows that this tank can take up to several end game tanks at the very end of replay, utilizing the extra inventory set to its full potential. The fun part is that enemy sky forts used its ulti on the pacifista  :D.<br />
</span><br />
<span style="font-size: small;" class="mycode_size"><br />
This replay might not represent the best way of playing arcitect, but its a good example that it can be used in end games. I'm only used this about 10-15 times.<br />
</span><br />
<br />
<br />
<span style="font-size: small;" class="mycode_size">___________<br />
</span><br />
<br />
<br />
<span style="font-size: small;" class="mycode_size">I feel the pacifista is a bit to strong, I suggest to nerf it a bit, maybe by (several suggestions)...</span><ul class="mycode_list"><li><span style="font-size: x-small;" class="mycode_size">Reducing its hp regen</span><br />
</li>
<li><span style="font-size: x-small;" class="mycode_size">Decreasing its active distance from architect</span><br />
</li>
<li><span style="font-size: x-small;" class="mycode_size">Slowing it down a bit</span><br />
</li>
<li><span style="font-size: x-small;" class="mycode_size">Decrease the armor</span><br />
</li>
<li><span style="font-size: x-small;" class="mycode_size">Reduce its max hp a bit</span><br />
</li>
<li><span style="font-size: x-small;" class="mycode_size">Increase the base cost of Architect, keep the same hp</span><br />
</li>
</ul>
Applying maybe only one of these suggestions maybe.<br />
<br />
<br />
Just my opinion<br />
<br />
<img src="https://btanks.net/forum/images/attachtypes/unknown.gif" title="" border="0" alt=".w3g" />
&nbsp;&nbsp;<a href="attachment.php?aid=2599" target="_blank" title="">Arcitect Play to the end game.w3g</a> (Size: 2.88 MB / Downloads: 538)
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[add -votekick player]]></title>
			<link>https://btanks.net/forum/showthread.php?tid=4614</link>
			<pubDate>Fri, 30 Jan 2015 20:38:19 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://btanks.net/forum/member.php?action=profile&uid=3396">Slaktaren</a>]]></dc:creator>
			<guid isPermaLink="false">https://btanks.net/forum/showthread.php?tid=4614</guid>
			<description><![CDATA[Please keep the current kick system, but please add a -votekick where almost all have to agree.<br />
Sometimes players stop fighting and stay as far back as possible or start building towers at home base in beginning of game, and cant be kicked by current kick system.]]></description>
			<content:encoded><![CDATA[Please keep the current kick system, but please add a -votekick where almost all have to agree.<br />
Sometimes players stop fighting and stay as far back as possible or start building towers at home base in beginning of game, and cant be kicked by current kick system.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[8.80c] Troop items cost no mana. They should?]]></title>
			<link>https://btanks.net/forum/showthread.php?tid=4604</link>
			<pubDate>Tue, 13 Jan 2015 22:34:12 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://btanks.net/forum/member.php?action=profile&uid=2862">AeroniumX</a>]]></dc:creator>
			<guid isPermaLink="false">https://btanks.net/forum/showthread.php?tid=4604</guid>
			<description><![CDATA[My opinion:<br />
<br />
Troop Command and Siege Pack cost no mana. I think it should be 10 mana for each use mininmum<br />
<br />
Especially Adv. Troop Command is a end gamer siege item. That should cost some more mana to use. Because it doesn't cost any mana using these items. Most other items cost plenty of mana, like the kinetic shield costing 25 mana (kinda much, since enemies can just creep near you and its not protecting), it suck compared to troops which distract weapons fire.<br />
<br />
There is some other items which also cost no mana, but this topic is mainly about troop summoner items<br />
<br />
Edit:<br />
<br />
Also, while buildings have lot of Armor, the siege pack aura seems to nerf their armor, does this also buff your weapon items damage vs those buildings??]]></description>
			<content:encoded><![CDATA[My opinion:<br />
<br />
Troop Command and Siege Pack cost no mana. I think it should be 10 mana for each use mininmum<br />
<br />
Especially Adv. Troop Command is a end gamer siege item. That should cost some more mana to use. Because it doesn't cost any mana using these items. Most other items cost plenty of mana, like the kinetic shield costing 25 mana (kinda much, since enemies can just creep near you and its not protecting), it suck compared to troops which distract weapons fire.<br />
<br />
There is some other items which also cost no mana, but this topic is mainly about troop summoner items<br />
<br />
Edit:<br />
<br />
Also, while buildings have lot of Armor, the siege pack aura seems to nerf their armor, does this also buff your weapon items damage vs those buildings??]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Please hard-limit penalty to 7]]></title>
			<link>https://btanks.net/forum/showthread.php?tid=4321</link>
			<pubDate>Sat, 02 Aug 2014 18:00:04 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://btanks.net/forum/member.php?action=profile&uid=3150">RAF_Fenix</a>]]></dc:creator>
			<guid isPermaLink="false">https://btanks.net/forum/showthread.php?tid=4321</guid>
			<description><![CDATA[Our official requirement for BTanks RANKED LEAGUE is 85% stay rate.<br />
However, if I get kicked or my network drops several times, I can get way over 100 penalty points and get kicked from RANKED until I play 50 games. (25 games if I make new account, which I don't want).<br />
<br />
Anyway:<br />
I ask to configure LEAGUE RANKED bot to hard-limit penalty point to 7. (instead of 13 points I got for last game).<br />
<br />
Why ?<br />
6/7. = 85.7% stay ratio.<br />
With the current penalty of 13 points my stay ratio must be 92% for me to stay in RANKED, which is not always the case.<br />
<br />
-RAF Fenix]]></description>
			<content:encoded><![CDATA[Our official requirement for BTanks RANKED LEAGUE is 85% stay rate.<br />
However, if I get kicked or my network drops several times, I can get way over 100 penalty points and get kicked from RANKED until I play 50 games. (25 games if I make new account, which I don't want).<br />
