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Everything posted by OKDad70
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First, BUGS!!!! What the heck? Game won't load. Matches won't load. Freezeup. That stupid lock-glitch on the protections. (That is a big deal during a quick garage change during battle!) There are more glitches right now than I've seen in weeks. Fix the dang bugs. MM isn't better. Two, three minutes. Exit the wait screen, start again. 20 to 50 second "average", but 100 seconds is closer to my current average wait. Balance? What is balance? Lt DH.98 fighting a General Shaft. One-shotted EVERY time I saw the laser. LTC NobodyUKnow70 fighting low Generals is not surprising, but I had mostly Lieutenants on my team. We were slaughtered from the first minute. Red-Assault, I made one flag. Two other flags made it. Otherwise, we were just respawning for 10 minutes. It was literally like being one against two the whole match. Recent updates have been bad or mediocre, fixes that break other things and simply trivial updates or changes or "improvements". Is there anything planned that will actually brings some fun back to the game? Anything that will reward skill? Right now the only hope is getting lucky, or perhaps one's favorite turret will be the next one for overkill for three weeks or so.
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Pissing in the wind: Add three more modules that provide factor of 0.8, 0.5, and 0.3, respectively, of whatever protection is equipped in them. Sure, that will up the overall protection. It isn't like it isn't needed. 13 turrets, 7 that can kill you before you can respond, two, well three, more that can kill you in less than three seconds. Yeah, we spend too much time respawning and being spawn killed. It would be nice to have seven hulls instead of three, with more hit-points on the upper end. (And Mammoth really should be a slug, not an agile melee fighter when speed boost is active.) e.g., a Legend 15 has at least six protections at 50%. With each module filled, three would provide 50%, one 40%, one 25%, one 15%. 15% can still make the difference between instant death at spawn and getting an opportunity to respond. And, there are no improvements in MM. Still often takes two to three times whatever "average" is shown. Still has no balance. MM is broke. If there was any improvement, I can't see it.
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What is wrong with the module graphics in the garage? Protections can show as locked. They don't seem to actually lock, but the graphic is disquieting. Something is wrong with it.
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Here is proof Tanki (Devs and Mods) don't care about our comments. They delete them when they please. Sure, the posts are deleted now, so I can't prove it. Hmm... Frankly, Tanki figured out their business model and it just doesn't included player feedback, at least not in the forums.
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Except for Smoky, which is probably justified, but I'm reserving judgement, this is a poor update. MM time: The first battle I entered, it said 25 seconds; it took 81 seconds. Not promising. Giving players a new incentive to leave battles early is counterproductive. We need incentives to complete battles.
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It astonishes me that I keep playing. This game is more frustration than entertainment. It is more luck than challenge. It is excercise in patience and long suffering. 13 turrets, more than half of which can kill you before you can respond, yet, only three protection modules. 50% protection max, if one has spent a million crystals. 50% against Isida and Firebird is hardly enough. 90% against a good Freeze would still be pointless. Good Strikers are rare, and few players equip protection against it. Good Strikers always have a good day. Three protections against the greatest threats in most battles leaves one vulnerable to everything else, and they all take their toll. The game is more respawn than battle now. One in 7 or 8 MM battles is reasonably well matched. Most MM team battles turn into spawn-kill fests before ending. The tanks are all too slow. Wasp on nitro is almost fast enough. Oddly, Mammoth on nitro is fast enough to hard to get away from. (WUWT???) Mammoth, the slug, practically as versatile as the Titan. Good grief. All the hulls are too slow except the slug; it sure seems to be faster than possible. All the equipment has pedestrian response and handling. No piece of equipment has any outstanding characteristic that a few might master to exceptional effect. There used to be nuance in the game. Once upon a time, players could become experts with a set of equipment and garner accusations of hacking in nearly every battle. Now, there never seems to be something that is key. Now, it just seems that by about three minutes into a battle, you know you are on the winning team, or the losing team, with really no hope. Often, players start leaving the losing team, and it is downhill from there. I wonder, are there any plans for making the game fun again? Are there plans to incentivize actual good play, especially good team play, play that is willing to sacrifice for the team? Hazel-Rah used to talk about actual balance and useful counter play. Now, the slugfest doesn't allow for counter play until your team already has the win sewed up. That key Magnum has his way until you get ahead, then a couple of teammates can hunt it down as berserkers. It seems the only objective of Tanki now is new features and constant change. Apparently, that keeps the cash rolling in. I'm fine with making money. I've contributed a bit myself, but why not some consistency? Afraid the folks willing to part with a little cash will get bored? Of course, there are also the maps. None of the maps are the way I memorized them. Some are absurdly different and should have been renamed. Some of the maps have changed multiple times, a new hole here, a new barrier there. It is quite frustrating. A well practiced maneuver lost. Start over. Plus, why so few maps? Can the MM only work 8v8? It just doesn't seem right! (Especially since so many battles have 8v5 or 8v6 for a minute or two or even three.) There are approximately 80 maps, just over a quarter of those are available to MM. I probably see half of the MM maps 90% of my matches. So, not very many. Lots of the same. One would think I might get the new versions memorized, but that is hard to do when getting spawn-killed half the match. Not much time to focus on memorizing routes and moves. I don't know why I hope. The game ran its course. It was quite a lot of fun for a while. The frustration level got too high for a while. I'm thinking it still is, but I keep trying.
