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Everything posted by wolverine848
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Profile without batteries - the total value of your modules (before update) is < total value of modules after update. Devs consider you to have been given a bonus by mere fact you kept what you had before. of course they leave out the part whereby they tripled the value of protections going forward. They set the threshold for receiving batteries very high.
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What? "too bad..."? Oh my... Spend same crystals but one comes out ahead in new system. it's just ridiculous. They cheated us by not giving any compensation for multiples of a protection. Could have lessened the blow by giving a token amount of batteries based on some arbitrary % of battery cost. But they did not even do that. But hey, you're happy with your 14 protections... Oh I understand what Issimo is trying to say - I just disagree with it. If you spent same crystals (or possibly even less) as someone else you should not come out ahead.
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it's only good for those who spent the least amount of crystals to cover as many turrets as possible. Anyone who bought multiples of a protection against annoying turrets came out on the short end. All because they tripled the cost of modules and used that for conversion. EDIT: No wonder you find it 'fair'. You gambled and won the jackpot. A wee bit of bias there, no?
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What about someone who bought 5 triple modules and ended up with 14 protections. Same crystals spent but they end up with 1 extra protection = (250k/125k value). Does that seem fair?
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"zero effect"? Did you buy any batteries? Fine print says "batteries not included"... ;)
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If I had Thunder at 42% in 3 different modules what do I end up with now? - 1 x 43% module (slight bump due to the extras) ? - 1 x 42% module and some batteries? - 1 x 42% module and nothing else? Just wondering if people who bought 3 modules with 9 diff protections will come out ahead of me if I bought 3 modules that covered say... 7 protections... we spent the same crystals (assume all modules upgraded exactly same) so...
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Battle Groups, Supply Cooldowns fix coming June 5th, 02:00 UTC
wolverine848 replied to r_Nives5 in News Archive
Not unless the crystals you spent on all your protections exceeds the current value of the protections you have right now. FYI - they tripled the price of protections after update so... unlikely they will compensate. In your example you would need 4 modules fully upgraded (each at 50%) before you would get batteries. -
Someone bought 5 modules for... 5x125k ends up with 14 modules today. versus Someone who bought 10 modules for ... 10x125k ends up with 14 modules today. Each protected same but... player 2 spend 2x as much crystals and ends up with same protection. And you don't think player 2 should get some sort of compensation?
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1) Good luck buying (and upgrading) the protections you don't currently have. 2) Unless you are a buyer, good luck playing against players who have Drones equipped.
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This is so wrong. They triple the cost of the modules then do the calculations for compensation? Of course most won't qualify for batteries. Accountants doing that would go to jail. The game has just been made P2W as many players won't be able to afford to buy batteries, which will be needed in order to compete against those equipped with Drones. EVERY PLAYER should have been given a moderate supply of batteries in order to start this "new game" so they can survive long enough to complete weekly missions for containers and start accumulating free supplies.
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Happened to me multiple times. Once it placed me in a battle with 3 minutes left and "my team" losing 5-0. What is the point? I can't possibly accomplish anything so what incentive do I have to stay? None at all. So I leave and that team still short. They need to bring in a mercy rule - where # of tanks terminates battle, OR the score terminates the battle. CTF... 5-0 that battle is done - stick a fork in it. See above. How is "half the team staying" (say 8 vs 4 to finish) good for the game? Seems good only for the team winning as 1) they still have targets and 2) can increase their reward even more. Providing better reward to "losers" only really works when battle is somewhat close. Then most will stay. Once it turns into a route it's not just about reward - who wants to stay as the punching bag? I play for crystals sure - as they are need to compete. But I also play for fun. Once that fun-factor disappears there is no reason for me to remain in battle. matchmaking does not prevent anyone with those turrets in garage from equipping them. So you will still see those turrets abundant in Highways (or Brest) and if you can't handle them it's still a pain for "non-shafts" to play the map. This is more prevalent at upper ranks where Legends have a full garage and have no issue switching to Shaft or Magnum.
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MatchMaking could be made more palatable by doing the following.. - Set up a lobby for players who hit "Battle" button - allow them to change equipment after seeing map but before entering the battle - stop placing tankers into battles that have 5 or less minutes remaining - does way more harm than good - get rid of groups ---- If groups are kept, a rank-spread needs to be applied ~ 6 ranks (or less) - bring back auto-finish - prolonging blow-outs by adding more players to losing team is not effective - add shut-out or "skunk" rule ... CTF score is 5-0 = ends immediately - expand the map selection - we get the same small (and now boring) selection of maps over and over
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Twins < Ricco < Striker < Thunder < magnum
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Are you equating catching golds with ... skill in playing tanki? Or skill at catching golds? You understand they are not the same thing, right?
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They said it was a server test, not a real match-making test, so i don't think they had issues with rank brackets a year ago. Was silly test though as many low-ranked players were just beat-down mercilessly. No excuse for that. And from sounds of it now - the issue is the "Groups"... no rank brackets on that. So a Group is dragging the very low-ranked accounts into the battles.
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- with 2x battle funds you are guaranteed ... 2x the reward - you are not guaranteed anything with 10x golds - 10x golds ruins ongoing battles
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What makes you Mad in Tanki? Things you hate/like in the game?
wolverine848 replied to Ditzy-Dip in Archive
#FixMatchMaking -
It's the same for ALL turrets - takes you 2x as long to destroy the target. Actually - might be worse for those who rely on one-hit kills. target now survives, gets under cover and can repair. But twins... you are already close - so even if target uses repair kit (kind of useless while under fire) you will eventually get the kill.
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I don't understand this - please re-phrase.
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matchmaking has nothing to do with crystals. MM & battle reward distribution were 2 different changes implemented simultaneously. The battle-fund re-distribution could have been implemented without MM.
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Just let go of the space-bar periodically and you will be fine. It's not a Twins... B)
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At least the people have something to complain about. You are complaining about "complainers" feel free to NOT read the comments... not like it's a requirement to play the game :wacko: And i guess you will never complain about any Transit System since you yourself could ... just set one up, right? "the only thing"? Really? How many times have you been placed in a battle with only 3 minutes left? With opposite team leading 4 or 5-0?
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YES - they play short for 3 minutes. How often is someone going to leave a "super close CP battle with 3 minutes left"? Not very. On the other hand... How often is someone going to leave a blow-out battle with 3 minutes left? Apparently quite often since I get plunked into those battles on the losing team. So NO - I never want to get placed in a battle with 3 min left. Not enough time to do missions, get a decent score or build up OD.
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26k players online and MatchMaker just put me into a CTF battle with score 5-0 and just over 3 minutes left in game. :angry: Seriously - what a mess. Quick exit.
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Who can learn to adapt? The Recruit? And why do people think everyone playing this game wants to be Pro?
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