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Open testing of Smart Cooldowns


semyonkirov
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Some say it's better to see once than to hear a hundred times. We totally agree with that!

 

That’s why we are starting an open testing of Smart Cooldowns. This means you will finally be able to try out the much-anticipated update yourself, AND help us identify any bugs, errors and areas that might need to be polished.

 

Just enter test server 5 or 6 and try it out!

 

But before you dive in, here’s some information:

  • Both garage supplies and drop box supplies will now remain active for 60 seconds. You can save on garage supplies by picking up drop boxes and combining them with supplies to get an advantage over your opponents.
  • Active supplies are highlighted in green, while supplies that are available for activation are highlighted in grey.
  • Activating one supply affects other supplies. This makes the use of supplies more strategic.
  • You can find detailed information on each supply in the garage. Planning your tactics will be a lot easier!
The open testing is on till 1 pm (UTC+0) on September 19. Go try out Smart Cooldowns for yourself!

 

Just enter test server 5 or 6 and try it out!

 

It isnt in Tanki, its on the Test Server no9 need this Update !!!!

Let it so how it is

Edited by Maestro

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Please, don't do this mistake.. Why noobs who don't have drugs now will be as powerful as good players..? I can't believe this.. Old players will keep on leaving this game because of stupid uzpdates... Just think about it arab players donate for drug battles to play hard, if smart cooldowns come out they will stop donating and leave the game and you will lose 50% of the profit you get..  :(  :unsure:  <_<

the player who drugs actually don't have skill 

if he had then why he need drugs

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the player who drugs actually don't have skill 

if he had then why he need drugs

You are talking like that because you have low rank, If you had full garage you would say differently. + don't go to drug battles, buy yourself pro pass and go XP..

Edited by Lapass
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It's One more Bad update ... Like others ... 

 

Druggs were The best thing of TankiOnline ... but They have gone like other Great Things ...

 

So many will leave after it ...  Anyway It's So bad ...  <_<  <_<  <_<

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Oh god it sucks! Just when you need armor the most you can't get it -_-. <Booooo!!! 

Dont you get the point VK said in V-Log 13? :huh:

It clearly states that Smart CoolDowns combined with Drops = All 3 Drugs

Eg:~  You take N20 and Armour from your supplies and see a Double Power infront so all 3 Drugs Activated :)

Also Drop Timings will be tuned as per the update :)


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stupid upgrade -_- destroying the game cause a kid said 'i cant kill a tank with all 3 supplies activated :'( '

 

at least make the duration of the cool down 5 sec, not 15 it takes ages  -_-

 

drug wars are gone

Edited by iDaddy
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stupid upgrade -_- destroying the game cause a kid said 'i cant kill a tank with all 3 supplies activated :'( '

 

at least make the duration of the cool down 5 sec, not 15 it takes ages  -_-

 

drug wars are gone

They should make special game mode for that, but whatever..

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So many will leave after it ...  Anyway It's So bad ...  <_<  <_<  <_<

That's what they said before the Rebalance, Grahpics Update, 10x Crystals update, and the Re-rebalance.

 

Tanki's still got 90k online players per day...

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^ I know A LOT of people who say that they are going to quit Tanki but only A FEW of them actually do it.

You  guys are saying that this is bad update because you got no skills but only unlimited drugs and kits in your garage.

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I play with drugs like what i want


if anybody can't play with drugs or can't buy ,, He should go play PRO battles ..


Cus this is Not My Problem if they can't buy Drugs or can't 


Play with it 


I will Never play Tanki !! After This Update 


Please Tanki We Don't want this Update ; (


Please For one Time Listened to what we want !!


Edited by MonsterKsa
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Smart cooldowns are a good idea i think, anything that rationalise the use of supplies and things enhancing strategy make the game more challenging, and then more funny.

I have some tips, i hope this is not the wrong place to post them (if so mods could move post to the right section)

It would be nice if supplies were more "realistic", so for example:

- double power could cause "overheating" of weapon, and make it have a longer recharge time. So in few words if you have double power on you deal double damage, but the next shot will be slightly delayed: the maximum amount of damage while double power is on would be higher than the amount of damage that you can do without double power, but would be less than double. For some weapons, like firebird, thunder, freeze, this overheating (or overfreezing, for freezer) might even cause some (very small) self damage, unless (say for example) you have also double armor on, or a particular paint protecting from that damage. This could be made for all weapons, and in general all weapons might have a lower fire rate while double power is on, because of slower recharge time. The 2 features (self damage and decreased fire rate) might be combined, so for example: fire rate might be not compulsively decreased, but after reload time is completed there might be a "danger zone", so if you shoot before some further seconds you'll deal yourself some damage, if you wait to be out of "danger period" you won't have any self-damage from your own double power.

