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Ideas and suggestions!


semyonkirov

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I have a good idea....!

 

There must be come an update that you can test tanks that are available at your current rank!

for example: you can buy rail m3 but you don't have the crystals for it, than you can test it when ever u want BUT!: you dont earn experience if you play with a testing turrent.

 

bye,

 

Bastiaan99         ;)

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Right so, instead of a new turret or hull what about a new modification? I really think it would motivate more players into getting them. Now I know something will have to be done about this like at what rank will it be available that's why I'm considering 10 more ranks.

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unsure if this has been said yet, saying it anyways. replace the twins wit the ricochet. the twins are a cheesy, cheap and unsportsmanlike weapon that is remarkably similar to the ricochet. the weapon never needs to reload, it has no drawbacks other than modest damage which can be counterbalanced by its infinite firing. it really is the noob option. every other gun in the game is balanced fairly, whereas the twins are just a bit obnoxious.  i really think it should be absorbed into the ricochet. just my 2 cents, thanks for taking time to read this. 

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unsure if this has been said yet, saying it anyways. replace the twins wit the ricochet. the twins are a cheesy, cheap and unsportsmanlike weapon that is remarkably similar to the ricochet. the weapon never needs to reload, it has no drawbacks other than modest damage which can be counterbalanced by its infinite firing. it really is the noob option. every other gun in the game is balanced fairly, whereas the twins are just a bit obnoxious.  i really think it should be absorbed into the ricochet. just my 2 cents, thanks for taking time to read this.

 

Imagine the uproar from players when they find out that an entire turret was removed... -_-

Yeah, twins is a bit op, but it doesent win an entire battle like vulcan does... It also has plenty of drawbacks, the biggest are the projectile speed and the modest range. Any turret can beat any other turret if theres enough skill, and you lucky that in tge low ranks most people cant even turn their turrets....oh i loved those ranks...(yeah, i know im not too far away from them. Only like 150k away)

Just learn to fight them by buying it a somepoint yourself and you will find that its easier to fight. M1 Twins is still pretty op even at my rank...but just learn where they are most often and avoid them if you are tha desparate

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Imagine the uproar from players when they find out that an entire turret was removed... -_-

Yeah, twins is a bit op, but it doesent win an entire battle like vulcan does... It also has plenty of drawbacks, the biggest are the projectile speed and the modest range. Any turret can beat any other turret if theres enough skill, and you lucky that in tge low ranks most people cant even turn their turrets....oh i loved those ranks...(yeah, i know im not too far away from them. Only like 150k away)

Just learn to fight them by buying it a somepoint yourself and you will find that its easier to fight. M1 Twins is still pretty op even at my rank...but just learn where they are most often and avoid them if you are tha desparate

that's why i suggested merging them. replace the twins with the ricochet. keep the price of the twins and the rank its unlocked at, and just replace them. the two weapons are so similar i don't think it would be that big of an offense. a simple popup when logging in after the change and then a secondary one in the garage as a reminder seems sensible to me.

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that's why i suggested merging them. replace the twins with the ricochet. keep the price of the twins and the rank its unlocked at, and just replace them. the two weapons are so similar i don't think it would be that big of an offense. a simple popup when logging in after the change and then a secondary one in the garage as a reminder seems sensible to me.

What??? They are not the same! Both require much different levels of skill ad tginking and they bothhave conpletly different stratagies....i bet that if Rico shot real physical shells but all the stats were exactly the same as now then you would have never even suggested it. But if your talking about merging turrets, they why didnt you say Thunder and Smoky? Those are the mostsimilar turrets in the entire game....

 

And yeah, it woul get ALOT of people pissed off....like,really pissed off(including me)

The prices are different for each of them because they are very different btw too...

Twins M1 is very expensive(actually one of the most expensive) while Ricochet is fairly cheap(average).

Twins is also extemly op even in the hands of an unskilled player while Rico requires a decent amount of skill...Twins players also have limitations to how good they play because Twins simply capable enough...While Ricochet can be a total dominator in any battle with the right skill.

