-
Posts
78 -
Joined
-
Last visited
-
Days Won
6
Everything posted by Mr.Blitz
-
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 ?️
-
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?
-
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.?️
-
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.
-
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
-
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. ?️
-
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.
-
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.
-
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.
-
Problem: The current matchmaking system often places lower-ranked players against significantly stronger opponents with maxed-out GS, creating frustration and an uneven playing field. This not only alienates newer players but also reduces overall enjoyment, as battles feel unfair and one-sided. Solution: Introduce a Dynamic Matchmaking System that: Prioritizes GS Balance: Players are matched based on their GS and rank, ensuring fairer battles. Limits Rank Gaps: Players can only be matched within 1-2 ranks above or below their own. Creates Separate Queues: Establish a queue specifically for players using hover hulls or other advanced features, allowing traditional tank enthusiasts to compete in a more classic environment. Benefits: Encourages retention of new and casual players who feel they have a chance to compete. Maintains fair play and reduces frustration, leading to better community feedback. Balances the power gap, creating a more enjoyable experience for all players, regardless of spending habits. Optional Rewards for Hover Players: Add special modes or maps designed exclusively for hover hulls, rewarding their unique playstyle while keeping traditional tank players separate. This proposal and ideas should not be confused with the new decision of the developers about 'Tanki Classic' because that provision is not a solution, because there are many players who are not interested in 'Tanki Classic' - This is a solution to the primary problem. ?
-
Matchmaking imbalance: New Marshal thrown into chaos
Mr.Blitz replied to Mr.Blitz in Game Discussion
It’s no longer a secret that the matchmaking system is blatantly broken and designed to frustrate players like myself, forcing us to face opponents with vastly superior GS. As evident from another match I recently participated in, I was the only Marshal among a sea of Legend-ranked players, many of whom had the maximum GS of 9999. What’s worse is that this isn’t a rare occurrence.. it happens consistently. The system deliberately places us lower-ranked players against these overpowered opponents. Why? To push us toward frustration, hoping we’ll pull out our credit cards to "even the odds." At this point, players like me are just cannon fodder for those who’ve either been playing for years or have spent a fortune upgrading their hulls and turrets. Yet, when I manage to outplay these overpowered opponents and destroy them on the battlefield, their egos take a hit, and they rage harder than ever. It’s almost ironic, the very players who crave dominance turn out to be some of the most insecure and toxic individuals... I understand that developers want to generate revenue, but doing so by alienating and exploiting your community is not the way to sustain this game. Instead of creating a fair and balanced environment, they are catering to those who have spent the most, further widening the gap between players. The real question remains: Will the developers finally listen to the overwhelming demand for balanced matchmaking, or will they continue to bury their heads in the sand and pretend this issue doesn’t exist? If the current trend continues, don’t be surprised if players start leaving in droves. Nobody wants to feel like they’re just food for someone else’s domination fantasy. -
Matchmaking imbalance: New Marshal thrown into chaos
Mr.Blitz replied to Mr.Blitz in Game Discussion
You’re 100% right.. this isn’t about skill, balance, or competition anymore. It all comes down to CASH & GREED. Matchmaking imbalance? That’s not a mistake.. no,no.. that’s intentional. It’s designed to push partially upgraded players into battles against fully maxed-out Legends, forcing them into an unwinnable loop: either grind endlessly for crumbs or pay up to even stand a chance.? And the worst part? The core identity of TO is being destroyed in the process. Instead of refining and improving what made the game great, developers have turned it into some bastardized Star Wars ripoff with hovering hulls that have no business existing in a tank game. What’s next? Lightsabers instead of turrets? Jedi rank instead of Legend? At this point, TO isn’t just unplayable, it’s unrecognizable. And unless something drastically changes, the only thing developers will have left to monetize is an empty player base... I, for one, have no reason to keep playing anymore. When you’re constantly forced into one-sided slaughter matches while your opponents fly around on sci-fi hovercrafts, it stops being a tank game and becomes a bad joke. Honestly, with the way things are going, I wouldn’t even be surprised if a UFO landed in the middle of the battlefield next. -
