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Drugging needs to have limits


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Other than time limits for usage Druggers have nothing taken away from them, yes they buy the drugs but they dont lose anything other than crystals. It has no negative effect on them.

 

Double Power:

- needs to reduce your armor once equipped by 20%

- adds an extra second to your reload time

 

Double armor:

-armor makes your tank heavy, or anything even which is what makes them heavy duty. It adds on weight so speed should be decreased.

-adds an extra second to your reload time

 

Nitro:

-I know this is nothing major but still, whatever can move fast often has a low health, and stability. Health should be decreased 

- Takes up extra power to move something that is fast, so ammunition is decreased.

Ricochet= 8 balls in a clip instead of 12... enough to destroy a viking and hornet

Thunder= Damage is decreased by 5%

Railgun= Reload time is affected and the turret should fire at random once the tank is in midair

Firebird= Damage is decreased by 5%

Freeze= Cooling effect is increased

Isida= Self heal rate is lowered by 8%

Twins= Fire rate is lowered by 3%

Hammer= 2 rounds per clip

Smoky= Critical chance decreases 

 

Mines: 

- Has a blast radius that can damage you if you are near it after its deployed and activated by opponent

 

Repair Kit:

-cannot be activated when you are about to be destroyed, like about 1 smoky shot, nor can it be activated when suffered a thunder shot, when on full health.

 

If you cannot implement these changes then reduce the amount of experience gained by 1/3 of the normal ratio.

I know these changes that i offer are not going to be accepted by many people but since tanki refuses to limit the drugs, there needs to be negative aspects for drugs, since in real life drugs and supplies have  a negative effect in some way. Plus the drug use needs to be controlled.

 

If you want to see some sort of evidence have  a  look at this.

YpAmgZR.png

as you can see my team lost by 1 flag, yet we did not get nearly as much as the third place player of the red team, and all they did was drug and we couldnt even try because they were using firebird and a simple M1 thunder could flip us.

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Supplies are meant to make the gameplay a lot more dynamic and interesting, since they add great diversity to the tactics you can use when attacking an enemy base. The only thing that might be worth suggesting is giving 30% more XP points (per supply) to those, who killed a drugger.

E.g.: A player uses DA, DD and nitro, 3 mines and two repair kits. That's a total of 6 supplies. The ten initial points get 30% added 6 times, so 10*1.3^6 is around 48 points to the player, who kills the drugger. If multiple players attacked him in a team game, the 48 points is multiplied by 150% and the resulting 72 points are distributed between people, who dealt the damage.

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Supplies are meant to make the gameplay a lot more dynamic and interesting, since they add great diversity to the tactics you can use when attacking an enemy base. The only thing that might be worth suggesting is giving 30% more XP points (per supply) to those, who killed a drugger.

E.g.: A player uses DA, DD and nitro, 3 mines and two repair kits. That's a total of 6 supplies. The ten initial points get 30% added 6 times, so 10*1.3^6 is around 48 points to the player, who kills the drugger. If multiple players attacked him in a team game, the 48 points is multiplied by 150% and the resulting 72 points are distributed between people, who dealt the damage.

When tanki says 30% more they dont actually mean that, its just 13 points not 30

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it doesnt make that much of a difference, and i was convinced it was increasing by 30 because it says 30%, but stil drugs need to have limits theres nothing interesting about losing because someone had an advantage over you that you cant have over them.

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Is it my imagination, or did you post this exact same thing in a different topic? Or maybe it was someone else.....

 

Supplies are meant to give the user an advantage over other players, implementing this means lots of programming nightmares, and supplies become pointless. If you want to fight in no-drugging battles, then play PRO.

How can you deny a repair kit when it is most needed???? :huh: :huh:  :huh:  :o :o  :o  <_<  <_< #doesntmakeanysense

 

Wait, is that M0 Freeze/M1 Hornet on your team?? :o

 

And an enemy Isida?

Clearly, that team had the advantage anyway....

Anyway, you are playing on Hill, which means that it's easy for any high-impact Turret to flip you as you are driving over the top.

 

Seriously, you idea has lots of flaws, and it sounds more like complaining and frustration than a genuine idea that would improve the game.

 

(By the way, most tankers who use drugs actually get them from daily bonuses. I speak from experience.)

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Double armor:

-armor makes your tank heavy, or anything even which is what makes them heavy duty. It adds on weight so speed should be decreased.

I like this. If your tank gets more armor, then it makes sense that it'll be heavier and therefore slower.

 

Double Power:

- needs to reduce your armor once equipped by 20%

I'd say double the gun's energy usage. If 1 drugged shot is twice as powerful as an usual one, then make it consume twice as much energy too

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Is it my imagination, or did you post this exact same thing in a different topic? Or maybe it was someone else.....

