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Everything posted by Philosopher
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This is between a complaint and a suggestion. I will never understand why they have so much agility (acceleration) and resistance to impact force. Especially with trickster, I have trouble landing shots with my smoky from 5 meters (2x mammoth length), if they have a decent impact force turret (smoky, twins, rico, hammer). They just zig zag endlessly. And the worst part is they can move to any direction pretty easily, unlike tracked hulls. Even if I am a bad player and fail to fight them efficiently, I shouldn't have to be a pro to have fun. I already said my suggestion, will repeat it. Reduce their agility BY A LOT, make them more vulnurable to impact force (it is a reality that hovercraft players use mouse, they would need to have monkey brain to miss shots with the current stats).
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It isn't just annoying to play against, it's also very strong. Basically getting hit by freeze augments or shock freeze makes you think about self destructing or spending your next 10 seconds as a sitting, useless duck. Reduce the max effect by some 20%, and make the heating to normal temperature way faster, 3 seconds from full to normal. This doesn't cost to the freeze turret in terms of combat, but it does cost in terms of tactics as it should. If he wants to fight you, he should stay near you and fight you, not pet your head and capture your flag while you try to start a fire in the tank to heat it up.
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Quite arguibly the most useless of the status effects. Disabling OD for 2 seconds doesnt do much when you can't time it. You will disable it on tanks that don't have a charged OD, on tanks that have already used their OD, on tanks that have a charged OD but want to use it in 5 seconds, not like, RIGHT NOW. First and best suggestion - discharge part of the OD of enemy tank. Can be 2-5% (2 for maybe smoky crit, 5 for gauss salvo). This way, having this augment will actually cost an enemy that fights you, and even if his OD is charged, it will get "blocked" for some seconds similarly to now, by losing the full charge. The second is to have it as now, but applying it for longer to a single tank. You crit an enemy, his OD gets blocked for 30 seconds, you crit another, the new enemy gets the effect and the other loses it. I still find the first idea much more interesting and practical though.
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Unless for coordinated play, which is very rare I would say, JGR tank itself feels pretty weak. Eveyone targets you, and one viking OD can kill you with relative ease. Most players focus either on killing enemy tanks, and the best players usually focus on killing enemy JGR. No one is sitting back to protect you. It is also common to see a new JGR in battle dying in seconds cause he happened to spawn next to hammer/viking/OD. My suggestion: Give JGR more health, make it immune to everything (including impact force), and make the OD cooldown longer, even possible allowing only one OD activation per JGR. Point is, one viking OD can't kill you, you win all 1v1s with no problem, but every encounter/mistake costs you in the long run, and eventually you will be destroyed as JGR - but from enemy team, not a single player.
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There is a shift towards TDM in every mode. Reason being that staying back and shooting guarantees you score, it's easier and more relaxing. So there is no fix for that. This is even worse on big maps. There is no way to get past 20 enemies to capture a flag, or to destroy the JGR. So if you are short/medium range, you can't really do objectives, and you have to switch to long range and join the party. My suggestion is to have big maps as exclusively TDM/CP modes.
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under review Battle balance for on-going battles (joining after battle starts)
Philosopher replied to Philosopher in Battle balance for on-going battles (joining after battle starts) Ideas and Suggestions
What is the situation? Enemies control most of the map, my team in disarray, score is already against me. Score sometimes is already irreversible (0-6 in JGR, with 7 minutes left). First suggestion: Once a certain number of players in one team leave, battle should be concluded earlier. For example, 6 players leave (after battle starts), so battle time is reduced to 3 minutes, which is undone if losing team manages to do objectives. But honestly this sounds bad for the game, maybe devs can come up with something better. Main point: I can't change the outcome when I join at 6 min, I am getting spawn killed/use repair by the time I leave base, and the enemies have fully loaded ODs. The bare minimum when I join an on-going battle, is to get a bonus on my OD - maybe even fully charged. The other suggestion is to add a balance mechanism in very unbalanced battles. Spawnkilling is what makes the game unplayable. If the fight is not happening over the objectives, but over one team's base, why even play. So, once the score tilts too hard (let's say 0-3 in ctf), besides the initial shielding when spawning, players of the losing team may get reduced damage taken or increased damage dealt for a short duration (I would imagine 20-30% for 10 seconds). This way it would be possible to push a superior enemy out of the base, without giving a significant advantage over the objectives. I would like to hear feedback. Thank you! -
Guess I can write my complaint here. I am an old player, I have multiple mk8s, all modules at 40% (except armadillo) - but 3 slots, 2 drones at 12/20 and brutus. My GS is 8100-8400 depending on equipment. Obviously the difference in equipment between me and 9999 players is insane. And yeah I am a F2P player. So to the complaint. Grind what? I want to get there, have a tank at 9000+GS. But I have no way to get it. Crystals are obselete for me. I can get up to 200 tankoins per month with lots of effort, so I need 2 years for 5k. But 5k get nothing, only 4th module slot OR one mediocre augment. Half the players in each match are 9999, obviously I am behind cause I hadn't played for a while. But I can't affect the outcome cause my tank is just bad compared to theirs, and I can't grind either. I can only pray each time I get the chance to open a container. I am not sure if I am getting my point across, I don't see a reason to keep playing. I love the game, I don't love being insignificant (I still get top-3 in many battles, but I can't fight for objectives). Maybe trade crystals for tankoins/keys? Maybe have a guaranteed good augment once per month after completing a very demanding mission? I don't know, just give me something to work with I guess... Thank you for your attention and time.