Matchmaking imbalance: New Marshal thrown into chaos
Mr.Blitz replied to Mr.Blitz in Game Discussion
Absolutely nailed it. At this point, TO isn’t even pretending to be a balanced game anymore.. it’s just an elaborate cash grab with a matchmaking system designed to frustrate players into spending money. The crystal grind is deliberately soul-crushing, because the goal isn’t for you to enjoy playing.. it’s for you to break and reach for your credit card. And let’s be real, the upgrade system is a joke. Spend weeks grinding, spend a fortune upgrading, and what do you get? A microscopic stat boost that only matters if you stack it with another twenty upgrades. And even then, without a damage boost box, you might as well be firing rubber bullets... If I wanted to burn my savings on something ridiculous, I’d at least buy something useful.. like a yacht. Oh wait, many of them already financing someone else’s yacht by playing this game.? -
Developers have decided to bring back the 'Old Tanki' version of the gameplay under the name of 'Tanki Classic' which will feature the Flash interface and the old mechanics... No hovering hulls, no current overpowered mechanics, just simple classic gameplay. That's all I know...
-
Matchmaking imbalance: New Marshal thrown into chaos
Mr.Blitz replied to Mr.Blitz in Game Discussion
I understand that containers have been the primary source of crystals for a long time, and I do complete daily and weekly missions to earn keys. However, from my personal experience, the rewards from containers are far from being a reliable income source. Most of the time, I end up with a bunch of damage boost boxes, speed boosts and armor, which are fine in some cases but not nearly as valuable as crystals or useful augments. When I do receive crystals, it's usually just 1,000, which is not enough for any meaningful upgrade. On rare occasions, I might get 10,000 to 15,000 crystals, but that happens maybe once a week, if I’m lucky ? and that’s only when I get a rare container key. Even when I do get an augment, it's never for the turret or hull that I actually use.? It almost feels like the system deliberately gives out augments for the least useful setups just to keep players grinding for more. The same goes for paints.. who actually needs another hull paint instead of an essential upgrade? ? The idea that containers provide a steady crystal income is misleading. Sure, they give some resources, but not in a way that truly helpss progression, especially for newer players who just ranked up and need serious upgrades. If the system knows what turrets and hulls I use, why doesn’t it provide augments or modules that are actually useful for my setup? Instead, I’m stuck grinding for weeks with little to show for it... So yes, while missions and containers technically provide an alternative source of income, they’re nowhere near as rewarding as they should be. The imbalance in progression remains, and it only gets worse the higher you climb.? -
I’ve experienced several frustrating issues during gameplay that I believe need urgent attention: Game freezing and disconnection: There have been countless times when, mid-battle, the game completely freezes and abruptly disconnects me. What’s even worse is that, in many of these cases, I am unable to rejoin the same match. This results in losing all earned XP and crystals from the match. I want to emphasize that this is not due to my internet connection, which is stable, nor is there any other program running in the background that could interfere with the game. No damage bug: One of the most infuriating and frequent bugs I’ve encountered is the "no damage" issue. Mid-battle, whether shooting from close range or a distance, my shots clearly hit enemy tanks, but no damage is dealt to them. Meanwhile, opponents can attack me without any issues, and I take full damage. This forces me to leave matches where I’m essentially rendered useless. It’s especially frustrating when this happens during intense battles where every move counts. All I can do then is apologize to my team and leave the match. Both of these issues severely impact the gameplay experience, not just for me but likely for many others facing similar problems... I hope the development team prioritizes resolving these bugs. They make an otherwise enjoyable game extremely frustrating and unfair, especially when players are putting in time and effort to progress.
