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Everything posted by Mr.Blitz
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[BUG?] Tank performance nerfed after reaching Legend rank - urgent dev response needed
Mr.Blitz replied to Mr.Blitz in Game Discussion
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. -
[BUG?] Tank performance nerfed after reaching Legend rank - urgent dev response needed
Mr.Blitz replied to Mr.Blitz in Game Discussion
@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. -
Matchmaking is broken - balance doesn’t exist anymore
Mr.Blitz replied to Mr.Blitz in Game Discussion
You’re right that no matchmaking system in any competitive game is ever 100% perfect. The problem with Tanki is not imperfection.. it’s deliberate imbalance. Every day you see one team stacked with heavy pay-to-win accounts and the other filled with underpowered players who exist only as cannon fodder. That’s not “bad luck,” that’s a pattern. And it’s obvious enough that no one should try to twist it into anything else. Win rate balancing might sound like a solution on paper, but it still ignores the elephant in the room: the system chooses to put weaker teams against stronger ones, especially in Legend rank. That’s why the game feels like it has already lost its balance long before flying gadgets ever entered the scene. So no, this isn’t about “how to balance MM in theory.” It’s about the fact that balance was thrown out the window on purpose my friend. -
[BUG?] Tank performance nerfed after reaching Legend rank - urgent dev response needed
Mr.Blitz replied to Mr.Blitz in Game Discussion
Yet every single time a serious concern is raised, you’re right there demanding “video proof” as if players’ experiences are invalid without your stamp of approval. Let’s be honest: you’re not solving issues, you’re protecting them. By insisting on endless “recordings” and “scoreboards” you’re just burying the problem under red tape until it disappears. Convenient for the devs, of course they stay silent, and you get to play the hero who “handled it... So no, I don’t owe you anything. If the developers need evidence, they can ask directly. Until then, stop pretending you’re the arbiter of truth in a game that’s already lost most of its balance. -
Matchmaking is broken - balance doesn’t exist anymore
Mr.Blitz replied to Mr.Blitz in Matchmaking is broken - balance doesn’t exist anymore Game Discussion
Let’s be real for a second.. matchmaking in this game is broken. It’s not random, it’s not “just how it happens,” it’s obvious to anyone with eyes. Stronger pay-to-win accounts always end up stacked in one team, while the weaker/non-paying ones are thrown together on the other side. That’s not balance, that’s manipulation. No one should try to twist this fact because we all see it, every single day. Matches are lopsided on purpose. Paying players get their easy wins, and the rest of us are forced to play the role of target dummies. That’s not competition, it’s exploitation. What makes it worse is that this game already lost its balance a long time ago, the moment you introduced flying nonsense that has absolutely nothing to do with tanks. This is supposed to be Tanki Online, not some airshow. If you want players to actually enjoy the game, then fix the matchmaking. Spread out the GS, mix strong and weak players and stop stacking one side just to make premium players feel powerful. Balance is the only thing that keeps a competitive game alive, and right now, there’s none. What I am talking about is not a coincidence at all, this is an everyday occurrence ? -
[BUG?] Tank performance nerfed after reaching Legend rank - urgent dev response needed
Mr.Blitz replied to Mr.Blitz in Game Discussion
I see that you have won the heart of the Moderator, so he likes your comments because they care that others "suffocate the topic" instead of them having to answer seriously... Never mind.. Let's continue.. It’s funny how every time someone raises a serious issue, the default answers are either: “Go read the wiki” (as if the problem is my ability to read numbers), “You’re just weaker now because Legends fight Legends” (which doesn’t explain why my tank literally slows down like it’s driving through glue), or Jokes about “oil changes” (which is basically saying “don’t take this seriously”). I’ll say it again: stats on paper - performance in battles. I’m not talking about matchups or GS differences, I’m talking about a sudden mechanical downgrade the exact moment I reached Legend. That is not explained by “different opponents.”.. And yes, I can provide recordings if needed - but let’s be real: the issue here is whether devs are intentionally applying hidden balancing mechanics at rank-ups. Players deserve a straight answer, not dismissive jokes or copy-paste wiki replies. -
