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Everything posted by DestrotankAI9
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update Patch Update #664 - Released 1st October 2021
DestrotankAI9 replied to Marcus in News Archive
Some good things in this patch and some bad: Good: - Smoky buff - Tesla nerf - Healing Emitters change - Bug fixes Random: - Striker buff (???) Bad: -All medium hulls (in addition to heavy hulls) having the same speed - Nuclear energy supply. So Smoky has been weak (outside of pre-nerf Autocannon) for some time, so I'm glad to see it buffed. Smoky is in a nice position now it seems with non-autocannon augments being closer in power to autocannon, and it being competitive once again. It could still do with a buff on its relatively weak Ultra Container augments such as AP and Stun, though. Tesla nerf is of course good, it was way too OP but it is still good even after the nerf. Healing Emitters not having impact force is great as it won't be annoying for allies now + something different. Striker didn't need a buff as it was already strong - but it is only a minor buff so, OK I guess. The hull speed changes - I REALLY dislike this. There is no need to make all hull categories the same speed, having them all close in speed but slightly different is fine, and not imbalanced. The different speeds with different weights and power levels has been part of the characteristics of the game for a long time - removing this makes all hulls too similar which is boring. I mean, why not also give hulls the same overdrive, and even the same name? That would be balanced, right? But it would be boring... balance does not always need to come at the expense of diversity, we need stuff in the game to be different from each other, but balanced, otherwise it is dull. Not to mention, if hulls are all the same speed, then Dictator having far more weight than Viking etc. is imbalanced. So they are going to inevitably have to change all hull weights to be the same too. Mega dull. And, right now one of Wasp and Hornet's advantage over Hopper is that they have faster speed - once light hull speeds are unified Hopper will become even stronger in capture modes over the other light hulls. So making all hull speeds the same does NOT necessarily lead to balance. It is just boring - I really wish these changes would be reversed, there is no need for them. Things were fine with the hull speeds as they were, and more interesting. As for the nuclear energy supply - the problem here is that we all know inevitably Tanki are going to offer this in bundles, or purchasable by buyers by some means. If players are able to accumulate a significant amount of these, it will break the game potentially. I don't think that there is a need for such an item. If they keep them in challenges only - then fine perhaps, but I sadly doubt that will happen judging by the past. We will see. -
challenge October Challenge I - new supply in prizes!
DestrotankAI9 replied to Marcus in News Archive
I must say the Silver Tier has worked out pretty well for me this month, as I had intended to by Magnum and Harpoon augment on the next sale... and just as we get a 30% sale Harpoon is available for free in the Silver Tier ? Pretty great timing, so I was able to get Magnum and Cyclone for Striker instead lol. The silver tier changes are pretty nice, an epic garage augment in there which is a first, as well as a paint and a rare hull augment (although those are certainly not that hard to get these days, but still OK I guess). The amount of batteries however has been decreased a by lot (from 15 to only 5 in each battery tier), but I suppose we have to make some sacrifice for the new gains such as the epic augment. I don't however like the nuclear energy supply, I do think if the developers decide to make this available at a later date as a purchasable item (even from bundles) it could lead to great imbalance, especially with the 3 second cooldown it has right now. Overdrive timing, and predicting when enemies will have overdrive in order to counter, are fundamental aspects of balance and if such a supply is made available in greater number through future bundles or other means, it will totally destroy balance. Silver tier this month though is pretty great, I must say. The gold tier changes are interesting, nice to see the up front price falling to 700 tankoins. I honestly think however with some of the powerful Ultra Container augments available in the pass that a 1000 tankoin price tag was fine, because if things like Vampire Isida are offered it would destroy gameplay if everyone is walking around with such augments. As I always say when making this point though - part of the problem is that augments such as this are heavily imbalanced. But that probably won't change, so the best we can hope for is that they remain relatively rare. So 700 tankoins for the pass is nice, but honestly since they have been giving out augments like EMP Gauss I was fine with a more expensive pass - because everyone having easy access to the most OP Ultra Container augments could turn out to be more of a curse than a blessing, when it comes to balanced gameplay. -
