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Posts
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Everything posted by Devoid
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If the Developers just boost turrets' damage to fit the increase in hull health, we're back where we started...
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T-minus 52 hours till the nightmare ends!
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Like I said before, a large majority of the playerbase is bored of getting the same Skin Container each challenge; maybe think of creating a new skin for Challenges?
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Ever since the Wiki was updated, the calculator used for figuring out Micro-Upgrade prices is gone, and same with the calculator for calculating how many stars needed per day to finish a challenge. Please return these ASAP, I use the Micro-Upgrades calculator every time there's a sale to determine what I want to purchase, and I use the stars calculator from time to time.
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Same here ? Doesn't change the fact that it's somehow popular, even with basic, awful graphics
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Parkour is one of the biggest content parts of this game though, and games survive off of content creators. For example, Minecraft is one of the most basic games in terms of coding, graphics, etc., and yet, it's hugely popular and has been for years; this is mainly because people make entertaining videos about the game. If a game who's graphics are comprised literally just of blocks can succeed and be massively popular, Tanki can definitely do the same, even with the graphics they currently have. They should focus on appealing to content creators more, as failure to do so could significantly hurt the game.
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Instead of fixing the graphics, maybe take a shot at fixing parkour in HTML5? Parkour is a huge part of this game, and I guarantee that a few big clubs will quit if you don't do something about it
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I received Viking XT from a container before, it's possible but very unlikely.
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Technically, yes. Seemingly, the main thing that alerts the anti-cheat system that a person may be hacking is if that person gains a large amount of height in a very short period of time, and the anti-cheat's response to that is to self-destruct this particular tank. With Hopper however, the Overdrive already breaks the physics of the anti-cheat system, which makes me think that the anti-cheat system is programmed to not operate at all if someone is using Hopper, meaning that person could use jump hacks and pull it off just fine.
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I've played the majority of the time since this update took place on my alternate, Major General account, @Mr.370z, and I do have to say the experience is a bit different than the situation @Dosheg painted a picture of in his response to these same questions. Let's review my personal, mid-ranked opinion! I would like to start by mentioning that my experience was undoubtedly much different than the majority of people around this same rank has to offer, and this is because I have an extremely over-powered garage compared to others at this rank, being able to reach 9,000 GS with several combinations when the average person has a GS around 6,000 at the same rank. Because of this, my tank has comparably much higher HP levels, and my turret outputs significantly more damage. Please keep this in mind when reading my feedback (though I will try to explain what a normal player at this rank would experience). Do you think that there were less occasions when you were destroyed where you spawned and were consequently completely useless to your team? - I would have to answer yes to this question, but I don't necessarily think this is case for everyone. Since my tank is much more "buff" than others', I had less occasions where I was being spawn-killed, but for the majority of the opponents facing me in battle, I can for certain say they had issues with being spawn-killed because I was the person causing such situations to occur for this demographic. Now, what if two players with similarly-powerful tanks went head-to-head in combat after one of the two just spawned? I'd say spawn-killing wouldn't necessarily be an issue, unless the skill level of one of those people is much higher than the other person; so for the most part, spawn-killing wouldn't be an issue. How did the benefit of well-timed overdrives and drones change? - Overdrives didn't really affect my gameplay at all, either on the offensive or defensive