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I think the JUG tank should be stronger in terms of hp, to survive longer for many, but to make it killable the Overdrive should come every 2 minutes and not every two kills like today.

 

Part of being stronger should come from supplies. This way camping JUGs will not survive long if they are not picking up drop supplies to complement the garage supplies.

 

My Terminator 2 idea helps the JUG attack campers with an instant powerful shot from Thunder, unlike Rail which is not good to fight good campers while you're running from Freezes and trying to hide from Strikers.

 

Finally, this battle mode should be called something like Boss Deathmatch. This would allow for other hulls apart from Juggernaut and other turrets.

 

And where will this topic be merged too?

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Juggernaut needs triple incendiary Smoky (Tricky) for medium and long range and double Duplet (Quadruplet) for close range.

so basically this with 4 shotguns:

 

1z4yfpd.jpg

 

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                           The chances of that happening are zero to a million. While Striker is the number enemy of Juggernaut, Tanki doesn't show  consideration on battle grounds. Now I won't mention about it not being fair cause you most likely already know about that. In battles, you have to work hard to achieve your goals. If it changed to the way you suggested, Juggernaut mode would be empty all the time. Only way a player is randomly chosen to possess that position is if the Juggernaut self destructs or if the battle just begun. Handing Juggernaut to someone who probably is elsewhere in the battle or maybe inactive after whoever worked hard to destroy, that would make the mode all the more uninteresting and getting much more complaints.

 

While tanki doesn't show much consideration to individual players in a battle, since their playing style is up to them, it still does show consideration in battles nonetheless by adding rank limits and updating turrets whenever one is seen as too OP (even if we don't like these updates, they still count as something). Honestly, not much work is required to kill it if you're using striker, by contrast other players have to wait ages to become the juggernaut by some kind of miracle. Besides, this mode is literally just a DM with a juggernaut inserted in there to whoever wants to kill it, it's not obligatory or necessary in a battle, tanki itself tells players they should treat this as a deathmatch and kill the juggernaut only when they feel like it, and it's supposed to be fun anyway, so what would make this more fun is having everyone take a chance in becoming it. The proportion of inactive players in a battle is fairly low, and the chance of the juggernaut going to them specifically is even lower. Finally, it's always a group of tankers who attempt to destroy the juggernaut, not a single player, and the one who kills it is usually the one who can kill steal the best, so it's also not fair to all the other players who were trying to bring its health down only for this guy using striker/shaft/railgun to kill it without a hassle. The random chance juggernaut could make players more eager to try to kill it because there's always a probability the'd become the next one even if they fail to deal the last blow to it. 

 

My edit to the original post is for the chance of one player getting to become juggernaut two times in a small time interval being low, the system can't choose the same player to become juggernaut except after a couple minutes (2-4) have passed.

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That doesn't really make things any better. You'll end up with Legends dominating the game mode 100% of the time.

I'm pretty sure Legends dominate most of these battles the way it is now. Besides, Legends should be playing other Legends and not players 4 or 5 ranks lower. Or what type of balancing you were thinking about?

 

One question, I was searching for "Ideas for Juggernaut" and I don't see there's a topic for that, where will this topic be merged too? Could it be category? If it becomes a category I can collect ideas from players and put it in first post. Thanks.

Juggernaut needs triple incendiary Smoky (Tricky) for medium and long range and double Duplet (Quadruplet) for close range.

That's another good option. I think. :ph34r:

Edited by lssimo

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While tanki doesn't show much consideration to individual players in a battle, since their playing style is up to them, it still does show consideration in battles nonetheless by adding rank limits and updating turrets whenever one is seen as too OP (even if we don't like these updates, they still count as something). Honestly, not much work is required to kill it if you're using striker, by contrast other players have to wait ages to become the juggernaut by some kind of miracle. Besides, this mode is literally just a DM with a juggernaut inserted in there to whoever wants to kill it, it's not obligatory or necessary in a battle, tanki itself tells players they should treat this as a deathmatch and kill the juggernaut only when they feel like it, and it's supposed to be fun anyway, so what would make this more fun is having everyone take a chance in becoming it. The proportion of inactive players in a battle is fairly low, and the chance of the juggernaut going to them specifically is even lower. Finally, it's always a group of tankers who attempt to destroy the juggernaut, not a single player, and the one who kills it is usually the one who can kill steal the best, so it's also not fair to all the other players who were trying to bring its health down only for this guy using striker/shaft/railgun to kill it without a hassle. The random chance juggernaut could make players more eager to try to kill it because there's always a probability the'd become the next one even if they fail to deal the last blow to it. 