 

 

 

Twins:

Modest range

Slow Projectile speed

Double barrels make it so ts harder to pop out of cover

Infinite reload - about .4 seconds between each shot

Low damage per shot

Has about 4 shots per second(im guessing)

 

Ricochet:

Nice range

Fast projectile speed

Ability to bounce shells off walls

Fast firespeed

Has reload of about 1.7 seconds to reload one shot

High damage per shot

Fires about every .7 seconds

 

 

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What??? They are not the same! Both require much different levels of skill ad tginking and they bothhave conpletly different stratagies....i bet that if Rico shot real physical shells but all the stats were exactly the same as now then you would have never even suggested it. But if your talking about merging turrets, they why didnt you say Thunder and Smoky? Those are the mostsimilar turrets in the entire game....

 

And yeah, it woul get ALOT of people pissed off....like,really pissed off(including me)

The prices are different for each of them because they are very different btw too...

Twins M1 is very expensive(actually one of the most expensive) while Ricochet is fairly cheap(average).

Twins is also extemly op even in the hands of an unskilled player while Rico requires a decent amount of skill...Twins players also have limitations to how good they play because Twins simply capable enough...While Ricochet can be a total dominator in any battle with the right skill.

 

 

 

Twins:

Modest range

Slow Projectile speed

Double barrels make it so ts harder to pop out of cover

Infinite reload - about .4 seconds between each shot

Low damage per shot

Has about 4 shots per second(im guessing)

 

Ricochet:

Nice range

Fast projectile speed

Ability to bounce shells off walls

Fast firespeed

Has reload of about 1.7 seconds to reload one shot

High damage per shot

Fires about every .7 seconds

 

 

okay. relax. let me explain myself better. i am not a game dev for tanki, you don't need to freak out.

 

twins:

full auto

modest damage, made up for by its respectable range 

zero reload time

next to no recoil, and none with one of the heavy hulls

able to knock a player off target with concentrated fire

generally, a basic, noobish weapon. you could go an entire game with the space bar held and have no problems.

 

ricochet

full auto

good damage

reload after firing for a while

a decent amount of recoil

knocks target similar to the twins

ricochet effect

 

the point i'm making is that not only are they very similar, but that the twins are unsportsmanlike. they have no drawback aside from range. this is especially cheap when you consider similar weapons:

 

vulcan

full auto

no reload

can overheat and damage the tank if fired to long

 

hammer

medium range

high damage

needs to chamber rounds and then reload after three shots

 

twins

medium range

full auto 

no reload

still no drawbacks

 

the point i'm trying to make, and one i hope people wont miss because of their love of the twins is that they are too powerful, or rather, good, but with no drawbacks, making them a class above other mid range guns. perhaps voiding the twins altogether isn't the right option, but they could do with a Nerf, perhaps a recharge like the ricochet or something. maybe it could cut the speed of your tank while firing. whatever the solution, its currently an unbalanced weapon to go up against.

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Not quite..iv fought a twns M3 before(i freaked out) and did fairly well against hil since i always paid attention to where he was at all times and i made aure i had a teamate around me.

 

One of its biggest disadvantages is the projectile speed...a skilled wasp player can easily dodge and kill a titan/twins if they are in an open space. Yeahm twins is a bit op against railguns if they catch the rail by suprise and are closem but the way to counter that is to always keep your eyes open and looking around and to always be moving...i only have problems with twins if they spawn near me and im reloading (i use Hunter so i cant away as easy)

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Not quite..iv fought a twns M3 before(i freaked out) and did fairly well against hil since i always paid attention to where he was at all times and i made aure i had a teamate around me.

 

One of its biggest disadvantages is the projectile speed...a skilled wasp player can easily dodge and kill a titan/twins if they are in an open space. Yeahm twins is a bit op against railguns if they catch the rail by suprise and are closem but the way to counter that is to always keep your eyes open and looking around and to always be moving...i only have problems with twins if they spawn near me and im reloading (i use Hunter so i cant away as easy)

twns?

hil?

aure?

teamate?

yeahm?

closem?

 

could you please attempt to spellcheck. at all. now, as to your comment. 

 

what your talking about applies to every single weapon in the game. you do this with any high level or even just a strong gun an opponent has. this is not a strategy to hunt down anyone using twins, its common sense and how to play the game against anyone. the fact is that a weapon you can fire at close to mid range that has good fire-rate, never needs to reload and does enough damage to warrant me posing about it like that is unbalanced, and can be fixed with some sort of draw back. like slowing down your tank, or maybe not being able to fire whilst driving, like i mentioned previously. 

