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Need improvements to the Smart Cooldown update.


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I think. After this Smart Cooldown update. This game is too balanced. It is hard to win and hard to lose. The game finished too long.

Need more than 1 hour to take 10 flag,. We know a lot of people that do not have a long time to play the game.

If the game consists of 10 players against 10 players. So this is a factor that makes a winner.
1. Lack of players. On the opposing team.
2. Lack of supply drop. On the opposing team.
3. Lack of players who use the drug.
On the opposing team.

4. A lot of mines, and hide with Isida + friends who are ready to drug. Imagine 4 skilled attacking players, against 6 players who guard the flag + mines + isida. On the silence map, above the building.

 

Skill of course influenced the win, but do not have a big impact now.

Too balanced,

Especially on a large map, which is difficult to run, carrying flags, showered druged railgun, without dying.
 
I understand, drugger that destroy the game. Everyplayer knows it. This update good.
But what players need now, chances. Raise up the chances.
 
How do we add mad feature. When lives are 25% or less, double armor, double power, and speed are activated automatically.
But thunder and rico that had Isida has advantages here.
So we add additional rule.
When the mad supply runs out, tanks is automatic destroyed. When using repair kit or healed by isida to above 25% health, all mad supply, automatically turns off.
 
Mad supply may be good if the only active 10 seconds. Enough to find the nearest Isida. and not too strong.
 
It adds to the chances of winning for everyone. Especially the chances of survival, i.e add time to run away, hide, ask help.
Of course, even a little bit, the chances to kill (especially if they outnumbered).
and killed lol.
 
Of course, this feature can be adjusted, by dev.
Maybe just double armor and nitro.
 
Sorry if I am asking too much. I just do not like the length of this game.
 
Additionally, regarding the icon changes.
 
I do not like the transparency on the part of the icon, It makes it more difficult to be seen.
If you want to change the icon, use 2+ colors, do not be one uniform color.
 

Also regarding the design box, crystal box less stealing attention. less eyecatch-ing. This cry box look good, but bad ergonomic.

 

Maybe it's just a feeling I have, I prefer, just repair kit box, cry box, gold box, speed box. that have different colors box.
Make it easier to distinguish. Which is important. If too many color, i remember win 8. lol
 
I also prefer the color box, that is used first.
Repair kit. White and red icons.
DA and DP. Green.
Speed. Light Grey.
Cry. Blue
Gold. Gold.

More ergonomic
.
 
Sorry if I am asking too much.

 

 

 

 

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I am really liking the more balanced gameplay.  Games have always hinged on luck or drugs though, being decided on who has the right number of isidas or who got the guy that brought the wrong equipment.  Yes ctf games take longer, but is this really a problem?  When people make a game they can choose the number of flags, they can even set a timer.  Once people adapt to the new system they will make shorter games.  It seems like a self correcting problem.

 

The proposed feature might be neat.  I'd like it as a checkbox option available for pro passes.  Seems to strongly favor heavier hulls since they will have a wider margin to use the boost. Also due to the limited duration a damage boost would favor burst damage such as railgun.

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Yeah, balanced is good.

I agreed.
Just a little adjustment, in order more easily to attack.
I feel now, it is difficult to attack. Easy to defend. (like mines + isida)

 

Yeah, maybe. 35% for light hulls. 25% for medium hulls. and 15% for heavier hulls.

So its fair.

 

And yeah railgun is the problem.

Maybe only Double armor and speed?

So no weapon problem.

 

Now a lot of people who do not like this update.
This might be a little treat to them.

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Sorry for the flooding, I try to keep it low profile.
Here's what I proposed in another topic (en.tankiforum.com/index.php?showtopic=223668)

 

 

I give a positive vote for this, not only because of the lyrics, not only for reading r-e-a-s-o-n and civilised arguments but because in my opinion Dirtfloor1 got right a basic parameter of the problem and of the solution given by TO Devs.

However, I see a mistake, common among the update lovers. The division of players in druggers and drug haters. There is a third part, that of occasional supply users. And they 're not few. It's like the spice.

A little bit of CHANCE (2/3/4)* in the game is the spice that betters the flavour. Too much and it gets off limits. Too little and it gets tasteless.

- 234 is too much, but only if continuously used. Once in a while it's ok.

- Strategy is not being obliged to use a standard sentence of supplies but the freedom to use whatever suits the case, once in a while.

- High ranks have the right to use supplies more, but only in high rank battles. In ordinary battles a combination of M3 set with 234 is devastating for M2 or M1 players.

All the above are parametres of the gameplay, that should be taken into consideration for any proper solution.

I know it's not my job to get involved into TO's bussiness and I really can't walk in their shoes. But a reasonable way out for me, seems something like this;

All supplies are free to use in any combination a player likes (like before the update) .

All supplies' cooling time is more than that of using them (i.e. if supplies last for 45 seconds, then cooling time is like one minute).

All supplies cost more (that's something to recoup the money loss from encreasing the cooling period). This also changes the daily bonus in supplies accordingly.

High ranks have a special game mode for playing with no cooling time for supplies. If TO Devs don't want to call it PRO battle, call it High Rank Battle and let only top 4 ranks play it. Maybe this kind of battle costs a bit more for endering, but high ranks can afford it.

As far as I understand, this proposal solves all the problems regarding use of supplies.

There can't be 234 druggers if cooling period lasts more, so no more complains about that.

The players won't have to use supplies in a spesific order, they will be free to use them at will, so no more complains about that side of the update (hey, that was my problem with the update).

TO can have money as before the update, instead of selling many supplies that cost less it will now sell less supplies that cost more, so TO can be happy.

Generallisimos and the likes can have their drug wars having all the fun they want, without smashing lower ranks players.

Only one part of players will be dissapointed, the part that was using 234 for fun against non drugged players, but honestly, I can live with that. I hope TO can live with that as well.

* I refer only to 234 because health packs and mines have a quite different role and dynamics from DA, DP and Nitro. In fact, even if the main aspect of the update will continue to exist (that is the interaction of supplies that makes only certain combinations available), even then, health packs and mines should be excluded from the interaction, for reasons that have been stated in different posts till now.

Well, that's all folks! [:)]

p.s. guys, please let's all cool down, and maybe start thinking not only our point of view but others' as well, because this game is all of us and it is to our common interest that a viable solution for all is found so that we can keep enjoying this game for long.

 

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