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ha, nobody tells me anything. :rolleyes:

Wait wait wait wait wait... You used TWO gold box supplies without me?!?!?!?!?!  :angry:

 

Got any left?  .-.

Edited by DESTROYER_13

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Wait wait wait wait wait... You used TWO gold box supplies without me?!?!?!?!?!  :angry:

 

Got any left?  .-.

Yes a mini gold rain. Thousand Goldies  left. But none for you.

Edited by joostcool
Be nice

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Thousand left.

If you drop the gold supply on 4j i will drop for u.

 

 

Yes a mini gold rain. Thousand Goldies  left. But none for you butthead.

My feels r hurt

Edited by DESTROYER_13

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I have a question concerning the x# numbers on the supply icons in the garage, like x12 etc. what do they mean? Are they, buy 12 Speedups, get 1 free??

Sorry if it takes a day or 2 to reply to any replies.

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I have a question about supplies. I used to play this game a lot but for a number of reasons I decided to restart from the beginning. Anyways for some reason whenever I play a battle and use supplies it only lets me use one at a time. For example if I use double armor I can't use any other supply for a cool down (I think it's like 10 seconds). I know from my other account that it never did that and I was able to use any number amount at a time. So basically my question is, is this just a cool down for new players/ranks, and will it ever go away?

 

Also for an off topic question, in battles there aren't any crystal box drops (besides gold but they rare af). So was wondering if they disabled that feature or something, maybe it's a rank thing?

 

Idk, but anyways thanks for the help.

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I have a question concerning the x# numbers on the supply icons in the garage, like x12 etc. what do they mean? Are they, buy 12 Speedups, get 1 free??

Sorry if it takes a day or 2 to reply to any replies.

That number indicates the amount of supplies you currently own.

 

 

"Smart cooldowns" were introduced to the game in September 2014. This update changed the way supplies could be used. You can read all about the update in the following topics: Open testing of Smart CooldownsSmart Cooldowns coming soon! and Smart Cooldowns go live with double garage supplies.

 

Crystal boxes were removed from the game in November 2014, more info about that update here: Join the experiment with crystal drops and Improving the game!

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Supplies/drugs are a major thorn in the side of many players. On the other hand they have been a part of the game for a long time. So I doubt they are going away. So perhaps there's a happy medium. Here's a concept for comment. Numbers used as for examples not exact recommendations.

 

!) Keep Mines and Gold Boxes as-is with Mines on their own timer.

 

2) Put supplies 1-4 all on the same timer. Suggested timer value for a 40 second duration is 15 seconds. That would make it impossible to have all four supplies up at the same time except if one or more are on-map pickups.

 

3) Get rid of the existing Repair Kit, Speed Boost, and Double Armor/Damage pickups.

 

3) Replace them with four new supplies. Design new Supply #1 to retain a 3:1 Crystal value relative to new Supplies #2-#4.

 

4) This is a core concept: Replace the massive almost-instant healing of the Repair Kit with slower but steady regeneration effects that come with all of new Supplies #1-#4.

 

5) Related to #4 is to make this regeneration in effect  so long as the timer is active. The Repair Kit stops healing when you reach 100%. The new Regeneration could heal your tank to 100%, you'd take another hit, and (so long as the Supply is still active) the mild regeneration would continue on the new damage.

 

6) Here are the suggested new supplies. The idea is to give mild benefits to a variety of functiomns rather than just double damage, etc.

 

Resupply Package (#1 / 150 Cry):  Headquarters delivers new supplies to the tank; ammo reload, re-fueling, spare parts, hot meals and clean socks for the crew - which allows the tank to function at a higher efficiency for awhile

 

Enhance Turret (#2 / 50 Cry): The crew engages auxiliary power to improve turret functions (damage/rotation/reloading aspects) considerably, with a lesser effect on other functions.

 

Enhance Hull (#3 / 50 Cry): The crew engages auxiliary power to improve hull functions (armor/acceleration/turning aspects) considerably, with a lesser effect on other functions.

 

Enhance Electronics (#4 / 50 Cry): The crew engages auxiliary power to improve the tank;s computerized systems. This gives a considerable boot to the tank's counter-measures (protection modules) and both travel and turret speeds.

