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On 11/2/2022 at 12:20 PM, TheCongoSpider said:

The effect of Armadillo on the Terminator has been reduced, but not removed.

Huh, but I believe the V-LOG that discussed Fund prizes said Armadillo protected from all critical damage except from Terminator.

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SPORT BATTLES:

Add these customization options to SPORT battles that you have in PRO battles.
Mainly:

  • Bonus Boxes
  • Supplies
  • Overdrives

I believe that adding these options could make for even more competetive and equal matches, as the players choose.
The Idea is easy to implement, and therefore I ask kindly for it to be forwarded to the devs.

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On 11/1/2022 at 11:07 PM, Dictator_Haddou said:

The idea is: make the Scorpion missiles not follow Juggernaut, when a scorpion is aimed at a Juggernaut and then the rockets are launched into the sky, the rockets will fall into the area where Juggernaut was when aimed at it. In the event that he is still in that area, missiles will fall on him, and this is what will make him flee or stay and receive those missiles.

Bad idea in my opinion, this will make the Scorpion practically useless in the mode. Just get Scorpion's Vulture protection and hide behind something 

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Scorpion and a few other overpowered turrets/augments just need to be nerfed.  

Current Juggernaut is hardly more powerful than normal tanks now.  The amount of damage that can quickly be applied to Jug makes it generally unenjoyable to play as it.  It causes Jug to turtle up behind a wall in back of base, turning the game mode into TDM with too many campers.

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On 11/3/2022 at 8:32 PM, DaringDeer said:

Scorpion and a few other overpowered turrets/augments just need to be nerfed.

As far as jug mode goes i disagree.

On 11/3/2022 at 8:32 PM, DaringDeer said:

turning the game mode into TDM with too many campers

A lot of battles regardless of mode (except TDM) has a lot of campers. In order for jug battles to be more competitive for the player who is jug two things need to happen.

1. 50% more HP protection.

2. Nothing affects juggernaut except regular damage and one overdrive, lets say mammoth as it is the slowest and hardest hull to conceal in battle. 

Implementing these two would give the jug player more freedom to get out there and battle the enemy, instead of hiding from all the OP gimmicks behind the nearest wall/building. 

There is a 3RD option available. No paladins allowed in jug with their legal hack overdrive that was nerfed but still lets them dominate in battles.

All floating trash cans should be scrapped, they have ruined gameplay along with all the augments.

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this idea wil make logic in tanki online whenever the missiles from scorpion.striker,terminator comes and when the juggernaut overdrive is pressed the missile should be blast out of the od radius or the the shot by any turret should be revealed away like tanks. this can make logic
plus the titan OD, if the titan oOD is planted the shot which is aim from out the shield will be slow down in the shield or cant pass through shield

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On 11/3/2022 at 7:05 PM, TargetXAcquired said:

There is a 3RD option available. No paladins allowed in jug with their legal hack overdrive that was nerfed but still lets them dominate in battles.

All floating trash cans should be scrapped, they have ruined gameplay along with all the augments.

I was taking you seriously until I read above

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On 11/4/2022 at 11:31 AM, muzamil said:

this idea wil make logic in tanki online whenever the missiles from scorpion.striker,terminator comes and when the juggernaut overdrive is pressed the missile should be blast out of the od radius or the the shot by any turret should be revealed away like tanks. this can make logic
plus the titan OD, if the titan oOD is planted the shot which is aim from out the shield will be slow down in the shield or cant pass through shield

Love this idea, sounds like Star wars and their Ray shields 
 

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kind of unrelated, but I hope they can count juggernaut overdrives in missions because I play a lot in juggernaut but if I have overdrive missions I have to play other modes

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In less than half a year it will be April 1 again! Here are my ideas on how to make this event as fun as it can be:


1. If we can have animated (halloween) holiday paint, it would be nice if Rick Astley will show off some of his dancing skills on our tank. I know he probably won't seem the same and human shaped,  but I believe some tankers would recognize him.

Thanks for reading and I hope that 1st April will be the best special day of the year.

More coming soon ...

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On 11/4/2022 at 5:30 PM, DaringDeer said:
On 11/3/2022 at 11:05 PM, TargetXAcquired said:

There is a 3RD option available. No paladins allowed in jug with their legal hack overdrive that was nerfed but still lets them dominate in battles.

All floating trash cans should be scrapped, they have ruined gameplay along with all the augments.