[BUG?] Tank performance nerfed after reaching Legend rank - urgent dev response needed
Mr.Blitz replied to Mr.Blitz in Game Discussion
I know exactly what the wiki says, and that’s not the point here. The problem is not with the listed stats, but with the actual in-game performance after reaching Legend or every other rank. Wiki values don’t explain why my tank suddenly feels like it’s moving through mud, reacting slower, dealing noticeably less damage, and losing maneuverability the very moment I ranked up. So please, don’t treat this as if I don’t know how to “read wiki numbers.” This is about hidden mechanics or intentional balancing that is not publicly disclosed. If this is a bug, say it. If it’s intentional ? admit it. But don’t redirect players to wiki when the issue is clearly game behavior vs. paper stats. -
[BUG?] Tank performance nerfed after reaching Legend rank - urgent dev response needed
Mr.Blitz replied to Mr.Blitz in [BUG?] Tank performance nerfed after reaching Legend rank - urgent dev response needed Game Discussion
? This could be a bug or a deliberately inserted "hidden mechanic" and that's why I'm asking for a transparent answer from the devs.. Hello devs and community, I’m posting this as a formal report and public request for clarification. I reached Legend rank last night. Immediately after rank promotion, my tank’s movement speed, turning responsiveness and damage output felt drastically reduced.. not by a small margin, but to the point my tank behaves like a “starter” vehicle. Maneuvering is sluggish, reaction windows are smaller and previously reliable shots now fail to register equivalent damage. This is not normal latency or a single-match glitch. I tested across multiple matches, the effect is consistent and highly reproducible. It also correlates directly with the moment of rank promotion. The result: high-ranked, skilled players are suddenly far less effective and become easy targets for players who still have boosted damage or speed. This looks exactly like either: a hidden rank penalty system that reduces tank specs on rank-up, or a serious bug in the post-promotion player state/flags. Both possibilities are unacceptable without explanation. If this is intentional balancing, many of us demand transparency: explain the mechanic, the reasons and the thresholds. If it’s a bug, we ask for an immediate investigation, logs, and a hotfix/rollback. Evidence & reproduction steps (what I did): Reached Legend rank on server last night. Immediately queued and played 4 matchmaking matches across maps A, B, C. Observed consistent reduction in movement speed, responsiveness and damage (measured subjectively across identical engagements as before rank-up). Compared with teammates and previous replays: the same hull/drone/module/augment setup performed markedly worse after rank-up. Request: Devs, please confirm if there is any post-promotion performance modifier applied. If there is such a mechanism, publish the exact details and rationale. If this is a bug, provide a timeline for the investigation and a rollback/hotfix. Provide an in-game compensation plan for players affected by unintended downgrades. I’m leaving this under [Game Discussion].. Other Legends and high-ranked players, please report if you experience the same, add timestamps and specs so we can build a shared evidence list. We don't deserve to be an easy target for those who have fallen into the 'pay to win' program to be a means to feed their complexes, earn crystals and experience quickly. I think the TO devs need to consider that, not put us in front of them like toys while we can barely move around the battlefield. This thing is obvious. - Mr.Blitz -
Only Active Clans - I Leave Inactive Ones Without Hesitation
Mr.Blitz replied to Mr.Blitz in Game Discussion
To fight together I guess ? -
Only Active Clans - I Leave Inactive Ones Without Hesitation
Mr.Blitz replied to Mr.Blitz in Game Discussion
Believe me, you did nothing wrong, especially if the reason is the same.. It is better to ride alone than to be in a useless clan my friend. -
Only Active Clans - I Leave Inactive Ones Without Hesitation
Mr.Blitz replied to Mr.Blitz in Only Active Clans - I Leave Inactive Ones Without Hesitation Game Discussion
I have joined and left several clans simply because of one reason - inactivity. I’m only interested in joining active clans.. meaning members who log in regularly, participate in battles and contribute to the team.. A clan without active members is just a name on the list and it brings no value to the game experience.. I believe the point of a clan is to cooperate, communicate and win together.. not just to have a clan tag next to your name. Again.. I’m only interested in being part of a team where members log in regularly, participate in battles and work together! If you have an active and committed clan, feel free to reach out... Otherwise, I would rather walk the battlefield alone than carry the dead weight of inactive players.. because a lone wolf still bites harder than a sleeping pack. Cheers ? -
