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TwinsRRUs2

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  1. TwinsRRUs2

    Testing of Matchmaking System on EU servers

    If you are having a problem with no one wanting to join the losing team, maybe the reason is because you changed the crystals amounts so that the losing team barely gets any crystals at all. Why would anyone want to join the losing team when they get nothing for it? That older update probably caused the problem that you are trying to fix with this new test update. By creating the mission chains (complete a mission for 7 days in a row, get more prizes; prizes get bigger for consecutive weeks; etc), you have made T.O. very addicting as everyone wants to complete the missions 7 days a week for every week of the year. That update surely increased the loyalty of your players. Now missions are very important to most players, therefore adjusting the rules and play for mission battles is going to make most players hate the changes. Telling them to play PRO battles does no good because everyone wants to complete the chain of missions every week. I like to click on the "friends" button in the top right corner and join their battles. If they are doing a MM battle for a mission, I cannot join them. Making friends on T.O. and playing with those friends makes the playing experience that much better. Do not take this away from us. From the sounds of it, there are a LOT of Legend players. I am probably alone on this thought, but I hate playing against players that are ranked more than 3 or 4 ranks ahead of me. Sometimes I think the battles allow too wide of ranks to play each other. Legends shouldn't play against Generals as they have twice the XP. A suggestion for a different forum topic: Ending a battle early when one team has 50% less players is okay by me, BUT when one team has two players and my team has one player, it ends right away if I am losing. Maybe the 50% rule shouldn't apply to only 2 players on a team. It should start when there are at least 3 or 4 players on one of the teams.
  2. TwinsRRUs2

    Testing of Matchmaking System on EU servers

    OMG! Holy crap lol now lets go throw a legend into a noob battle and see who wins... nice work :D Gotta love this dumb update huh? I bet that was kind of fun kicking arse and taking names! XD
  3. TwinsRRUs2

    Testing of Matchmaking System on EU servers

    Why change anything at all? Seriously, it works the way it was just fine. Changing things to make it better is not always making things better. "Tanki is trying to do is stay up to date, and make it easier for tankers to find battles" How is it hard to find battles? Who can't find battles? The old way was fine. "Before now, most regular battles we dull and few were full. Now, they're all full. See the up-side?" Battles are dull if they aren't full? Since when? "Now, all regular battles are full. Missions can still easily be accomplished in them" How exactly is it easier to get 1st place for a mission when the battle is completely full? Common sense says it is harder to get first when there are more people... All MM games are basically for completing missions now, so everyone you are battling with and against are competing for the same missions at times. That makes it more difficult. "You can still choose which map you want to play on, just not for Missions. For Missions, which should only take up about 2 battles of your day," So if my MM battle has 12 players, how many battles must I play before getting 1st place? "For example, what Mission would you get (besides supermissions) that you wouldn't be able to complete within 10 minutes?" 1st Place, XX amount of crystals in ?? battle format, destroy 50 enemies, collect gold boxes, capture 3 flags to name a few. "Someone's gotta be on the losing side in a 5 minute battle. That was the problem before, everyone had a choice, and no one joined a losing team. It made battles extremely useless." I have been in MANY 15-minute battles where my team is up big, the other team starts leaving and then a group joins the other team and completes an awesome comeback win. People do join losing teams, more so by a group of friends or a clan, but it happens. And if no one joins the losing team, the battle will end soon and you click "continue" and stay in the battle and viola, more people join the battle after it has started over. Often times, a few players from the winning team switch sides for the next battle. "It's possible, and if you feel it's too hard to complete a certain mission in a particular map, exit the map and re-enter." Exit and reenter? Uh, no one has patience nowadays, so it makes most players angry when they have to constantly wait in a queue for a battle only to exit and wait yet again... and again... why not just give the option of selecting your map back instead of making the player waste his or her time waiting to join battles? Forcing players to do something takes away the enjoyment of the game. Loss of enjoyment means players will play less or leave the game completely. MM should instantly place players into a map. Why would anyone want to spend more time trying to get into a battle than actually playing in a battle? If they keep this update, maybe they should give the option to click on a list of maps to join and it will select out of those choices? Or just go back to the way it was and forget about changing the game because it is great the way it is... or should I say was. Why do the Tanki devs have to make it hard to complete missions? They are decently hard the way it is now, so why make it harder? Why continue to change it? I hope some of this feedback helps because I love playing Tanki EVERY SINGLE DAY OF THE YEAR. I have only missed about 10 total days since Thanksgiving 2013 or 2014. Many other players have done the same thing. That tells me the game is fun, addicting, and doesn't need so many needless changes to "make it better."
  4. TwinsRRUs2