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Kill/Death ratio is really a pointless stat for a given match. Overall, it is a reasonable indicator, but >3 probably indicates a player who doesn't much contribute to team wins because he only worries about his own kills and avoiding being killed. It is common to see active players who you know helped win the match who have a K/D of 0.5, sometimes less, because they were sacrificing wisely, tactically, to benefit the team. Yes, what is bad? Being in a match chatting? Well, chatting too much, but the point is to have fun, so how much is too much? And after the match is hopeless, who can fault the couple of players who spend more time chatting than fretting? The notion is fraught with problems. Such an effort cannot result in positives. Incentives for good play, for team play, and for completing matches, but there are no sure solutions. Good incentives will help, but the solution requires a "culture." Tanki has no potential for culture because change is too constant. The only players who prove loyal are those who are the most "loner." They don't care much about loyalty to the team, not they dislike it either. They often are competitive and proud to do their part, but the sense of community and mutual social pressure just isn't a potential. There are possibilities, but there seems no will to begin implementing.
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Please repair the overdrive mechanic that allows one to activate it (setting it to zero) just after one destructs. Honestly, the best way would be to eliminate the overdrive. Get rid of the whole thing. Since I know you won't, please repair it. Please ensure it cannot go to zero just because you activated it a microsecond after destructing, trying to use it to save yourself. Please establish a mechanism that will not discharge the overdrive in less than one tick (0.25 seconds) of destructing. Isn't that a reasonable request?
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Maf's comments here are good. The suggestion, however, is nonsense. It cannot accomplish anything good. It will only annoy and frustrate players. The only actual result is reducing a player's crystal rewards for rank-up (continued play). A buyer won't care. A nonbuyer is likely to be discouraged, leave the game, and find a different way to spend time. There is no way to force people to play well. Some can't. Some cannot be made to care. There are incentives for good play in the game. Suggestions for improving the incentives for team play that contributes to wins would be quite welcome.
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Another instance where they don't listen to our feedback. They have their mind made up. We get one worthless Gear Score because they said so.
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Where is the news report of it? The stats? The list of winners?
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Massacre is an unfun and frustrating map. No biggie in DM, but bad choice for flags and rugby. Berlin is the best map in the game, but they won't put it in MM. They (Devs and players alike) don't like it in created/pro battles because it is laggy. It is extremely calculation intensive to keep track of all the lines of sight for all the tanks and possibilities on that map. Lags are inevitable. Many players can't tolerate the glitches.
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Suggestion: Make MM consider equipment. Please lower the percentage use of Massacre. It is a crap map from concept. Its terrain has hidden barriers. It stops tanks in random locations. I don't mind it for my heavies, but with light tanks, I spend more time spawning than fighting. Massacre for CTF and Rugby is a frustrating map, especially for light hulls. Please greatly reduce the percentage usage of Massacre for CTF and Rugby. More importantly, can't match maker consider equipment? DH.98 is Mosquito. I have Rail and Wasp on that account. No options. It is simply not possible to have a K/D above 0.2 with that configuration in that map. Please, figure out how to not drop Wasps into Massacre, especially Wasp-Rail with no other equipment to choose from.
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Two Magnums, two Isida, unbeatable. Absolutely overpowered combination. Take note. The twins didn't matter on my team (me, first place, more score than third on the winning team). The twins didn't matter on the winning team. On the winning team, the Hammer mattered, but the Shaft was only annoying. The Rico and Thunder were also meaningless. The 2 and 2 were probably voice-communicating, but I bet they'd be just as effective without. They won 7 to 2 in 8 minutes. I predict 100% winning team with 2 Magnums and 2 Isida. Overpowered slaughter. Twins is nothing compared to Magnum and Isida (nor Firebird nor Freeze). Frankly, there is no balance in Tanki right now.
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Stars? No news? No results? No list of players who received the new paint? Was the Stars event such a flop we are going to forget it even happened? I think it would be worthwhile to list the earners of the paint even though I'm not one of them.