side. There would be times where an opponent would use a Wasp bomb, or activate their Viking Overdrive, yet I still managed to beat them in combat or escape with a still decently high amount of HP left in me. I personally use only Hornet for the most part on that account, and following the nerf to this specific hull's Overdrive a few weeks ago, it's the most useless Overdrive I've ever seen; please change something, it's ridiculously underpowered. For this reason, there never really was a time I had to use my Overdrive at the perfect time, I would just activate it immediately after getting it (provided I had an HP level that meant I wouldn't die very soon after), just to see the outlines of opposing players. In short, Overdrives don't matter anymore in MM. How did the importance of team gameplay change? - I don't know why, but ever since this update took place, I now have to take care of literally EVERYTHING when playing in an MM battle. I can't count on any of my team mates to return the flag (I'd say this has to do with the buff in tank HP), and I can't just drop the flag for one of my team mates because half the people I get paired up with on a team don't know how to turn their turret because they have the mentality of a Warrant Officer, but a mid/high rank because of the boosted EXP since the middle of the summer, and thus, can't prevent themselves from just handing the flag back over to the opponents for a return. For this reason, I will literally attack the opposing team's base while holding the flag, as I know I'm the only person on my team who can be trusted with returning a flag in a swift manner, and not very miraculously, I almost always survive using this tactic, keeping control of the enemy flag while returning my team's flag. Team gameplay is no longer a thing, to be blunt. Could this experiment change your interest in the game? - I would say I'm personally more active in the game under this update, but only because of a few things. I love that I don't have to play battles on long-range maps (that was one of the main reasons why I couldn't stand playing the game before the update, because I kept being placed in maps like Massacre or Highways), and the length of battles is pretty cool too. I also personally enjoy the boost in tank HP (though I know I'm one of the unpopular who think this) because my Electromagnetic Salvo augment for Gauss is even more powerful with tanks that are beefier. Finally, Firebird is even more powerful after the increase in energy available, and since my Firebird is a fully-upgraded Mk7 at Major General, you can see why I would love this; I'm the most powerful tank in the game at this rank it seems, and I haven't come across an opponent that could make me think otherwise. With this being said, I can see why the majority of the player-base despise this update and play less than they did, and it's fully understandable. I know things will go back to normal after the test concludes, but I hope large MM maps are left out of the MM map pool, if anything. Do you have any suggestions on how to improve these changes? - You need to choose whether to keep all tanks' HP levels buffed, or increase some turrets' damage a bit. It's very difficult to play with any turret other than the ones that received energy buffs because they're so much stronger than the other turrets. Vulcan, for example, is the worst turret in the game because it does roughly 50 damage per pellet (factoring in Double Armor), meaning it takes about 30 seconds or longer of continuous shooting at any hull to destroy it. - Large MM maps NEED to stay out of the MM pool and battles need to remain at 5 minutes a piece. Especially after Challenges require 3,000 stars, it's very hard to catch up on missed Challenge progress if needed. 5 minutes is plenty of time, and since battles (at least for me) still end before timer does in most occasions, there's no need to increase it anymore than this. - Something needs to be done about Overdrives. Overdrives are a fundamental part of MM gameplay, and it definitely also affects the amount of teamwork that goes into each battle. Currently, only the Wasp and Viking Overdrives (and maybe you could say Hopper's too) are good, and the rest are completely lacking anything, and thus, you see nearly everyone using either Wasp or Viking. I would suggest either buffing the ODs of the other hulls to do more damage (if tank HP is kept doubled), or just keep all ODs like they were before the test, except buff Hornet's; they were pretty even (besides Hornet) then. With this all being said, I would say I'm having a bit more fun within Tanki because of this update, but this is mainly because of my powerful equipment at my rank, so take what all I said with a grain of salt. Thanks for reading (Dosheg's analysis was better :x)!