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You do have a point...and i guess it could use a good nerf where the tank slows. May not do much since alot of twins use totan or mammy anyways. I see alot of fighter kits now so that would effect them and balence twins a bit more in the mid ranks.

 

About spelling...yeah...im sorry about that. Im on mobile mode so iv got no spellcheck programed in, and my browser is outdated so it glitches out sometimes and will spam on one of the keys :/

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The smart cool downs need an extender mechanism to curb abuse.

 

First, the use of a supply should add to clock for cool down.

 

Second, score differential in your team's favor should add to clock for cool down. All these affects should be cumulative. This second effect wouldn't apply in DM.

 

The smart cool downs mostly solved the battle raiding (along with score caps), but it does not address bullies. No one wants to fight an overwhelming team, and as soon as the tank-v-tank ratio is below about 0.8, supplies use on the larger team ensures the outcome and discourages teammates, who leave rather than continue to be spawn-killed. Honorable tankers don't do this, but Tanki has never been long on honorable tankers.

 

The cool down clock for the tanker needs to extend by a small amount for each supply used, cumulative, with a long cool down for the extension. That is, using a speed boost should add, perhaps, 1% to the cool down clock for all supplies. Dropping a mine should be the same low percentage addition.

 

Using a double should add, perhaps, 5% to the cool down clock, again, cumulative during the duration of the cool down for each addition.

 

Using a repair kit should add, perhaps 12% to the cool down clock, all cumulative.

 

Further, when a supply is activated while any regular supply is still in cool down from activation, that new extension percentage due to that supply will double.

 

I suggest the cool down extension duration be 75 seconds, perhaps as much as 90 seconds.

 

Thus, as a tanker repeatedly uses supplies in quick sequence, the cool down gets longer. A significant time must elapse for the extension to completely reset.

 

A set of accumulations something like this would reduce the potential for abuse, but it would still allow for the strategic use of supplies in important situations like attacking to take or return the flag.

 

For instance, a tanker could spawn, and activate a speed boost, only adding a trivial amount to the cool down timer. Then, just before entering the enemy base, activate a double for quick kill or extra durability, grab or return the flag, and then still be able to activate the repair kit to complete the get away.

 

Nothing hinders the tanker from doing everything we can currently do, but now his cool down timer is significantly extended.

 

Strategic planning will allow the tanker to make regular runs at the flag with supplies available, but not in quick succession. It would also hinder those snipers who like to sit and hide and use double damage as fast as possible. If that was the only supply being used, the extension would accumulate gradually, but it would become significant with repeated usage. This would encourage the sniper to only use the double damage in critical situations, rather than constantly.

 

The second extension mechanism should be a multiplier based on the score difference less one for flags, as explained below. For TDM or CP there would be a similar mechanism that wouldn't increase the cool down extension for close games but would gradually increase the multiplier as the score gap widened. 

 

Examples:

For CTF if flags are even, no multiplier. Same for a difference of one, since the first one is subtracted out. However, when one team has two flags advantage, its extension percentage will be multiplied by difference as a tenth plus one. Specifically, flag difference less one times 0.1 plus one.

For a 5 to 3 score, that would be 5 - 3 = 2; 2 - 1 = 1; 1 x 0.01 = 0.1; 0.1 + 1 = 1.1 which will be multiplied by the supplies timer extension percentage.

For a battle of 9 to 0, that would be 1.8 times the supplies timer extension percentage, which would mostly restrict supply use to only those tankers who have not used supplies in recent minutes.

 

Of course it could not balance all scenarios, but it would substantially curtail the ability of heavy supplies users to totally dominate when their opponent is down.

 

I suggest this extension should be slightly reduced for premium account holders, and some consideration is warranted for players with experience significantly beyond Generalissimo.

 

If possible, I suggest total combined team experience should act as an additional multiplier. However, this should be logarithmic, with a lead in, where the multiplier would be small, perhaps, 1.01 when one team only has a small experience advantage, and perhaps about 1.1 when the experience difference is becoming significant, but then perhaps 1.5 by the time the experience difference is very large. A multiplier like this would help new Generalissimos against veterans who have been at the highest rank long enough to have highly perfected skills. It would also help balance wide-rank-range battles where one team happens to have significantly higher rank players versus the other team.

 

The values may need to be higher or lower. Our experienced developers are likely to come up with a reasonable first try that can be adjusted with testing on the test servers. But I am sure a reasonable system can be devised that leaves most players mostly as before but restricts angry or inconsiderate players with garages full of supplies from taking advantage of players that have no supplies, or won't use them.