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Ricosck was just in a Highways DM ranks to Marshall. First place, Leo_9000_3, with M3 Isida. Ricosck was second with M3 Ricochet. M3 Hammer was third and a Firebird fourth. Highways. Sniperville. There were three Isida in the battle, in Highways, death match! (At least 2 Firebirds & 2 Hammers. Short range weapons appear to be popular in long range maps.) Keep pretending Isida and the other short range weapons aren't OP. The current "balance" is, approximately: From 7 (strongest) to 1 (weakest) [^ = one-shot capable]: 7 Firebird^ 7 Freeze^ 7 Isida^ 6 - 5 Ricochet 4 Thunder(^) 3 Smoky 3 Hammer((^)) 3 Twins Each range 2.5 to 6.5 depending on variables per battle: Rail^ Shaft^^ Magnum^ Vulcan Striker^ 2 - 1 - These last five aren't necessarily in order. They also aren't usually weaker than Smoky, Hammer, and Twins. One-shot as I use it here means the opponent doesn't have legitimate opportunity to fight back or hide, particularly from respawn. I can't say that I see any balance.
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GS is broke most of the time and worthless when it works. I think it stands for "Generic Stink." https://en.tankiwiki.com/Gear_Score
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I think you are on to something. Most folks have an awareness of how long it will take to reach 100 kills, and that is a fairly consistent number of matches for a given player. The stars depend greatly upon teammates. Get on a losing team too often, and you will need several extra matches to get the 100 stars. I'm sure there is a broad range depending on player skill and luck of the draw with teams, but I'll guess 7 matchers per 100 kills. Will 10 matches get the average player 100 stars? No. 10 matches will probably net an average of 20 stars (without double-star pass). So, something like 50 matches for 100 stars. 50 matches would be around 750 kills. Given these assumptions, 1000 kills is not much harder than 100 stars.
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As a player since early 2014, I have a bit of experience with this topic. I assure you, you are in error. Tanki often pays no attention to comments and complaints. A bit over a year ago, I gave up and took a year off. I checked a couple of times through that year; each time I found more frustration than fun. My sons did similar, but not for the same reasons. They started playing again this summer. I've taken it back up. I've almost got my skills back to where they were, but I'm still finding more frustration than fun. I keep talking myself out of doing something else. Tanki really only cares about keeping the funds flowing. It seemed to me they almost went under. I assume that was why they ignored so much complaining about all their changing. It seems to have worked for them, and newbies keep joining in, and apparently forking over some cash. Okay, but don't pretend our comments matter significantly. Sometimes, not most times, our comments and complaints seem to have influence. Most times, nothing. I suspect they realized the overheat issue of Vulcan at least as soon as the Firebird update went live. I assume it did not look possible to fix, given the overheat is the same thing whether caused by Firebird or self. Thus, they converted the Vulcan from what it was, to a long-range turret, more or less a Shaft for players who couldn't get good with the sniping mode. Don't pretend Vulcan will be restored to its original uniqueness. It is simply a poor substitute for Shaft now. It will only be used by those who already invested a lot in it. How long have people complained about three protection modules? Rail, Shaft, Magnum, and Striker, along with Firebird, Freeze, and Isida, can generally kill a spawning tank before the victim can respond or fight back. One needs at least some protection against all 7 of those turrets in practically all battles. Hammer, Thunder, and Ricochet are not far behind. Those three turrets typically defeat opponents without protection modules against them, two, even three, spawns in a row. Smoky, Twins, and Vulcan are the only turrets one can fight without protection, and on occasion, that can prove to be suicidal, especially against an expert Smoky. It seems obvious the Devs have made the turrets too strong while they've ignored the hulls. Heavy hulls have obvious advantages in most modes. How often have you seen players with over 25 deaths in MM battles? That is a lot of time spent respawning. Is that what Tanki is about, respawning? I'm all for it when it helps my team, but most respawns are just time lost waiting. It isn't all about kills. It is about balance. It is about developing skills so as to maximize a personal, earned, advantage over opponents, not just having the strongest turret-of-the-week. I've said things like this many times over four years, and so have many others, including some with much more time in Tanki than me. No, only what keeps the purchases rolling in. That is what persuades the Devs. Altering equipment parameters so much that players have to spend, at least, crystals just to keep up or get back to what they had, well, from a business perspective, in the short term, it will work. A bit more risky long-term. Of course, if new and exciting and expanding features keep rolling into the game, new players will keep finding their way in, and many of them will be willing and able to part with some cash to gain something in the game. Mainly, your platitudes do not impress me. I've heard them too many times to believe them at all.
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It is ignored anyway. They ignore most everything that doesn't contribute to the bottom line. That's business, but it is a bit frustrating for those of us who suppose we are trying to help.
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1 Battery as a mission reward? Isn't that an insult, like leaving the waitress a single cent as tip? Please reduce the odds of batteries as mission rewards, and please increase the number. I mean, 10 batteries are only one battle's worth.
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Please take Massacre out of the MM maps, at least for assault. Does red ever win? Please fix the floor of Massacre. It still stops tanks in random places.
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Neither of us think they care.
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Please take Massacre out of the MM maps, at least for assault. Does red ever win? Please fix the floor of Massacre. It still stops tanks in random places.
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