<br />
Anyway:<br />
I ask to configure LEAGUE RANKED bot to hard-limit penalty point to 7. (instead of 13 points I got for last game).<br />
<br />
Why ?<br />
6/7. = 85.7% stay ratio.<br />
With the current penalty of 13 points my stay ratio must be 92% for me to stay in RANKED, which is not always the case.<br />
<br />
-RAF Fenix]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Average game length - options for change]]></title>
			<link>https://btanks.net/forum/showthread.php?tid=4286</link>
			<pubDate>Sat, 17 May 2014 19:08:41 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://btanks.net/forum/member.php?action=profile&uid=29">Exodus</a>]]></dc:creator>
			<guid isPermaLink="false">https://btanks.net/forum/showthread.php?tid=4286</guid>
			<description><![CDATA[Since I was also interested in how the average game length developed over time, I asked eSVau to provide me with some data, which he did.<br />
This is what this data looks like:<br />
<br />
<table style="border-collapse:collapse; empty-cells: show; border:1px solid #000000" border=1>
<tr>
<td style="padding: 2px;"># of games</td>
<td style="padding: 2px;">Average time in s</td>
<td style="padding: 2px;">Version</td>
</tr>
<tr><td style="padding: 2px;">10960</td><td style="padding: 2px;">3824</td><td style="padding: 2px;">872c</td></tr>
<tr><td style="padding: 2px;">1522</td><td style="padding: 2px;">3438</td><td style="padding: 2px;">873</td></tr>
<tr><td style="padding: 2px;">9028</td><td style="padding: 2px;">3893</td><td style="padding: 2px;">873c</td></tr>
<tr><td style="padding: 2px;">9235</td><td style="padding: 2px;">3819</td><td style="padding: 2px;">874</td></tr>
<tr><td style="padding: 2px;">408</td><td style="padding: 2px;">3544</td><td style="padding: 2px;">875b</td></tr>
<tr><td style="padding: 2px;">752</td><td style="padding: 2px;">3782</td><td style="padding: 2px;">875c</td></tr>
<tr><td style="padding: 2px;">1</td><td style="padding: 2px;">2140</td><td style="padding: 2px;">876b</td></tr>
<tr><td style="padding: 2px;">3556</td><td style="padding: 2px;">3651</td><td style="padding: 2px;">876c</td></tr>
<tr><td style="padding: 2px;">41</td><td style="padding: 2px;">3789</td><td style="padding: 2px;">877b</td></tr>
<tr><td style="padding: 2px;">536</td><td style="padding: 2px;">3552</td><td style="padding: 2px;">877c</td></tr>
<tr><td style="padding: 2px;">1441</td><td style="padding: 2px;">3404</td><td style="padding: 2px;">877e</td></tr>
<tr><td style="padding: 2px;">1594</td><td style="padding: 2px;">3757</td><td style="padding: 2px;">878b</td></tr>
<tr><td style="padding: 2px;">93</td><td style="padding: 2px;">4171</td><td style="padding: 2px;">879b</td></tr>
<tr><td style="padding: 2px;">974</td><td style="padding: 2px;">4171</td><td style="padding: 2px;">879c</td></tr>
<tr><td style="padding: 2px;">1046</td><td style="padding: 2px;">4127</td><td style="padding: 2px;">879d</td></tr>
<tr><td style="padding: 2px;">126</td><td style="padding: 2px;">4361</td><td style="padding: 2px;">880c</td></tr>
</table>
<br />
I was a little suprised to learn, that is has been going up for a long time now, with the latest version at its peak. I guess this calls for some action. How drastic this action will be and in what direction it will go, will still have to be determined. Use this chance for your input guys!]]></description>
			<content:encoded><![CDATA[Since I was also interested in how the average game length developed over time, I asked eSVau to provide me with some data, which he did.<br />
This is what this data looks like:<br />
<br />
<table style="border-collapse:collapse; empty-cells: show; border:1px solid #000000" border=1>
<tr>
<td style="padding: 2px;"># of games</td>
<td style="padding: 2px;">Average time in s</td>
<td style="padding: 2px;">Version</td>
</tr>
<tr><td style="padding: 2px;">10960</td><td style="padding: 2px;">3824</td><td style="padding: 2px;">872c</td></tr>
<tr><td style="padding: 2px;">1522</td><td style="padding: 2px;">3438</td><td style="padding: 2px;">873</td></tr>
<tr><td style="padding: 2px;">9028</td><td style="padding: 2px;">3893</td><td style="padding: 2px;">873c</td></tr>
<tr><td style="padding: 2px;">9235</td><td style="padding: 2px;">3819</td><td style="padding: 2px;">874</td></tr>
<tr><td style="padding: 2px;">408</td><td style="padding: 2px;">3544</td><td style="padding: 2px;">875b</td></tr>
<tr><td style="padding: 2px;">752</td><td style="padding: 2px;">3782</td><td style="padding: 2px;">875c</td></tr>
<tr><td style="padding: 2px;">1</td><td style="padding: 2px;">2140</td><td style="padding: 2px;">876b</td></tr>
<tr><td style="padding: 2px;">3556</td><td style="padding: 2px;">3651</td><td style="padding: 2px;">876c</td></tr>
<tr><td style="padding: 2px;">41</td><td style="padding: 2px;">3789</td><td style="padding: 2px;">877b</td></tr>
<tr><td style="padding: 2px;">536</td><td style="padding: 2px;">3552</td><td style="padding: 2px;">877c</td></tr>
<tr><td style="padding: 2px;">1441</td><td style="padding: 2px;">3404</td><td style="padding: 2px;">877e</td></tr>
<tr><td style="padding: 2px;">1594</td><td style="padding: 2px;">3757</td><td style="padding: 2px;">878b</td></tr>
<tr><td style="padding: 2px;">93</td><td style="padding: 2px;">4171</td><td style="padding: 2px;">879b</td></tr>
<tr><td style="padding: 2px;">974</td><td style="padding: 2px;">4171</td><td style="padding: 2px;">879c</td></tr>
<tr><td style="padding: 2px;">1046</td><td style="padding: 2px;">4127</td><td style="padding: 2px;">879d</td></tr>
<tr><td style="padding: 2px;">126</td><td style="padding: 2px;">4361</td><td style="padding: 2px;">880c</td></tr>
</table>
<br />
I was a little suprised to learn, that is has been going up for a long time now, with the latest version at its peak. I guess this calls for some action. How drastic this action will be and in what direction it will go, will still have to be determined. Use this chance for your input guys!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Performance Score End Screen]]></title>
			<link>https://btanks.net/forum/showthread.php?tid=4285</link>