 

My edit to the original post is for the chance of one player getting to become juggernaut two times in a small time interval being low, the system can't choose the same player to become juggernaut except after a couple minutes (2-4) have passed.

                               Yeah, but just as it doesn't take much work to kill Juggernaut with Striker, the same goes for Strikers ability in DM mode. Many strikers overpower DM mode, but tanki wouldn't give its points to someone else. Just as you said, Juggernaut is basically DM mode but with a Juggernaut in it, therefore, the battle selects a winner with the most kills with or without Juggernaut. And suppose this idea was to be merged and categorized, many of those who kill Jugg by miracle most like will have their chance handed over to somebody else. Cause while striker kills Juggernaut easily, 95% of the players can only take down Juggernaut by the skid of their teeth. 

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I'm pretty sure Legends dominate most of these battles the way it is now. Besides, Legends should be playing other Legends and not players 4 or 5 ranks lower. Or what type of balancing you were thinking about?

 

One question, I was searching for "Ideas for Juggernaut" and I don't see there's a topic for that, where will this topic be merged too? Could it be category? If it becomes a category I can collect ideas from players and put it in first post. Thanks.

My favourite idea for balancing Juggernaut is the one inspired by Riddler, where Juggernaut gets a single use shield when he spawns. So basically, if the shield is 10k (which I think is a reasonable amount), then Juggernaut will have 30k health at the start, but as people shoot him, it will go down to the standard 20k and from then on if Juggenaut activates OD, it will only heal him to a maximum of 20k.

 

This way if a player isn't that good at playing Juggernaut, and/or if they get a bad spawn, they will have that extra HP in order to get their bearings and start getting kills.

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I gOt iT

 

why not just have both barrels fire at once? same reload.

 

I do like the idea of a triple barrel Thunder-like naval looking gun, I'll work with that.

Edited by Aigaion

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                               Yeah, but just as it doesn't take much work to kill Juggernaut with Striker, the same goes for Strikers ability in DM mode. Many strikers overpower DM mode, but tanki wouldn't give its points to someone else. Just as you said, Juggernaut is basically DM mode but with a Juggernaut in it, therefore, the battle selects a winner with the most kills with or without Juggernaut. And suppose this idea was to be merged and categorized, many of those who kill Jugg by miracle most like will have their chance handed over to somebody else. Cause while striker kills Juggernaut easily, 95% of the players can only take down Juggernaut by the skid of their teeth. 

Fair point you make, but while having the most amount of kills guarantees that you will win, that doesn't mean you will actually enjoy what you're doing.

 

I admit there is one problem with my suggestion, that it actually may encourage several players to stand idle in a battle and wait to become juggernaut without doing anything, and I suppose this is what you were trying to tell me earlier, so I'm sorry only now I realized this.

 

What I only want is for juggernaut to become a more popular game mode, so every time I'd open the battle list I wouldn't automatically ignore it, but actually become excited to play it. And I guess we need a more practical solution to this, most likely altering the mechanics of juggernaut's turret or changing the amount of HP it has.

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Not entirely sure if this goes in this section but, here goes anyways. Is it possible to change it back to where missions can be done in pro battles? (I'm sure this will make the free to play community happy not having to constantly be going against people with fully mued equipment, countless drugs and overall advantages buyers enjoy)

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Not entirely sure if this goes in this section but, here goes anyways. Is it possible to change it back to where missions can be done in pro battles? (I'm sure this will make the free to play community happy not having to constantly be going against people with fully mued equipment, countless drugs and overall advantages buyers enjoy)

people will abuse it and just mult complete them fast with a friend.

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Fair point you make, but while having the most amount of kills guarantees that you will win, that doesn't mean you will actually enjoy what you're doing.

 

I admit there is one problem with my suggestion, that it actually may encourage several players to stand idle in a battle and wait to become juggernaut without doing anything, and I suppose this is what you were trying to tell me earlier, so I'm sorry only now I realized this.

