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Smart Cooldowns coming soon!


semyonkirov
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Right now, it looks like this to me:

 

Old supply system made my tank about 3x effective.  New supply system multiplies effectiveness by 1.2, maybe up to 1.5 after I practice a lot.  Conclusion -  use supplies if you have them, but buying them is now a waste.

 

"Smart Cooldowns" aggravate the problem of all the members of a smaller force quitting, because now there is even less chance of being able to fight out.  In CTF games I now leave if the enemy outnumber my side by three, if I notice the odds. Normally, those odds are brought to my attention by the fact that I cannot live long enough to activate a second supply.

Edited by PopChaser

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news_forum-3.jpg

 

Tankers!

 

Smart Cooldowns go live this Monday. You already know about the changes in mechanics and how these will make the game more challenging and rewarding. There will also be some visual changes to the game interface, which we’ll tell you more about on Monday.

 

But there’s even more awesome news!

 

As soon as the update goes live, all the supplies in your garages will be doubled!

 

We've done this because we want you to feel free to experiment with this new system without worrying too much about wasting supplies in the process. And in case that’s not enough, during the 7 days following the launch of the update, we’ll be giving out additional supplies in the daily gifts.

 

Get ready to take your game to a whole new level of skill!

 

 

Have been waiting so long, thanks :wub:

Why is it you ****ers always assume everyone reads this bloody forum all the time?

 

I had no bloody clue what is going on when I logged in today so I am completely in the ****ing dark AS USUAL. 

 

I have an email address linked to my account. Why can't you send people a message when you want to dick about with the game? 

 

So far, I cannot work out what is going on, but I know I don't like the fact I cannot turn on my powerups (drugs as some like to call them) as I used to, which is how I play. 

 

Christ almighty, I spend enough on them for this game, so why do you have to mess about with them?

 

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After starting using new supply system something strange appear to me. All drugs seem to be even more "empowered" than before. For example: how can 3 ricochet M2 drugged shots destroy a viking M1?

 

I want to propose a suggestion for developers: a decrease of extra power, resistance or speed to a max of 30-40% of extra, rather than double those features. This can be done gradually to let anyone get used to it, by reducing a 15-20% a week till the target. In this way it will probably not even noticed and it will be accepted.

Drugs are still overpowered. In any face to face, who is drugged wins and destroy the other. This is a bad unbalancing of the game that reduce the all strategy to a "get the drug" way!

 

I suggest a brain storming on this topic.

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