			<pubDate>Fri, 16 May 2014 23:15:10 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://btanks.net/forum/member.php?action=profile&uid=259">Prog</a>]]></dc:creator>
			<guid isPermaLink="false">https://btanks.net/forum/showthread.php?tid=4285</guid>
			<description><![CDATA[It's just a very small thing, but sometimes the way the performance is calculated in for the endscreen is very very misleading. Sometimes I even think it wants to make fun of me...<br />
<br />
See for example this:<br />
<br />

<br />
<img src="https://btanks.net/forum/images/attachtypes/image.gif" title="JPG Image" border="0" alt=".jpg" />
&nbsp;&nbsp;<a href="attachment.php?aid=2527" target="_blank" title="">Performance Score.jpg</a> (Size: 337.19 KB / Downloads: 804)
<br />
<br />
<br />
Yep. He certainly was the best guy in there. ~~<br />
<br />
(probably caused by spawned creeps?)]]></description>
			<content:encoded><![CDATA[It's just a very small thing, but sometimes the way the performance is calculated in for the endscreen is very very misleading. Sometimes I even think it wants to make fun of me...<br />
<br />
See for example this:<br />
<br />

<br />
<img src="https://btanks.net/forum/images/attachtypes/image.gif" title="JPG Image" border="0" alt=".jpg" />
&nbsp;&nbsp;<a href="attachment.php?aid=2527" target="_blank" title="">Performance Score.jpg</a> (Size: 337.19 KB / Downloads: 804)
<br />
<br />
<br />
Yep. He certainly was the best guy in there. ~~<br />
<br />
(probably caused by spawned creeps?)]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[question about Kinetic Shield]]></title>
			<link>https://btanks.net/forum/showthread.php?tid=4284</link>
			<pubDate>Fri, 16 May 2014 20:47:16 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://btanks.net/forum/member.php?action=profile&uid=538">stibi-</a>]]></dc:creator>
			<guid isPermaLink="false">https://btanks.net/forum/showthread.php?tid=4284</guid>
			<description><![CDATA[<a href="http://btanks.net/wordpress/knowledge-base/items/troll-trader/" target="_blank" rel="noopener" class="mycode_url">http://btanks.net/wordpress/knowledge-ba...ll-trader/</a><br />
says 25% block bonus for each weapon upgrade<br />
<br />
in game<br />
20 % bonus each creep upgrade<br />
<br />
could you help me out? 2* 20 % every 5 min?<br />
+ can we get a command to check for the blocked damage?<br />
like -kinetic or something like that<br />
<hr class="mycode_hr" />
The shield becomes more effective, when more allied tanks are protected by it.<br />
--&gt; is this just a general statement or somehow involved in the reduced dmg calculation?<br />
or 1k + xx % for each person?]]></description>
			<content:encoded><![CDATA[<a href="http://btanks.net/wordpress/knowledge-base/items/troll-trader/" target="_blank" rel="noopener" class="mycode_url">http://btanks.net/wordpress/knowledge-ba...ll-trader/</a><br />
says 25% block bonus for each weapon upgrade<br />
<br />
in game<br />
20 % bonus each creep upgrade<br />
<br />
could you help me out? 2* 20 % every 5 min?<br />
+ can we get a command to check for the blocked damage?<br />
like -kinetic or something like that<br />
<hr class="mycode_hr" />
The shield becomes more effective, when more allied tanks are protected by it.<br />
--&gt; is this just a general statement or somehow involved in the reduced dmg calculation?<br />
or 1k + xx % for each person?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[The new bounty and spree system]]></title>
			<link>https://btanks.net/forum/showthread.php?tid=4283</link>
			<pubDate>Fri, 16 May 2014 04:53:56 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://btanks.net/forum/member.php?action=profile&uid=2837">Wupti</a>]]></dc:creator>
			<guid isPermaLink="false">https://btanks.net/forum/showthread.php?tid=4283</guid>
			<description><![CDATA[<blockquote class="mycode_quote"><cite><span> (2014-02-07, 02:26:29)</span>Exodus Wrote:  <a href="https://btanks.net/forum/showthread.php?pid=40560#pid40560" class="quick_jump"></a></cite>Alright, Beta 2 is up. Hosting will begin soon™.<br />
<br />
Regarding the bounty and spree changes, lets discuss this in a seperate thread.</blockquote><br />
I'm quite amazed no one has done this yet <img src="https://btanks.net/forum/images/smilies/huh.gif" alt="Huh" title="Huh" class="smilie smilie_17" /><br />
<br />
I believe the idea is to make feeders less of an influence, correct me if im wrong, but am I the only one that find this new system heavily unbalanced? <img src="https://btanks.net/forum/images/smilies/confused.gif" alt="Confused" title="Confused" class="smilie smilie_13" /> <br />
<br />
To Put it bluntly mid-part of the game is ruined. The only way you see a game ending before 1 hour is duo to 3 reasons.<br />
a)leaver<br />
b)dc<br />
c)kick<br />
<img src="https://btanks.net/forum/images/smilies/confused.gif" alt="Confused" title="Confused" class="smilie smilie_13" />  <br />
<br />
I see teams dominate heavily early/midgame but thx to the new bounty system they gain nothing from it <span style="font-weight: bold;" class="mycode_b">unless they completely obliterate a team and take a CP</span>. duo to the fact the spawn timers are fairly short and its almost impossible to get an egde this is near impossible and can only be done by huge missplays from either team.<br />
This is all personal but to me a good game isnt always a long boring titan war.<br />
<br />
Unfortunately there is no stat in league named average game time, so I cant compare my old acc with my new which could have been interesting. If any admin is able to do that i would very much apprecciate the result posted here.<br />
<br />
The new bounty system is a great idea but imo need to get a lot more balanced.<br />
<br />
Furthermore I think It's a problem the only real objective to get in btank is the checkpoints. I'd like to see for instance  to towers to be spread throughtout team instead all to the lasthitter.<br />
<br />
An idea could be<br />
<br />
before: player1 400g player2 0 player3 0 player4 0 player5 0<br />
<br />
New: player1 200g player2 100 player3 100 player4 100 player5 100.<br />
<br />
feel free to give input<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Food for thought</span><br />
<br />
