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On 4/3/2024 at 11:38 AM, KILL_BILL_CHAUHAN said:

Nerf them ?

All three augments already got nerfed in the past, to a point where even on large maps they are merely above-average now. My point is that the traditional thinking that long range turrets are the only way to camp is no longer applicable due to the vast number of augments turning short-medium range turrets into long range.

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On 4/3/2024 at 5:44 PM, Maf said:

All three augments already got nerfed in the past, to a point where even on large maps they are merely above-average now. My point is that the traditional thinking that long range turrets are the only way to camp is no longer applicable due to the vast number of augments turning short-medium range turrets into long range.

How about player get re-spawn at random places like in DM mode. This way there will be no base hence no camping. 

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On 4/3/2024 at 6:34 PM, KILL_BILL_CHAUHAN said:

How about player get re-spawn at random places like in DM mode. This way there will be no base hence no camping. 

Sure, though it doesn't change the fact that devs don't plan to add more modes.

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On 4/3/2024 at 8:17 PM, Maf said:

Sure, though it doesn't change the fact that devs don't plan to add more modes.

I didn't expect them to add this mode especially when many important and big update are lined since eternity. It's  just an idea. No harm right?

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There should be fewer players in the New Event Mode, especially for those with low-end PCs like myself who struggle to run the game smoothly. Many of the HD skins with higher polygon counts significantly decrease FPS. Ideally, the player count should be reduced to 15 vs 15 or even 10 vs 10 to ensure a more enjoyable experience for everyone. Additionally, having fewer players on the map would enhance the gameplay experience, encouraging strategic exploration for gold boxes instead of chaotic rushes to drop zones. I hope this concern is clear, and I urge for a patch update to address these issues within a week.

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New event mode for the next week event, which will be called *rocket juggernaut*
in this game mode the map will be madness (normal madness and space madness) , there will solo jgr but all the other tanks despite the jgr will have paladin RT  and Ricochet RT, gold box spawn will be increased and will drop in the form of meteors ,  *blaster* shot effect will be equipped for ricochet, Drone will be ON , fast overdrives , no augments,
A New Sound Effect for the gold box or the event

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A new Special PRO OLD STYLE Mode with only tanks of 2014 before the introduction of flying tanks, and only old turrets of that age. No augments, no drones. Everything like the old Tanki. Then it can be customised like any other PRO battle with the option of disabling supplies and so on.

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On 1/16/2024 at 11:59 PM, WebKryz said:

 

On 9/19/2022 at 10:46 AM, Annihilation said:

 

On 3/10/2024 at 7:30 PM, demon09 said:

 

Topic Merged

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On 3/14/2024 at 1:22 PM, iamjasim said:

 

On 3/31/2024 at 5:24 AM, pocrettttt said:

 

On 4/2/2024 at 8:50 PM, KILL_BILL_CHAUHAN said:

 

On 4/7/2024 at 7:52 PM, muzamil said:

 

On 4/5/2024 at 6:42 PM, muzamil said:

 

Topic Merged

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Since the JGR nerf, it feels very weak, even if it was the purpose of it, I feel they nerfed it too much. 

Here's a solution to make it feel less underwhelming

1) Overdrive siphon every 5 kills, maybe 10. How is it not going to make it too much strong? Well, JGR HP got reduced by 10k, terminator gun got nerfed too, the railgun shot reload time got increase and the striker mode deals less damage. Only a good JGR player can survive and can get granted for his skills an overdrive after taking out 5 players, maybe 10, depending on developpers decision.

 

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Seeing how devs have been nerfing Juggernaut more and more over the past few years, I don't think a buff will happen anytime soon. The current SJR configuration seems pretty good though — you can last a while if you play smart.

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On 5/4/2024 at 4:25 AM, Maf said:

Seeing how devs have been nerfing Juggernaut more and more over the past few years, I don't think a buff will happen anytime soon. The current SJR configuration seems pretty good though — you can last a while if you play smart.

I noticed SJR has OD siphon every 5 kills, TJR should have it too

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On 5/4/2024 at 7:03 PM, Pleasant said:

I noticed SJR has OD siphon every 5 kills, TJR should have it too

Maybe, but only if the juggernaut also loses any ability to get healing from teammates.

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On 5/4/2024 at 1:25 AM, Maf said:

Seeing how devs have been nerfing Juggernaut more and more over the past few years, I don't think a buff will happen anytime soon. The current SJR configuration seems pretty good though — you can last a while if you play smart.

If I was still playing, the devs would have to pay me tens of thousands of dollars if they wanted me to put effort into using the juggernaut tank, otherwise I'd purposely self destruct every time I got it.

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If you don't know what is killstreak, check vlog 177 https://www.youtube.com/watch?v=07ZSXuzuo98&t=234s&ab_channel=TankiOnlineEN from 2:28 to 3:06

Since Solo Juggernaut mode has killstreaks, Team Juggernaut should have killstreaks too. I don't know how they're going to add it since there's two Juggernauts in two battles but killstreaks are fun, gives vibes of fighting an ultimate boss. Also they should add more killstreaks above 20 kills (last killstreak in SJR is at 20 kills while in JGR). 

Last thing, killstreak should be announced with a voice to add some vibe to it. The first 9 killsteaks with their respective voice should stay in and be added to TJR and there should be more of them in both SJR and TJR mode

Edited by Pleasant

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On 5/30/2024 at 3:01 AM, Pleasant said:

gives vibes of fighting an ultimate boss

Yeah I don't know if it's the right vibe to give these days, considering that Juggernaut literally loses to quite a few "normal" combos in a 1v1.

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On 5/30/2024 at 12:30 AM, Maf said:

Yeah I don't know if it's the right vibe to give these days, considering that Juggernaut literally loses to quite a few "normal" combos in a 1v1.

Yup, I knew this was gonna happen when they decided to give it massive nerfs to almost all of its parameters in that patch.

Once a mighty behemoth is now just an average joe.

Wouldnt be surprised if some players just purposely self destruct the moment they get juggernaut nowadays.

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On 5/30/2024 at 3:30 AM, Maf said:

Yeah I don't know if it's the right vibe to give these days, considering that Juggernaut literally loses to quite a few "normal" combos in a 1v1.

If they buff it, this idea should definitely be added

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There is a shift towards TDM in every mode. Reason being that staying back and shooting guarantees you score, it's easier and more relaxing. So there is no fix for that. 

This is even worse on big maps. There is no way to get past 20 enemies to capture a flag, or to destroy the JGR. 
So if you are short/medium range, you can't really do objectives, and you have to switch to long range and join the party. 

My suggestion is to have big maps as exclusively TDM/CP modes.

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Unless for coordinated play, which is very rare I would say, JGR tank itself feels pretty weak. Eveyone targets you, and one viking OD can kill you with relative ease. 
Most players focus either on killing enemy tanks, and the best players usually focus on killing enemy JGR. No one is sitting back to protect you. 
It is also common to see a new JGR in battle dying in seconds cause he happened to spawn next to hammer/viking/OD.

My suggestion: Give JGR more health, make it immune to everything (including impact force), and make the OD cooldown longer, even possible allowing only one OD activation per JGR. 
Point is, one viking OD can't kill you, you win all 1v1s with no problem, but every encounter/mistake costs you in the long run, and eventually you will be destroyed as JGR - but from enemy team, not a single player.

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On 6/3/2024 at 9:39 PM, bankas11 said:

You will be destroyed as JGR - but from enemy team, not a single player.

Sounds good

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