-
Matchmaking imbalance: New Marshal thrown into chaos
Mr.Blitz replied to Mr.Blitz in Game Discussion
Thank you for your input, but I’d like to clarify the core issues here... It's not about whether all Legend players are buyers or free-to-play (F2P). I understand that many Legends have maxed their garages and unlocked plenty of augments through time and dedication. The real problem lies in the vast imbalance created by how matchmaking works and the inaccessibility of upgrades for players like me who have just reached Marshal rank. Let me present this in this way so that you all can understand me more easily.. Upgrade disparity: Legend players, even if F2P, have already completed the critical upgrades for both their turrets and hulls. In contrast, I’m just begining the process of upgrading my turret, and I haven’t even started on my hull due to the exorbitant crystal costs. Earning crystals through gameplay is painstakingly slow, and it takes an enormous amount of time to accumulate even a small amount for a single upgrade. Since turret and hull upgrades are the backbone of competitive play, this puts newer Marshal players like me at a severe disadvantage. False damage representation: The displayed damage for my turret is nothing more than a theoretical number on paper. In actual battles, my turret performs significantly below the stats provided. The damage output is effectively halved, and I’m unable to utilize its full potential. This makes it much harder to compete, especially against turrets with faster firing rates or those that are better optimized for Legend battles. Economic imbalance: While I appreciate the suggestion to focus on maxing 1-2 combos during sales, the reality is that crystal earnings are so low that even achieving this feels like an impossible grind. This is especially frustrating when the damage output of my turret doesn’t match its stated values, making every upgrade feel like a waste of time and resources. Playstyle limitations: You mentioned trying out other playstyles, but the current matchmaking and equipment imbalances make it incredibly difficult to experiment or adapt effectively. Camping, for instance, becomes unviable when the damage potential of my turet is so severely restricted, and being "active" often means becoming an easy target for maxed-out player s with far superior setups. The issue isn’t just about players who have maxed their equipment or about me needing to adapt to tougher battles. It’s about the fundamental imbalance in how matchmaking pits partially upgraded players against fully maxed-out Legends while simultaneously limiting our ability to earn crystals and properly upgrade equipment.. Unless these disparities are addressed.. whether by improving matchmaking, adjusting crystal earnings, or ensuring that turret damage reflects its stated values players like me will continue to struggle and feel discouraged. Thank you again for sharing your perspective, but I hope this clarifies why these issues go beyond just "getting used to playing against higher-ranked players." -
Hello everyone, I’ve been playing this game for some time, and I feel the need to share a frustrating issue regarding the damage output and balancing of Shaft. This is a topic that deserves attention, especially when facing higher-rank players like Legends. Here’s the problem: Damage without boost: My Shaft has a high GS, and I use the Short Band Emitter augment. However, when I hit an enemy without a damage boost box, the damage barely reaches 1,112. For such a powerful turret, this is absurdly low, especially when playing against higher-rank players with much better equipment. Damage with boost: Even with a damage boost box, the maximum damage I can deal is about 1,600. Considering the augment I’m using and the overall power of the Shaft, I’d expect significantly more damage. Reduced damage after promotion: Before reaching the Marshal rank, I could deal over 5,000 damage with a boost and augment. However, after surpassing this rank, I’ve noticed a significant reduction in damage output.. by at least 2,000 points. Now, when I hit a Juggernaut, the damage barely exceeds 3,000, and all other hits without boost are halved. This means the higher your rank, the weaker you become, especially since you’re constantly matched against stronger opponents. Imbalance against higher ranks: The matchmaking system keeps placing me in battles with Legend-rank players where I have no chance. I’m literally easy prey because my damage cannot compete with their defense. This is not only frustrating but makes playing pointless. Issue with the augment: The Short Band Emitter is supposed to help in close-range combat, but the damage remains disappointingly low regardless of the distance. It feels like I’m being punished for using Shaft as my primary turret, even though I’ve invested a lot of resources into upgrading it. Aiming vs. non-aiming: Players who don’t use aiming mode often deal more damage than I do with aiming mode. This highlights how poorly balanced the system is. If I’ve specialized in precise shots, why am I being penalized with lower damage compared to those who shoot randomly? Meaningless aiming mode damage value: What’s the point of having an aiming mode damage value of 3,237 when it’s just a number on paper that I can’t actually achieve in battles? This makes no sense and feels like false advertising. Suggestions for improvement: Rebalance the base damage of Shaft to properly scale with GS and player rank. Ensure that damage boost boxes provide a more significant effect. Introduce better matchmaking options to prevent lower-rank players from constantly ending up against Legend-rank opponents. Revise the difference between aiming mode and non-aiming mode. If I’m using aiming for precision, the damage should be proportionately higher. Fixx the rank-scaling issue where players lose damage as they rank up. Higher ranks should not feel like a penalty. Adjust the displayed damage values to reflect what players can realistically achieve in battles. I believe these changes would not only improve balance but also make the game fairer for those who use Shaft. I know I’m not the only one using this turret, but these issues discourage players from sticking with the game.