(last 10 ranked games)<br />
t1 ~ Team 1<br />
t2 ~ Team 2<br />
Length:<br />
57m9s<br />
1h47m50s  (t1 dc)<br />
1h1m8s (t1 afk and dc)<br />
1h4m57s<br />
58m40s (t1 dc, t2 kick)<br />
24m27s (t2 dc dc)<br />
11m58s (t1 dc)<br />
1h11m20s (t2 dc)<br />
1h51m16s<br />
1h19m15s (t1 dc)<br />
<br />
<blockquote class="mycode_quote"><cite><span> (2014-02-04, 18:08:03)</span>Exodus Wrote:  <a href="https://btanks.net/forum/showthread.php?pid=40534#pid40534" class="quick_jump"></a></cite>Here are some example values with a tank worth of 10k:<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>old bounty:<br />
125 + tank worth / 65 (262g)<br />
<br />
new lower boundary:<br />
125 + tank worth / 100 (225g)<br />
<br />
new upper boundary:<br />
125 + tank worth / 33 (428g)</code></div></div></blockquote><br />
<span style="font-weight: bold;" class="mycode_b">Assuming all players are worth 10k and 0 kills</span><br />
<br />
player 1 kill player 6 (262 + 2 assists)<br />
<br />
player 2 kill player 7 (262 + 2 assists)<br />
<br />
player 3 kill player 8 (262 + 2 assists)<br />
<br />
Player 1 kill player 6 (225 + 2 assist)<br />
<br />
Player 2 kill player 7 (225+ 1 assist)<br />
<br />
Player 3 kill player 8 (225 + 1 assist)<br />
<br />
Net gold kills: 1491g<br />
<br />
then lets assume they all die once<br />
<br />
1491-3x428<br />
<br />
Net Gold kills: 207g<br />
<br />
Team: Kills 6 deaths 3<br />
<br />
Since i dont know the boundary its hard to give a concrete example and these estimations should be some what off, but you get the idea. havent included assists since they should even out somewhat aswell]]></description>
			<content:encoded><![CDATA[<blockquote class="mycode_quote"><cite><span> (2014-02-07, 02:26:29)</span>Exodus Wrote:  <a href="https://btanks.net/forum/showthread.php?pid=40560#pid40560" class="quick_jump"></a></cite>Alright, Beta 2 is up. Hosting will begin soon™.<br />
<br />
Regarding the bounty and spree changes, lets discuss this in a seperate thread.</blockquote><br />
I'm quite amazed no one has done this yet <img src="https://btanks.net/forum/images/smilies/huh.gif" alt="Huh" title="Huh" class="smilie smilie_17" /><br />
<br />
I believe the idea is to make feeders less of an influence, correct me if im wrong, but am I the only one that find this new system heavily unbalanced? <img src="https://btanks.net/forum/images/smilies/confused.gif" alt="Confused" title="Confused" class="smilie smilie_13" /> <br />
<br />
To Put it bluntly mid-part of the game is ruined. The only way you see a game ending before 1 hour is duo to 3 reasons.<br />
a)leaver<br />
b)dc<br />
c)kick<br />
<img src="https://btanks.net/forum/images/smilies/confused.gif" alt="Confused" title="Confused" class="smilie smilie_13" />  <br />
<br />
I see teams dominate heavily early/midgame but thx to the new bounty system they gain nothing from it <span style="font-weight: bold;" class="mycode_b">unless they completely obliterate a team and take a CP</span>. duo to the fact the spawn timers are fairly short and its almost impossible to get an egde this is near impossible and can only be done by huge missplays from either team.<br />
This is all personal but to me a good game isnt always a long boring titan war.<br />
<br />
Unfortunately there is no stat in league named average game time, so I cant compare my old acc with my new which could have been interesting. If any admin is able to do that i would very much apprecciate the result posted here.<br />
<br />
The new bounty system is a great idea but imo need to get a lot more balanced.<br />
<br />
Furthermore I think It's a problem the only real objective to get in btank is the checkpoints. I'd like to see for instance  to towers to be spread throughtout team instead all to the lasthitter.<br />
<br />
An idea could be<br />
<br />
before: player1 400g player2 0 player3 0 player4 0 player5 0<br />
<br />
New: player1 200g player2 100 player3 100 player4 100 player5 100.<br />
<br />
feel free to give input<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Food for thought</span><br />
<br />
(last 10 ranked games)<br />
t1 ~ Team 1<br />
t2 ~ Team 2<br />
Length:<br />
57m9s<br />
1h47m50s  (t1 dc)<br />
1h1m8s (t1 afk and dc)<br />
1h4m57s<br />
58m40s (t1 dc, t2 kick)<br />
24m27s (t2 dc dc)<br />
11m58s (t1 dc)<br />
1h11m20s (t2 dc)<br />
1h51m16s<br />
1h19m15s (t1 dc)<br />
<br />
<blockquote class="mycode_quote"><cite><span> (2014-02-04, 18:08:03)</span>Exodus Wrote:  <a href="https://btanks.net/forum/showthread.php?pid=40534#pid40534" class="quick_jump"></a></cite>Here are some example values with a tank worth of 10k:<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>old bounty:<br />
125 + tank worth / 65 (262g)<br />
<br />
new lower boundary:<br />
125 + tank worth / 100 (225g)<br />
<br />
new upper boundary:<br />
125 + tank worth / 33 (428g)</code></div></div></blockquote><br />
<span style="font-weight: bold;" class="mycode_b">Assuming all players are worth 10k and 0 kills</span><br />
<br />
player 1 kill player 6 (262 + 2 assists)<br />
<br />
player 2 kill player 7 (262 + 2 assists)<br />
<br />
player 3 kill player 8 (262 + 2 assists)<br />
<br />
Player 1 kill player 6 (225 + 2 assist)<br />
<br />
Player 2 kill player 7 (225+ 1 assist)<br />
<br />
Player 3 kill player 8 (225 + 1 assist)<br />
<br />
Net gold kills: 1491g<br />
<br />
then lets assume they all die once<br />
<br />
1491-3x428<br />
<br />
Net Gold kills: 207g<br />
<br />
Team: Kills 6 deaths 3<br />
<br />
Since i dont know the boundary its hard to give a concrete example and these estimations should be some what off, but you get the idea. havent included assists since they should even out somewhat aswell]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Power Pack]]></title>
			<link>https://btanks.net/forum/showthread.php?tid=4270</link>
			<pubDate>Thu, 08 May 2014 01:18:29 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://btanks.net/forum/member.php?action=profile&uid=421">RaptorXI</a>]]></dc:creator>
			<guid isPermaLink="false">https://btanks.net/forum/showthread.php?tid=4270</guid>
			<description><![CDATA[I used to buy this item for my final set - besides Ultimate Pack, of course.<br />