Interesting how instead of addressing the actual proposal, the focus shifts to what turret I use, how I play, or assumptions about my intentions. So let’s clear a few things up - not just for @TheCongoSpider , @Krysburger , and @Positive , but for anyone else reading: I play Shaft - and maybe, I play it wel. That doesn’t disqualify my feedback. Precision-based players contribute to matches in a different but equally valuable way by picking off key targets, defending, supporting from distance and stopping pushes. Just because I don't throw myself onto a glowing point 20 times per match doesn't mean I'm not helping my team win. This proposal isn’t about “my style” - it’s about fair progression for all styles. I’m suggesting a reward system that acknowledges both objective play and combat efficiency. Why is it controversial to say that 30 kills and 1 death should be worth more than 10 kills and 25 deaths, just because the latter stood on a capture zone? K/D isn't everything – but pretending it's meaningless is dishonest. Someone who stays alive and consistently eliminates opponents is directly contributing to team stability and victory. In real matches, those are the players holding the team together. If that's not worth extra crystals, what is? “You already earned a lot of crystals” is not a counterargument. Yes.. I’ve earned them. Slowly. Without premium.. Through constant performance. That only strengthens my point: if even high-performing players struggle with progression, imagine how bad it is for casuals. The system isn’t balanced – it’s diluted. It tries to please everyone and in doing so, it disrespects players who actually dominate the battlefield. “Everyone gets something” is not balance.. It's compromise. So next time someone has a counterargument.. I welcome it. But please, make it about the idea, not about my turret, stats, or assumptions. This post was made to raise a discussion about progression, not to feed egos or provoke pettiness. Let’s try to keep it on that level. – GhostLynx ?️
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K/D alone doesn’t define a player ? true.. But ignoring it completely is also extreme. If someone gets 30 kills and 1 death while neutralizing enemy threats, providing cover fire or stopping flag carriers, it’s not “meaningless” - it’s impactful. Kill impact (especially against Juggernauts or streaking enemies) Objective contribution Survival rate and assist value Match victory I agree that objectives win games, but ignoring the contribution of players who enable those objectives by protecting teammates, clearing zones, or defending from a distance is short-sighted... Also, if the current system really "supports all playstyles", then why is precision-based performance so poorly rewarded unless you’re standing on a glowing circle?
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I actually agree that different playstyles deserve to be rewarded. That’s exactly what I’m proposing.. a balanced system where both objective players and skilled combat players are valued. But right now, if you dominate with 30+ kills, 1 death and carry your team by eliminating threats.. you can still walk away with fewer crystals than someone who died 25 times and stood on the point... That’s not balance, that’s neglecting one half of the game. Also, MVP in this case doesn’t have to be subjective.. it can be based on total contribution (kills, assists, points captured, time on objective, etc.).. Other games already use such formulas.. It’s not rocket science. And saying I’ve earned "pretty much crystals" doesn’t negate the fact that I’ve earned them much slower, without premium and through performance which is the whole point.?️
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I play Shaft because I enjoy a tactical, precision based playstyle that emphasizes positioning, awareness and accuracy, not mindless rushing. The proposal is not about one turret, it’s about performance being valued properly regardless of playstyle... Whether someone plays Shaft, Smoky, Firebird, or Gauss shouldn't disqualify their feedback.. The fact that I’m consistently getting high K/D ratios while supporting my team from distance is a valid contribution to victory.. just as valid as someone standing on a point and dying 20 times. Skill comes in many forms. Dismissing someone's idea based on the turret they use says more about your mindset than about the argument itself.