    Testing of Matchmaking System on EU servers

    I play with Shaft turret 95% of the time and the shaft is not ideal in MANY battles. I want to choose what maps I play. It is harder to compete against higher ranks to get a mission, especially when I am not familiar with the map. Basically I would need to enter a battle, then go to my garage to choose my turret, hull, protection, and paint... all while the battle is going on! No time to choose my equipment before choosing my battle. Does this make sense? Also, when I have a crystals mission, (after 2 - 3 minutes of waiting... no one likes to wait even 5 seconds, sorry) I get forced into a battle on a team that is horrible and after fighting for 10+ minutes, I get no crystals. I seldom join a battle when the opposing team is all high ranking players. In fact, I count how many players are ranked higher than me on each team before I join a battle. Taking away choice is never a good thing. Thank you for your quick response and some answers.
  5. TwinsRRUs2

    Testing of Matchmaking System on EU servers

    Unfortunately I don't have an hour to play every night to complete missions. Sometimes I am only able to play about 15 to 30 minutes. Does everyone enjoy FULL battles? I personally hate full battles and when creating battles, I lower the player amount to about half. A battle that is not full is not dull. A battle with only 2 - 4 players can be dull though, unless you are all battling hard. I am a male... most males do not like surprises... ;)
  6. TwinsRRUs2

    Testing of Matchmaking System on EU servers

    Your only PRO is wrong since it doesn't even balance out the ranks! (At least in the 5 or so battles I played a little bit ago. I posted a screen shot of one above.) All CONS for this 48 hour test! :'(
  7. TwinsRRUs2

    Testing of Matchmaking System on EU servers

    Why does it make unfair battles? So many Legends and high ranks vs mostly low ranks. No choice over what battle I choose for missions? Please get rid of this and go back right away!
  8. TwinsRRUs2

    Let's Discuss Shaft!

    It happens on every single tank I shoot. How is it possible that every single tank is scared of shaft and has that protection over the course of playing for 2 hours in multiple battles? It was a glitch that was just fixed because now that glitch doesn't happen at all.
  9. TwinsRRUs2

    Update 428 — Parameter tweaks and more

    I watched the video saying they were removing the option for creating a battle from those without a Pro Pass, but wow, talk about a buzz kill. So many of these changes are taking away from my normal habits of how I play. I have spent over $120 on this game to buy kits at reduced prices within a couple days of ranking up. I will not spend money on all of these other things that should be "standard" playing options.
  10. TwinsRRUs2

    Update 428 — Parameter tweaks and more

    Wow, I had no idea that happened to anyone else!!!
  11. TwinsRRUs2

    Update 428 — Parameter tweaks and more

    They need to fix shaft's ghost shots and issues with the damage inflicted on enemy tanks. My shaft has full sniper power of 2099, but a full shot only inflicts 1049. A double damage shot only inflicts 3099 damage. My shaft has an arcade power of 613. It only inflicts 226 damage to the enemy. The longer you are in sniper mode, the more powerful the shot gets, correct? Well, sometimes my full shot power is only 226, same as the arcade damage inflicted by my shaft. Talk about ruining the game for me. Someone stole my flag and I have a full power shot to kill them with my teammate right behind them, but my shot only inflicts 226 damage and the little wasp or hornet tank captures our flag and we lose. About once a battle my full powered sniper shot hits the enemy tank and it inflicts zero damage. How? Please fix these issues!!!
  12. TwinsRRUs2

    Let's Discuss Shaft!

    When are they going to fix the issues with shaft since the last major update a month or so ago? Now that it shows the kill points of each shot, I can see how much damage I inflict with each shot. My arcade shot for my shaft turret is 613 according to the info in my garage. When I shoot other tanks in arcade mode, it only inflicts 226 on the enemy tank. This needs fixed right away! This also has been happening in sniper mode. My full sniper shot should inflict 2099 according to my current garage information. A full shot will only inflict 1049 damage. With double damage, it will only inflict 3099 damage. This needs fixed! Often when I shoot in sniper mode, I hit the enemy tank with a solid shot, but it does not inflict any damage whatsoever. It is like a ghost shot. This needs fixed right away! Why did shaft's power to flip itself back up off its side with hornet go away? Very frustrating with the lack of impact force generated to tip a hornet hull off its side with shaft. Horrible update in my opinion. When I am on my side with the hornet hull, an arcade shot is weak and does not flip me, but an arcade shot only has 176 impact force. How come when I am on my side and using a full powered sniper shot, which has 548 impact force, it still will not flip me over? This is extremely frustrating.
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