I was taking you seriously until I read above

Floating trash cans HAVE ruined the game and augments for the most part are a cash grab designed to generate cash with no thought to balance, just like most things in TO.

How is it that the three hardest hulls to take out are all floating ones. 

Regardless of the mode the trash cans have a unfair advantage, especially paladin.

As a youtuber why don't you give us a break down (A VID) of what's fair and what is not in TO. The negatives will far outweigh any positives by a huge margin.

As for my initial quote. For those of us that despise the floating trash cans it was and is a favourable option.  

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On 11/4/2022 at 4:35 AM, TargetXAcquired said:

As far as jug mode goes i disagree.

How is Scorpion not OP in juggernaut? Literally half the team in Juggernaut is Scorpion abusers who can easily kill the juggernaut even when he is behind cover thanks to the dumb mechanics of the turret (And explosive warheads augment)

Sure, Scorpion might not be as powerful against competent players who know to move and hide behind tall cover if they see scorpion artillery coming at them, but then again, most players have peabrains, don't they?

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On 11/6/2022 at 11:24 AM, Cor7y said:

Sure, Scorpion might not be as powerful against competent players who know to move and hide behind tall cover if they see scorpion artillery coming at them, but then again, most players have peabrains, don't they?

This translates into "Most players are stupid and so Scorpion is OP against them" lmao, oh humanity. Honestly though, a supercharged Vulcan can trash a juggernaut in mere seconds (less than 2 with the Camper drone), meanwhile Helios and especially Vacuum/Hyperspeed Shells can kill it single-handedly on their own, and hiding won't work against them like it will against Scorpion's rockets. While Scorp has great range, if your goal is to survive (in JGR, it is) then letting that slow salvo get you is on a similar level to letting a Cyclone Striker nab you (which with Supercharge and Camper/Crisis will also delete you, but then why not just use Vulcan with Defender?). Juggernaut as a tank is simply too weak to handle the lethal mechanics added after its release, and that's all there is to it. Clearly, reducing the potential TTK dramatically is the devs' goal. I'd argue that Scorpion is the strongest in capture modes, as players are forced to expose themselves to get the flag/ball - and that leaves countless windows of opportunity for Scorp. Personally, when I use Scorpion and get thrown into JGR, I usually don't bother going for the jug with the salvo as it's just a waste of my rockets. It is much better to try to hit the healers/defenders or, conversely - to defend my own jug (Hornet and Viking did not go anywhere, they're still deadly). Foolish jugs whom give you the chance to maul them with the rockets are relatively uncommon in my experience, and even when they do appear - they get trashed before my rockets could even reach them.

Oh, one more thing - if you wish to counter Scorpion, just take Gauss. Works wonders, I saved a bunch of battle results where the peek-a-boo tactic mixed with baiting rockets was the very best strat.

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On 11/6/2022 at 6:21 PM, Kazareen said:

This translates into "Most players are stupid and so Scorpion is OP against them" lmao, oh humanity.

You don't even need to be stupid for Scorpion be effective against you. The main problem with Scorpion in Juggernaut mode in my opinion isn't the high damage of salvo + normal shots, but the fact that with stock scorpion and some other augments you can lock onto and snipe the juggernaut even when he's behind cover.
You need to understand that in a lot of maps there just isn't enough cover, or high enough cover to be able to hide from Scorpion shots.
Now you take this scenario and have 3-4 people playing like this each match and you've just created a situation where it's just not that fun to play as the juggernaut. (Or in the juggernaut game mode in general)

On 11/6/2022 at 6:21 PM, Kazareen said:

Honestly though, a supercharged Vulcan can trash a juggernaut in mere seconds (less than 2 with the Camper drone),

Couple things. First, you take full advantage of Vulcan it's best to pair it with a hovering hull. You're losing out on a LOT of potential damage if you use Vulcan with a tracked hull.
Second, even if you pair Vulcan with a hovering hull, 99% of the time there won't be a friendly Dictator in your team who has the brains to share his OD with you, and at the right time.
Third, Vulcan with camper drone? wut

On 11/6/2022 at 6:21 PM, Kazareen said:

 While Scorp has great range, if your goal is to survive (in JGR, it is) then letting that slow salvo get you is on a similar level to letting a Cyclone Striker nab you 

Those two situations are absolutely different for the reasons I've mentioned above. Striker needs to directly lock on to the Juggernaut and has slower aiming time. Scorpion can lock on the Juggernaut if he is exposed for even a split second and then continue locking.