 

Example Values

 

 

New  Supply        Repair Effect            Primary Effect         Secondary Effect       Tertiary effect

          #1     1.5% Max Armor / sec    +40% Damage       +40% Armor                +15% Hull and Turret Speeds

          #2     0.5% Max Armor / sec    +25% Damage       +15% Turret Speed      + 5% Protections 

          #3     0.5% Max Armor / sec    +25% Armor          +15%  Hull Speed        + 5% Protections

          #4     0.5% Max Armor / sec    +30% Protections   +15% Turret Speed     +15% Travel Speed

 

+Damage, +Armor, and all +Speed percentages are additive. Protections are added together and the total is multiplied against that tank's existing Protections. Regeneration rates are based on that tank's maximum armor and a 40 second duration. Example.

 

Tank A has Supplies 1, 2, and 4 active. Benefits: 165% normal damage, 140% normal Armor, 145% Turret speeds, 130% Travel speeds and 135% Protections. It would also be regenerating 3% of it's health every second while all three supplies were running.

 

So if Tank A had normal 10% Resistances against Dire, Freeze, and Isdla it'd have enhanced resistances of 13.5% each. If the normal resistances were 27 each the enhanced values would be +27% x 135% = 36.45%

 

This approach has a couple benefits.

 

It is an opportunity to tone down the impact of the existing system.

 

It retains the ability for players to boost their tank for tactical reasons.

 

It does not allow the player to just have everything. There's be tanks at various levels of enhancement. So the hard-core drugger would not have quite the domination they enjoy today. 165% damage firing on a 130% armor is not as dramatic a difference as the existing 2:1. And since even druggers cannot just pop up all four enchancements at once it's always be a smaller advantage relative to the status quo.

 

Anyway, I would hope some developer has something like this is mind. The example functions and percentages given are just to illustrate the idea. If we cannot get rid of Supplies let's make them interesting and balanced.

Edited by LittleWillie
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Or.....

 

There should be 20 slots max for supplies. Not including mines and gold boxes. You can fill them up however you wish - distribute evenly with same amount for RK, DA, DD, and Nitro at 5 each. Or you can fill up 20 slots of DD or 10 slots of DA and RK each Or whatever combination you wish as long as you have the supplies. It is a battle pack - what you are allowed/limited to bring into battle. The number of slots is determined by the amount of time in a game. The developers can come up with the number of slots that would seem fair and not OP. It would be a far more strategic battle this way.

 

Just a suggestion.

Edited by sm0ky
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Having a Limit to owning supplies sounds like a good Idea to me. This can actually help making the gameplay interesting.

Edited by Cyborg

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As with the M3s moving to Marshal, then why not have "active garage supplies" at WO1 and up? Garage supplies are be activated when WO1 is the lowest rank allowed in a battle. This way would extend the time a person stays in the lower ranks, plus it would be more balanced if combine with the MU limits stated elsewhere. It would actually force a tanker to build skill before attaining any officer-level rank. Then, upon becoming an officer, he would be allowed to join the "Officers' Club" in the use of garage supplies. For more balance, allow only a certain amount of supplies be bought to a battle. (see my earlier post)

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Supplies/drugs are a major thorn in the side of many players. On the other hand they have been a part of the game for a long time. So I doubt they are going away. So perhaps there's a happy medium. Here's a concept for comment. Numbers used as for examples not exact recommendations.

 

!) Keep Mines and Gold Boxes as-is with Mines on their own timer.

 

2) Put supplies 1-4 all on the same timer. Suggested timer value for a 40 second duration is 15 seconds. That would make it impossible to have all four supplies up at the same time except if one or more are on-map pickups.

 

3) Get rid of the existing Repair Kit, Speed Boost, and Double Armor/Damage pickups.

 

3) Replace them with four new supplies. Design new Supply #1 to retain a 3:1 Crystal value relative to new Supplies #2-#4.

 

4) This is a core concept: Replace the massive almost-instant healing of the Repair Kit with slower but steady regeneration effects that come with all of new Supplies #1-#4.

 

5) Related to #4 is to make this regeneration in effect  so long as the timer is active. The Repair Kit stops healing when you reach 100%. The new Regeneration could heal your tank to 100%, you'd take another hit, and (so long as the Supply is still active) the mild regeneration would continue on the new damage.

 

6) Here are the suggested new supplies. The idea is to give mild benefits to a variety of functiomns rather than just double damage, etc.

 

Resupply Package (#1 / 150 Cry):  Headquarters delivers new supplies to the tank; ammo reload, re-fueling, spare parts, hot meals and clean socks for the crew - which allows the tank to function at a higher efficiency for awhile

 

Enhance Turret (#2 / 50 Cry): The crew engages auxiliary power to improve turret functions (damage/rotation/reloading aspects) considerably, with a lesser effect on other functions.