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Hi, my original suggestion was focused on performance-based crystal rewards, especially for non-premium players. Please consider that this goes beyond basic matchmaking.. it's about proper progression for skilled players
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Let’s be real.. the current crystal reward system is broken. It punishes tactical, skill-based players and rewards brainless gameplay like running into the point over and over. In several matches, I’ve scored 30+ kills with only 1 or 2 deaths. I’ve killed multiple Juggernauts in a single match. I carry the team, I dominate the battlefield, and yet I walk away with a few hundred crystals while players who died 20+ times get 3–4x more. Does this mean that you get a higher reward if you die many times on the battlefield? Examples from my own games: – 37 kills / 2 deaths = 1177 crystals – 29 kills / 1 death = 737 crystals Meanwhile someone with 18+ deaths and lower kill count gets over 3000 crystals because they sat on the point like a bot. How is that even close to fair? This is not just unbalanced, it’s insulting to skilled players. NOW LET's TALK ABOUT REALITY FOR NON-PREMIUM PLAYERS: We don’t get doubled crystals We get no extra bonus for performance We grind for hours just to afford a single drone or (whatever) upgrade It takes tens of thousands of crystals just to level up ONE module The system is designed to slow our progress to keep us playing longer And worst of all? Even if we play 10x better than the rest of the lobby.. we still get short-changed. ? Logic: Shouldn’t the guy with the most kills, highest accuracy, and best K/D get the highest reward? Shouldn’t Juggernaut kills, killstreaks, zero-death matches, or MVP status actually count for something? Instead, we’re stuck with this outdated formula that barely differentiates between skilled play and average participation. THIS IS MINE SUGGESTED SOLUTION: Performance-Based Crystal Rewards The game should reward performance, not passive participation. Here’s a simple proposal: Tank Kill: 100 crystals (per tank destroyed) Juggernaut Kill: 300 crystals Killstreak Bonuses (5/10/15): 200 / 400 / 800 No deaths in match: 500 crystal bonus K/D Ratio above 10: 800 bonus MVP (top 3 performers): +25% of total Match victory bonus: +15% Objective-based rewards: still included, but not the main source Premium users can still get their x2 ? that’s fine. But non-premium players who play smart, survive, and dominate should not be left behind.. give us something that makes sense for our grind. It’s not a “free-to-play” model when you're giving players free-to-suffer mechanics. Tanki is a skill-based game.. Then why does the system reward us like we’re bots? We don’t mind grinding.. but we want respect for the way we play.. This isn’t just about crystals.. It’s about fairness, respect and making the game rewarding for those who actually take the time to master it. If a player with 29 kills and 1 death is getting less than someone who died 27 times, then the system is fundamentally flawed. We don’t want handouts... We want recognition for the skill, precision and strategy we bring to the battlefield. Either you start rewarding actual effort and performance, or you’ll continue losing players who are tired of being ignored just because they don’t swipe a card. I am not begging, I am demanding what is fair for everyone! Fix the system. Respect the grind. Reward the skill. Respect your most dedicated players. ?️
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valid Shaft needs a better Firing Sound / Where’s the Power?
Mr.Blitz replied to Mr.Blitz in Ideas and Suggestions
Not a "big boom" but a better sound (more attractive) suited to what the Shaft is firing. The sound of the weapon adds to the sense of power and atmosphere, and Shaft is the only sniper who sounds like he's blown a balloon rather than taken down a tank. -
valid Shaft needs a better Firing Sound / Where’s the Power?
Mr.Blitz replied to Mr.Blitz in Ideas and Suggestions
I appreciate humor when it's relevant, but I believe your response misses the point of this section and the role you’re supposed to have as a content administrator. The Suggestions section isn’t a comedy club... Players put time and thought into feedback to improve aspects of the game.. even something as ‘invisible’ as sound design, because it all adds to immersion and game quality. You asked, 'Are you telling me people actually play with sound ON?' Yes. Many of us do.. because audio is part of the experience.. Not everyone mutes the game and runs Spotify in the background.. and even if some do, that doesn’t mean poor sound design should be excused or joked about. Shaft is a powerful sniper turret, but its current firing sound lacks the impact and depth you’d expect from something of its caliber. It feels disconnected from its destructive potential.. That’s what the suggestion was about.. bringing consistency and immersion through stronger audio design. Something that can easily be improved and appreciated by many. Your job here isn't to casually dismiss ideas with sarcasm.. It's to facilitate communication between the community and the devs.. not mock people for caring about details that improve the game experience for everyone, paying or not. Let’s try to keep the tone respectful and on-topic. That’s the least we can expect from someone in your position. ?️ -
valid Shaft needs a better Firing Sound / Where’s the Power?