 

Supplies are meant to give the user an advantage over other players, implementing this means lots of programming nightmares, and supplies become pointless. If you want to fight in no-drugging battles, then play PRO.

How can you deny a repair kit when it is most needed???? :huh: :huh:  :huh:  :o :o  :o  <_<  <_< #doesntmakeanysense

 

Wait, is that M0 Freeze/M1 Hornet on your team?? :o

 

And an enemy Isida?

Clearly, that team had the advantage anyway....

Anyway, you are playing on Hill, which means that it's easy for any high-impact Turret to flip you as you are driving over the top.

 

Seriously, you idea has lots of flaws, and it sounds more like complaining and frustration than a genuine idea that would improve the game.

 

(By the way, most tankers who use drugs actually get them from daily bonuses. I speak from experience.)

its either i have gone crazy but i have a negative disadvantage in changing equipment, one i lose 5 points for changing to the necessary battle requirements, but no for drugs, and also with that new notification thing it takes a long time to change and i sued to change when i died, but now i have to click that yes right after i die otherwise i still gotta wait 

 

ALSO IM NOT GONNA PAY 5K ON A PASS THAT TANKI ONLY GIVES U FOR ONE MONTH, THEN THEY ARE SO MENTAL THEY CANT EVEN GIVE SALES ON PASSES EVERY MONTH.  If its that much of  a necessity then why must i pay full price for something i dont even want but may have use for

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Double armor:

-armor makes your tank heavy, or anything even which is what makes them heavy duty. It adds on weight so speed should be decreased.

I like this. If your tank gets more armor, then it makes sense that it'll be heavier and therefore slower.

 

Double Power:

- needs to reduce your armor once equipped by 20%

I'd say double the gun's energy usage. If 1 drugged shot is twice as powerful as an usual one, then make it consume twice as much energy too

 

thank you, but tanks in this game dont have energy, if by health is what you mean, then thats good to. Every good thing has flaws and thats what tanki needs to learn, or they need to go back to the past and learn from idk steve jobs

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thank you, but tanks in this game dont have energy, if by health is what you mean, then thats good to. Every good thing has flaws and thats what tanki needs to learn, or they need to go back to the past and learn from idk steve jobs

By energy I meant the yellow bar. I don't know how it's called but you can't shoot anymore once it's depleted so it acts as energy

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I'd like to see them go back to the , if you got them use them method . More drugs .. If I buy them I should be able use them when and how I want .

are u people still on that, if i buy a gun i cant use how and when i want unless im a psychopath like osama bin laden, but have u ever heard of every good thing must come to an end, in this case it means drugs need flaws, and that whatever goes up must come down, same thing. I would like to ask you though, i buy modifications for each hull and turret but i cant interchange to the one i previously bought. I bought it, i own it, so why cant i interchange? Perhaps i like one model better than the other, or i am more skilled with the other model but no i cannot use how and when i want. Its the same aspect so can you explain to me how i can interchange...Please...no one else answer this question i would like to see his reply.

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Double Power:

- needs to reduce your armor once equipped by 20%

I'd say double the gun's energy usage. If 1 drugged shot is twice as powerful as an usual one, then make it consume twice as much energy too

Wait, wut? :blink:

 

Increasing the damage, but reducing the reload time as a result?

 

You would deal the same amount of damage without Double Damage, so what's the point??? :blink:

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Wait, wut? :blink:

 

Increasing the damage, but reducing the reload time as a result?

 

You would deal the same amount of damage without Double Damage, so what's the point??? :blink:

Yes, you'd deal the same amount of damage without double damage, but with the drug you deal it faster. So the point of the drug would be to temporarily double your DPS in order to kill the enemy before it kills you. That's enough of an advantage

I didn't say reduce the reload time, I said make the gun consume twice as much of the yellow bar. It's not the same thing

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Yes, you'd deal the same amount of damage without double damage, but with the drug you deal it faster. So the point of the drug would be to temporarily double your DPS in order to kill the enemy before it kills you. That's enough of an advantage. I didn't say reduce the reload time, I said make the gun consume twice as much of the yellow bar.

The Yellow bar is your ammunition/charge level.......

 

*clears throat*

 

Let's say your Turret deals 100 damage every 2 seconds...

 

With Double Damage, it is 200...

 

If the reload time is doubled, your Turret damage would be 50 instead of 100...... (Without Double Damage.)

 

Double damage with double reload would be 100.

 

You see the problem?

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The Yellow bar is your ammunition/charge level.......

