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Reworked supplies usage


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The idea is that supplies only get used when you do something.

So a double power would be consumed when you shoot eg. when a shaft shoots, it consumes 1/8th of the drug, and a twins would use less of the supply each shot, but it goes down faster.

Double armour is consumed when you get damaged.

Speed is used when you move.

Therefore, gameplay will be more careful, and careless twins users will not shoot randomly.

Could this be implemented as another type of supply if it doesnt replace the current system?


Edit 1: Also the cooldown will be the same so it wont be OP. Like spamming drugs after they run out.

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Valid

[sply]

Interesting concept. Makes sense in terms of logic too - why would armour get deactivated if it never got damaged?

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Would be amazing but I can imagine repair kits.

Druggers will have too much advantage. No to idea.

As a drugger, it is good idea but I was drugger and I felt power of druggs so I decided to stop drugging and now I see how everyone felt when they had to face me.

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The idea is that supplies only get used when you do something.

 

So a double power would be consumed when you shoot eg. when a shaft shoots, it consumes 1/8th of the drug, and a twins would use less of the supply each shot, but it goes down faster.

 

Double  armour is consumed when you get damaged.

 

Speed is used when you move.

 

Therefore, gameplay will be more careful, and careless twins users will not shoot randomly.

 

Could this be implemented as another type of supply if it doesnt replace the current system?

hhmmm, thats a good way to get ppl into right track but, no.... it depends on the player, if he need it, let him use it

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I can understand when Smoky users drug. Hornet is most popular with Smoky and double armor is needed to stay alive, Speed Boost is just to get around faster, and without double damage...you'll be shooting at one guy for a while.

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I can understand when Smoky users drug. Hornet is most popular with Smoky and double armor is needed to stay alive, Speed Boost is just to get around faster, and without double damage...you'll be shooting at one guy for a while.

Smoky is OP, with or without drugs, at m2 and m4.

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Making Supplies more Realistic (make it more fun)


 


Reason: Many people have the complain about over use of supplies and game is now drug and win concept,  i myself also agree with them, specially at low level all top players are unlimited supply users. currently giving free supplies to players help the balance but still people ask for reduction of drug usage. so this is not a Nerf neither a buff for drug users, but will be fun for all.


 


Suggestion: Supplies should consume on use instead of time. currently when you activates a supply, you get timed buff, you can get max use of the time, if you don't use it will expire with time. My suggestion is to add a amount instead of time. will explain more ....


 


Outcome : Game will be more fun to focus on supplies, so it will not be Drug = win, it will be Drug+skill = win. means you have to use drugs effectively.


 


How Each supply should Change:


 


Repair_symbol.pngRepair Boxes: (No need of change, its already a amount is healed)


Mine_symbol.pngMines: (also no need of change, cause its one mine per supply)


DD_symbol.pngDouble Damage: apply a ammo limit, it spend if u shoot, it will not spend if u don't shoot. Means you can keep buff forever till


                                       u consume it.


         25px-Firebird.pngFireBird,25px-Freeze.pngFreeze,25px-Isida.pngIsida           -  you get the double damage for one (or less) round of energy.


                                                                                            eg Firebird can hold fire for  5 sec, double damage also exist only 5 sec of shooting


                                                                             time.


          25px-Thunder.pngThunder, 25px-Smoky.pngSmoky, 25px-Hammer.pngHammer, -  Double damage exist until u shoot specific number of hits, for mid range it will be


                                                                              like 5.


          25px-Magnum.pngMagnum, 25px-Railgun.pngRailgun, 25px-Shaft.pngShaft,    -  Same as above, specific number of ammo, as for most OP weapons, it should be 3


           25px-Twins.pngTwins, 25px-Ricochet.pngRicochet                         - should be like Firebird, but it should be lower energy,


 


 


DA_symbol.pngDouble Armor : Actually adds more protection for each hull depend on hulls original protection, this will consume only when u


                                   actually get damage BUT, giving 100% more protection will make it over powerful, so it must be reduce to like


                                   30%  - 60% protection.


Speed_symbol.pngSpeed Boost : Speed boost will not be changed much, it should not be consume on time, but should consume on time tank


                                   actually moved. only difference from now is, if  you stand still timer for it should stop too.


 


 


Note: well i know implementing this kind of thing is really hard and lot of work for developers  ;)  . but this will make it more fun to play and Specially supplies will be Realistic. all my idea is rely on fact that, supplies should not be timed.


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It doesn't make sense. 

 

A supply that works only if respective actions are performed. So, I can use Armor and camp at enemy base.

 

This isn't really balancing the game. People would start a riot.

yep as i said, double armor does make heavy hulls OP if its double armor, that's why i say it should be little portion of the armor that should be added, 

come to think of it, double armor is the least use supply as i see, only real use of it now is best way to counter double damage, cause people tends to use a repair kit to survive more than using the double armor. (repair kits cant counter double damage)

 

 

Note: i thought no one got this idea before me, but i was wrong. Well i say my post is more described version for the original idea

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yep as i said, double armor does make heavy hulls OP if its double armor, that's why i say it should be little portion of the armor that should be added, 

come to think of it, double armor is the least use supply as i see, only real use of it now is best way to counter double damage, cause people tends to use a repair kit to survive more than using the double armor. (repair kits cant counter double damage)

 

 

Note: i thought no one got this idea before me, but i was wrong. Well i say my post is more described version for the original idea

The least use supply is mine then comes nitro. 

 

Damage is the popular Supply in this tanki universe.

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I can understand when Smoky users drug. Hornet is most popular with Smoky and double armor is needed to stay alive, Speed Boost is just to get around faster, and without double damage...you'll be shooting at one guy for a while.

Try to use Hornet with Firebird, Freeze or Isida and use Smoky with Viking or Hunter. Some combos are just not good...(Mammoth Firebird, Wasp/Hornet Vulcan, Dictator Shaft)

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The least use supply is mine then comes nitro. 

 

Damage is the popular Supply in this tanki universe.

well my list is like, Double damage -> Repair kits -> Speed Boost -> Mine -> Double armor.. and this does change with play mode, but still DD will be the top for all modes, Speed boosters are commonly used in CTF also by heavy tanks in RBG and ASL, and when it comes to mines, DM mode, there are lot of people use mines than other modes (in other modes people just overdrive mines), mine do have least usage on other play mode than DM, but DM it used lot. reason is simple cause mine have a disadvantage

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well my list is like, Double damage -> Repair kits -> Speed Boost -> Mine -> Double armor.. and this does change with play mode, but still DD will be the top for all modes, Speed boosters are commonly used in CTF also by heavy tanks in RBG and ASL, and when it comes to mines, DM mode, there are lot of people use mines than other modes (in other modes people just overdrive mines), mine do have least usage on other play mode than DM, but DM it used lot. reason is simple cause mine have a disadvantage

Its your list,

 

Tanki's Supply percentage is Damage > repair > speed >armor >mine. Depends on the mode. ASL motivates armor. 

You're low ranked and you dunno what actually going on in higher ranks. Druggers in higher levels. :-\ 

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double armor is the least use supply as i see, only real use of it now is best way to counter double damage, cause people tends to use a repair kit to survive more than using the double armor. (repair kits cant counter double damage)

No offense, but you're not in a position to say this given you're a WO2 and you've used a total of one double armor supply in your Tanki career.

 

Why use repair kit alone when you can use double armor then repair immediately afterwards? There's no smart cooldown.

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