valid Points for removing an ally's negative status effect
DestrotankAI9 replied to pocrettttt in Ideas and Suggestions
This is a brilliant idea ? Always good to reward teamwork actions, whereas right now this helps your team but at a cost, as you are "wasting time" where you could be getting kills. -
update Patch Update #664 - Released 1st October 2021
DestrotankAI9 replied to Marcus in News Archive
Further to @PirateSpider above, I definitely don't think Adrenaline augments are "no-skill". In fact I think they are one of the best augment ideas that have been implemented in the game, as they allow the original turret play style to be preserved, while giving an extra factor or two to consider (like intentionally not using a repair kit for a while to get increased damage), and don't have anything lame added such as status effects which can break the game. At Legend, not using augments is basically a no-go. Adrenaline augments are pretty much the new "stock" turrets - if you want to play with a stock turret, you use Adrenaline. And of course let's not forget another great thing about them - they are available in the garage. -
15 minute battles are just too long, really starting to get bored of this and its only a few days in. If the battles must be 15 minutes on weekends - then just 10 on weekdays. The majority of players on the EN forum (I don't know about Russian forums), did not want 15 minute battles, so you certainly haven't got that feedback from us. 10 minute battles at all times would be best, but perhaps going to 12 minutes on the weekends. Additionally, the requirements for "finish battles" and "finish top 3" missions should be reduced with longer battles. Those missions now take a LOT longer to complete.
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Discounts weekends are always welcome :) However I would haved liked to see 10-12 minute battles rather than 15 minutes. I hope weekday battles will be 10 minutes, if weekends will be 15. Most players wanted 10-12 minute battles, where do you get the feedback that we wanted 15? Unless Russian forums think differently. More players may have played on the weekends where you had 15 minute battles, as you had increased golds events etc at those times - doesn't mean that they liked 15 minute battles more.
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update Patch Update #663 - Released 24th September 2021
DestrotankAI9 replied to Marcus in News Archive
The bug fixes and changes to Juggernaut in this patch were good, and also I am very glad that developers are now posting a topic for each set of patch notes - nothing more important to discuss and to take feedback on from players. However I dislike the changes to hull speed, and I will explain why. I understand the need to achieve balance, but this should not come at the expense of diversity - having everything exactly the same is boring. Hulls have long had slight differences in speed, and these are balanced by the other parameters such as weight (giving stability) and power, and also by the overdrives. This disappoints me. I do NOT want to see all light/medium/heavy hulls have the same speed, this would be boring. Hornet for example is well know to have much better stability than Wasp, at the expense of a slightly slower speed. Viking is the fast but unstable medium hull - whereas Dictator is the highly stable one with great pushing power. If speed is made the same, then other characteristics will also need to be made the same, or Dictator/Hornet with superior weight will be imbalanced compared to Wasp/Viking - as they will have great stability and power, but the same speed. Do we really want hulls of the same class to be entirely the same and have no different characteristics in terms of speed/stability etc? How boring - I certainly do not want to see this. This justification does not make sense. If the developers do not want new hulls to be imbalanced "because of the speed parameter" - well then don't make them too fast, simple. We should have some differences in speed for hulls in the same class, but a few hulls can have the same speed - for instance Crusader and Dictator have the same speed and that is fine. Reducing the speed of Titan and Ares to that of Mammoth was unnecessary - I did not find the faster speed of those hulls to be imbalanced - after the overdrive changes Mammoth is currently very strong, and now it is even stronger. Whereas - Ares has already been nerfed a lot, and it did not need a further nerf. Let's not also forget that Mammoth gains speed from its overdrive, so this helped to make up for the slower normal speed. And Ares needed its slightly faster speed to keep up with its ball overdrive - now it has trouble doing that without certain drones. All in all this change was unnecessary, it is boring to have all hulls of the same class having the same speed, and it is not a problem for balance to have some small differences in speed within each hull category. =================================================================================================================================== Stability is a relatively insignificant factor for heavy hulls - as they are all very stable. But if the medium and light hulls are also given the same speed this will be even worse, as they will all then need to have the same weight too - which will be boring and take away the characteristics each hull has. I know the developers are reluctant to reverse changes but I think they should do here - balance is good, but making everything the same should be avoided as much as possible to prevent things getting boring. For the sake of balance, I do not believe making each category of hull to have the same speed to be necessary, or a good change for the game. Please bring back the faster speed for Ares/Titan and abandon plans to make the other categories the same. -
