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Mr.Blitz

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Mr.Blitz last won the day on October 6

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  1. Honestly my friend @Positive, what your message is saying is: If you don't accept our definition of what a tank is, then your problem is not gameplay but terminology. I’m not arguing semantics, I’m pointing out that hover tanks, by both mobility and combat outcome, don’t follow the same risk-reward logic as tracked hulls. If you call them tanks, fine.. but then balance them as tanks, not as gliders that can outmaneuver everything while still out-DPSing tracked builds. The issue isn’t the word, it’s the fact that hovering hulls ignore terrain disadvantage, rotate faster, take better defensive positions and yet suffer no significant drawback. That’s not semantics. That’s imbalance. Here are a few examples that I can publish every day, and what I'm talking about and what I'm showing, the developers know very well what I'm talking about and keep that form of injustice in circulation This is a classic case that keeps repeating itself, day after day when on the opposite side we always have these (stronger) flying objects.. the people who use it are aware that they don't need any tactics anymore, they don't need skill, they just rush around the battlefield, do some stunts and destroy everything in turn.. Or let's say this case that I'm talking about, which usually happens the most, that the players with the best GS, especially if they are flying objects, they are always on the opposite side. Should we talk about what the outcome of the game is? It's literally not playing, it's bullying and humiliating all of us who were in the blue team, because many are aware that they can make fun of us because there is no balance. Then cases that happen very rarely.. at least to me.. Here we have an example when by some mere chance, once in 100 years, I ran into a team like this.. and that must have been a system error, I guess. This was also not about playing, it was about humiliating the opposing team that they had to leave the match because the battle was pointless. Do you think that I, as an individual, had any effort in this fight? Not at all, it was like on a field trip, I was literally fighting to destroy a tank because these guys from my team were mowing down everything in front of them.. Is this a fair game? Of course NOT. NEXT... Here you can see that we didn't even try to win, the match ended in a draw, but what was the point.. Destroying enemy tanks to the point that it was more rape than a fight.. the players from the opposing team were literally unable to cross half of the battlefield.. because the strongest flyers took the front line and beat them, if they accidentally destroy one, they hold the line again until one or two flyers reach the front line and then beat them together again as if the cheaters had stepped into the front line.. So there is no action, no tactics, they are aware that they are too strong. I have not experienced anyone hitting me at least once. Is this a fair game? It is NOT and never will be. That is what I have been saying all along, and we can talk about it for days, the fact is known, the developers know, and what the developers have allowed makes no sense or justice at all. @POWER-OF-ONE
  2. @Positive I see your point, but the issue isn’t just about raw strength - it’s about the fundamental mechanics of how these hulls behave. Floating hulls don’t use tracks, have drastically different handling physics, higher acceleration and completely different hitbox behavior. Even if you technically balanced their damage or HP, their mobility advantage breaks the ground combat dynamic that defines the game... So no, it’s not about semantics.. it’s about realism and core gameplay integrity. They simply don’t belong in the same environment because their mechanics bypass the limitations that make tank battles tactical in the first place. Do we need to mention that those flying hulls end up on the roofs of some houses and buildings and from there they shoot ground tanks unhindered? Where are normal tracked hulls allowed to cross that line and end up on some roof? That they fly around and you feel like someone has activated a flying cheat. An no.. Not really a contradiction, it’s actually the point. GS is one component that needs to be part of a more advanced balancing formula, not the sole factor. What I proposed is symmetry of GS ranges combined with hull-type weighting, so that identical GS setups don’t result in huge real-world performance gaps. The problem with the current system is that GS alone dictates balance, while ignoring what kind of hull or equipment generates that GS... That’s why a 9999 GS flying hull can outperform a 9999 GS ground tank by an absurd margin - the numbers say “equal,” but the match result says otherwise. Fair question - As for K/D - sure, if we treat it as a standalone stat, it’s meaningless. But what I meant was a weighted performance index, not a raw K/D ratio. It would evaluate multiple recent indicators like average damage dealt, objectives completed, assists, and sustained activity.. to reflect actual impact. For example, I once had a match right before reaching Legend rank with 69 kills, 0 deaths, and a D/L of 69.00, and yet we still lost the battle by three points. That alone proves that “K/D” can’t describe what truly happened - I was in the middle of the fight the entire time, carrying the team, not camping behind a wall. This is exactly why I said it should be hidden not to punish or reward players publicly, but to help the system identify who is truly contributing versus who is just stat-padding. In the end of the road.. I think the biggest misunderstanding here is assuming that all “balance” can be achieved by tweaking stats. The issue is systemic.. mixing fundamentally different vehicle types, relying on GS symmetry that doesn’t reflect actual power, and ignoring gameplay-based performance patterns. I’m not asking for perfection, just logic, a tank game should primarily reward tank mechanics, not hovercraft agility. Once that line gets blurred, balance becomes mathematically impossible to achieve no matter how many numbers you tweak.