 

*clears throat*

 

Let's say your Turret deals 100 damage every 2 seconds...

 

With Double Damage, it is 200...

 

If the reload time is doubled, your Turret damage would be 50 instead of 100...... (Without Double Damage.)

 

Double damage with double reload would be 100.

 

You see the problem?

I've just had a facepalm moment. Yes, the yellow bar is the reload time, but for certain guns that don't need to be reloaded between shots(firebird/freeze/isida) it's the fuel/energy...and these are the guns I've mostly played with and forgot the other ones don't work like that. My idea only works for these types of guns.

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I've just had a facepalm moment. Yes, the yellow bar is the reload time, but for certain guns that don't need to be reloaded between shots(firebird/freeze/isida) it's the fuel/energy...and these are the guns I've mostly played with and forgot the other ones don't work like that. My idea only works for these types of guns.

Still.....

 

Let's say Firebird deals 20 damage per second for 6 seconds. (120 Damage total.)

 

With Double Damage it's 40 damage per second.

 

With Double Charge Depletion, it's still 20 per second, but you deal 60 Damage total.

 

With Double Charge Depletion and Double Damage, it is still 120 Damage total.

 

Same goes for Isida and Freeze.

 

I hope this clarifies things for you. :)

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@deadtoyou:- I think you need to understand it well. His idea says that, When someone is using double power, he should reload twice as slow as his normal rate.And you are trying to argue with him that with DP and DRT( Double reload time ) would make the absolute damage dealt over a period of time, the same as a non-drugged gun.While that may be true, you forgot that with DP, You Deal TWICE THE DAMAGE IN THE SAME TIME. I am using your Firebird example to make you understand: -

 

Firebird- DPS:- =20

 

DP+Firebird= 40 DPS

 

Now that damage is done over a time of one second. Say, a Hornet with 35 HP left, is being attacked by the Firebird with the damage as above. It is using DP which has DRT. Now, It will take him less than a second to destroy the Hornet. With DRT, it means that he will lose twice the charge as normal. However, 40 DPS is still the done to the Hornet. It means, :-

 

Firebird does 120 Damage in 6 seconds,

 

DP means, 2x 120=240 Damage for 6 seconds,

 

DP + DRT is 6 seconds reduced by half, which is 3 seconds.

 

Damage done by normal Firebird in 3 seconds = 120/2= 60

 

Damage done by DP+DRT Firebird in 3 seconds( total charge ) = 240/2 = 120

 

Since, 120 > 60,

 

Thus, Firebird with DP+DRT > Normal Firebird

.

 

So, you say 120 Damage is done by both, which is why, they are not different.

 

But, you did not assume the time it would take for 120 Damage to be dealt.

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if your worried about drugging then y dont u play in pro battles?? thats the solution for this problem

drugs are tank enhancers those are not supposed to make are tank weak 

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^ Have you ever seen enhancers without a reason? Enhancers are for people who NEED enhancing as they are not able to compete with others, or want to be better than others. I am not against anything, just saying.

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ALSO IM NOT GONNA PAY 5K ON A PASS THAT TANKI ONLY GIVES U FOR ONE MONTH, THEN THEY ARE SO MENTAL THEY CANT EVEN GIVE SALES ON PASSES EVERY MONTH.  If its that much of  a necessity then why must i pay full price for something i dont even want but may have use for

 

Because by your reasoning, if you could play in Pro-Matches without drugs, you would earn more crystals per game round..?

 

Possibly as much as 5k more crystals every month..?

 

See it as a one-off investment.

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are u people still on that, if i buy a gun i cant use how and when i want unless im a psychopath like osama bin laden, but have u ever heard of every good thing must come to an end, in this case it means drugs need flaws, and that whatever goes up must come down, same thing. I would like to ask you though, i buy modifications for each hull and turret but i cant interchange to the one i previously bought. I bought it, i own it, so why cant i interchange? Perhaps i like one model better than the other, or i am more skilled with the other model but no i cannot use how and when i want. Its the same aspect so can you explain to me how i can interchange...Please...no one else answer this question i would like to see his reply.

 

Yes I'm still on that . I do agree that you should be able to sell back to the garage the crap you got thinking it was all that and it turns out to be of no use to you what so ever .

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I've just had a facepalm moment. Yes, the yellow bar is the reload time, but for certain guns that don't need to be reloaded between shots(firebird/freeze/isida) it's the fuel/energy...and these are the guns I've mostly played with and forgot the other ones don't work like that. My idea only works for these types of guns.

 

All three of guns you mentioned also require reloading . They have a yellow bar too .They only fire for so long , then your out of ammo , and they have to be up close and personal to do any damage .

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