That is interesting, it is a bit strange that indeed 10,550 names were selected, when the website would seem to indicate that 10,556 bundles were purchased - leaving 6 bundle unaccounted for. Perhaps Hazel bought these bundles personally? Who knows. It is only 6 bundles, but maybe some mistake was made - if they wanted to give better transparency they could publish the list of names that the winners were chosen from, as well as the list of winners. Then if anyone does not find their name on there, they can contact customer support. As for not showing all the names in the live stream, well I suppose they are just assuming that you will trust them to compile the list fairly and accurately. Scrolling slowly through a list of 10,556 names would take a long time, and make for a very boring live stream. They could perhaps publish the list, if players are unhappy.
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It is the case that if you were one of the "winners" In this contest (and if you got back more than you put in), that effectively other players who bought special offers are the ones who are "giving" you tankoins. But if you got back less than you put in, then effectively you are giving others tankoins. It is not necessarily the case that players who bought more did better out of this - if you got lucky then you could have bought 1 special offer and got 8000 tankoins back. However, the chances are that you would have got nothing (7 in 8 chance to get nothing). If you were able to buy 8 special offers, then you would have a good chance to get back what you put in - as well as a chance to earn a lot more than you put in or a lot less, so if you were a big buyer here you probably took less of a risk. Now, the participation of accounts spending free tankoins (Youtuber accounts) does not affect any of this. If you got bought one special offer and got 8000 tankoins back - some of those tankoins could have come from the free tankoins Youtuber accounts spent. And equally, you could have bought one special offer and not won, and "donated" your tankoins to a Youtuber account. The Youtuber accounts affect the probabilities just the same as any other player account buying the special offers does. But I do agree, the Youtuber accounts - or technical accounts - should not be able to participate in such contests again. But I maintain, that the chance for players to win was not affected by this - unless you can show me some solid maths to prove otherwise - but I am fairly sure the maths shows there was no change in the chance for players. if your name was not on the list at all, then that does indeed seem strange. If there is an issue with the way the winners were worked out itself, then that would be a big problem indeed. I agree better transparency would be good here.
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Well if the competition rules were actually violated, then you have a good point :) . I haven't read up on the rules, and certainly technical accounts should not be allowed to participate in the future. But if my maths is wrong, and the probability for players to win tankoins has been negatively affected - then feel free to explain the maths. As far as I'm aware, your chance to win back tankoins was not reduced by Youtube accounts participating.
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I do agree with you that it is inappropriate that developer made accounts (Youtube accounts) can participate in the giveaway with free tankoins, sure. But really, the maths behind working out your chances to win is a bit complicated and hard to explain, so I can understand why some players are very annoyed. Depending on the random chance of how many tankoins the developer accounts got back, for the number of tankoins they put in (spent on special offers), it would be possible that they could either result in real players getting MORE tankoins back than they otherwise would have, or LESS. Or there is a very small chance, that it could not affect the number of winners among real players at all. But on average, the outcome of developer accounts buying special offers will result in no change for the probability of real players winning. But I do agree, that Youtuber accounts should not be able to participate in such special draws in the future, as it isn't really appropriate. But it hasn't really affected the chances for players to win, on this occasion - due the maths of how this giveaway worked.