  3. @Positive I appreciate your response, but the issue is that most player suggestions are either ignored or brushed off with a generic “noted.” So it’s hard to talk about solutions when feedback never translates into actual testing or changes. Still, since you asked.. here’s what could realistically improve MM balance: Don’t mix flying hulls with ground hulls in the same matches. ? Separate flying hulls into their own matchmaking pool. They completely disrupt balance and don’t belong in the same environment as traditional tanks. Force matchmaking to prioritize symmetry of GS ranges between teams, not perfect mirroring, but at least parity. (Two players can have identical GS, yet one with a flying hull and optimized setup is light-years ahead in actual power.) Introduce a hidden balancing weight per player based on GS, hull type, and kill/death performance over the last few battles. In any case, there should be a balance, and the game cannot be divided into a stronger and weaker team that the system just randomly distributes. But to solve the problem, we must first accept the fact that flying hulls are the core of the problem. So, to solve the problem with this imbalance, we must first separate ground hulls from flying ones, because that has no logic with any principle of warfare. I would also like to add.. ideas don’t matter if every player suggestion ends up labeled as “not aligned with dev vision”. Players keep repeating the same issues for months, and nothing changes. You can’t call it “player feedback” if all the feedback goes straight into a bin. I genuinely love this game, but pretending this chaos is “intentional balance” is like saying a broken leg is a new running technique.
  4. @Hypersomnia You nailed it completely.. Flying hulls have absolutely broken the core logic of this game. This isn’t a tank game anymore.. it’s tanks vs. air units, and that’s absurd. The speed, agility and attack angles of flying hulls give them overwhelming superiority, turning ground hulls into moving targets. The entire gameplay dynamic collapses because the design itself favors one category beyond any realistic balance point. Mixing those two.. inferior ground hulls with superior flying ones, on the same battlefield isn’t “variety.” It’s mechanical nonsense.
  5. @Hypersomnia Yeah, I remember that statement - “chaos makes it fun.” The problem is, what they call chaos has become total destruction of any sense of fairness or progression. Chaos can be fun when everyone plays on equal footing.. But when one team has half the players using flying hulls and the other team has none, that’s not chaos.. that’s a mismatch disguised as “unpredictability.” And when predictability is replaced by frustration, that’s when the game stops being enjoyable.
  6. @POWER-OF-ONE You’re absolutely right. Players are ranking up way too fast without having time to adapt or upgrade their garage properly. Instead of matchmaking focusing on balance, it feels intentionally designed to create frustration.. pushing some to “buy” their way out of being cannon fodder. That’s exactly where the fun disappears.. It’s no longer about skill or team coordination, it’s about surviving an algorithm that already decided who wins before the battle even starts.
  7. For those who still think the matchmaking system is “fine” ? take a closer look at this screenshot... Notice how one team is stacked with almost full 9999 GS players, while the other side (mine) has only a few of them, and guess which team lost? Exactly. This kind of imbalance happens constantly. You don’t need a PhD in math to understand what happens when the system keeps grouping more maxed-out players on one side. It’s not even a match, it’s a slaughter... Their turrets hit like trucks while ours barely scratch. You can’t “outplay” raw stat disparity, no matter how good your aim or map awareness is... In 20 matches, maybe one or two end up balanced by accident, but the rest follow this same pattern.. stronger, premium-stacked players grouped together, while the rest of us are left to serve as target practice. @NikmanGT @Positive If this isn’t broken balance, then I’d really like to hear what “balance” even means anymore.
