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Rating and D/L means nothing


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I feel the use of kills vs being killed to rate a players skills in Tanki is totally false.

 

 

That is not to say that a player with a great D/L is not a good player, it does take skill to kill without being killed, but that is not the objective of Tanki. The main objective of Tanki is to win the battle, mainly in the most popular form of the game “capture the flag” and teamwork and tactics win the battles, very often the most important players in the battle are the ones that take the high risks sacrificing oneself to give the team the opportunity to capture a flag, to return a taken flag, and to protect a flag carrier till the flag can be captured.

 

 

 These players are often having the lowest D/L in the team but without them or having players who are afraid of lowering their D/L score and hurting their ratings taking camping positions and not being aggressive often lose battles to teams who take more risks.

 

 

 

I would like to see a players point system for winning battles in Tanki, it would be especially useful in clan membership as you can transport your points to whatever clan you are in, and the clans combined points of its members will rank them within the clan system as right now you can make a clan become strong and the strong players may leave and weaker players join but they remain in a higher level because of past players skills. And vice versa, strong players join a lower level and make that clan stronger.

 

Here you can debate tactics and the value of aggressive attack vs heavy defence.

Edited by swede1
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+ I do play defense for than offense, but when I see the guy with the flag with a decent distance from the opponent's base, I will usually go and support the player. I am guilty of being a mega camper, but I know how to play it well. At times I can take on 3vs1 and still demolish them, but then again I'm distracted and don't see what else is happening some of the time which is where I rely on my team to do what is needed to win. I usually do go for the return though more often than supporting the flag unless it is a desperate situation that could decide the game which is always the case in XP. 1 kill is life and death. 

Edited by P_R_O_G_O_L_F_E_R

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Thanks for making me feel like I should do more. 

you are a great defender, and you play an important role, possibly a little predictable, choosing a few locations to use will make it harder for enemy to get to you, it is important to move around.

You have a killer shot and can take out a player anywhere on map.

;)

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All of the changes in Tanki, making tanks faster and more manoeuvrable are geared towards faster  gameplay and more aggressive action.

even Shaft has bean modified to become affective on the fly.

teams that sit back and don't attack in groups and wound incoming attackers before the reach your flag are always losing battles.

any team that can make there opponent retreat to guard there own flag will most always win the battle and sacrificing your life to wound an attacker or a defender will make it easier for a team mate to be victorious in acquiring the flag.

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This is the reason why isidas have low d/ls, they help their team by healing them and help the flag carrier and get themselves destroyed for their team

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About the Rating, I don't check it and I don't care about it. The last time I checked it was a month ago.
About the D/L, it really means nothing about the fund and the reward, but it's a thing of honor - players try to break records of D/L's, and it's just shows your level - if your'e a Pro or just another Noob. My best D/L ever was 25.00:

5326cd7c83c2f.png

I used the Mammoth&Railgun&Alien combo just for fun but it turned out to be damn deadly in Monte Carlo. ONLY in Monte Carlo.

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Wow that's an old pic, 5 min left and no flags capped  :P try some no supply ctf battles and see how it goes.

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Yeah, your right. In CTF, it is kinda useless. In DM, though, I wish  it could help boost your score a little bit. For example, if I am one kill behind the top player, but my D/L rate is 4.0 and his is .89, I should win the match. Just something I wish they would add.

 

But your right, in a team setting, it does make me re-think taking a risk. I am proud of the fact that 95% of my battles are over 1.0 d/l rate, and 60% of them are over 2.0 and I consistently find myself over 3.0. I mean, it would be really disgraceful to be driving a mammoth and not be over 1.0... But yeah, like you said, people always need to sacrifice for the team, and d/l rate is one of the factors they won't.

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Since I'm an Isida/Hornet user, my D/L is pretty much never above 1. In fact, it's rarely above 0.5. I'm totally fine with that, because I would never think of not supporting the team. 

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Since I'm an Isida/Hornet user, my D/L is pretty much never above 1. In fact, it's rarely above 0.5. I'm totally fine with that, because I would never think of not supporting supporting the team.

 

 

+1, good for you!

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It's just like when you catch a goldbox , you get a good feeling when you have a nice d/l and that you did good.

 

As the rating , it's nice to see that you have a better rating then some higher ranks.

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About the Rating, I don't check it and I don't care about it. The last time I checked it was a month ago.

About the D/L, it really means nothing about the fund and the reward, but it's a thing of honor - players try to break records of D/L's, and it's just shows your level - if your'e a Pro or just another Noob. My best D/L ever was 25.00:

5326cd7c83c2f.png

I used the Mammoth&Railgun&Alien combo just for fun but it turned out to be damn deadly in Monte Carlo. ONLY in Monte Carlo.

railgun is very good in mont carlo. A good railgunner can get a very high dl

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I completely agree. I find i put myself in a spot where i am going to die just so that my teammate can capture. Rating and d/l dont matter in my opinion if you get the win as a team.

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I completely disagree with you. If the system was realistically dependant on the amount of games won then those who play short maps or even wasp/fire would be classed as more advantageous and this will result to the very unfair complexities that could potentially give way.

 

Furthermore, the rating system now is judging a player I'm a very biased way currently. It wouldn't be fair if those who starts playing today are ahead I'm terms of the point system as oppose to those who started playing 4 years ago.

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RATING

The green number represents your position in relationship to other players. The LOWER the better.

 

  The gray number represents just how good you are in relationship to other players. The HIGHER the better.

 

  Let's use the REAL formula:  Lowest Green Number PLUS Highest Grey Number EQUALS You don't have a LIFE! Go outside and get me a PIZZA.

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I completely disagree with you. If the system was realistically dependant on the amount of games won then those who play short maps or even wasp/fire would be classed as more advantageous and this will result to the very unfair complexities that could potentially give way.

 

Furthermore, the rating system now is judging a player I'm a very biased way currently. It wouldn't be fair if those who starts playing today are ahead I'm terms of the point system as oppose to those who started playing 4 years ago.

 

 

Many players watch their D/L and only join battles where they know they can find cover a kill steal, they also go into battles and drug like crazy just to get a better rating, many only look at these as a factor when going into battle, if they flip they refresh the page, if the other team is stronger or targeting them they leave, often they have no concern over winning or losing the game as long as their D/l is great, and if they happen to be on the team that wins better for them as they just sat back and sniped and stole their teammates points, they even get friends to assist their game with isidas and mine their areas to maintain the D/L.

There is a need in some battles for good long range players but with the changes in gameplay with the new physics make tanks faster, and are armoured lighter. Tactics are changing to a more agressive offence and all players have to have experience in both offensive and defensive roles to win the games and be able to meet the opponent head on using teamwork to out gun the opponent.

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I agree with the point you have here Swede. Especially the idea with the Clans, and the Rating System having a high focus on Winning Battles. D/L is something that I don't find too many people care about - but in some games, even in XP Battles, people sometimes play for a D/L just to defend themselves if they lose, and say "I was the best player in my team! My team was Noobs!" The Rating thing in my opinion isn't something too much of a problem right now, but I find your idea interesting and potentially successful. As a player who NEVER camps, and always is bombing for the enemy flag, I would personally find this enhancing to my rating (which tbh I dont care about), considering as a general rule I die every 20 seconds. Looks good, potentially.

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If u for too many times in a role your score with an arrow will decrease. It will compare how good you are to other same ranked players. I'm 3 stars and mine is 1489 :). If your d/l is always above 2-3 the. Your score with an arrow will increase faster.

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wtheck u guys take things too seriously!!! Did u really just make a topic about someones d/l? Get a life!! Jokes i totally agree with u... :)

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