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Hopper needs to be adjusted. I know it's illegal to suggest tanki remove something from the game but..... Rugby is impossible to play when someone in the game has the equivalent of an airplane. Maybe adjust the allowed equipment in rugby matches to exclude hopper. It is not as large of a problem in other game modes.
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Am I immediately killed upon spawning less? yes. Has teamwork become more important? Maybe? It helps to have more than one person shooting to kill a tank. Have well timed drones and OD changed? Only in the fact that tanks with defender drone are less likely to be attacked (for most players have no chance of destroying them.) Does this change my interest in the game? Yes, I am less interested. How to Improve: First off, game score and crystal rewards need to be adjusted accordingly. If a tank has twice the health, you should get twice the game score and cry reward. Before the update it was easy enough to 300-500 game score per battle. Now those numbers are cut in half. I do not know why tank health needed to be increased. Players had issues before the update only with defender drone and the fact that it gave additional health AND reduced incoming damage, giving light tanks the health of titans and mammoth. I am getting melted less often by magnum and vulcan. This is a positive but I would have rather these turrets given a nerf than every hull given a huge buff. With current tank health there is no reason to equip a long range turret or even medium range. All tanks have enough health to take damage for as long as they need to drive into short range. If hull health is to be increased I would cap it at 500 per hull. Health packs were already much weaker than they have been in past versions of the game. Now they are even worse. With the increase use of short range turrets and their increased energy, there isn't a great time to pop a health pack when getting attacked by one. Would like to see these made more effective by giving you a chunk of health instantly or continuing to give health even through oncoming damage. 6V6: This isn't bad for smaller maps 10v10 was often too crowded, 7v7 or 8v8 may be better as I find I spend a lot of time looking for other tanks in 6v6. Map Removal: I am happy that massacre was removed, the layout of the map wasn't too bad but the unsmoothed surface and constant invisible barriers was too much to handle. I liked the other maps you removed and am sad that Tanki is looking to remove maps from matchmaking instead of adding them. Why not expand the MM maps to include Novel, Atra, Opposition, Edinburgh and any other number of maps? Create a 6v6 MM playlist with 5-7min battles on smaller maps. Create a 10v10 MM playlist with 7-10 min battles on larger maps. Create a 20v20 MM playlist with 20 min battles on huge maps like Lost Temple and Madness (sidenote: Bring back the old madness, you know the one with a floor and spiral tracks to the top section). When I go into MM I would like more variety, not less. Removing maps gives you less.
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Electromagnetic Salvo augment should be modified to have the emp effect the tank using it as well. If you catch yourself with the splash damage, the emp should effect you.
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Good to know that the wiki is out of date. I see what you mean as a short range turret with longer range capabilities. I think the bigger issue for me is the unlimited fire (via heat immunity). I would like to see heat immunity be reserved for incoming damage from other players and not stop the self burning effect. Vertical aim could also be reduced at short ranges to be more in line with other melee weapons. Ignition of other tanks could take slightly longer or not last as long. I have not had the chance to use all of Vulcan's augments so I only know some of them from the receiving side. I don't think all of the above changes should be made together as it would likely make vulcan ineffective, but I would like to see one or two of them. A different solution could be boosting Isida and freeze but in general I am a fan of longer times to kill.
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You make a valid point. Esplandade doesn't seem that much bigger than Highways to me but Lost Temple is definitely too large for a 6-7 min battle. I would love to see MM options such as small sided MM(Boombox, Atra, Arena, Valley), medium sized MM(Current rotation), and Large scale MM( Lost Temple ext.) with longer time limits for bigger battles. The small player base currently may make it hard to fill teams with multiple MM sections but these options could bring a lot of players back to the game.
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Something needs to be changed with the current balance of Vulcan. At full upgrade Vulcan does 880 damage per second. Vulcan is listed as medium range turret but puts out melee range damage. For reference fully upgraded Isida does 1000 damage per second, and fully upgraded freeze does 900 dmg per second. These are only sightly more than Vulcan, (negligible for freeze), but Vulcan has significantly better vertical aim, aim assist, has unlimited range, and can be fired for longer (Unlimited with the right hull augments.). Developers may argue that Isida and Freeze have other benefits (Healing, Freeze affect) that justify the lower damage, but since the implantation of augments, Vulcan has a similar effect (burning) that used to be reserved only for firebird. What incentive is there for players to use these melee range weapons when there are options that do the same damage with SIGNIFICANTLY more range. When using a small or medium hull without a protection module AND heat immunity you can be damaged for a split second from anywhere on the map, catch on fire and burn to death. Melee level damage should be reserved for Melee weapons. (All data taken from the Tanki Wiki)
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Couldn't agree more, especially with drones/augments. Who thought it was a good idea to allow a hornet or wasp to have as much health as a titan or mammoth? With the right augments shaft is one of the most effective short range turrets in the game, vulcan can be fired endlessly, magnums can place mines anywhere on the map while in hiding. As a hornet with the right drone you can have your OD active for over 50% of a match, making enemy protection modules useless. These changes hurt gameplay and should have stayed on the test server. I've been a player for nearly 10 years and seen this game through ups and downs. The current state of the game feel more like call of duty (low time to kill) than a skilled game. SO many great maps are not in MM and can never be played with full teams bc as you said, there are only ever 9000 players on at a time and battle funds are significantly lower in battle list matches than MM.
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I would love to see some of the other maps added to matchmaking. Going into the battle list and creating a battle doesn't quite feel the same as it is almost impossible to get a match to fill up completely. So many great maps such as Courage, Camp, Deathtrack, Espanade, Gravity, Lost Temple, Monte Carlo, Novel, and more, where regularly played back before matchmaking was introduced to the game. Matchmaking has helped get rid of mults and lopsided teams, but the current map rotation has gotten a bit stale.
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