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here is one of the past up dates and the issues when they changed the drug supply's , then lets see if this update is any thing better.. to me all they need to do is have three times of battles ...

 

non drugs ''' like it says no drugs not even drops in battles

 

druggers battles .. use of drugs along with drops

 

mixed bag of drugs but only drops ... this is only drops and no drugs from garage...

 

and get rid of the pro pass completely which has little use now the way tanki is going on limiting the time line in between drugs ..

but like i said read below in past up date in 2015 and see what players had to say back then and then u make your judgement call ..

 

will post a better link when i find a good one

Edited by Evil-Woman

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The weekend test on drug limitations was a welcome change and demonstrated that a game still is possible. I have been discussing with many players being appalled by the permanent drug abuse. This especially by players, whose skills are so bad that despite their over-drugging they have poor K/D rates.

 

Despite the isolated test, tanki runs an opposite policy favouring drugs. It is absolutely no achievement at all, but demonstration of poor culture using ten thousands of drugs. People doing so in what is assumed being a game clearly are supposed to have a mental disorder.

 

Drugs have to be limited, which is not about Pro Battle alone. If one wins, they win; if one loses, they lose. That is what makes a game and differentiates it from a psychotic encounter.

 

Personally, after today's experience, when tanks did not play any role but drug (ab)use only, I made the clear decision that I will not spend a single amount of money anymore, until this insane policy is changed and for good. I am of the opinion that those providing the game are deserving recompensation. But definitely not by this attitude.

 

Many players I have spoken to are of the same opinion or are even leaving the game, not playing any longer.

Edited by Panther756
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Have you ever been In a battle, And yiu see someone zooming past you with all those supply's above his tank? Usually the big druggers have no skill. Have you ever seen someone who drugs like the worlds going to end? Those people who ever time you see them have your flag? The ones that kill when a gold box is falling? The ones that make a huge map and post link and say they are going to drop but they just cap because they have no skill to cap in real battles? They only have drugs. Then there's the ones that totally troll your rank up. Just because they had so many drugs they laid 2 mines not 1? The ones who go into parkour battles and mine everywhere and kill? They can only do that because they have drugs. Why don't they do it on the test server?

 

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Have you ever been In a battle, And yiu see someone zooming past you with all those supply's above his tank? Usually the big druggers have no skill. Have you ever seen someone who drugs like the worlds going to end? 

Supplies are a game feature. People use it. What's the problem?

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Supplies are a game feature. People use it. What's the problem?

So here's a question that many ask but never have seen a legitimate reply.

 

"Why not keep supplies in game but reduce their effectiveness to... +50% instead of +100%"?  (similar to module effects in Tank X).

 

Those with lots of supplies will still see a significant boost + 50% is still far above the increase in pretty much all M-level advancements.

But it will no longer make it just about supplies.

Placing Double damage on M1 basically makes it equivalent (in damage) to M4. Seriously... who originally thought that was "balanced"?

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So here's a question that many ask but never have seen a legitimate reply.

True, I haven't seen a good reply for that either. Seems like a good idea, not to mention that TX already incorporated that into their gameplay.

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So here's a question that many ask but never have seen a legitimate reply.

 

"Why not keep supplies in game but reduce their effectiveness to... +50% instead of +100%"?  (similar to module effects in Tank X).

 

Those with lots of supplies will still see a significant boost + 50% is still far above the increase in pretty much all M-level advancements.

But it will no longer make it just about supplies.

Placing Double damage on M1 basically makes it equivalent (in damage) to M4. Seriously... who originally thought that was "balanced"?

Here's the problem, it doesn't matter, ppl will always complain about druggers, :/

 

 

Not to mention prices will have to go down or else tanki loses a big profit.

 

 

And noobs will get a hold of something that only more deserving should get, literally for free.

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Here's the problem, it doesn't matter, ppl will always complain about druggers, :/

 

 

Not to mention prices will have to go down or else tanki loses a big profit.

 

 

And noobs will get a hold of something that only more deserving should get, literally for free.

1) You assume.  If the supplies don't make such a huge impact like they do now, I suggest the "complaining" will go down

 

2) Why would prices need to go down?

 

3) no idea what you are trying to say here.

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And you know what it will cause if supplies get a hard nerf?

 

 

Less interesting gameplay, and inconveniences.

Please explain "less interesting gameplay".

 

What "Inconveniences"? 

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Tanki Online offers six different supplies in-game:

- Repair Kit

- Double Armor

- Double Damage

- Speed Boost

- Mine

- Gold Box

 

 

PdHmXxP.png

 

Characteristics of supplies

 

 

0eLuwxH.png

 

 

Related link:

Supplies - Tanki Online Wiki

 

People have mixed opinions on supplies. What are your thoughts?

 

Note: Suggestions and complaints for only merely increasing or reducing the power of supplies will not be allowed in this topic anymore.  A dedicated topic will soon be made for this.  More info here

DM mode should be played using skill alone, NO supplies.

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What if I told you there is also skill involved in the use of supplies?

Then I would tell you that is true, but still unfair on people who have few supplies, or don't like supply usage.

More supplies will always beat more skill.

 

For only skill, playing desert dm xp/bp RU1 is usually one option.

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Then I would tell you that is true, but still unfair on people who have few supplies, or don't like supply usage.

More supplies will always beat more skill.

 

For only skill, playing desert dm xp/bp RU1 is usually one option.

There are DM PRO-battles without drugs too :) Edited by MrAssasin

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There are DM PRO-battles without drugs too :)

I personally think that drugs in DM battles have the most legitimate presence in any of the modes.   I've played DMs with all drugging players without using a single supply- you need strategy and you need to killsteal. When two druggers are fighting and you jump in, it's the same as if they were both non-druggers. ;)  And DM is deathmatch after all, the most raw and least formal mode. It's better in large maps where the druggers don't immediately see the weaker player nearby.

 

But the DM tourneys as an option was great- hope they bring it back.

Edited by r_I_already_won0
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Then I would tell you that is true, but still unfair on people who have few supplies, or don't like supply usage.

More supplies will always beat more skill.

 

Who or what is able to set what is fair and what is not in this game?

I agree with the second part. Drugs > skill.

Edited by TheBlackChick

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Who or what is able to set what is fair and what is not in this game?

I agree with the second part. Drugs > skill.

 

Nobody sets the fairness, but you can sense when somebody in the enemy team is a chronic heavy drugger.

They have like 200+ score in 5 minutes, while others are yet to cross 100.

 

I tend to leave such battles when such a person is present in enemy team, no point in wasting my supplies to neutralize his supplies.

Anyways, my idea of fairness is perfectly captured by xp/bp (no mults, and equal teams) - everyone has the same tank (wasp hornet not much difference), everyone has same turret, protections are same if all are m3

.

In non-pro battles, there exist large differences in hull armour, turret damage, protection, supply usage.

I can't give you a mathematical formula for a fairness statistic and a critical value, but m4 medium hull is 3000 protection, m2 is ~2200, same differences for turrets exist, and the difference become x2 if both use supplies, and explode if the weaker one does not drug.

 

When these differences get large in teams, I call it unfair.

 

Maybe you don't notice them because you have fun in battles with your m4 thunder m4 viking and protection modules, but as mid-rankers, we do feel it, when high-ranked people steam roll us.

Edited by r_sg971
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