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semyonkirov

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Better fund distribution 

 

 

Rank               NEW P/K       OLD P/K         INCREASE                              My proposal

1                       0.9000            0.4680            0.4320            92%                 0.9000

2                       1.2000            0.7800            0.4200            54%                 1.3000

3                       1.5000            1.0920            0.4080            37%                 1.7000

4                       1.8000            1.4040            0.3960            28%                 2.1000

5                       2.1000            1.7160            0.3840            22%                 2.5000

6                       2.4000            2.0280            0.3720            18%                 2.9000

7                       2.7000            2.3400            0.3600            15%                 3.3000

8                       3.0000            2.6520            0.3480            13 %                3.7000

9                       3.3000            2.9640            0.3360            11%                 4.1000

10                     3.6000            3.2760            0.3240            10%                 4.5000

11                     3.9000            3.5880            0.3120            9%                   4.9000

12                     4.2000            3.9000            0.3000            8%                   5.3000

13                     4.5000            4.2120            0.2880            7%                   5.7000

14                     4.8000            4.5240            0.2760            6%                   6.1000

15                     5.1000            4.8360            0.2640            5%                   6.5000

16                     5.4000            5.1480            0.2520            5%                   6.9000

17                     5.7000            5.4600            0.2400            4%                   7.3000

18                     6.0000            5.7720            0.2280            4%                   7.7000

19                     6.3000            6.0840            0.2160            4%                   8.1000

20                     6.6000            6.3960            0.2040            3%                   8.5000

21                     6.9000            6.7080            0.1920            3%                   8.9000

22                     7.2000            7.0200            0.1800            3%                   9.3000

23                     7.5000            7.3320            0.1680            2%                   9.7000    

24                     7.8000            7.6440            0.1560            2%                   10.1000

25                     8.1000            7.9560            0.1440            2%                   10.5000

26                     8.4000            8.2680            0.1320            2%                   10.9000

27                     8.7000            8.5800            0.1200            1%                   11.3000

28                     9.0000            8.8920            0.1080            1%                   11.7000

29                     9.3000            9.2040            0.0960            1%                   12.1000

30                     9.6000            9.5160            0.0840            1%                   12.5000

 

 

Balanced increase of fund growth now per kill of 0.3000 per rank

My proposal would give a better distribution throughout career, just 0.1000 more per rank

Oh digits ... beautiful and many many digits ... did you know some people go to med shcool DUE to the headaches they cause. ;)

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xp/bp batles for m1 cause not everyones high rank

and were the ones paying for it it SHOULD! be added

true.. I already proposed it.. they told me M1 is too less powerfull in M3 battles.

So I think XP/BP for M1/M2 and for M2/M3 should be seperated. Then they can introduce it.

 

 

 

Oh digits ... beautiful and many many digits ... did you know some people go to med shcool DUE to the headaches they cause. ;)

I love digits.. and have you niticed the beautifil structure, the systematic behind his figures?

Go, dive into it, it is such a great experience.. digits.. digits... everywhere ! xD

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...

 

 

I love digits.. and have you niticed the beautifil structure, the systematic behind his figures?

Go, dive into it, it is such a great experience.. digits.. digits... everywhere ! xD

Now I too love digits, specially when they on a statement from my bank  ;)

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it would be better if, when creating a battle there is also the option to make it a "parkour" at the moment there are only DM/TDM/CTF/CP but it happens regularly that you join in a battle that is stated as a deathmatch and that you then get sopme irate responses from  the current players because they are doping "parkour" and it is registered as a deathmatch, so to prevent this happening, please make the "parkour" battle type available in the game creation screen

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Better fund distribution

 