<br />
Now that Armor can block weapon damage there are cheaper and more useful blueprints. Negator and Convertor are much better compared to their cost, besides their other boni they give a permament armor bonus.<br />
Maybe make it possible to combine Power Pack with Burst/Deflective Armor? Or with another item to give it a (little) passive ability besides hp buff?]]></description>
			<content:encoded><![CDATA[I used to buy this item for my final set - besides Ultimate Pack, of course.<br />
<br />
Now that Armor can block weapon damage there are cheaper and more useful blueprints. Negator and Convertor are much better compared to their cost, besides their other boni they give a permament armor bonus.<br />
Maybe make it possible to combine Power Pack with Burst/Deflective Armor? Or with another item to give it a (little) passive ability besides hp buff?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Tank Mana/Energy Balancing]]></title>
			<link>https://btanks.net/forum/showthread.php?tid=4258</link>
			<pubDate>Fri, 25 Apr 2014 02:35:56 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://btanks.net/forum/member.php?action=profile&uid=2583">gozo1985</a>]]></dc:creator>
			<guid isPermaLink="false">https://btanks.net/forum/showthread.php?tid=4258</guid>
			<description><![CDATA[I guess we need some Mana balancing for the Tanks.<br />
<br />
With some Tanks you dont need Mana at all, with others you cant do shit without buying some.<br />
<br />
best examples are<br />
No Mana needed:<br />
-Sky Tank<br />
Too much Mana needed:<br />
-Architect]]></description>
			<content:encoded><![CDATA[I guess we need some Mana balancing for the Tanks.<br />
<br />
With some Tanks you dont need Mana at all, with others you cant do shit without buying some.<br />
<br />
best examples are<br />
No Mana needed:<br />
-Sky Tank<br />
Too much Mana needed:<br />
-Architect]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Battle Tanks 8.63 Hacked and Mangled Mod by NarFlux]]></title>
			<link>https://btanks.net/forum/showthread.php?tid=4245</link>
			<pubDate>Mon, 21 Apr 2014 12:22:34 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://btanks.net/forum/member.php?action=profile&uid=29">Exodus</a>]]></dc:creator>
			<guid isPermaLink="false">https://btanks.net/forum/showthread.php?tid=4245</guid>
			<description><![CDATA[Hey guys,<br />
<br />
it has been quite some time since someone did a mod of BT, but I'm happy to tell you, that there is a new one, again!<br />
<br />
This one was created by NarFlux, based on the 8.63 map.<br />
<br />
You'll find more infos and the download link in <a href="http://btanks.net/wordpress/battle-tanks-8-63-hacked-and-mangled-mod-by-narflux/" target="_blank" rel="noopener" class="mycode_url">my wordpress post</a><br />
<br />
Please use this thread to discuss the mod. I'd like to know what you think about those changes!]]></description>
			<content:encoded><![CDATA[Hey guys,<br />
<br />
it has been quite some time since someone did a mod of BT, but I'm happy to tell you, that there is a new one, again!<br />
<br />
This one was created by NarFlux, based on the 8.63 map.<br />
<br />
You'll find more infos and the download link in <a href="http://btanks.net/wordpress/battle-tanks-8-63-hacked-and-mangled-mod-by-narflux/" target="_blank" rel="noopener" class="mycode_url">my wordpress post</a><br />
<br />
Please use this thread to discuss the mod. I'd like to know what you think about those changes!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Battle Tanks 8.80c]]></title>
			<link>https://btanks.net/forum/showthread.php?tid=4239</link>
			<pubDate>Fri, 18 Apr 2014 22:09:25 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://btanks.net/forum/member.php?action=profile&uid=29">Exodus</a>]]></dc:creator>
			<guid isPermaLink="false">https://btanks.net/forum/showthread.php?tid=4239</guid>
			<description><![CDATA[Hey guys,<br />
<br />
after the longest post-beta and pre-release phase ever, I now present to you the latest version of Battle Tanks! This one brings quite a lot of mechanical changes, which I hope will make the game more interesting. I'm quite excited to see how it will turn out. I hope you'll like it!<br />
<br />
<a href="http://btanks.net/wordpress/battle-tanks-8-80/" target="_blank" rel="noopener" class="mycode_url">v8.80</a><br />
<ul class="mycode_list"><li>Highlights<ul class="mycode_list"><li>Added Killing and Assist sprees<br />
</li>
<li>Remade the bounty system, it no longer is based on your tank worth, but the kills you make<br />
</li>
<li>Tank armor now also reduces magic damage by the same percentage as physical damage<br />
</li>
</ul>
 <br />
</li>
<li>Tank Changes<ul class="mycode_list"><li>Reduced the damage distribution of S.I.C. (Distributor) from 33% to 25%<br />
</li>
<li>S.I.C. and Darkness Sphere now also grant assists<br />
</li>
<li>Reworked Static Charge (Raider), it now triggers when cast a second time, it no longer triggers on damage<br />
</li>
<li>The heal of Shape Memory Alloy (Raider) now takes 1.5s intead of being instant<br />
</li>
<li>Reworked Goblin Synergy (Goblin Shredder) a bit, to make better use of the new armor system<br />
</li>
<li>Increased the movement speed of the Healing Drones (Air Ship) from 450 to 522<br />
</li>
<li>Increased the leash range of the Pacifista (Architect) from 1000 to 1250<br />
</li>
<li>Increased the base HP regeneration from the Pacifistas from 5 HP/s to 120/150/180/210/240 HP/s<br />
</li>
<li>Orb of Darkness (Darkness Tank) now always stuns, stun time increases with damage<br />
</li>
<li>Rebalanced Orb of Darkness (Darkness Tank) damage and cooldown<br />
</li>
<li>Orb of Darkness now only deals 50% damage against buildings<br />
</li>
<li>Removed the mana costs of Missile Battery (Darkness Tank)<br />
</li>
<li>Reduced the pull of Hell Fire (Demon Tank) from 350 to 250<br />
</li>
<li>Reduced the casting time of Devastator Shot (Goliath) from 1.0 to 0.75s<br />
</li>
<li>System Overload now grants 2 bonus armor every 0.5s, instead of an instant full bonus<br />
</li>
<li>The animation of Chaos Teleport (Infernal Robot) is no longer interuptable<br />