  8. @NikmanGT Thanks for clarifying that, it actually explains a lot. I’ll keep an eye on possible server-related factors from now on and see if I notice any consistent pattern. I really appreciate that you took it seriously and forwarded it to the devs - that means a lot. My only goal here was to help point out something that genuinely felt off, not to cause drama. Cheers
  9. I can comment and confirm with certainty, because this problem is repeated every day
  10. @NikmanGT First of all, thank you for forwarding my feedback to the Developers, I really appreciate that. ? I just want to make something very clear: I am explaining this only to you, not to others who usually write meaningless comments, because I don’t see any point in addressing them. Recently, I reached the Legend rank. From the very first rank until today, I have always played with only one hull and one turret ? Viking and Shaft. I never switched to anything else, and with them I climbed all the way to Legend... Here is what I have been experiencing: every time I move up into a new rank, I immediately notice that my tank feels slower, as if half of its performance is taken away. This continues for a certain period, until I earn a specific amount of experience between the two levels. Then, suddenly, in the middle of a match, it’s like something “snaps” and the tank starts performing normally again, exactly the way I am used to. This is not my imagination. You can easily check my playtime, my progression, the number of kills, and how many times my tank has been destroyed. I am sure that number would be much lower if I had not gone through these performance drops. Despite this, I was often matched with stronger players and somehow managed to keep up.. and very few players could achieve that while sticking to just one turret. I want to be clear. I am not inventing anything, nor do I have any reason to make this up. From the very first rank to Legend, I have consistently noticed the same issue. The reason I never complained earlier is because I wanted to be 100% certain before bringing it up. Now, I can only make a hypothesis: maybe premium players who purchase with real money don’t experience this, because they are always one step ahead with progression and performance. But for someone like me, who has earned every crystal through hard battles, the difference is very noticeable. Please don’t take me as an extreme critic or someone trying to attack the developers. I honestly love this game very much and I believe I will play it for as long as I live... But I also believe I have the right to point out things that don’t feel right. If you or the developers think that I am here to create problems, harm the integrity of the game, invent false issues, or mislead anyone, then I am willing to accept the worst-case scenario.. to have my account permanently deleted along with all my progress. That’s how serious I am. I am 36 years old, and I wouldn’t waste my time on lies or childish games just to get attention. I play this game after work, when I want to relax, and I truly enjoy it. All I want is for my honest experience to be taken into consideration. As for the proof you mentioned.. honestly, I don’t know how I could possibly provide that. A screenshot or video would never show the real difference, because visually everything looks normal, but the handling and performance are drastically different. What I can tell you is that this happens every single time I rank up, and I can even predict that soon my tank will return to normal performance again, just like it always did in the past. If there is any technical way (logs, data, or a tool I can use) to document this, I will gladly do it.. but from my side, traditional “proof” is simply impossible.
  11. @NikmanGT So let me get this straight.. the only way my experience becomes ‘valid’ to you is if I attach a shaky YouTube clip of my tank moving like it’s drunk? And that’s supposed to suddenly make everyone go: ‘Ah yes, now we see it!’ Come on. Look bro, PLEASE try to understand this.... A video won’t capture how a tank that played smoothly yesterday suddenly feels like it’s been dropped back to rookie rank after leveling up. That’s not something you see on a scoreboard, it’s something you feel in control response, damage trade, and overall consistency.. things only the developers’ own logs and mechanics can really confirm.. The irony here is you’re asking players to ‘prove’ a hidden mechanic to other players, when the only people who could actually check if this exists are the DEVS themselves. So in practice, all you’re doing is creating a barrier where anyone reporting an oddity gets buried under demands for screenshots that won’t prove a thing. That doesn’t solve issues.. it just silences them. And no my friend, this isn’t about who has more patience to argue until the other drops dead of boredom. This is about calling out something that doesn’t add up, and if the response is just ‘bring proof we’ll never accept anyway’, then it’s not discussion, it’s gatekeeping.
