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Showing content with the highest reputation on 12/15/2020 in all areas
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Step 5 - Nanomass reactor for Isida Step 18 - Adaptive recharge for Hammer Step 25 - Plasma accelerators for Twins Step 45 - AP immunity for Viking Dang, that's a good set.9 points
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Really like this but thought it would have been nice to have included a little something special at the last tier for the end of 2020 - like a Christmas/New Year present of sorts, more tankoins, a mystery present? It would differentiate this challenge from a repetitive challenge. Merry Christmas and Happy New Year everyone!7 points
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Would never have added it to the game. I mean... might as well add air strikes too, right? How can it be removed from the game now? Don't see how.... So at least fix mortar, and if a shot misses it lays a mine. But no splash damage.6 points
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Details: Event: December 2020 Challenge Part II Starts: Wednesday, December 16th at 02:00 UTC Ends: Friday, January 1st at 02:00 UTC Duration: 15 days Tankers! The new Challenge starts tomorrow (Wednesday, Dec 16th). We remind you that we have implemented some changes to our Challenge activities. Stars In order to let you complete challenges more easily (not faster, that’s important), we have added stars to daily, weekly, and special missions. So, why is this better? If you complete all the daily and weekly missions you receive during a challenge, you automatically complete the challenge. But what if I miss some missions? In this case, you still can earn stars in matchmaking battles. Also, don’t forget that special missions will also have stars in prizes! These will let you complete 3-4 stages of any challenge. Have you replaced current mission prizes with stars? No, no, and no. We haven’t replaced the prizes which you receive from missions with stars. We have simply added stars to these prizes. You do not need to spend a lot of time during weekends now, just complete daily missions every day and weekly missions every week. We will keep an eye on your reviews and maybe some other changes will be implemented later to make challenges even better. Prizes In addition to the Crystals, Supplies, Batteries and other goodies that you've come to expect, this month's Challenge features the following special rewards: Craft Scissors There is also a new regular paint to snatch up: Neural network And of course, don't forget the grand prizes in the final stage: 100 Tankoins (Silver Tier) and a Skin container (Gold Tier — requires Battle Pass). How to complete the challenge faster You can always snatch a Stars Bundle from the Shop and give yourself a nice boost. Don’t let those cool top tier rewards slip through your fingers! And with Premium Pass you will receive twice more stars for each battle! And as requested, we have returned the Premium Pass + Battle Pass bundle which will be available in the Showcase within 5 days after the start of the challenge. So, log into the game on Wednesday (December 16th) and start collecting those Stars!5 points
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I doubt that @Opex-Rah will implement this because the results of such experiments won't be clear at all.5 points
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This is absolutely amazing! Viking is my favourite hull and I am HYPED to get the AP immunity augment for it! Thank you very much! This is certainly a very welcome augment.4 points
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I am confident that we will get 50% discount on micro-upgrades (I do not care about speed-ups because I do not use them), it has always been like this for Christmas. However, there is one question I am actually excited about: Will there be increased crystals without increased experience in battles? This would be the one Christmas present from Tanki to its players and customers which would motivate me, and many others, to play (and invest significant money).4 points
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There should be an option to copy the battle link while we're in the battle... like it could be in the <Options> menu. I don't know how to describe it or what it's called, but you remain on the same webpage throughout your gaming session on HTML5. The URL in the address bar / URL bar remains https://tankionline.com/play/ irrespective of the battles you join or the section you visit... this makes it difficult to send battle-links...4 points
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When paints had protections there were fewer turrets in the game. Only buyers could keep up with adding more paint combos to cover new turrets.4 points
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buying VPN only to play Tanki Online is a big purchase I have to make. In my opinion, the deverlopers should come up with advice and suggestions what we can do. As it is not our fault that the game is discontinuing, we should not get the responsibility to find a solution ourselves because developers decided to stop the game.3 points
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3 points
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Guys, Nanomass Reactor is NOT a useful alt, especially in the game today. You see, I got a chance to try it in the test server, and if everyone's using double armor AND repair kits (which happens in the real game by the way), than you won't be able to have enough ammo to kill anyone. Maybe just the occasional Wasp, Hornet, Hopper, and non-drugger. Of course, this is just how I see the alt.3 points
