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hello everyone 

the blue team gets a point for every kill in assault (regardless of whether the tank is holding the flag or not) , so to be fair , the red team should spawn with flags carried on them .

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well, I want to get XP for making an enemy your fighting self destruct from his own splash DMG, cos its kind of a rip off if your not, its been on my mind for a while

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ASL mode at the moment seems to be quite biased towards the Blue team. Often they can simply equip Firebirds, Freezes, and Smokies, and just guard the usually single point. This is super effective because Red is forced to get up close and personal to Blue team to actually capture the flags. Furthermore, they can just equip Titans and Mammoths with Double Armor and block the way, or even the point, creating a very hard-to-pass blockad. The times that flags do slip through (granting Red 5 points) are usually more than made up by times that Blue got a kill (granting them 1 point) from successfully killing a Red flag carrier, spawnkilling Red players (which Blue can usually spare the manpower to do), or just some other random kills they get. In ADDITION, Blue also gets defender's advantage. They can camp/hide and wait at no disadvantage to themselves. Red cannot do this because they have to advance to score.

 

The solution to this would be to make every ASL map have at least 2 points. This forces Blue to spread their forces out more to defend both, as opposed to simply being able to camp one, making each individual point easier to raid. This also means they will have less manpower to be able to spawncamp Red.

 

What do you think?

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Basically, MM groups the Red Team so that the players are much better than the Blue team so it's more balanced, because right now, Red Team can do so much better than Blue and still lose. 

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Its good ,that is what i think. The only issue being in tanlki online particularly in non pro mode the players are not coordinated enough to defend two points. but even then it is a good idea

 

Happy Tanking :)

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Why don't you just equip protection for "Firebirds, Freezes and Smokies" then?  easy to do now with flexible modules.

 

This can only work on larger maps (like original holiday one) - otherwise red would simply keep overwhelming one blue Point and cap every 30 seconds on the "smaller" MM maps.

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Can you Make In Tanki Online all Maps Moving Sky and Fog. That looks so cool In the Game Plus can you make shoot at track and broke For stop Player. Cause If 1 Player Take The Flag and Im use Mammoth I cant stop him But If I can Shoot at track I can stop him and Take Back Flag.

(Sorry For English Im From Lithuania.)

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The problem with this is that with 2 points, the defenders will ever be able to stop the attackers. Maybe if you put them close together it might be better, or make an assault area instead of point. Right now, a titan can park on the point and sop anything. If you made the area larger, it would be harder to defend

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Are you sure this is needed? Lately I've been noticing that red team has actually been getting scores similar to that of blue, and in some cases red even wins. I feel like MM already does this and puts stronger players on Red.

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Not a good idea. It removed the team aspect from the game mode. A much beter improvement would be to leave the flag on the ground for at least 5 seconds so that teammates can pick it up and continue the attack once the flag carrier dies.

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The points might be rather close together. Even 20 m aprat would mean fl;ag carriers could feint and juke defendes who are trying to physically block them. There's something to think about here.

 

ASL needs something. On some maps it is utterly farcical.  Kungur for instance has the defenders on a high point. There are few vantage points to sweep this high point and mine-able access routes. So defenders mass around the flag, generally safe, while the attackers arrive piecemeal. This is assured by three widely spaced flag points.  Red attackers will always arrive in groups of 1-3 and get slammed.  Then it is a long drive to try again.

 

Osa is almost a clone. Plenty of other maps rarely have good games.  But good games are to be had. Some of the closest nailbiters have been ASL.  Overall the ratio of fun : yuck games is not where you want it. Something needs to be done.

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On small maps, one blue base. On large maps, two blue bases. On medium size maps, it depends on the layout. For instance, Brest could use 2 bases. With my Vulcan/Titan, DA, DD, RK, OD and a bunch of mines, I can and have covered blue base by myself on Brest. So, I think the second one should either be on the other side of the building. 

 

I agree, blue team needs to be spread out more making spawn killing and flag bearer chasers less prevalent. 

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This is an oversimplification of the problem. On some maps red team has an advantage, on some maps blue. ASL needs specific tweaks on each individual map.

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Self explanatory, i think it would be much more appealing to the audience of the game to have a gigantic ball (like mammoth) and when you touch her it will move towards the direction you sent it. If it goes in the goal, its a goal .-.

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