 

Finally, there is an advantage to attitude, morale, and perception. Implementing such a set of supplies restrictions will help tankers know that the opponents cannot significantly abuse supplies use. It elevates much frustration, since it will be more obvious that an opponent with doubles showing must have picked them up, or has been frugal and considerate with his supply activation decisions.

 

I believe it would be a good morale boost for those who seldom have significant amounts of supplies, and it would be no curb at all on frugal supplies users. It would only significantly affect those tankers who use supplies nonstop even when the battle outcome is inevitable.

 

Pro-battle settings could include options for turning off the extensions when supplies are allowed with cool down.

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^^^^^

That idea could actually be good. :) Not sure if it would negatively affect me though, so im not supporting it necessarily :P

 

Im thinking that maybe instead of having cooldowns longer(which is extremely annoying even for more rare druggers, make it so the cooldowns continue even once you die, therefore when you have about 15 seconds of cooldown on a repair kit and you die then when you respawn then you still have that 15 seconds.

 

Im also thinking that maybe exp or score should increase of you kill a person that has drugs on while you have very few drugs or none. And that means that if you have drugs on and you kill someone with average equipment then you will get less exp and score too. When i say average equipment that means that equipment that is available very near your rank, not including kits, and it has not too many mu on it.

 

A smokey M2 thats near full mu fighting a warrant officer 3  that had Freeze M1 with only several mu should not necessarily get the same amount of exp or score per kill as if the warrant officer killed the smoky. I guess there could be some problems or complaints with that or a bit of glitches. but i think that could really discourage people from drugging or fighting low ranks with op equipment.

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Sudden Death Gold Box

 

If a Gold Box is dropping during the last moments of CP, CTF, DM, or TDM the game ends immediately after the GB is caught and not before the GoldBox is caught, due to time expiring or CP score being reached or the Final Flag being capped.

 

- WYB

 

 

---------

WhosYourBuddy, on 03 Jan 2016 - 13:17, said:

First suggestion of the new year.

 

I’d like to be able to see the mathematical calculation for protection of the hull with the paint. I know that paints only protect against certain weapons and not others but there still should be able to way to show the combined dynamic calculation in the garage.


- WYB

 

----------


Posted 30 Dec 2015 - 19:27

Hello, my last suggestion for 2015, I'd like to see 3 different game modes:

Game mode 1 is for those that have bought crystals within the past 90 days, (Game has drop boxes and no ads).

Game Mode 2 is for those that have not bought crystals within the past 90 days (Game has no drop boxes (including no gold drop boxes), but you must watch a 30 second Ad to play and there is another 30 second Ad to view between games).

Game mode 3 (which we currently play) is for those that don't care if crystals have been bought or not, (with drop boxes and without ads).

- WYB

 

----------

 

Posted 30 Aug 2015 - 01:57

Hello,

On the next Special Gold Box Day event, I'd like to see a (1% Gold Box),

The 1% being calculated based on the amount of crystals the person who catches the gold box currently has.

For example: a person who has 100,000 crystal catches a special 1% gold box will get 1,000.

 

Perhaps set a cap at 10,000 crystals  if a person has 1,000,000 crystals or more.

 

- WYB

 

----------

 

Posted 25 Aug 2015 - 02:51

Hello,

 

Instead of having to jump for server to server to look for a specific game, I’d like to be able to enter the criteria game I want to play.

 

For example, if I wanted to play: CTF, Madness, Rank: Up to Major, I could enter that in and then select the games that meet that criteria on all the different servers.

 

- WYB

 

----------

 

Posted 13 Aug 2015 - 05:57

Just a thought, how about different damage areas on a tank.


For example, a tank's rear or bottom in reality is the weakest point of a tank. While the front and sides are the strongest part of the tank.

 

What I mean to say that currently if you hit an opposing tank no matter where it does the same amount of damage. How about creating it so that different amounts of damage happen when you hit different areas? I'm just asking for more damage to occur to a tank when you attack an opposing player from the bottom or from the rear.

 

- WYB

 

----------

 

Posted 01 Aug 2015 - 02:02

I'd like for there to be a way to cancel the self destruct. For example, press the delete key a 2nd time to cancel the self destruct.