  12. @krokorok Funny how you think repeating the same formula (‘show me a video, or it’s not real’) somehow makes my point disappear. You can ‘fact check’ Hammer Boxers, Excelsiors, Crusaders all day long because that’s surface-level and easy. What I’m talking about isn’t some OP combo you can chart on a spreadsheet.. it’s a mechanic behaviour you only notice while actually playing. But instead of at least entertaining the idea, you’ve jumped straight to gatekeeping: if it’s not in a neat clip, it’s not happening. That’s not investigation, that’s intellectual laziness with a smug badge... And the cherry on top.. you call it ‘victim mentality’ just because I’m not bending to your courtroom demands for ‘video diaries’. Sorry, but this isn’t a Netflix documentary, it’s a live gameplay experience. Some things are obvious without having to record a frame-by-frame replay for the self-appointed panel of judges.
  13. Hm, interesting, so because I’m the one pointing out something that doesn’t fit your cookie-cutter explanation, it automatically becomes ‘heresy’? That’s convenient. If nobody else mentions it, then it must not exist, right? By that logic, the first guy who ever reported lag should’ve been told: ‘Well, it’s only you, so it can’t be real.’ The fact that you admit other games have hidden balancing mechanics, then immediately swear on Tanki’s soul that it’s impossible here, shows you’re not debating.. you’re defending dogma. Keep calling it witchcraft if you want, but I’ll stick to pointing out what I experience instead of parroting safe textbook answers.
  14. With all due respect @NikmanGT , the issue here isn’t people sharing arguments.. it’s a handful of self-proclaimed authorities acting like their opinion is gospel and everyone else is supposed to kneel. This is a forum, not their private Discord clique. The whole point is to share experiences, even if they don’t perfectly fit into a spreadsheet or a dev blog. Nobody is here to waste hours writing fairy tales, if someone notices a problem, they post it. That’s how feedback works. If the only 'constructive' posts allowed are the ones blessed by the self-appointed elite, then yeah, closing topics becomes the easiest job in the world.
  15. @Hypersomnia The difference between your “100M crystals” joke and what I’m saying is simple: my issue is not imaginary, it’s repeatable and consistent every single time I rank up. That’s not coincidence.. And no, a video won’t magically capture how a tank suddenly feels like it’s been reset to rookie mode, because that’s something you play and experience, not something a scoreboard screenshot explains. Developers already know exactly what I’m talking about, whether they admit it or not.. so I’m not here to entertain side-commentators demanding “proof” just to bury the discussion. The fact remains: each rank-up brings an unnatural slowdown, and anyone who’s honest enough with themselves can see it. @krokorok Ah, here we go again.. another self-appointed detective telling me what I ‘must’ be experiencing. Thanks, but I don’t need a lecture in the form of a Karen analogy just because I noticed something you didn’t. Funny thing is, you admit the balance is poor, you admit the game environment has issues, you admit servers can be unstable.. yet somehow the second I point at the exact problem, it magically becomes a ‘skill issue’ or me imagining things. Convenient, isn’t it? And no, I don’t owe you a video diary of my gameplay to validate what I experience. If you need ‘proof’ before you can even process someone’s words, maybe you’re not here to understand.. you’re here to dismiss. That’s the difference between genuine discussion and forum gaslighting. @2shots2kills Thanks for the parody, but maybe try quoting what I actually said instead of what you made up.. otherwise you’re just arguing with yourself. I have something special to mention, it would be a sin not to say something about it: - I see the same pattern repeating itself here. The moment I hit the nerve and point out something that is obviously wrong with the game, suddenly the “video evidence” chorus begins, as if a clip could somehow replace the lived experience of a player... And when all of you finally run out of arguments, what happens? Some of you starting to hide behind forum rules and throw penalties at those who criticize, instead of addressing the issue itself... The irony couldn’t be bigger.. Sorry to disappoint you, Wolf, but I can’t really complain about Isida since I’ve never used it. From the very start I’ve been rolling with just one hull and one turret. I prefer to stick to what I know rather than suddenly become an expert on something I don’t even touch.
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