 

Enhance Hull (#3 / 50 Cry): The crew engages auxiliary power to improve hull functions (armor/acceleration/turning aspects) considerably, with a lesser effect on other functions.

 

Enhance Electronics (#4 / 50 Cry): The crew engages auxiliary power to improve the tank;s computerized systems. This gives a considerable boot to the tank's counter-measures (protection modules) and both travel and turret speeds.

 

Example Values

 

 

New  Supply        Repair Effect            Primary Effect         Secondary Effect       Tertiary effect

          #1     1.5% Max Armor / sec    +40% Damage       +40% Armor                +15% Hull and Turret Speeds

          #2     0.5% Max Armor / sec    +25% Damage       +15% Turret Speed      + 5% Protections 

          #3     0.5% Max Armor / sec    +25% Armor          +15%  Hull Speed        + 5% Protections

          #4     0.5% Max Armor / sec    +30% Protections   +15% Turret Speed     +15% Travel Speed

 

+Damage, +Armor, and all +Speed percentages are additive. Protections are added together and the total is multiplied against that tank's existing Protections. Regeneration rates are based on that tank's maximum armor and a 40 second duration. Example.

 

Tank A has Supplies 1, 2, and 4 active. Benefits: 165% normal damage, 140% normal Armor, 145% Turret speeds, 130% Travel speeds and 135% Protections. It would also be regenerating 3% of it's health every second while all three supplies were running.

 

So if Tank A had normal 10% Resistances against Dire, Freeze, and Isdla it'd have enhanced resistances of 13.5% each. If the normal resistances were 27 each the enhanced values would be +27% x 135% = 36.45%

 

This approach has a couple benefits.

 

It is an opportunity to tone down the impact of the existing system.

 

It retains the ability for players to boost their tank for tactical reasons.

 

It does not allow the player to just have everything. There's be tanks at various levels of enhancement. So the hard-core drugger would not have quite the domination they enjoy today. 165% damage firing on a 130% armor is not as dramatic a difference as the existing 2:1. And since even druggers cannot just pop up all four enchancements at once it's always be a smaller advantage relative to the status quo.

 

Anyway, I would hope some developer has something like this is mind. The example functions and percentages given are just to illustrate the idea. If we cannot get rid of Supplies let's make them interesting and balanced.

Agree repair kit is the worst. I know it's necessary because there's no natural health regeneration but it's way to overpowered. The idea of a slow repair kit is great. Also I like to add that you can't move for the time that you are repairing to simulate your crew is repairing your tank. This would make the game more strategic and people would rely more on isida's than ever rather than running in Drugs Blasting.

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Also I thing inventory supplies should have a long cool down. Not 45 seconds NO!!! that's too fast, more like 5 minutes now that's better. It'll make play use drug tactically. Don't worry Druggers you can still get pick ups. This is a simple fix but I'll make the game a lot better.

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Agree repair kit is the worst. I know it's necessary because there's no natural health regeneration but it's way to overpowered. The idea of a slow repair kit is great. Also I like to add that you can't move for the time that you are repairing to simulate your crew is repairing your tank. This would make the game more strategic and people would rely more on isida's than ever rather than running in Drugs Blasting.

That's an interesting angle, to have the tank stay still to regenerate. I like the points you raise about it.

 

The thing that gets me is... everyone wants the drugs. But when you have them the DD and DA cancel each other out. So it's like they are not even in the game, but all the tanks are sped up. Why not just speed up the tanks and get rid of supplies 2, , and 4 ... now everyone is a full0time drugger! lol

 

My suggestions is a system where you can't have all power-up active at once (unless you have map pickup(s).)  By breaking up the effects the powered-up tank would gain an advantage, but it'd less dramatic a difference.

 

Anyway, it will never happen. Tanki X is being created with the exact same dumb power-up system as Tanki Online. So obviouslt the Devs are married to the concept.

 

I'm just glad someone read the posting.  :)

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You people are just bad at playing Tanki. You have to build your way up the ranks and as you build up it gets a a lot easier and there are drugged. As a result you save your crystals and buy only on sales and then you can get drugs. I started in 2012 and look where I am now. I got m4 Vulcan and about 8-9 m3 hulls and turrets combined. My advice leave the game because it's probably your parents who don't want to spend money on the game. That is why people say they won't spend money on this stupid game but in reality your mum rejected your proposal to ask her to buy crystals and drugs for you. Just play and don't beg.