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If you buy more special offers, then you have a higher chance to win - yes. But we knew this from the moment the special offer was announced, so what are you annoyed about? My point was that - the Youtuber accounts buying special offers with free tankoins actually doesn't really affect your chances to win - so who really cares. Nothing bad has happened here - the only "bad" thing is that Tanki have encouraged players to gamble on an offer with a 1 in 8 chance to win, and now some players are annoyed that they gambled their tankoins on this and didn't get any back. I think being annoyed about the participation of Yotuber accounts is simply a faliure to understand the maths. Every 8000 tankoins spent created one new 8000 tankoin winner - so it doesn't matter if 1343 million special offers were bought or only 8 were bought - your chances to win would still be the same.
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Well though, as I tried to explain - due to the way the chances to win with the draw worked, I don't think participation from press/Youtuber accounts actually made any difference to the chance of others winning. Even if the press accounts bought even bought 8 million special offers, then that would add 1 million "winners", and we could still have all the other winners that we have currently. Because every 8000 tankoins (8 offers) from offers bought adds one 8000 tankoin winner to the draw, the tankoins they spent are simply recycled.
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I do see the point that press accounts shouldn't be able to participate in future contests, however correct me if I'm wrong - does it matter if press accounts could participate in this draw? If you add 1 winner of 8000 tankoins to the draw for every 8000 tankoins spent on offers purchased (each costs 1000 tankoins, 8x1000=8000), then all the tankoins press accounts may spend on the special offers are simply recycled. I don't think it would negatively affect the chance of other players to win? Or if I'm wrong, feel free to explain how. This is why you shouldn't gamble - which this offer was, gambling :P . Buy something which gives a sure reward with your tankoins such as a battle pass/special offer, or even save for the 4th module if you are very patient. If you bought 1 offer then you only had a 1 in 8 chance to win, and a 7 in 8 chance to win nothing, and only be left with the 15 ultra containers - taking a big risk for a free player. Learn this lesson and don't gamble in future if you don't want to be disappointed :) And also as for those who won lots of times, they are big buyers of course who bought many offers - or press accounts with the YT_ before their name - who (I think?) have free tankoins given to them.
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Oh yes, if you click on the challenge in game, you should see a "buy battle pass" button on the bottom left, which will take you to a screen where you can buy it for 1000 tankoins. With 400 returned from the gold tier, the battle pass is now great value. About the best it has ever been actually - as long as you can afford the 1000 up front. Yes, if you buy the pass at any stage of the month, you get all the rewards from each tier you have finished. I don't personally think the current augments are amazing, but if you are wanting crystals and tankoins with a few extras then the battle pass is your best option as a free player, in terms of value for your tankoins. Personally however, if you are a free player I would wait until you find a pass with augments (especially the available Ultra Container augments) which you actually want. If one comes along that has augments that you do want, you would be pretty disappointed if you had already spent all your tankoins on a pass with augments that you didn't want. Buying coinboxes is only worth it on account which you almost never play - in the hope of possibly getting a big win with 10 coinboxes - when you couldn't possibly use your tankoins for anything else. Or possibly, trying you luck with a small amount very rarely. But the chances are you will lose tankoins, for little gain, every time you buy them. So I would generally try to avoid them and go for battle passes/special offers instead as a free player - or save for the fourth module if you are really patient, and can do contests/events.
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Agreed with the replies so far - if you think coinboxes are a good investment then you are mistaken. It is very likely that if you invest in them, you will end up with less Tankoins than you started with, and quite a low amount of crystals and supplies in return. Anyway, in relation to your rewards - do you know that if these are the average rewards from 100 coinboxes, that you have just proven that they are a bad investment? Even if you are looking for crystals and supplies. The battle pass has recently been reduced to 1,000 tankoins in price - and it still gives 400 tankoins back from the gold tier. That means that if you complete the challenge, the cost of the battle pass is only 600 tankoins. Your "gross" cost from buying these coinboxes was 235 tankoins - so lets very roughly say that was 1/3 of a battle pass and multiply your rewards by 3 to compare them to the battle pass rewards. The number of crystals and supplies you would gain from the battle pass is at least 3 times what you gained here (when taking into account the likely rewards from the containers), as well as also gaining valuable augments - including highly valuable and hard to obtain Ultra Container augments. Therefore 600 tankoins spent on the battle pass is much better than 600 on coinboxes. Not to mention, that aside from the container rewards you have some guarantee of what you are getting from the pass - whereas with coinboxes it is highly random, and you could end up with trash. Also... Agreed with this. Coinboxes are probably about the purest form of gambling in the game. They give out the same currency that you purchase them with (tankoins), and are set up so that you are likely to end up with less than you paid for them, with a small chance for big wins. So all in all it is almost dangerous to get too focused on them, lol.