- double armor should cause decreased speed. Not necessarily half speed, but a stronger armor should necessarily cause some more weight, i guess. It might also change speed in different ways according to the hull you're using; so for example a heavy tank could have a higher armor gain from double armor, but a very little speed decrease, while on the opposite a light tank might have less than doubled armor and a higher decrease of speed
- double speed might cause engine to work "bad" for a while after it's effect is over, so that you run at double speed for a minute, then you have (say) 10 seconds in which your tank is delayed, end effect might afflict more heavy tanks rather than light ones. It might also cause some (small) self damage.

- healing should be available only while not fighting, same for mines. So for example you might add a "shift" button, to shift between healing, shooting, and mine modes. That would add strategy to the game, and instead of many "harry potter tanks" who self repair, while deploying mines all around with double features there would be many "technologically advanced" tanks which yet have to use rationally their technologies.
This maybe would reduce "action" in the game, but would increase action on keyboard and so make skills be more important.

Then, one thing that makes drugs so nasty is the fact that quite often (some) druggers use them only if opponents are not using them, so there's a certain amount of players who fight only if they have a consistent advantage on opponents.

This is something hard to be quitted, because it's dued to unfair behaviour of some players.

I think that if it was possible to find a way to have the same number of druggers in both teams (for team-matches) that would grant balance to battle, so more fun for everyone. I thought, for example, there could be a supplies team count, so whenever a team uses a certain number of supplies from their garage and the other team has not, the first team is no more allowed to use supplies from garage until second team does, and in the same measure. In this way druggers would have an advantage, but that advantage would be limited; when that limit was reached battle would be balanced again.

Anyway, anything that helps to balance druggers in both teams will help fun, so if at least who uses supplies from garage in a battle was highlighted in the battle list (for ex. nickname written in bold) that would help players to choose the right battle for them.

Also, people who only like pickups (expecially at lower ranks) is annoyed by the fact that opponents using supplies have a huge advantage on them, so they'll surely win (even if they were not good at all in fighting), they'll gain most of the battle funds, leaving nothing for who loses... nothing apart from frustration.
That's why usually people leaves battles where druggers go far over the top. and i think that in the end druggers have not fun (playing alone), opponents who leave battle are angry to have wasted time, and if they stay they as well waste their time to be a living target for some shameless buyer.

I want to underline I'm NOT against supplies, they make the game more unpredictable, I'm against players who use them in a completely predictable (and often disgusting and unfair) way. I'm also not against drug wars, even if I don't like them; you might make a "drug mode" or some "drug mode maps" for druggers, like someone else suggested, so that who is not using supplies is warned: you enter here at your own risk and peril, there's no supply limit here.

Anyway, i think that the behaviour of those unfair players is somehow "helped" by how battle funds are splitted. Indeed, try to think as a member of a team who's not druggin and who's in the lower half of his team's chart: he knows he won't have crystals at all from battle, or maybe very few; he is not having fun, he can shoot 30 times a tank and it won't blow up, and if that same tank sneezes in your direction you die 3 times... :p

In few words why should he stay till the end of battle? He's not having fun at all, as he can never see opponents blow up, he won't gain crystals and also exp for ranking will be very very poor... there's NO reason at all to stay, i perfectly understand who leaves, sometimes i also do leave.
So very soon the drugging team will be double in everything, also in number.

I think there are some things that might help reduce unfair behaviour. For example, a double powered gun should get half exp from killing a tank who has not double armor on. Vice versa if i kill a double armored tank without using supplies i should get double exp for rank, and points in battle. Maybe even gain some crystals too, like an extra little prize, like 50 crystals. A similar feature (in my opinion) might help who likes strategy (like me) having fun from the game, even when you're only 5 and they're 10 shamelessy using supplies.

In general, i'd also suggest a different split of battle funds, in order that both teams have a reason to stay until the end of battle, but this is not the proper topic to talk about it. Anyway nobody likes to be the sparring partner of someone else, and if only one team is drugging then the non-drugging team becomes easily the sparring partner of drugging team. So i think - if you don't mean to put a limit to use of supplies like i suggested above - you should possibly implement some gain for losing team, and the gain should be higher when the fight is between a drugger and a non-drugger, and/or when a team is outnumbered by the other.

Last thing. Supplies become effective as soon as you push the number. This is not bad, in my opinion, even if it makes again the tank be an "harry potter" tank. So another feature that might add reality and strategy to the game, is that supplies become effective only after a short period, i have no idea of a proper time... Say for example, after you push the supply button you might have to wait 5-10 seconds before it becomes effective.

This is a full list of the ideas i had about supplies in the months i've played, i hope you can find some good tip in them or at least be inspired by them, and i hope my english is not too bad!
Anyway congrats to developers, i think the game is pursuing the right aims... Good work!

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