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Dear players,

 

If you hate druggers, like I do (but then I drug a lot, not as much as the M3 ranks), then get an XP/BP/DR combo. The supplies 1500 kit has been moved to the shop. So people who buy crystals can get them easier. Now we have a 100 supplies drug kit, for 17,500 crystals. So do you think you can earn over 17,500 crystals with only 100 drugs? No. So you are going to lose crystals. Daily Missions help, at my rank (M2), people only use Repair Kits when they are capturing flags. At M0, they barely even use drugs, at M1 they sometimes drug. At M3 and M3, they use Repair Kits whenever they are low on health. So non-buyers are pretty much dead. There are no-supplies battles but they are rare and require a PRO battle pass, like my next option. I'm moving to XP/BP/DR, either one. It's the only place where you need your skills, not your credit/debit card. And, im happy to pay a small fee of 5000 crystals a month in order to get away from hard core druggers. So maybe you feel the same way. I'll probably see you in a Sandbox CTF XP/BP or DR once I reach General and have the XP or BP combo, maybe DR but that mode is stupid :D Wut baitt??? What if all m3 rank requirements changed?????? See you when I'm Marshal. Nice one devs, nice one -_-

Edited by inthehouse81
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Or.....

 

There should be 20 slots max for supplies. Not including mines and gold boxes. You can fill them up however you wish - distribute evenly with same amount for RK, DA, DD, and Nitro at 5 each. Or you can fill up 20 slots of DD or 10 slots of DA and RK each Or whatever combination you wish as long as you have the supplies. It is a battle pack - what you are allowed/limited to bring into battle. The number of slots is determined by the amount of time in a game. The developers can come up with the number of slots that would seem fair and not OP. It would be a far more strategic battle this way.

 

Just a suggestion.

There's another topic about placing a limit on supplies per battle, it's a common idea.

 

But yeah, I totally agreed with what you said.

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I understand the rationale of having "Supplies" aka "Pick-ups" aka "Power-ups" available in a computer game. They add variety to game play. They provide the game company with something to sell to raise revenue. I actually support the rationale.

 

The key is in the implementation. Let's take the overhead view in order to sum up why TO's Supply system is a detriment to the game. Let's see where the problem lies first.

 

I actually do not have any problems with the concepts of a Repair Kit and the Mine. Virtually all games with a "health" function also have a "heal" function. The Mine directly add a new tactical wrinkle that is entirely consistent with the idea of tank combat. We can talk about adjusting their exact workings and how they are obtained, but these two Supply concepts are OK. 

 

The weakness is found in Supplies #2, #3, and #4. Again, I agree with the concept of enhancing the tank's performance. I disagree with the implementation. The best way I can illustrate the weakness of this implementation is this.

 

If Tanki Online simply sped up every turret and hull by 40% it would be like every tank was forever using all three Supplies:  Double Damage, Double Armor, and Speedup all the time always. Because DA and DD simply cancel each other out. All that drugging, all those Crystals and Euros and Rubles and Dollars are spent to arrive right back at the starting point ... except everyone is driving faster.  

 

In other words, in the final analysis, in the end-game, you are buying DA and DD Supplies to accomplish... exactly nothing. The people who buy into such a system are chumps. Tanki is the only game I've played where I see so many players dislike that game's Power-Up concepts. I think this is the reason.

 

TO's "Increase Offense" Supply should do this by speeding up turret turning/acceleration and the weapon's reload rate.

 

TO's "Enhance Defense" Supply  should do this by speeding up the hull's travel/turning speeds/accelerations.

 

These two enhancements would depend on the player's skill to translate into exactly how much more damage would be dealt or avoided. It would not be this simplistic doubling effect which ultimately cancels each other out. And when not canceled out, dominates game-play rather than skills doing so.

 

As for the new Supply #4 (because obviously the speed-up is redundant) I do not know. Someone on the TX forum suggested a Smoke Grenade. That too would - if viable - fit in as do the Mines. An idea I had was to enhance the function of Modules somehow. But I am sure we could think of something.

 

in summary the point is the current system's simple doubling function is lopsided when it is effect. And when both side use it ... it is the same situation as if it had never been coded into the game.

 

Wouldn't it just be better if TO's system had Supplies that did not simply multiply damage and hit-points, but instead enhanced the ability of players to display their actual skills in battle?

 

The answer is not in saying no to drugs, but in demanding better drugs.

Edited by LittleWillie
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You people are just bad at playing Tanki. You have to build your way up the ranks and as you build up it gets a a lot easier and there are drugged. As a result you save your crystals and buy only on sales and then you can get drugs. I started in 2012 and look where I am now. I got m4 Vulcan and about 8-9 m3 hulls and turrets combined. My advice leave the game because it's probably your parents who don't want to spend money on the game. That is why people say they won't spend money on this stupid game but in reality your mum rejected your proposal to ask her to buy crystals and drugs for you. Just play and don't beg.