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I've played under this huge new "experiment" for a few days now, and I have a few findings to share, as well as some advice on how to tweak this experiment to make it a bit better. Starting off, let's review the things I think are positive coming out of this update: Removal of larger MM maps - I never used to finish battles when I was put in a map such as Brest or Massacre, but with this update, this is no longer an issue. I would go out on a limb, and assume that a higher percentage of players enjoy more engaging combat, as opposed to camping in one place and sniping opponents, so this update is perfect for that. Reduction of battle time to 5 minutes - Ever since Challenges required 3,000 stars to complete, it's been kind of hard for anyone who missed a few days of Daily Missions to catch up on their missing stars, but because battles are now a couple minutes shorter, you can pump out more battles within any given time amount. For example, say I have exactly 35 minutes to play Tanki before I have to attend a school class; under this new "test," I can play seven battles, whereas I used to only be able to play five, so I can earn up to 12 stars more. Now that we've covered what I like about this test, let's talk about what I don't like about it/think could be changed to be improved. For these, I will state my proposed changes in bold so Developers are more likely to see what I am trying to convey. Here we go: Either return tank's HP amounts back to normal, or buff all turrets' damage - The biggest issue I've seen related to this is with Vulcan users. Vulcan (the stock turret, not factoring in augments) is already a fairly weak turret, as it only does around 70 damage per pellet, but since hull health has been doubled, Vulcan takes even longer to kill opponents (it's basically the equivalent of having Vulcan Mk4 in Mk7 battles prior to the test). This is just one turret too; others have similar issues. Besides the turrets that received a buff in energy levels (Firebird, Freeze, Isida, Ricochet, and supposedly Twins), all the other turrets are comparably very weak under this test, and that needs to be fixed, either by returning tank HP back to normal, or buffing turret damage by multiplying it anywhere from 1.5x to 2.0x the current damage. Impose some sort of "penalty" on people who leave battles before they conclude - Since battles only have six players per team, now more than ever can we see the problems that arise when a member of a team in an MM battle leaves. My proposition to fix this issue? Impose a penalty on anyone who leaves a battle before it concludes. This penalty could entail a reduction in crystals earned from the next battle that person completes (as a sort of "tax"), or causing a timer to start that makes it so that players can't join another battle (regardless of whether it is MM or Pro) for the duration of time left in the battle that person left. I don't think battles should return to be 8v8 combat as it causes battles to be quite congested, but something has to be done about people leaving battles because it is basically sabotaging the team they were a part of. Reduce the active time of Viking Overdrive to what it used to be - As long as turrets are buffed or hull health is nerfed a bit, Viking's original Overdrive is not weak in any regards. Because of this test, however, Viking's Overdrive has become undoubtedly the most powerful, as the length of time it lasts for is straight insane; it lasts long enough that you could activate it and kill someone immediately, and kill that same person again after they respawn before it ends. That's all I have to say on this subject. Overall, I would say this test is a wonderful step in the right direction, and if appropriate changes are made in a good manner following players' feedback, there's strong opportunities to lie ahead in this game's future. Thank you for taking the time to read through my response!
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They've never had an "experiment" like this before, and thus, haven't rolled back changes according to the outcomes of that update. I mean, I guess you could say the experimental maps that popped up a few times in the very far past used to test new props are similar in that they were only an experiment, and those were rolled back after the necessary tests were done, but that's hugely different than changes to the game's mechanics.
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Oh come on, have you ever played this game? There's a 99% chance that we will have to use our own supplies, they try to maximize profits in every possible way...
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I actually already play eSports, I'm the Co-Leader of this eSports clan.
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Congrats @Sacrifice ?
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They said they'd consider making changes, and I bet they did that; they decided ultimately not to change anything as of yet.
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Not necessarily, that's just my personal predicted guess...I could be completely off, and it could be something completely different. We'll just have to wait and see...
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My guess is that this contest will be similar to the Catch the Snowman contest, where you have to take a screenshot of your tank next to one of the so-called "Dead" tanks (talked more about here), and submit that image. One thing I do see in the announcement of this contest is that there are different placements, so instead of the prior Catch the Snowman contest where everyone who successfully submitted an entry will receive a prize, I think this one will reward you based on the number of screenshots of different versions of the necessary tank you send in (for example, if you manage to take pictures of ten different "Dead" juggernauts, you'll beat out anyone that submitted less than ten screenshots). This is completely speculation, but the Catch the Snowman contest involved a special paint, and this contest sounds like it might have something to do with a special paint (the "Dead" one) too, so I can see them being similar.
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