</li>
<li>Reduced the max stun of Chaos Teleport from 2.5s to 1.75s<br />
</li>
</ul>
 <br />
</li>
<li>Item Changes<ul class="mycode_list"><li>Added a new item: Plasma Discharger<br />
</li>
<li>Mass Converter now heals more, when you kill a tank<br />
</li>
<li>Negator Pack can no longer be activated, while being netted<br />
</li>
<li>Increased the cooldown of Negator Pack from 15 to 30 seconds<br />
</li>
<li>Troop Command and Advanced Troop Command are now counted as one item for the spawn delay system<br />
</li>
<li>Black Sun Project now gathers mana in a 700 aoe (from 500), but no longer has a passive regeneration<br />
</li>
<li>Black Sun Project now has an toggleable ability, which lets it pause the mana collection<br />
</li>
<li>Reduced the required mana of the Black Sun Project from 400 to 250<br />
</li>
<li>Emergency Repair now increases its heal with each upgrade by 7.5% (instead of only weapons by 10%)<br />
</li>
<li>Emergency Repair now grants bonus armor based on the healed allied tanks<br />
</li>
<li>Kinetic Shield now increases its block with each upgrade by 20% (instead of only weapons by 25%)<br />
</li>
<li>Aura upgrades are now available at the HQ and Aura Creeps no longer require the Troop Command Center<br />
</li>
</ul>
 <br />
</li>
<li>Game Changes<ul class="mycode_list"><li>Increased the time window for assists from 5s to 7.5s<br />
</li>
<li>Killing sprees end after 3 minutes without a kill<br />
</li>
<li>Tanks now start with zero armor<br />
</li>
<li>Tanks now receive half XP for tank and buildings kills when they are dead (was 100%)<br />
</li>
<li>Reduced the heal of Strategic Locations from 25 to 15 HP/s again<br />
</li>
<li>All items and abilities that granted magic resistance, now grant armor instead<br />
</li>
<li>The hero info now shows the tanks DPS instead of the respawn time<br />
</li>
<li>Multikills no longer grant extra gold<br />
</li>
<li>Kicks now always need at least two votes to be successfull<br />
</li>
<li>Kicks are now executed instantly, when enough votes were given<br />
</li>
<li>-income now shows a rough estimation of the next force gold you'll receive<br />
</li>
<li>Skills that apply forced movement no longer work on invulnerable units<br />
</li>
<li>Leavergold is now given out with your passive income over several minutes<br />
</li>
</ul>
 <br />
</li>
<li>Bug Fixes<ul class="mycode_list"><li>Fixed Teleport Breakers triggering on disrupted teleports<br />
</li>
<li>Fixed the Camouflage Generator from breaking transparency<br />
</li>
<li>Fixed some cases in which the Black Sun was indestructable<br />
</li>
<li>Fixed Ricochet (Raider) from disabling certain damage detection related triggers (like HitnRun)<br />
</li>
<li>Fixed Orb of Darkness (Darkness Tank) from being affect by several abilities<br />
</li>
<li>Fixed Marines from blocking the Control Point capturing<br />
</li>
<li>Fixed Black Sun from sometimes not dieing (hopefully for real this time)<br />
</li>
<li>Fixed a rare bug that caused CPTPs to malfunction and caused performance problems<br />
</li>
<li>Fixed Devastator Shot (Goliath) projectiles from being misplaced, when it was shot above forests or cliffs<br />
</li>
<li>Fixed bad kill interaction between Explosives (Exploder skill) and Mines<br />
</li>
<li>Fixed Root (Guard) and Offroad Engine (Goliath) from disabling Burst Armor<br />
</li>
<li>Fixed Conversation (Darkness Tank) sometimes scoring a null kill<br />
</li>
<li>Fixed Explosives from going off on respawn when the tank died during countdown<br />
</li>
<li>Fixed some minor bugs<br />
</li>
</ul>
 <br />
</li>
</ul>
<br />
<br />
<a href="http://btanks.net/wordpress/battle-tanks-8-80b/" target="_blank" rel="noopener" class="mycode_url">v8.80b</a><ul class="mycode_list"><li>Kinetic Shield now instantly starts blocking damage after being erected (had a little delay before)<br />
</li>
<li>Fixed Kinetic Shield from not blocking the full damage, when more than one tank was under it<br />
</li>
<li>Fixed some inconsistencies with free teleports from Teleport Beacons<br />
</li>
<li>Fixed Troop Command Center from having no waypoint<br />
</li>
<li>Fixed Infernal Robot servants from moving tower ruins (again)<br />
</li>
<li>Fixed several triggered heals (such as from the Repair Kits) from being disrupted at Control Points<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b"><a href="http://btanks.net/wordpress/battle-tanks-8-80c/" target="_blank" rel="noopener" class="mycode_url">v8.80c</a></span><ul class="mycode_list"><li>Fixed the spawn rate of Chaos-Servants (Infernal Robot)<br />
</li>
</ul>
<br />
<br />
Alright, some of this stuff actually needs clarification.<br />
<br />
First: the killing / assist sprees<br />
<br />
They work mostly like you would expect. The killing spree grows, by getting at least 3 kills in a row, without dieing. Once the killing spree is active, each kill will grant you 5% bonus gold for each kill in the spree. So, if you got 5 kills in a row, you get a 25% extra on the bounty. This bonus is capped at 10 kills or 50%.<br />
<br />
The assist spree system is a little different. This spree does not end when you die, but rather when you get a kill. Similiar to the killing spree, it increases the gold you get for assists, for each assist in the current spree. A small but important difference here: each assist grants a 5% bonus on the original bounty of the killed tank. When you normally get an assist, you get 25% of the original bounty for this assist (when there is only one tank who got an assist). Like with the killing sprees, it is capped at 50% bonus, so you can get up to 75% of the original bounty, just with an assist!<br />
<br />
<br />
The bounty was based on your tank worth until now. The new system bases the bounty on the gold you earn. To be more specific, you now increase your bounty by: killing creeps, tanks, buildings, assist gold and the gold crom CP captures.<br />
A small part of the gold you earn will be added to your own bounty and when you die, your bounty will go down. To make sure, that the bounty won't go into extreme regions, it has upper and lower limits, which are bound to the tank value.<br />
<br />