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I will see what can be done about it3 points
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Hey, well a lot of players have already given great feedback and covered most of the important points about this 2nd experiment, but having played it quite a bit over the last 2 weeks I thought I might as well give my feedback also, so here are a few things (sorry in advance for the long post, but a lot needs to be said): Overall: Overall this experiment shows some promise as to new things which could be added to the game (larger team sizes and new maps) but there is no doubt that if either the first or second experiment were made permanent with the changes exactly as they were implemented then overall gameplay would be worse. WITH some changes, some new things based on these experiments could be added to the game to improve the gameplay experience. How I felt when playing the experiment: As others have said, certain modes and maps were a lot better and more suited to this experiment than others. CP mode for instance is relatively unaffected in terms of balance with different team sizes, so having larger 16v16 battles in this mode was really fun. ASL however is terribly imbalanced in favour of the defending team, both because points from kills now come a lot faster with so many players, and the larger maps make capping flags harder also. As the defending team racks up kills too fast also, the games are too short. TDM suffers from a similar problem - with kills now coming so fast the games end far too soon with a 70 kill limit. In CTF on large maps, it is painfully hard to capture with so many defenders, and such a lot of ground to cover. In TJR the Juggernaut is proportionately much less powerful with so many tanks in the game, and it is now very risky as the Juggernaut to go on the offensive - so TJR has devolved into a much more defensive mode which is a lot less fun than in 8v8. It has been really interesting however to try games with a larger team size, and new (to MM) larger maps, but if any of these are actually implemented into MM some big adjustments would be needed to balance everything to make it fair/fun in the long term. One other thing is that with larger maps and larger team sizes, melee/ close range turrets are much less effective - as we can see from the number of Shafts/Gausses roaming around, and also splash damage turrets like Gauss and Thunder are so much more effective with many more enemies to splash. One important thing to note is that missions were a bit messed up during this experiment. With 32 player teams "Finish in the Top 3" and "Capture flags/balls/Kill Juggernauts" missions were MUCH harder, however missions to "Finish games in a mode" or to "deal X damage" were slightly easier. However overall missions were a lot harder as some missions were almost impossible for certain combos to to complete. Possible changes that could be implemented: As others have said, trying different team sizes has been interesting. So what we could have is a variety of team sizes in battles, perhaps 8v8, 10v10, 12v12 depending on map size, or even also 6v6 and 16v16 for very small or very large maps. However to balance everything, everything must SCALE, the keyword is SCALING. When you have TDM on 16v16 players, the score limit must be at least double what it is for 8v8 or the game ends too fast. So if we have 70 kills in 8v8, we need to have 140 kills to win in 16v16. For example, the score limits could like this for 6v6, 8v8, 10v10, 12v2, 16v16 respectively : 60, 70, 85, 100, 120, 140. In ASL balance is more difficult - as team and map size increases getting points from kills becomes easier and points from flags becomes harder. So one idea might be to increase the points to win to 140 in 16v16 AND award 10 points for every flag capture rather than 5. However, there may even need to be an additional multiplier depending on map size - it may even need to be 15 points per flag on very large maps. In CP balance is fine with larger teams because nothing really changes too much as team sizes increases - score to win can be kept at 70 for all team sizes.. For TJR the Juggernaut may need to have increased health for 16v16 compared to 8v8 to allow it to go on the offensive without being mowed down by massive numbers of defenders. Having some of the new larger maps such as Berlin, Deathtrack, Dusseldorf in the map pool would be fun along with different team sizes, but everything needs to be adjusted for balance along with it - if these are implemented. In addition, missions would need to be looked at. For instance, a "Capture 3 flags" mission should be changed to "Earn 150 points from capturing flags" or something along those lines. I don't know how many battle points you earn for capturing flags with different team sizes but lets say you earn 50 points in 8v8 and 100 points in 16v16, with 10 poins for an assist in 8v8 and 20 for an assist in 16v16. Then you could complete Capture 3 flags with 3 flag captures in 8v8 ctf, or with one 8v8 capture and one 16v16 capture for instance. And with assists counting towards the mission now this would encourage team play rather than selfishness much more. You definitely need to be rewarded with more battle points, and better mission progress for capturing flags/balls in 16v16 