 

What I only want is for juggernaut to become a more popular game mode, so every time I'd open the battle list I wouldn't automatically ignore it, but actually become excited to play it. And I guess we need a more practical solution to this, most likely altering the mechanics of juggernaut's turret or changing the amount of HP it has.

                                    Nah its cool mate. We all have Idea's to make Tanki the better than it is now. Perhaps each player can get a number of attempts to kill Juggernaut. So that way those who kill Juggernaut most of the time won't always be fortunate. Perhaps 5 times a player gets to kill Juggernaut and then its up to them from there to keep up their kill count

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(2) While this is not really a problem, there are always players who constantly keep firing at other tankers, when they should be charging for the Juggernaut. Like I said, its not exactly anything needing of adjustment, but on the contrary, its really aggravating and annoying.

Oh, my GOSH! The point of the Juggernaut is to get the most kills, not become the Juggernaut!!!! 

 

Why can't people see that? Being Juggernaut just gets you kills easier but you can get kills without being Juggernaut.

 

There were battles where I got 30 kills, came first and I wasn't Juggernaut. The players who only go after Juggernaut and complain about people killing them are gullible to think everyone is going to spare you. 

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How about when someone kills the juggernaut, the system randomly chooses the next one instead of giving it to the player who destroyed it.

 

We can't keep kidding ourselves here, it's not balanced at all considering who gets to be juggernaut, since striker is the number one candidate that always gets the job done regardless of the situation, followed closely by freeze. On the other hand, something like a ricochet or vulcan has an abysmal chance of destroying it unless it's under heavy fire by several turrets and you manage to steal the kill, but even then it's most likely gonna be striker who'd steal the kill.

 

I know this doesn't solve all of the problems associated with JGR, other suggestions would be needed as well to get this game mode to actually become fun.

If you modify your idea to something like 'if a Jug dies a random tank will be the next Jug when that tank is destroyed or self destructs' I can put your idea on post 1.

 

Juggernaut needs triple incendiary Smoky (Tricky) for medium and long range and double Duplet (Quadruplet) for close range.

Really?!

 

How will the firing work?

 

My favourite idea for balancing Juggernaut is the one inspired by Riddler, where Juggernaut gets a single use shield when he spawns. So basically, if the shield is 10k (which I think is a reasonable amount), then Juggernaut will have 30k health at the start, but as people shoot him, it will go down to the standard 20k and from then on if Juggenaut activates OD, it will only heal him to a maximum of 20k.

 

This way if a player isn't that good at playing Juggernaut, and/or if they get a bad spawn, they will have that extra HP in order to get their bearings and start getting kills.

But how will that work for different ranks? at low ranks it will be very hard to kill a Jug with an extra 10k hp.

 

That's why I said it needs to be based on the rank of tanks.

 

Then the only difference within a rank can come from that tank's protections.

 

But we agree on the idea that Jug should become stronger to survive longer than today, then it should be weaker somehow. My idea is slower Overdrives and make it dependant on supplies so if it's not picking up supplies it will get killed sooner.

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But how will that work for different ranks? at low ranks it will be very hard to kill a Jug with an extra 10k hp.

Proportionally. I just used an M4 Juggernaut as an example. Instead of simple 10k hp, the shield could be 50% of Juggernaut's standard HP, which depends on rank.

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Proportionally. I just used an M4 Juggernaut as an example. Instead of simple 10k hp, the shield could be 50% of Juggernaut's standard HP, which depends on rank.

Sorry, I was quick to jump to conclusions then.

 

How about this idea, keep in mind that I don't have a high rank account so I don't know how things are over there...

 

If Wasp HP ranges from 1k to 2k, and Titan HP ranges from 2k to 4k...

 

Could Juggernaut do well with an HP range from 3k to 6k and being able to use supplies like regular tanks?

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Oh, my GOSH! The point of the Juggernaut is to get the most kills, not become the Juggernaut!!!! 

 

Why can't people see that? Being Juggernaut just gets you kills easier but you can get kills without being Juggernaut.

 

There were battles where I got 30 kills, came first and I wasn't Juggernaut. The players who only go after Juggernaut and complain about people killing them are gullible to think everyone is going to spare you. 

                                Just cause you can make more kills over Juggernaut, doesn't mean we'd rather do without it. I mean be honest, who wouldn't like to be Juggernaut? Who wouldn't like to be almost unstoppable? That's what we all are fighting for in Tanki.

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