Here are some example values with a tank worth of 10k:<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>old bounty:<br />
125 + tank worth / 65 (262g)<br />
<br />
new lower boundary:<br />
125 + tank worth / 100 (225g)<br />
<br />
new upper boundary:<br />
125 + tank worth / 33 (428g)</code></div></div><br />
The new magic resistance system was created for more clarity and simpler mechanics (so easier for me to code). You now can actually see how much magic resistance you have, by looking at your armor. Since this value was invisible before, it should now be easier to see, how much a tank can actually ... well, tank damage. Since a lot of people actually thought that it already worked that way, it should not take too much getting used to<img src="https://btanks.net/forum/images/smilies/wink.gif" alt="Wink" title="Wink" class="smilie smilie_2" /> But as a result of that, I had to set the default armor for every tank to 0, otherwise the more expensive tanks would have a ridiculous advantage.<br />
Another advantage for me is, that it is now much easier to create skills and items which utilize magic resistance. Also, those weird stacking rules for magic resistance can now be ignored (half of those were not visible to players, but workarounds in the map code were necessary).<br />
<br />
<br />
Alright, that's about it. If you got any more questions, just ask.]]></description>
			<content:encoded><![CDATA[Hey guys,<br />
<br />
after the longest post-beta and pre-release phase ever, I now present to you the latest version of Battle Tanks! This one brings quite a lot of mechanical changes, which I hope will make the game more interesting. I'm quite excited to see how it will turn out. I hope you'll like it!<br />
<br />
<a href="http://btanks.net/wordpress/battle-tanks-8-80/" target="_blank" rel="noopener" class="mycode_url">v8.80</a><br />
<ul class="mycode_list"><li>Highlights<ul class="mycode_list"><li>Added Killing and Assist sprees<br />
</li>
<li>Remade the bounty system, it no longer is based on your tank worth, but the kills you make<br />
</li>
<li>Tank armor now also reduces magic damage by the same percentage as physical damage<br />
</li>
</ul>
 <br />
</li>
<li>Tank Changes<ul class="mycode_list"><li>Reduced the damage distribution of S.I.C. (Distributor) from 33% to 25%<br />
</li>
<li>S.I.C. and Darkness Sphere now also grant assists<br />
</li>
<li>Reworked Static Charge (Raider), it now triggers when cast a second time, it no longer triggers on damage<br />
</li>
<li>The heal of Shape Memory Alloy (Raider) now takes 1.5s intead of being instant<br />
</li>
<li>Reworked Goblin Synergy (Goblin Shredder) a bit, to make better use of the new armor system<br />
</li>
<li>Increased the movement speed of the Healing Drones (Air Ship) from 450 to 522<br />
</li>
<li>Increased the leash range of the Pacifista (Architect) from 1000 to 1250<br />
</li>
<li>Increased the base HP regeneration from the Pacifistas from 5 HP/s to 120/150/180/210/240 HP/s<br />
</li>
<li>Orb of Darkness (Darkness Tank) now always stuns, stun time increases with damage<br />
</li>
<li>Rebalanced Orb of Darkness (Darkness Tank) damage and cooldown<br />
</li>
<li>Orb of Darkness now only deals 50% damage against buildings<br />
</li>
<li>Removed the mana costs of Missile Battery (Darkness Tank)<br />
</li>
<li>Reduced the pull of Hell Fire (Demon Tank) from 350 to 250<br />
</li>
<li>Reduced the casting time of Devastator Shot (Goliath) from 1.0 to 0.75s<br />
</li>
<li>System Overload now grants 2 bonus armor every 0.5s, instead of an instant full bonus<br />
</li>
<li>The animation of Chaos Teleport (Infernal Robot) is no longer interuptable<br />
</li>
<li>Reduced the max stun of Chaos Teleport from 2.5s to 1.75s<br />
</li>
</ul>
 <br />
</li>
<li>Item Changes<ul class="mycode_list"><li>Added a new item: Plasma Discharger<br />
</li>
<li>Mass Converter now heals more, when you kill a tank<br />
</li>
<li>Negator Pack can no longer be activated, while being netted<br />
</li>
<li>Increased the cooldown of Negator Pack from 15 to 30 seconds<br />
</li>
<li>Troop Command and Advanced Troop Command are now counted as one item for the spawn delay system<br />
</li>
<li>Black Sun Project now gathers mana in a 700 aoe (from 500), but no longer has a passive regeneration<br />
</li>
<li>Black Sun Project now has an toggleable ability, which lets it pause the mana collection<br />
</li>
<li>Reduced the required mana of the Black Sun Project from 400 to 250<br />
</li>
<li>Emergency Repair now increases its heal with each upgrade by 7.5% (instead of only weapons by 10%)<br />
</li>
<li>Emergency Repair now grants bonus armor based on the healed allied tanks<br />
</li>
<li>Kinetic Shield now increases its block with each upgrade by 20% (instead of only weapons by 25%)<br />
</li>
<li>Aura upgrades are now available at the HQ and Aura Creeps no longer require the Troop Command Center<br />
</li>
</ul>
 <br />
</li>
<li>Game Changes<ul class="mycode_list"><li>Increased the time window for assists from 5s to 7.5s<br />
</li>
<li>Killing sprees end after 3 minutes without a kill<br />
</li>
<li>Tanks now start with zero armor<br />
</li>
<li>Tanks now receive half XP for tank and buildings kills when they are dead (was 100%)<br />
</li>
<li>Reduced the heal of Strategic Locations from 25 to 15 HP/s again<br />
</li>
<li>All items and abilities that granted magic resistance, now grant armor instead<br />
</li>
<li>The hero info now shows the tanks DPS instead of the respawn time<br />
</li>
<li>Multikills no longer grant extra gold<br />
</li>
<li>Kicks now always need at least two votes to be successfull<br />
</li>
<li>Kicks are now executed instantly, when enough votes were given<br />
</li>
<li>-income now shows a rough estimation of the next force gold you'll receive<br />
</li>
<li>Skills that apply forced movement no longer work on invulnerable units<br />
</li>
<li>Leavergold is now given out with your passive income over several minutes<br />
</li>
</ul>
 <br />
</li>
<li>Bug Fixes<ul class="mycode_list"><li>Fixed Teleport Breakers triggering on disrupted teleports<br />
</li>
<li>Fixed the Camouflage Generator from breaking transparency<br />