compared to 8v8 as this is a MUCH harder task. "Finish in top 3 of the winning team" should be changed to a more general "Earn a high placement in the winning team" which varies depending on team size. Top 2 for 6v6, top 3 for 8v8, top 3/4 for 10v10 and top 6 for 16v16. This would be more fair. Final very important point: There is one critical issue which arose during this experiment, which must be fixed before any larger maps or team sizes can be implemented into Matchmaking. Battle loading times are MASSIVELY long, and games often fail to load at all. I very frequently spent 1 - 2 minutes on the loading screen for matches, and very often after being on the load screen for 2 minutes the game failed to load at all. This was even with minimum settings. Loading times ( and games failing to load whatsoever) were bad even in the normal 8v8 version of the game but with this experiment they have become worse. Also, on Flash we had the "infinite loading screen" bug, and a simple game restart solved this. On HTML5 it seems as if a similar bug exists, but even if you restart the game this does not solve the problem, you will still be stuck on a loading screen for 2 minutes and the game may fail to load. These awful loading bugs and huge load times need to be looked at, this made playing the game during this experiment a massive frustration. In general, even before the expriment, HTML5 loading seems to have gotten worse, games are frequently failing to load. This makes the game very frustrating to play and must be dealt with before any other changes are made.3 points
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Would be cool if we get compensated financially since players have spent money to the game, which is lost now.3 points
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They are just... weekend fun? No sales, just some missions to complete and get ultra containers. Or you may just ignore them. I don't understand what the problem is.3 points
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I got stuck in the building on Future MM after jumping off the bridge. This took place like 2 or 3 months ago. I didn't post it at the time because I didn't know how to post images in the forum XD.3 points
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As I eagerly await the death of this game watching from the side lines I feel like it is important to bring to attention two important points to people still playing the game or hoping for it to improve. I'm gonna try my best to explain what I'm trying to say, but it may very well be misunderstood. First is that I have realised that the gacha model just isn't sustainable beyond a certain point. And as more people and even authorities become aware of how predatory this model is, player numbers will drop as people leave out of frustration or boredom, and laws are passed to make sure these practices are discontinued. Given what happened to Tanki X, and presumably the skin model being unsustainable for Alternativa specifically, or at the very least profits dropping as the heads of the company are not satisfied with them, a skin economy doesn't appear to be something they are willing to do. And that's really why this game is unfixable. The monetary model is stuck in a loop of squeezing out as much cash from players that are left and is losing them more and more as players get dissatisfied with being forced to do things a certain way as opposed to being given variety and fun things to do without a pay wall. There are games that take TO's approach and have found success like the infamous Raid Shadow Legends or even Genshin Impact, but TO has survived for over a decade, and chances are, if these games don't change, they will see a similar fate. The second is, there are games which only primarily rely on skins and content comes in the form of new and exciting maps or content that the player base would really like, while not removing much of the old unless it's something the player base wants or would benefit the game overall. Many more popular games rely on this model. Think Among Us, Fortnite or even Fall Guys, though the last one has not had any news in a while due to lack of variety when the game actively asks for it presumably. The same goes for this game, as the matchmaking system with the experiments shifts the game in different directions, but you never get to experience both old and new based on your preference. For whatever reason AG has decided one way for you to play the game and that can get boring for many pretty quickly, it doesn't matter if your concept is fun and unique on paper. The typical modes to select from are not enough variety unless you are going into Pro battle games, which are discouraged and end up not playing as well beyond all the parkour. Imagine having many more unique maps with new assets with a variety of settings like disabling drones, or having a match with drones only. But you can't do any of that within matchmaking. If I were to attempt to "fix" the game, I would make changes to facilitate diverse set of fun gameplay and not fixate to one specific type. Removing small maps isn't a good idea, you really need more maps, as well as give the option for players to choose what map to play in during matchmaking. Another very good approach is the module system, which was used in Tanki X. If each module was a single purchase and you could hold a certain amount of modules while having many different options to choose from, more strategy would be involved in choosing a combination of modules to help you for