Mr.Blitz replied to Mr.Blitz in Shaft needs a better Firing Sound / Where’s the Power? Ideas and Suggestions
Shaft is supposed to be a long-range, high-precision, ultra-lethal turret. It’s basically the sniper elite of Tanki. But when you fire it... the sound is, well... weak. Limp. Like it’s trying to whisper “pew” instead of announcing “BOOM – you're done.” For a turret that uses advanced laser/plasma tech, it currently sounds like a broken vacuum cleaner with stage fright. My suggestion is simple: Shaft needs a more impactful, powerful firing sound. Something that matches its high-powered energy-based nature. A low-frequency plasma discharge, a deep resonant pulse, a tech-inspired boom.. anything that gives the feeling you're holding a weapon of precision and destruction. Think of how Railgun or even Magnum sound. Now compare that to Shaft. It’s like a lion meowing. This wouldn’t affect gameplay at all, but it would massively improve immersion and the feel of playing Shaft. When you land a full charge headshot, the sound should match the satisfaction of deleting someone from the map. Let Shaft sound like the beast it really is. -
Is it just Me or has Leveling Up become a Nightmare?
Mr.Blitz replied to Mr.Blitz in Is it just Me or has Leveling Up become a Nightmare? Game Discussion
Lately, leveling up in Tanki has started to feel like trying to climb a mountain with soap on your boots.. The XP gain per match has been noticeably reduced, and the rewards for leveling up are just... sad. I mean, seriously.. after grinding for what feels like forever, I hit the next level and many times get rewarded with a standard container key... which gives me 1,000 crystals.? That’s barely enough to upgrade a turret at first stage.. and maybe buy a single mine.? What’s worse is how obvious the gap has become between Premium and non-Premium players. Premium users now double everything XP, crystals, rewards while free players get crumbs. I get that Premium needs to be appealing, but right now it’s straight-up pay-to-progress... Back in the day, even without Premium, you felt progress. Now? Without Premium, it feels like your time is being disrespected. Match after match, you're earning less, leveling slower, and receiving laughable rewards. I’m not saying we need to get a nuclear missile in every container.. but if you’re going to slow down progression, at least make the level-up reward feel like an actual achievement, not a slap in the face. Anyone else feel this? -
Valid Select 3 maps you don't want to play via MM system
Mr.Blitz replied to joe_mara in Ideas and Suggestions
Suggestion: Quick Battle is great for fast matchmaking, but many players leave battles as soon as they’re placed on maps they dislike. What if players could select preferred maps for rotation? Proposed system: When entering Quick Battle, allow players to tick which maps they’re willing to play on. Game modes (Siege, TDM, Juggernaut, CTF, etc.) stay randomized, but the system rotates only through maps the player selected. Why this is a great idea: It reduces match quitting and AFK behavior. Players are more likely to stay in matches they actually enjoy. It gives players a sense of agency and reduces frustration. It doesn’t mess with the core matchmaking system.. just filters maps based on personal preference. This small freedom can significantly improve the matchmaking experience and keep players more engaged. -
Suggestion: We already have stats for kills, deaths, and various other achievements. Why not add a dedicated stat for the number of Juggernauts a player has destroyed? Why it matters: It’s a satisfying challenge. Destroying a Juggernaut isn’t easy.. it shows skill, timing, and persistence. It adds motivation in Juggernaut-based battles, especially for newer players who often feel discouraged. It gives prestige to experienced players who consistently take down Juggernauts. Adds a competitive flair players can compare and strive to improve their Juggernaut takedown count. It’s a simple but engaging stat that could enhance the overall experience and personalization of profiles. A stat like this would give more purpose to Juggernaut mode and reward players for their strategic efforts in matches.
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For the entire day, I haven’t been able to play due to the recurring 'SYSTEM ERROR' message in the top left corner. I know I’m not the only one experiencing this, as others have reported similar issues.. The game is literally unplayable and given that this isn’t the first time such server problems have occurred, I’m wondering if there will be any form of compensation.. In the past, players received a free premium day and some keys as a token of apology. Will there be something similar this time? Tanki needs to address these server issues because losing an entire day (or more) of progress and rewards isn’t fair to the players.
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I have already explained everything, and I know very well what happens to me constantly.. if it was as you say, do you think I would publish this topic? If others don't experience the same, I do.. And I ask for it to be fixed.
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