</li>
<li>Fixed some cases in which the Black Sun was indestructable<br />
</li>
<li>Fixed Ricochet (Raider) from disabling certain damage detection related triggers (like HitnRun)<br />
</li>
<li>Fixed Orb of Darkness (Darkness Tank) from being affect by several abilities<br />
</li>
<li>Fixed Marines from blocking the Control Point capturing<br />
</li>
<li>Fixed Black Sun from sometimes not dieing (hopefully for real this time)<br />
</li>
<li>Fixed a rare bug that caused CPTPs to malfunction and caused performance problems<br />
</li>
<li>Fixed Devastator Shot (Goliath) projectiles from being misplaced, when it was shot above forests or cliffs<br />
</li>
<li>Fixed bad kill interaction between Explosives (Exploder skill) and Mines<br />
</li>
<li>Fixed Root (Guard) and Offroad Engine (Goliath) from disabling Burst Armor<br />
</li>
<li>Fixed Conversation (Darkness Tank) sometimes scoring a null kill<br />
</li>
<li>Fixed Explosives from going off on respawn when the tank died during countdown<br />
</li>
<li>Fixed some minor bugs<br />
</li>
</ul>
 <br />
</li>
</ul>
<br />
<br />
<a href="http://btanks.net/wordpress/battle-tanks-8-80b/" target="_blank" rel="noopener" class="mycode_url">v8.80b</a><ul class="mycode_list"><li>Kinetic Shield now instantly starts blocking damage after being erected (had a little delay before)<br />
</li>
<li>Fixed Kinetic Shield from not blocking the full damage, when more than one tank was under it<br />
</li>
<li>Fixed some inconsistencies with free teleports from Teleport Beacons<br />
</li>
<li>Fixed Troop Command Center from having no waypoint<br />
</li>
<li>Fixed Infernal Robot servants from moving tower ruins (again)<br />
</li>
<li>Fixed several triggered heals (such as from the Repair Kits) from being disrupted at Control Points<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b"><a href="http://btanks.net/wordpress/battle-tanks-8-80c/" target="_blank" rel="noopener" class="mycode_url">v8.80c</a></span><ul class="mycode_list"><li>Fixed the spawn rate of Chaos-Servants (Infernal Robot)<br />
</li>
</ul>
<br />
<br />
Alright, some of this stuff actually needs clarification.<br />
<br />
First: the killing / assist sprees<br />
<br />
They work mostly like you would expect. The killing spree grows, by getting at least 3 kills in a row, without dieing. Once the killing spree is active, each kill will grant you 5% bonus gold for each kill in the spree. So, if you got 5 kills in a row, you get a 25% extra on the bounty. This bonus is capped at 10 kills or 50%.<br />
<br />
The assist spree system is a little different. This spree does not end when you die, but rather when you get a kill. Similiar to the killing spree, it increases the gold you get for assists, for each assist in the current spree. A small but important difference here: each assist grants a 5% bonus on the original bounty of the killed tank. When you normally get an assist, you get 25% of the original bounty for this assist (when there is only one tank who got an assist). Like with the killing sprees, it is capped at 50% bonus, so you can get up to 75% of the original bounty, just with an assist!<br />
<br />
<br />
The bounty was based on your tank worth until now. The new system bases the bounty on the gold you earn. To be more specific, you now increase your bounty by: killing creeps, tanks, buildings, assist gold and the gold crom CP captures.<br />
A small part of the gold you earn will be added to your own bounty and when you die, your bounty will go down. To make sure, that the bounty won't go into extreme regions, it has upper and lower limits, which are bound to the tank value.<br />
<br />
Here are some example values with a tank worth of 10k:<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>old bounty:<br />
125 + tank worth / 65 (262g)<br />
<br />
new lower boundary:<br />
125 + tank worth / 100 (225g)<br />
<br />
new upper boundary:<br />
125 + tank worth / 33 (428g)</code></div></div><br />
The new magic resistance system was created for more clarity and simpler mechanics (so easier for me to code). You now can actually see how much magic resistance you have, by looking at your armor. Since this value was invisible before, it should now be easier to see, how much a tank can actually ... well, tank damage. Since a lot of people actually thought that it already worked that way, it should not take too much getting used to<img src="https://btanks.net/forum/images/smilies/wink.gif" alt="Wink" title="Wink" class="smilie smilie_2" /> But as a result of that, I had to set the default armor for every tank to 0, otherwise the more expensive tanks would have a ridiculous advantage.<br />
Another advantage for me is, that it is now much easier to create skills and items which utilize magic resistance. Also, those weird stacking rules for magic resistance can now be ignored (half of those were not visible to players, but workarounds in the map code were necessary).<br />
<br />
<br />
Alright, that's about it. If you got any more questions, just ask.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Beacon]]></title>
			<link>https://btanks.net/forum/showthread.php?tid=4234</link>
			<pubDate>Wed, 16 Apr 2014 13:50:01 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://btanks.net/forum/member.php?action=profile&uid=2785">Max</a>]]></dc:creator>
			<guid isPermaLink="false">https://btanks.net/forum/showthread.php?tid=4234</guid>
			<description><![CDATA[Hi,<br />
<br />
Doesn't beacon give a free tp?<br />
Well sometimes it does, sometimes not, I don't understand.<br />
But that's not the problem : it's when I use my gold (upgrade or anything) and have less than 75 gold, I can't even get a free tp (from a cp attack for example) because I don't have 75 gold. Is it normal?]]></description>
			<content:encoded><![CDATA[Hi,<br />
<br />
Doesn't beacon give a free tp?<br />
Well sometimes it does, sometimes not, I don't understand.<br />
But that's not the problem : it's when I use my gold (upgrade or anything) and have less than 75 gold, I can't even get a free tp (from a cp attack for example) because I don't have 75 gold. Is it normal?]]></content:encoded>
		</item>
	</channel>
</rss>