a given map or game mode with certain settings. But that can't be done with a game stuck in a loop of extorting money from you. It is too late to even try unless you are taking a huge risk. AG doesn't even develop any other games from what I can see, so this being their only source of income greatly increases that risk. But to me it seems like eventually they will probably need to file for bankruptcy unless they take that risk by changing the monetary model of the game, advertising it again, making sure it is fun to play long term and purchases not trying to extort you. It is very clear they don't want to take that risk, so, because of that I only have to conclude that this game won't last many more years. And given the game's track record, I will be glad. There is also the model of selling the game with a single purchase and having solid reason to buy it, rather than it being free to play at all, but given the type of game play it provides, I can't even begin to see how the transition would occur. And if you are to somehow stay in the industry, make other games AG, preferably ones you can actually pay once for a copy of, you are digging yourselves a grave without this! I don't know any other developer who have stayed in the business having only made one game they have to maintain.2 points
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So far my next mail to Tech Support remains unanswered while the previous one was answered within 5 minutes exactly. If I'm not getting an answer by tomorrow evening, I'll resend my mail. And I agree on not spending money on a VPN just to play a game.2 points
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tanki life continues here while tanki closes in the netherlands and belgium GG2 points
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Will update you if anything happens, be it positive or negative. My mail to Tech Support has been sent.2 points
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I kinda agree with Joeguy - if one cannot play, what's the point of any change? I haven't been able to play on PC (even with all graphics settings set to minimum) without eye-strain or headaches. While I did play on the Android app on phone, and I did enjoy large maps & 16v16 gameplay, BUT the problem remains that I cannot play on a not-so-decent PC. Even if I play a Pro battle in a large map with more than 10 odd players, my frame-rate drops and lags become frequent. Imagine my plight in MM. This 16v16 change is something that should NOT be made permanent or compulsory (if we play MM). That's for sure.2 points
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I do agree with you in part (although I would say it in a different way) but I was trying to find some positives here, which there are some. My feedback post was very long (so I'm guessing few people will read it!) but if you note at the start I said that overall if either the 1st or 2nd experiment were implemented exactly as they were with no changes, the gameplay overall would be worse. With appropriate balancing regarding scoring/missions and so on however, having different team sizes and new larger maps added to the existing MM 8v8 games and maps could be fun, and an improvement to the game. But also, most importantly of all... I totally agree with you on the loading issues, as I mentioned at the end of my post the major problems with loading matches overrides everything else. The game right now is almost unplayable, because you have many matches that don't load at all (after forcing you onto a load screen for 2 minutes, which you can't avoid even by re-starting the game) and many matches that take one minute to load. Considering that you also have to wait 30-60 seconds for a match the total time waiting to get into games (when you also end up in the match when 2 minutes of the game are already gone) the proportion of time spent in game vs waiting to get into game is ridiculous. Loading times in general seem longer these days on HTML5 but there have been huge issues during this experiment, and until all these problems are fixed going beyond 8v8 games is unthinkable right now. IF the infinite load bug and long loading times can be fixed, then and ONLY then can we start thinking about having larger team sizes and maps - until then nothing can change.2 points
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Thanks. I sure will. I'd also like an answer from our CM since he hasn't said anything close to it on the last stream.2 points
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There are too many buildings on the Dusseldorf map. However, this map is perfect for playing with juggernaut on 16 vs 16 players. It is easy to finish first place with juggernaut on 16 vs 16 players. Just wait for players to come towards you and zap them dead one after the other.2 points
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Well, I did not tell you that my school's librarian allows me. At first I sneaked into from a big sized window and of course broke my back. Once, the principal caught me doing so and she was soo moved that she gave me a special permission to go and come out of library at I will. So technically the librarian has no right to decline me!?2 points