Dude listen and learn before you post.  What gives you the authority to say you are the best player here, or that we are bad at playing tanki.

 

My parents have no bearing over how much money I spend on this game (I'm not a child.) So who gives you the authority to say that I am a free-to-play player because my PARENTS dont want to spend money.  Everyone has preferences over where to spend their money; I choose to spend it IRL.  The point is, drugs take away strategic and tactical elements of the game and if everyone has them it just becomes dull.  Are you a free-to-play player?  Do you understand at all how drugs make you a lot more powerful?  Tanki loses many players each year to World of Tanks and War Thunder because they don't have drugs and yet they are free.  How come?  The drugs (and the map non-variety) are the two biggest complaints about TAnki.  We are not begging, we are having a reasonable discussion on how to make the game more balanced and enjoyable and you are making yourself very unpopular with these posts.

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Hi! I am SHiBECAiSU. 

 

This is my first passage about my opinions about the game and players. Please give your support and opinions too. That will help a lot. 

 

Like I have said in the title, I am going to talk about the druggers, and probably about what other say about the druggers. I personally drug quite a lot, pressing the health button now and then, placing mines to maintain a high DL etc. Drugs are important, I think there would not be anyone who does not drug and get a high placing in a battle, unless you are very professional, but that is rare, in fact, very rare, maybe like a gold box?

 

So I wanted to talk about this because of a suitation I met in a Barda DM. This was how it looked like.

 

Player 1: shibecaisu u stopp drugging you so noob!!!1

Player 2: shibe is noob

Player1: hey, lets team and rekt him loll

 

I don't think it was exactly like that but near. I bet and know that you or others meet this very often.

 

And I think what they say are wrong. I wrote them as Player 1 and 2 so I don't expose them or make them feel bad. Should I be doing this? Nah, get back to topic. I think that drugging does not mean someone being noob. They could be struggling to destroy tanks in the game and therefore needed some drugs to help him. Now, you may be saying - Oh! Struggling? NOOB! But I shall say it this way, the player knows that using drug will help him, and he does it, making him not noob, but smart! Plus, I think that using drugs is also very wise. Lets say you are the winner of THE GAME and you get 500 drugs of each. Thats a lot! And if you don't use them, you are wasting drugs worth 175000 crystals! That is so much! See? Drugs are worthy and they should be used, not left alone and then wasted.

 

Using drugs also give you an advantage over others. This might give you more crystals, and better chance of getting the legendary gold box. ( everyone drugs when a gold is about to be dropped, but still. ) Drugging might even get you a gift from someone with a message: oh u drug sooooo much wowwoww lol. But anyways I do not see the disadvantage and bad things that will happen if you use drugs. Also, the drugs are there for a reason. They are to be used. Why do Tanki give drugs as prizes from challenges and contests? For you benefit and be better! 

 

Now I am not talking bad about the people who said this to me. I think everyone understands that others hate it when you drug as they have a higher chance of losing to you. But as I have said, don't say that. Please :) As for the GOLD supply, please feel free to spam press it. No one will ever complain, no one will ever do it. Trust me. XD

 

Ok, so this is the end. ( sad ) Please give your comments. I might have bad use of English, bear with it. Support me, thank you for reading this. Bye :)

 

*Drugs are supplies, maybe I should not say drugs, that might make Tanki look bad. Ok, people, they are supplies.

Edited by Shibecaisu
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I agree with you.. Drugs are a part of the game. It takes some amount of effort to use them, properly.

I am a drugger myself, and yeah, I face comments like you do :)

Druggers aren't noob: Example from real world:

U have an immunity system (AKA In tanki as a Tank)

U take antibiotics and medicines (AKA in tanki as supplies)

Both, Immunity System and Medicines are a part of the world! All you need to do is use them at the right time, and wisely!

I don't think calling a person who has a cold an ** or fool like you call a drugger in-game a noob is...Meaningful.

~DaHonestDrugga :D And oh yeah, Don't kill me for this kind of a comparison..

Edited by arnav0506

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Lol, I won't. Thanks for sharing your opinion. I really think that this should be stopped. Although we have no rights to tell them to stop or even force them, I think that we can always remind them of what you and I have said. Maybe they will realise what they have said are... I don't know what word to use. Anyways, maybe they will stop. Please. :)

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