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Some suggestions and feedback from an old player
Philosopher replied to Philosopher in Some suggestions and feedback from an old player Archive
MM system. I would recommend giving the option to unselect some modes from quick game, since I don't mind playing ctf, siege, capture points, but I might not want to play the others(like juggernaut with freeze wasp). Additionally, categorising the maps according to their size and giving the option to select between the map sizes would help, cause playing in a big map with freeze already puts you at a disadvantage(similar with the protection modules). Turrets Tesla should not be able to spam balls, since they extend its range by a lot. maybe a limit of 2? Its damage is also over the top, it should either increase based on the tanks affected or reduced, depending on what you have in mind about the turret. It's also too powerful when in base, allies' or enemies', since it can deal incredibly well with grouped enemies. If it was created for this, it should run out of energy quickly when hitting multiple enemies, otherwise I have no reason to stay in battle. Smoky seems to have lost its identity, similar to some other turrets. The new hovercrafts are simply too fast and easy to chance direction, so turrets with slow projectiles and no splash damage have a very hard time. I would recommend either an increase in projectile speed(50-75%), or a slight buff to the damage, since it's used mostly at close ranges. Although making it harder for hovercrafts to turn so fast(which is also logical), would fix most of the issues. The rapidfire augment is good, but it's not the smoky we are used too. It lacks only a little damage, but feels weak cause it doesn't have the damage to fight close range turrets and it is very hard to use in longer range cause of projectile speed and max damage range(haven't played thunder, but they seem similar with thunder having splash damage). Striker.. I play it a lot and it is very strong. I am only sad that I can't use salvo. The lock system is very easy to miss for more than 0.7 seconds when enemies shoot you, and it's not worth using even against heavy tanks, since you get focused for like 25% more damage that you usually can't deal(enemies have enough time to hide behind walls till the rockets get near them). Make single rockets weaker and salvo faster lock and longer reload, or give salvo the ability to complete 2x rockets lock, with half time than now, and a small cooldown if the player wants to use them one after another. 4 rockets could also be completed. Care about the 8 rockets augment, cause now no one uses it, but if it also gets 2x rockets salvo it will be very strong. Magnum It is the most annoying thing to deal with, mostly cause of saboteur drone, and the mine augment. I would recommend increasing the reload time the longer the shot is(with no decrease for small range shots compared to now), since it's almost impossible to deal with it if you don't regurarly kill it-which is often the case, since they don't camp near flags or points). Maybe have a limit on mines placed from the augment(they ausually explode often so I doubt a limit of 10 will be reached often). Basically, it is very annoying to fight since you just get shot with nothing you can do, while it is also very strong in melee range since it's global, and can move to a location where the player can fortify himself with saboteur drone. Supplies. I would recommend reducing the impact of speed boost to other's supplies cooldowns, or having 5 seconds delay between armor and double damage, at least for spawn. The immunity while spawning helps, but without the right drones, if fully drugged enemies are in your base you can't do anything and by the times your team can deal with them the score is irreversable. (the drone that gives supplies when you spawn for a little time doesn't fix anything in those cases and it's mostly for defenders to safely move near the flag. If you have to equip it in the first minutes of the game and enemy has defender or booster, you just lose). Battle score and rewards It is extremely worth to get to a good spot and and obliderate enemies. My teammates were playing team deathmatch in a stadium siege battle. Why wouldn't they? Give score based on interaction with objectives, not that completion. If you hold the enemy flag, get score every second(with a limit of 5 seconds, as long as the flag is moving towards your base). Maybe allies near the flag carrier should also get some score, similar with rugby? Dealing damage to enemy flag carrier or juggernout should probably also give a bit score. The reason for all this. A good shaft player that moves his tank and supports his teammates escape enemy base or return flag, shouldn't get less score than a shaft player that camps in base and kills random enemies on the map. This is the main issue, my suggestion is only an idea, but it needs a lot of thinking and data to be good for the game. That's pretty much it. Besides of my suggestions, that might be bad for the game(developers and specialists know better), this is a gamer's experience after playing tanki online for the first time in a while. And yeah, I played a lot in 2-3 days before I decided to write this text. The worst thing is that, for example the part about the supplies, the game can be a bit unplayable and without opportunities for comebacks, even if you use mk8s and drones, let alone if you want to play without a good drone for a while.
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