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Maf

Tanker
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Everything posted by Maf

  1. Honestly, when was the last time you (or any regular buyer) spent money to buy supplies? And how much was spent on supplies in total? Developers added so much content to the Shop lately, that supply purchases became merely a small part of a huge variety of purchasable items, so developers can afford to sacrifice income from them in favour of better gameplay. I fully understand that buyers are important to the game, but I was always against the fact that supplies gave an unfair advantage in battles. So while I usually support players when they complain that developers ruin the things they spent their money on, I refuse to show any sympathy to buyers, who specifically spent money to get an advantage over others and now had that ability taken away from them. Buying is good, but only if it doesn't give any gameplay advantage.
  2. Maf

    Why so many PRO battles now?

    This update. It made it impossible to create battles without a PRO pass, so all player-created battles are now by default PRO. In the future if you want to ask a question about the game, please refrain from creating new topics and use the official Q&A topic or the Q&A site. Closed.
  3. I'm not failing to realise that. They DID completely remove smart cooldowns and instead brought back pretty much what was there before them, but greatly increased the cooldowns on individual supplies. I don't really see what the problem is. Unless the teams have uneven amounts of players (which is a whole different kind of situation which I will not consider), then both teams have an equal amount of potential supplies which can be used. If your team uses all their supplies to kill one attacker on drugs and then can't kill a second attacker when they come, then that's your team's fault because all of you planned poorly and wasted your resources. While the other team actually had a great idea in a sense that they forced your team to waste supplies on the first attacker (like bait), but then did an actual attack while you are on cooldowns. See? Already this is a perfect example of how this experiment forces you to plan your actions and use your supplies more efficiently.
  4. Sometimes it's be better to save your supplies and let the enemy take the flag and then do a powerful counter-attack while they are on cooldowns. And if your team is weak, then what can I say? Tough luck. CTF is a team effort and the stronger, more organised team is supposed to win. A single player with a lot of drugs shouldn't be able to carry the whole team and resist the full enemy opposition. That was the main problem with CTF before.
  5. That's why you have to save your supplies and use them only when extremely necessary. Because the guy who attacks with 234 will then be able to do nothing when the same defenders do a counter attack while HE is on cooldowns. What may happen is when the 234 guy attacks the base, defenders may have saved their DP to kill him. He dies and basically wastes all 4 of his supplies, while the defender (s) attack his base and easily steal the flag, because they only used their DP, while their DA, nitro and repair will still be available for the attack. So yeah, drugging suddenly requires a lot of strategy other than simply pressing buttons in the right order.
  6. Honestly, if you're worse today compared to other days, then it just means that you relied too much on your supplies and can't use them efficiently when such strict limits are enforced. Better start practicing, because I have a feeling this "experiment" will stay forever ;) I played multiple battles today and had pretty much no unexpected difference in my effectiveness. Of course my K/D was much lower because I couldn't drug non-stop and dominate everyone else, but that's why this is a good update - it stops buyers with infinite drugs from being OP. And guys, if you like your mindless 12345 key pressing so much - create PRO battles with supplies on and cooldowns off, instead of complaining about the update here. Let free players enjoy the absence of drug abusers for once :)
  7. You are talking about a 20-second cooldown. In that time you can only die and respawn twice and then be able to activate all supplies, no matter how many enemies attack you. So, I still have no idea what you mean...
  8. Kill you many times? Really? The initial supply cooldown is 20 seconds. In that time you can die twice at MOST.
  9. If that's your genius "strategy", then please either use it in DM or quit the game as you said. Don't ruin the game for your team by multing in team battles please.
  10. You aren't seeing my point. This experiment reduces the amount of supplies players spnd in battles, so it will be much easier for you to get enough supplies from missions and kits so that you don't run out of them. And when you DO end up running out, just play some PRO battles without supplies for a few days while completing daily missions and then go back to normal "drug wars" when you saved enough.
  11. If this experiment gets implemented, any free player will be able to save up enough supplies to play effectively every day.
  12. After the forum was upgraded and all devs got the new avatar, I created a rant topic telling them to give hazel his old avatar. The topic was hidden by forum mods -_-
  13. Why would supplies be overpowered if everyone has the ability to use them?
  14. What you're describing is the skill aspect of using supplies, that's required for more professional gameplay. Sure, with the combination of supplies and drops it's possible to be "on full drugs" the whole game. And that's absolutely fine if someone is able to do it, because it simply means that they are skilled enough to know all the drop locations, keep track of drop times and effectively combine drops with own supplies. Everyone has the option of using supply drops, so there's no problem here. The biggest thing is that the experiment makes it nearly impossible to dominate other players by simply having (and using) more supplies.
  15. Maf