-
Matchmaking imbalance: New Marshal thrown into chaos
Mr.Blitz replied to Mr.Blitz in Game Discussion
Honestly, the current state of Shaft and its mechanics feels like a bad joke. With 3227 aiming mode damage, I shouldn’t even need a damage boost box or an augment. At that number, figuratively speaking, it should be able to take a chunk out of a mountain. Yet, here we are, where full aim barely scratches 1500–1600 damage, and half-aiming gives me a pathetic 800. It’s like I’m playing with a starter tank. Let’s not even talk about the absurd prices for upgrades. Grinding crystals feels like a soul-crushing task, and when you finally scrape enough for an upgrade, the improvement is so minimal it’s laughable. The costs skyrocket with every upgrade, yet without a damage boost box, those upgrades are meaningless. Protection modules? Same story. Unlocking a slot costs tens of thousands of crystals, and each 1% upgrade feels like taking out a second mortgage. By the time you reach 50% protection, it’s basically an illusion, because every other turret has tripled in strength by then. What’s the point of having a high GS if it doesn’t translate into any noticeable advantage? Shaft feels like it’s operating at half power compared to everyone else. Now, let’s talk about bots.? They’re more of a liability than an asset. Bots deal more damage than they’re worth and often feel like bigger enemies than the actual players on the opposing team. Even on my own team, they seem programmed solely to annoy. They appear out of nowhere, block shots, and push you out of position. If I set up to defend teammates from a distance, some deranged bot inevitably shows up to shove me off my spot because its movement path is so poorly programmed it doesn’t know how to go around me. I’ve lost countless shots, even been destroyed, because a bot decided to ruin everything. When I came back to the game after a few years and created a new profile, bots were the first thing I noticed. At first, I didn’t even realize they were bots.. I had to ask other players because their behavior was so bizarre. And don’t get me started on the terrible crystal and XP rewards. The earnings are laughably low. Is it so hard to set a fair reward for each tank destroyed? Why should only premium players get double rewards, while I have to grind for half a day just to upgrade my turret by a single line? This entire system reeks of unfairness. At this rate, I’ll have to sell a kidney or start saving for the devs’ next yacht to feel like I’m making any progress. The imbalance and grind are that unreal. -
Matchmaking imbalance: New Marshal thrown into chaos
Mr.Blitz replied to Mr.Blitz in Game Discussion
This is probably the biggest issue right now. New accounts face an insurmountable challenge without significant financial investment. The game’s progression system has become a trap for newcomers, and the lack of balance only exacerbates the issue. Your proposal for adjustments to crystals, XP, and protections is a step in the right direction. In conclusion, the game’s current state disproportionately punishes players who are progressing naturally, especially those in the low-to-mid ranks. The solutions you’ve outlined, like doubling crystals to XP and adding protections at earlier ranks, could help restore some balance. It’s clear the community needs to advocate for these changes to create a more inclusive and fair gameplay experience.
Jump to content




















