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Congratulations to Team Pointers on the win! An impressive performance, thanks also to all the commentators for their hard work :) Commiserations to @Spy, but some great plays by you, and congrats to your team to make it so far as 3rd place :) Hopefully next time Stepbrothers will prevail!
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I have to say having had more experience with the longer battles, the actual gameplay is a lot better, on average (unless you get stuck in certain unfavourable battles), and the chance of comebacks is also much higher. However, these battles are worse for doing missions - when I got certain weekly and daily missions it was a huge pain to finish them. I still maintain, the optimal battle length is 10 minutes - giving the best of both worlds.
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I agree, really enjoy the overdrives/drones off increased golds DMs! Also a big fan of this with explosive golds. Much more profitable since you don't have to use batteries, and also fairer for people with lower equipment. Also, hulls other than Hopper can get golds, so it is more strategic and like the old Tanki. Yes, it does get boring after a while - but so does any mode, personally I enjoyed it and had some great matches with some great gold takes. Enjoyed it personally, and I hope to see more such events.
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Increased golds? Awesome :) This will partly make up for the lack of increased golds for the final event in the Tanker's Day celebrations anyway. Missions looks pretty easy too, not bad :) I really wish they would just set battle duration at 10 minutes and be done with it however - or 12 minutes at most. I think these are the best times, but 10 minutes is my favourite. But with longer battle durations, some weekly and daily mission requirements will need to be altered. As I thought, I had an alt account with "finish battles" weekly mission, and thanks to the longer battles over Tanker's Day I came nowhere near close to completing it. Also the same for "finish in top 3" weekly and daily missions, which become much harder with long battles. EDIT: But if these mission requirements are changed, I would be a fan of 10 minute battles, and even wouldn't mind 12 minutes so much. 15 is too long though.
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Well you should have left me thinking that you were a tech genius :P Well done to Marcus then, or whoever he learned this off lol. Thanks for the info anyway :) Would never have know about this. I do wonder however if there is any security disadvantage in enabling this setting though? Probably not, but I am venturing into unknown territory here with my limited knowledge of web technology lol.
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This is some brilliant knowledge, thanks a lot! I also had the same issue here - wasn't able to play on Chrome for some weeks now, and unfortunately clearing the cache etc. did not fix it. This however did - just need to type this and and enable the #ignore-gpu-blocklist. Working again now, thanks a lot :)
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Hmm OK. Well I thought also it is the place to discuss about the matches, as I don't see another thread for it. In any case, I now see that I simply missed some of the earlier matches where other turrets were used, including a lot of Striker - so that would explain it.
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Definitely faster projectile speed is a benefit for Thunder, but I still think the disadvantages are too great compared to Striker. Striker shots are not hard to land, especially on a Small map like Red Alert, and damage is far superior. EDIT: Actually I see that I missed some of the earlier matches, and indeed there was a lot of Striker usage there. So just wasn't in the matches I saw, oops :P So yes, must have been to avoid modules that Thunder was used.
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No offence, but why would you move these posts here :P ? I was discussing the participants' choice of turrets during the matches today - so it applied directly to today's match. Also, as the rules for turrets in E-Sports are different (no Ultra Container augments etc), I don't think it necessarily falls under general balance. Maybe you didn't want such discussion in the e-sports thread, but I think for instance Striker instead of Thunder could be a beneficial swap for the teams to have made today.
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