Rank NEW P/K OLD P/K INCREASE My proposal

1 0.9000 0.4680 0.4320 92% 0.9000

2 1.2000 0.7800 0.4200 54% 1.3000

3 1.5000 1.0920 0.4080 37% 1.7000

4 1.8000 1.4040 0.3960 28% 2.1000

5 2.1000 1.7160 0.3840 22% 2.5000

6 2.4000 2.0280 0.3720 18% 2.9000

7 2.7000 2.3400 0.3600 15% 3.3000

8 3.0000 2.6520 0.3480 13 % 3.7000

9 3.3000 2.9640 0.3360 11% 4.1000

10 3.6000 3.2760 0.3240 10% 4.5000

11 3.9000 3.5880 0.3120 9% 4.9000

12 4.2000 3.9000 0.3000 8% 5.3000

13 4.5000 4.2120 0.2880 7% 5.7000

14 4.8000 4.5240 0.2760 6% 6.1000

15 5.1000 4.8360 0.2640 5% 6.5000

16 5.4000 5.1480 0.2520 5% 6.9000

17 5.7000 5.4600 0.2400 4% 7.3000

18 6.0000 5.7720 0.2280 4% 7.7000

19 6.3000 6.0840 0.2160 4% 8.1000

20 6.6000 6.3960 0.2040 3% 8.5000

21 6.9000 6.7080 0.1920 3% 8.9000

22 7.2000 7.0200 0.1800 3% 9.3000

 

D23 7.5000 7.3320 0.1680 2% 9.7000

24 7.8000 7.6440 0.1560 2% 10.1000

25 8.1000 7.9560 0.1440 2% 10.5000

26 8.4000 8.2680 0.1320 2% 10.9000

27 8.7000 8.5800 0.1200 1% 11.3000

28 9.0000 8.8920 0.1080 1% 11.7000

29 9.3000 9.2040 0.0960 1% 12.1000

30 9.6000 9.5160 0.0840 1% 12.5000

 

Balanced increase of fund growth now per kill of 0.3000 per rank

My proposal would give a better distribution throughout career, just 0.1000 more per rank

I'm confused.

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I'm confused.

You are in the 16th rank16                     5.4000            5.1480            0.2520            5%                   6.9000

so in your matches when you kill another tank the fund grows by 5.4 crystals now, before it was 5.148 crystals , an increase of  5% or 0.252 more crystals than before update.

I am proposing that they raise it to 6.9 crystals per kill at your rank level.

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There should be hornet and railgun kit like: Hornet m1 and Railgun m1 kit, Hornet m2 and railgun m2 kit, Hornet m3 and railgun m3 kit. Please it will be so awesome. :( pleaseee.

There is a Hornet M1 Rail M1 kit.

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Administration of Tanki Online,please to back in game 10 crystals boxes. :)

Can we please not suggest mults? Crystal framers, precisely. There are many other ways to earn crystals and they updated the battle fund system for low ranks.

 Ideas regarding changes to the actual Tanki Online to its previous versions, or ideas regarding the removal of updates are not accepted.--->>Rules.

 

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Hello my name on tanki online is olaf-iceman and i want to tanki online changed something on the game. When am playing on the morning and the battle fund is big and i will go to school and i lose all the battle fund the thing that i want if someone left from the battle receive the half of the crystals they won? can you please changed that i will love more the game if you do so. Thank you :)
 
from:olaf-iceman

to: tanki online

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dear tanki i have an idea!~

 

why dont u add a feature like we can link or unlink  the email from setting in tanki.

 

example:the code we set only can unlink the email if our email is blocked forgot password etc.

 

we only need code that we set.

 

so this idea is preety good idea right. :D

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It is very hard to play clan wars properly.

Please can you make a clan war format where the leader invites teamates to battle and drugging is locked. For the first few minutes of the game the timer will be red so you cant damage a enemy. if damage is dealt, the cheater will be warned and the person will lost health will istant heal. If the cheater damages agian he will be abducted from the battle. Following the rules on a normal battle is INSANE

If a shaft one shots a enemy when the timer is red then he will be abducted from the battle.Either this, or you can make everyone undamagable during the red timer

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Would be cool if, near the buy button to be one of sale ( ex: if we sell a item m1 we get back 50% of the price...(m0+m1); if we sell a item m2 we get back 60% of the price...(m0+m1+m2) and if we sell a item m3 we get back 70% of the price...(m0+m1+m2+m3) ) .  ;)

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dear tanki i have an idea!~

 

why dont u add a feature like we can link or unlink  the email from setting in tanki.

 

example:the code we set only can unlink the email if our email is blocked forgot password etc.

 

we only need code that we set.

 

so this idea is preety good idea right. :D

Good idea.

 

Would be cool if, near the buy button to be one of sale ( ex: if we sell a item m1 we get back 50% of the price...(m0+m1); if we sell a item m2 we get back 60% of the price...(m0+m1+m2) and if we sell a item m3 we get back 70% of the price...(m0+m1+m2+m3) ) .  ;)

What happens if a hacker sells my equipment and I don't have enough to repurchase it?

