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Smart Cooldowns


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Tanki in many battles I have noticed everyone well alomost everyone is using x2 power, which means your idea on making the game more dynamic has been compromised. Please make sure to fix this since you  most likely need x2 armor to survive a railgun shot with x2 power. im not complaining its just I don't see anyone using anything other than repair kit and x2 power. By the way if you can can you change the color of the nitro box to blue or something it looks a lot like the Gold Box, and you really cant tell their difference from a distance. A solution to the x2 power problem is making it that no one can use the same supply for more than 3 times in a row. Once the 3 times are up you have to wait like 2 minutes for to start over with your limit. You can still pick up drop boxes though. Please consider this idea since everyone is practically using only x2 power.

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I have tried smart cooldowns for the last couple of days, and to say the least, it cramps my style.

Players are encouraged to develop their own style, but if that style involves using all supplies at any one time in a particular situation, all supplies should be available.

On a larger scale in the real world,  armies have lost  battles because adequate supplies were not available when needed .  I am far from an expert player, but I am happier playing the game the way it suits me.

Also, though I appreciate all the extra supplies in my garage, a lot of those already there were purchased with crystals I bought for  cash.    Now having spent the money, I can't use my supplies  the way I wish to use them.

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well said, i couldn't agree more. Tanki ruins the good things. Everyone was complaining about drugs, all they had to do was limit the amount of drugs players used to like 20 per battle or depending on the team size and the amount of points you need to capture a flag. 

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well said, i couldn't agree more. Tanki ruins the good things. Everyone was complaining about drugs, all they had to do was limit the amount of drugs players used to like 20 per battle or depending on the team size and the amount of points you need to capture a flag. 

Just a simpler solution, to make X2 the cooling time for each supply (and double the price so that TO doesn't loose money)  and problem solved!

But no, it seems this is not TO's target, to solve the problem. Something else they have in mind and if one wants to know that is that, all one has to do is think if this update really makes players use less or more supplies....

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RustyNail

 

Just a simpler solution, to make X2 the cooling time for each supply (and double the price so that TO doesn't loose money)  and problem solved!

But no, it seems this is not TO's target, to solve the problem. Something else they have in mind and if one wants to know that is that, all one has to do is think if this update really makes players use less or more supplies....

 

they didn't think of that I suppose, players don't use less supplies they use about the same. Their idea of making Smart Cooldowns tactical is not working out for example. Havent they noticed that the map Noise gives red team a higher advantage with drugs? Tanki get over it make an update that limits the drugs they can use, like really and trust me your efforts on making it any different might fail.

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After playing with smart cooldowns for a number of days now, I have come to the conclusion that far from enhancing tactics, it has reduced them to little better than pure chance.

If I activate one of my supplies, maybe I'll find another one from a supply drop which enhances the one I'm already using.   I don't like depending on maybes.  I much prefer to be in full control of my supplies, and use them as I wish.

A lot of the time in a fast moving game, the player is "thinking on his/her feet", trying to adapt to a changing situation.   With all your supplies available to use, a player can attempt to put something together.   It may not work out, but at least the flexibility is there to give it a try.

As I stated in my previous post, a lot of the supplies in my garage, were purchased with crystals which I had paid for with real money.  I have always worked on the assumption that when I had paid for something, it was mine to use as I chose.   Not any longer.

Something which I have paid special attention to in the game's new format, is the time a supply remains active.   If I have activated double power for example, and them scoop up a double power supply drop, the clock simply resets to zero.  It appears to be the same if you scoop up a couple of the same boxes together.   Why does the time for double supplies not run for twice as long?  In the new format, at least that would be of some consolation in a bad situation.

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After playing with smart cooldowns for a number of days now, I have come to the conclusion that far from enhancing tactics, it has reduced them to little better than pure chance.

If I activate one of my supplies, maybe I'll find another one from a supply drop which enhances the one I'm already using.   I don't like depending on maybes.  I much prefer to be in full control of my supplies, and use them as I wish.

A lot of the time in a fast moving game, the player is "thinking on his/her feet", trying to adapt to a changing situation.   With all your supplies available to use, a player can attempt to put something together.   It may not work out, but at least the flexibility is there to give it a try.

As I stated in my previous post, a lot of the supplies in my garage, were purchased with crystals which I had paid for with real money.  I have always worked on the assumption that when I had paid for something, it was mine to use as I chose.   Not any longer.

Something which I have paid special attention to in the game's new format, is the time a supply remains active.   If I have activated double power for example, and them scoop up a double power supply drop, the clock simply resets to zero.  It appears to be the same if you scoop up a couple of the same boxes together.   Why does the time for double supplies not run for twice as long?  In the new format, at least that would be of some consolation in a bad situation.

What tanki should do is make the maps to have moving obstacles. That will require skill ssuch obstacles should be animals that u cant hit but u can crash into, trains, trees, water, acid rain, hail, lava make winter maps slippery, hammers that swing from side to side, ramps that have. A timer that push u up at random and bridges and ramps that lift up automatically like the ones in rivers. I got a few more ideas but its to much to type with my phone..

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