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Well, all time-based contests tend to be unfair for certain time-zones, and nothing can be done about it. However, these contests can be made a bit fairer by adding prizes which are not based on speed of submission. This contest has a consolation prize of 15,000 crystals, which will be given randomly. There are many other cool Newspaper contests which aren't based on speed. They are the various writing contests like Describe This in 100 Words, Caption This, Comic Captions, etc., and they don't require you to submit your entry faster than the others. You can try them out whenever they're conducted. Usually every month there is at least one writing contest (which is not time-based). Keep your eyes peeled for future contests!2 points
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Maps in TO, for the most part were designed for LOS turrets. If you want to target a flag area, or a cap-point area you needed to put yourself in some danger. Magnums don't have to do that. Take Siege for example. Anyone can see where the cap-point is and just start targeting there. See some damage numbers, hit shift, and you viking-magnum will kill everyone that is not protected by a titan dome (and that also does not have broken armor). ? Magnum IS artillery. Both are quite bad. Magnum-mortar misses the target, does splash damage, and still lays a mine. That is just dumb. Either lay a mine or hit target. None of this hedging crap. And Gauss EMP should not be doing snipe damage. Again... is it an EMP shot or a high-explosive shot? ODs add too much impact to the game. They are available way too often, through ridiculous charge rates, the supply drops, or Dictators. There's tanks I've seen in battles that seem like they have OD 24/7. It's too much. They are not really strategic anymore. Not a fan...2 points
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That's not what I mean. I mean that if you are matched with players who use their Zero Supply ODs selfishly while the enemy team works together and chains their ODs, you will get absolutely dominated. My point is that excessively rewarding teamwork doesn't make sense in a game where you can't choose your teams and in which players are not always motivated to win. Zero Supply gives too great a reward for too little teamwork. That's my main problem with it. As I said before, I don't want to lose horribly just because my teammates can't group up together and press a button while the other team can. I agree that teams should be evenly matched equipment-wise and that the current matchmaker is pretty terrible in this regard. But what is wrong with players having drones, ODs, and augments, so long as they are evenly matched? There is no issue if the players on both teams have drones and augments, and everyone has access to ODs. I would argue that this is still the case. In fact in my opinion there is no combo in the game that is unkillable, at least at higher ranks. The problems arise when there are multiple OP combos in a single match. When a group of players with OP equipment works together, then they are unstoppable. This is another reason as to why I am opposed to mechanics that give too great a reward for a small amount of teamwork. A few players that use meta combos that do not collaborate can still be dealt with. But if those same players teamed up with each other AND were rewarded with even greater power for doing so (for example, if they coordinated their Zero Supply activations), they would absolutely dominate. ODs that only benefit one player are better because they don't allow a group of players to become too powerful by working together. Yes. In my opinion TO is not a game about aiming or driving - that is, mechanical skill. It's not an extremely fast-paced twitchy shooter where you need split-second reaction times or good aim. Instead, it is about timing your abilities and activating them at the right time, countering your enemies' abilities, and building an equipment setup most relevant to the current situation. TO is more like an action RPG or even a turn-based game rather than a traditional shooter. You need to manage reload times, supply cooldowns, drone abilities, and ODs; and select equipment in order to best deal with the modules other players have, the map you are playing on, and the equipment setup of other players. ODs fit into this model very well. They add an extra layer of strategy to the game. You have to take into account the OD situation of the enemy team and your team and act accordingly. Prioritize killing Dictators. Bait Titans into using their ODs prematurely. If you under a Titan's dome and see an enemy Wasp coming your way, push it out of the dome, even if it means that you end up dying, so that the bomb blast doesn't kill your teammates. If an enemy Viking has activated OD and there is a group of your teammates who are at risk of getting destroyed, drive out into the Viking's line of fire. If an enemy Titan has used its dome and you are using Smoky, fire at it a few times even though it is invulnerable in order to increase your critical hit chance.2 points
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@mjmj5558 @BloodPressure But loot boxes aren't the only income of tanki. This is just one way to earn money. I mean u can buy coins, crystals, product kits,... U know what u gonna get if u buy it. This isnt gambling anymore..., only the loot boxes are illegal in belgium and the netherlands.2 points
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In order to save TO, you want to adopt a system from a game that failed in under 2 years? ?2 points
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They should advertise their game in general, I haven't seen any ad about Tanki for more than 8 years!2 points
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