On 11/6/2022 at 6:21 PM, Kazareen said:

 Juggernaut as a tank is simply too weak to handle the lethal mechanics added after its release, and that's all there is to it. 

Wholeheartedly agree with this statement, although I'd say Scorpion makes the situation twice as worse.

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The mechanics of TO have ruined most battles for most players.

Jug is no match for a determined player with 1 or more OP augments at his disposal, namely paladin, (overdrive) which is the most broken piece of equipment since hornets infamous overdrive. On the whole most jug players are as bright as a low watt lightbulb in deep space. 

TO is severely broken. All the OP augments and the floating trash cans, along with a multitude of other things are why being the jug is so hard.

My original post would make jug mode more appealing to play in, just keep those trash cans out and it's game on.  

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On 11/7/2022 at 11:56 AM, Cor7y said:

You don't even need to be stupid for Scorpion be effective against you. The main problem with Scorpion in Juggernaut mode in my opinion isn't the high damage of salvo + normal shots, but the fact that with stock scorpion and some other augments you can lock onto and snipe the juggernaut even when he's behind cover.
You need to understand that in a lot of maps there just isn't enough cover, or high enough cover to be able to hide from Scorpion shots.
Now you take this scenario and have 3-4 people playing like this each match and you've just created a situation where it's just not that fun to play as the juggernaut. (Or in the juggernaut game mode in general)

Couple things. First, you take full advantage of Vulcan it's best to pair it with a hovering hull. You're losing out on a LOT of potential damage if you use Vulcan with a tracked hull.
Second, even if you pair Vulcan with a hovering hull, 99% of the time there won't be a friendly Dictator in your team who has the brains to share his OD with you, and at the right time.
Third, Vulcan with camper drone? wut

Those two situations are absolutely different for the reasons I've mentioned above. Striker needs to directly lock on to the Juggernaut and has slower aiming time. Scorpion can lock on the Juggernaut if he is exposed for even a split second and then continue locking.

Wholeheartedly agree with this statement, although I'd say Scorpion makes the situation twice as worse.

 Not enough cover, you say? A specific example then, please, as I do not recall any map where you cannot hide - of course, doing so can be harder on some and a detriment to the one playing the jug overall, but that's what a player uses their opportunity cost for when picking Scorpion as their turret; for JGR, while it shouldn't be deadly directly, it is oppressive - as it will become deadly the moment you start to ignore it. That said, I can see why this would make JGR as a mode less fun to those whom enjoy it; I for one have always disliked it, so cannot say much there.
 Can't see why exactly Vulcan would see such drastic gains from a hovering hull specifically, though that might be because I personally am used to keyboard controls through and through. If it works for you - great, but in my case Vulcan is not weakened by a tracked hull; rather, it allows more precision with Rubberized Rounds which are viable again thanks to a fairly recent projectile speed buff for the turret.
 As for Camper - really, it works with a lot of things, except for close-ranged turrets for obvious reasons (or well, it will work, but you won't get anywhere near as much out of it); it can even work with Tesla if there are no enemy Teslas present, but that's very situational; think about it. The only price to pay is one battery per minute, meanwhile you get a huge damage spike when at full HP, one-shot protection and a reduction to your RK cooldown. I think it's a good deal not just for actual campers, but also any tanker that is willing to expend a battery but not extra supplies.
 I did not mean to say that Cyclone and Scorpion are mechanically similar - rather, I meant that it takes a similar level of carelessness and/or bad luck to be hit by either.
 Hmm. Scorpion does indeed make JGR as a mode worse, but I think it is more so because it adds yet another way to besiege the target rather than its attacking capabilities themselves. Whether you like it or not, you must admit that Scorpion is, mechanically - quite unique indeed - and it follows that it would open up another way to deliver damage inaccessible to other turrets (tbf Magnum works on a similar but not identical principle, though).

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On 11/7/2022 at 7:28 PM, Kazareen said:

Not enough cover, you say? A specific example

Stadium TJR.  If you get locked you can't avoid the rockets.  Except in little cubby holes in center under ramps.

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On 11/6/2022 at 4:10 AM, TargetXAcquired said:

As a youtuber why don't you give us a break down (A VID) of what's fair and what is not in TO. The negatives will far outweigh any positives by a huge margin.

Lots of things in this game are not how I would like them but I still choose to play it.  If you watch my videos or read my posts you'll know what I think are problems in the game.  IMO it is not hulls and their ODs.  

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