    Tanki World Records

    That's why it's a challenging record ;)Even with most GWR massive group records the challenge is not actually doing something, but getting enough people together in one place to do it.
  16. The difference is that the buyer will have to wait 60 seconds in order to use his supplies again, with the same being for you. So all players end up using less supplies overall, making it easier for free players to keep participating in battles without having to often stop and spend days accumulating supplies in order to compete.
  17. I'm pretty sure devs have enough revenue from other sales right now (MUs, XT items, paints, modules, clans...) so they can afford to give up supply sales in favour of fair gameplay.
  18. If you used DA and died, you won't be able to use DA again right away - you'll have to wait for the 60-second cooldown to end. So this actually means that in a 15-minute battle no player is able to use more than 60 supplies: 10 of repair, DA, DD and nitro and 20 mines.
  19. DA and DA may be overpowered when compared to a player without them, but don't forget that everyone has access to supplies! The reason this experiment (or update) will solve the problem, is that free players will now be a lot more capable of competing against buyers with practically infinite supplies. The problem right now (even with smart cooldowns) is that in any active battle you use more supplies than you can possibly earn (see this post for details on this matter), so buyers got a massive advantage because they purchased power items and couldn't possibly run out of them. If the experiment is implemented, far less supplies will be used per game, so players will easily be able to recover their supply savings using bonuses from daily missions, weekly chains or by buying 100 supply kits.
  20. You're just being too negative about the situation. First of all, you can't activate DA from spawn only in the first 20 seconds after joining the game. The worst case scenario here is that you activate DA once and at the same time the enemy Shaft uses DP and one-shots you. Then he keeps shooting you every time you respawn and therefore you are helpless. But in reality this doesn't happen all that much and I have rarely seen players get dominated at spawn by Shafts. If Shafts annoy you so much with their high damage, just get a Shaft module and in the battle don't activate DA as soon as you spawn. During this experiment it will be better to try and play without supplies (while the enemies waste theirs) and use yours while all of them are on cooldowns.
  21. Please don't generalise. A lot of people liked the balance changes and often asked for them.
  22. Maf

    Ask a Battle Mod

    OK, I have one big question regarding parkour mode. I've heard of multiple cases where players get kicked (and I think even banned) for shooting others in Parkour mode. I'd like to point out that nowhere in the rules does it say that shooting other players in Parkour mode is against the rules, so mods punishing players for it is technically power abuse. I always tell players that if they don't want "ruiners" to disturb their parkour, they need to get some trusted friends together and do parkour in a private battle, like all the decent parkour clubs do it. Public parkour battles are just fun games with no rules, basically "chillout rooms", and trying to do any kind of serious parkour in there is pointless waste of effort. So let's say this "no-killing rule" is added to the main Game Rules and "sabotage" in parkour battles becomes punishable. But even then I would not agree with this kind of decision because it's basically a waste of time. A Russian moderator told me that battle mods don't kick shooters in parkour right away. Instead, they "enter the battle upon responding to a /vote report, find the reported player, observe them for a long time and then make a decision based on what they saw". I understand that this is a logical process to make sure that no honest player get kicked for shooting (e.g. if they killed someone accidentally). What bothers me is that battle mods waste their time dealing with some silly "ruiners" in parkour, instead of focusing on actual important issues like reports of hackers and sabotage in normal battles. In a nutshell, my question is: why do you think that "violations" in parkour mode are worth spending your precious work time on, instead of dedicating it to actual battles?
  23. Great idea! If this doesn't stop complaints about drugs being OP, then I don't know what will. On the other hand, I'm already seeing "druggers" complaining that their beloved supplies are getting nerfed and they will no longer be able to buy their way to victory against weaker free players :D Looks like there isn't an end to all the hate towards tanki devs, is there? :lol:
  24. XTs are exclusive items which show a player's status. Applying any discounts to them will make them less valuable, so developers decided to exclude XTs from any promotions to preserve their expensive status. The XT missions have not been removed. They are just extremely rare.
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