Ideas regarding refund and / or selling items are not accepted.-->>Rules. 

Sorry.

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I'd like to suggest an update to thunder. As it is the gun is weak relative to the Ricochet and other weapons. I realize making it more powerful would make it too effective as a one hit KO when drugged, but destroying a tank with an un-drugged Thunder M1 takes at least 3 hits for a Hornet M1 and far more for heavier hulls, meaning almost a guaranteed loss in a head to head battle due to a lengthy reload time. It's just not practical in almost any situation, as it is neither an excellent long range tool nor  a good close range one. Combine that with self-inflicted damage at close range and significantly less damage at far range and the guns pluses really slim down. The splash damage is nice, but it's a small plus on a gun with too many cons. Please consider updating this weapon with either fewer drawbacks or more power. It's an excellent concept with a poor execution.

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I'd like to suggest an update to thunder. As it is the gun is weak relative to the Ricochet and other weapons. I realize making it more powerful would make it too effective as a one hit KO when drugged, but destroying a tank with an un-drugged Thunder M1 takes at least 3 hits for a Hornet M1 and far more for heavier hulls, meaning almost a guaranteed loss in a head to head battle due to a lengthy reload time. It's just not practical in almost any situation, as it is neither an excellent long range tool nor  a good close range one. Combine that with self-inflicted damage at close range and significantly less damage at far range and the guns pluses really slim down. The splash damage is nice, but it's a small plus on a gun with too many cons. Please consider updating this weapon with either fewer drawbacks or more power. It's an excellent concept with a poor execution.

Then we should remove it's unique splash damage so we don't need to worry about self damage. It'd be like a turret with no unique features.

 

Power...

 

If you don't give pass nobody can get you account.. + you have email in settings...so...

What if you want to disable the e-mail for the account because you don't want to play on it?

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Or, they could give it more power to compensate for its shortcomings. There is really no reason anyone would use thunder in a battle over another turret. It offers no distinct advantages anyway. Splash damage? Hammer has that, albeit at closer range, but what are the chances someone's gonna need to fire upon a group of people further than Hammers range? Plus, Thunder's self damage is just brutal when drugged. It's a weapon I love to use drugged, but not my main go-to gun because it's just not so advantageous in many battles when not drugged. 

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Or, they could give it more power to compensate for its shortcomings. There is really no reason anyone would use thunder in a battle over another turret. It offers no distinct advantages anyway. Splash damage? Hammer has that, albeit at closer range, but what are the chances someone's gonna need to fire upon a group of people further than Hammers range(Hammer does not have splash damage, it's a spray of pellets.)? Plus, Thunder's self damage is just brutal when drugged. It's a weapon I love to use drugged, but not my main go-to gun because it's just not so advantageous in many battles when not drugged. 

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Or, they could give it more power to compensate for its shortcomings. There is really no reason anyone would use thunder in a battle over another turret. It offers no distinct advantages anyway. Splash damage? Hammer has that, albeit at closer range, but what are the chances someone's gonna need to fire upon a group of people further than Hammers range(Hammer does not have splash damage, it's a spray of pellets.)? Plus, Thunder's self damage is just brutal when drugged. It's a weapon I love to use drugged, but not my main go-to gun because it's just not so advantageous in many battles when not drugged. 

 

Regardless, it has the capability of damaging more than one enemy with a shot. To me, that's splash damage. You seem to be picking on my writing style more than my idea. What do you think of Thunder as a turret? What do you think about its relevance in battles? Is there any reason to use it over another turret? Please expound on that rather than nit-picking over what you consider splash damage to be, as the definition is irrelevant to my original post. 

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Regardless, it has the capability of damaging more than one enemy with a shot. To me, that's splash damage. You seem to be picking on my writing style more than my idea. What do you think of Thunder as a turret? What do you think about its relevance in battles? Is there any reason to use it over another turret? Please expound on that rather than nit-picking over what you consider splash damage to be, as the definition is irrelevant to my original post. 

Well let's see, Thunder is a splash damage turret. I nit-picked only that part that was incorrect about Hammer. Other then that, what kind of power and drawbacks do you want for Thunder?

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