 

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WhosYourBuddy, on 30 Jul 2015 - 17:13, said

I'd like to be able to see a crystal log, as to how Im earning, purchasing and using crystals be added.

For example, when you click on the amount of crystals in your screen, you can see a log of what game you played, the length of the match and how many crystals were earned, plus if you managed to catch a gold box during that game or when you made your last crystal purchase or if you earned bonus crystals from some other event. Also perhaps include a log of how you spent the crystals too included in the log.

 

- WYB

----------

 

WhosYourBuddy, on 25 Jul 2015 - 16:39, said:

Instead of typing /vote (offender), I'd like to see a vote option in the scoreboard so that you could select the user rather then having to copy and then paste the user's name of the offender added to the (Copy, invite friend, options currently available)

 

- WYB 

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WhosYourBuddy, on 01 Jul 2015 - 22:18, said:

I'd like you to make it so that there are no gold boxes within 28 seconds of the server reset (or the end of the game). I understand that this is a rare occurrence but it does happen.

 

- WYB

 

----------

 

WhosYourBuddy, on 14 Jun 2015 - 17:12, said:

I'd like to see at the end of a game, instead of automatically switching sides, games are re-created with either random team selections or in order of performance, (ie person who score is 1st goes to blue, person who's score is second goes to red, person who's score is 3rd goes to blue, 4th goes to red, etc).

 

- WYB

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Good ideas....but once again, can you either try to spread out your posts/reposts of your ideas...? Or at least separate them in several spoilers.....because theres so much, its hard to focus on one of you ideas and most of them are not really thought about or discussed as much as they deserve.... ;)

 

It would be pretty neat if the devs did actually add the calculation for the amount of health you would have with a specific paint :D

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Hello there!

I think Tanki Online is getting more boring. There aren't much discounts any more. I've got some great ideas here, where you can look to.

 

- Different Gold Boxes. Gold box will be dropped soon! Here we go, the same Gold Box as 7 years ago. What about changing it? It will be great if there will fall Gold Boxes worth 1000, 5000, 10.000 and 20.000 crystals!

That's a way more exciting because you don't know how much crystals you will get!

 

- Other paints. It will be great if there are some other paints, which are only available if you've got Premium.

 

 

- More discounts. There are just 4 or 5 discounts a year. Change it! Make it more excited! What about dropping an discount randomly in Februari?

 

 

This was it, please look good to these ideas, because they will be very good.

 

I just want to help this game further, so if you don't like any of these ideas, it's not a very big problem.

 

~MasterLars (Master-From-Holland)

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Hello there!

I think Tanki Online is getting more boring. There aren't much discounts any more. I've got some great ideas here, where you can look to.

 

- Different Gold Boxes. Gold box will be dropped soon! Here we go, the same Gold Box as 7 years ago. What about changing it? It will be great if there will fall Gold Boxes worth 1000, 5000, 10.000 and 20.000 crystals!

That's a way more exciting because you don't know how much crystals you will get!

 

- Other paints. It will be great if there are some other paints, which are only available if you've got Premium.

 

 

- More discounts. There are just 4 or 5 discounts a year. Change it! Make it more excited! What about dropping an discount randomly in Februari?

 

 

This was it, please look good to these ideas, because they will be very good.

 

I just want to help this game further, so if you don't like any of these ideas, it's not a very big problem.

 

~MasterLars (Master-From-Holland)

 

A paint which you only can get with premium does already exist. With special events, gold boxes have most of the time different values. The community can't just give a random discount. Personal discounts are very rare and discounts are only given on special days or celebrations.

 

Edit: There are more discounts than five times a year

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A paint which you only can get with premium does already exist. With special events, gold boxes have most of the time different values. The community can't just give a random discount. Personal discounts are very rare and discounts are only given on special days or celebrations.

 

Edit: There are more discounts than five times a year

All of that is true..although i think he meant to have more than the normal Premium paint for premium users, But i personally would hate that... Premium is just for ranking faster and for getting crystals a bit faster

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 i want tanki online to make an option that is actually very useful for everyone it should be like this that an option should be available for players from gefreiters that how many moderators are online and in which servers they are so if there is a problem a moderator can help the player easily. please think about this and take an action soon in next v log please. dont ignore what i said that's all i request from TO. THANKS!!!   :)   :)   :)expecting a lot from you guys and the new cm ( cedric debono ).

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