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On 10/10/2024 at 10:45 PM, artc said:

buffing random turrets or hulls. Buffing the jugg was denied

Oh, I see. So limited events where parameters of turrets are changed in various ways, some of which people suggested in I&S.

It's an interesting idea.

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In one of the V-LOGs Tanki asked If there is a game mode that we think is outdated and needs to be deleted. I think Control Points (CP) should be deleted, because It is a chaos mode! The fact that your teams points decreases if enemy captures points is hilarious! Imagine in CTF you captured a flag or two and enemies flag capture decreases by 1... sounds funny right? So I wish to CP being removed,

With that being said, Siege (SGE) should get an update of decreasing the time to capture the point. I don't know how much time it takes to actually capture a point, but It should be about 15-20 seconds, and increase the amount of points needed to be captured to 15-20 point. (Capturing a point in SGE rewards you with 50 score, if you died before the point was captured you get 10 score. After this change It could be rewarded with 40 score, and if you die before capture 0 score).

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On 10/7/2024 at 7:26 PM, artc said:

 

On 10/8/2024 at 1:48 AM, Sharva said:

 

On 9/29/2024 at 3:09 AM, NBIHFADH said:

 

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

 

Topic Merged

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Tanki Online is not designed to be played in battle royale format. However, every now and then developers add a special event mode with an increased number of players on a large map, which is quite similar to the battle royale concept. Although these days it would be challenging to get such a battle going, since the online player count is quote low. A lot of "players" in such a battle would end up being bots.

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Hello

I was thinking about 2 new event modes

1. "True Randomizer"
In this mode, every player gets a random equipment loadout (Random turret, augments, hull, protections, drone possibly even paint with exception of helper paints, trophies etc.) each time they spawn (but it has to be by being killed by an enemy to prevent abuse). It would be independent on players garage and all equipment would have same Mk7-20 levels. I remember seeing this in an old TF2 server and I think it'd be funny to get on one spawn Faust crusader with booster and next spawn Isida support nanobots with mammoth and saboteur. However, i understand there might be exploits and perfomance issues.

2. "Hunted" 
In this mode you have a rogue Ares Ball that will chase a random player until it kills them (and at the same time will damage everyone else) and after it does it will change it's target. (Similar to Phasmophobia's "Ghost Hunt" mechanic). Everytime a player dies to the object it'd count as self-destruction but wouldn't deduct points. The ares ball can be replaced by anything else, an AI-controlled tank, crusader icycle, options are limitless.

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On 12/16/2024 at 12:53 PM, zainmandark said:

As the title suggests, i think it would be a great idea to have a batte royale mode similar to other games with huge maps. Seems like something super fun

 

 

On 1/22/2025 at 10:21 AM, Where said:

Hello

I was thinking about 2 new event modes

1. "True Randomizer"
In this mode, every player gets a random equipment loadout (Random turret, augments, hull, protections, drone possibly even paint with exception of helper paints, trophies etc.) each time they spawn (but it has to be by being killed by an enemy to prevent abuse). It would be independent on players garage and all equipment would have same Mk7-20 levels. I remember seeing this in an old TF2 server and I think it'd be funny to get on one spawn Faust crusader with booster and next spawn Isida support nanobots with mammoth and saboteur. However, i understand there might be exploits and perfomance issues.

2. "Hunted" 
In this mode you have a rogue Ares Ball that will chase a random player until it kills them (and at the same time will damage everyone else) and after it does it will change it's target. (Similar to Phasmophobia's "Ghost Hunt" mechanic). Everytime a player dies to the object it'd count as self-destruction but wouldn't deduct points. The ares ball can be replaced by anything else, an AI-controlled tank, crusader icycle, options are limitless.

Topic Merged

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Hello dear Developers of Tanki!

I would like to give a suggestion about the event mode that will be available from 21st to 24th of April 2025.

Add increased gold drop rate to this mode as well, assuming that the mini-game begins from 18th of April. The reason I am telling it is because at the previous mini-games, we had almost all days increased rate of gold boxes dropping during the mini-game event.

Another reason I would like this event mode to have increased gold drop rate is because nowadays basically hopper is the only ideal hull to use for goldhunt for a month and I am getting really annoyed by them. (just think of April Fools, then these 3 events with hopper and different turrets... this is just too much.)

I also demand this (2nd Deathmatch) event mode having overdrives OFF so players without hopper would have more chance to take gold boxes and energies and not get dominated by hoppers on almost every map.

I hope these suggested changes will improve the playability of these events for the community.

Thank you.

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Posted (edited)

They're not gonna make any random changes on such short notice. It's also pointless to ask for more gold boxes - just wait for the next mode with increased golds and no ODs.

Edited by Maf
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it was although planned, and even implemented in event-modes. they even said that they'll bring it to MM. but i guess they forget about it.
i want to make suggestion that Team Arms Race should be added to MM Game mode

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Introduction

Juggernaut is a special tank created for unique battle modes. It has a powerful hull and the unique Terminator turret, but currently it's too easy to destroy, especially at higher ranks and in chaotic battles.

Although its damage is still strong, its survivability doesn't keep up with the current pace of the game, and the Overdrive – while powerful – often isn't enough.


? Current State

Juggernaut Hull:

  • HP (at MK7): 20,000

  • Status resistance: immune to all effects (EMP, freeze, stun, etc.)

  • Healing: only through Overdrive and supply pickups

  • Missing augment: no “emergency heal” effect like some other hulls have

  • Death explosion: causes up to 10,000 damage in a blast radius

Terminator Turret:

  • Mode 1 (click): Fast-firing Railgun, with damage up to 3880 (7760 critical)

  • Mode 2 (hold): Homing missile salvo (6 rockets), 1300 dmg each

  • Unique mechanic: combo potential with grenade hits, powerful splash and pierce damage


❌ Current Problems

  1. Too low survivability – despite 20k HP, Juggernaut often dies in 2–3 hits from upgraded enemies.

  2. No last-chance healing effect – even basic protection hulls sometimes have this kind of augment.

  3. Overdrive doesn’t always help – healing up to 10k HP is not enough in a swarm of enemies.


✅ Proposed Improvements

  1. Increase Juggernaut’s HP by 10–15% (to ~23,000 HP).

  2. Add a passive “critical HP heal” – e.g. if HP drops below 10%, Jugger regenerates 2000–3000 HP.

  3. Improve Overdrive healing to 12–13k HP, or add temporary invulnerability (1–2 sec).

  4. (Optional) Add resistance to AoE damage – help against splash weapons (Magnum, Scorpion, etc.).


? Why this is important

Juggernaut modes – both team-based and solo – depend on intense battles. Jugger should feel like a threat, not like a bonus target.

At the moment, many players ignore the Juggernaut role, because they die too quickly. A slight survivability buff – without touching damage – would make Juggernaut feel powerful and fun again.

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On 4/18/2025 at 8:36 PM, muzamil said:

they even said that they'll bring it to MM

in the V-LOGs ?

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On 4/19/2025 at 12:11 AM, Sebixlol312 said:
  • Too low survivability – despite 20k HP, Juggernaut often dies in 2–3 hits from upgraded enemies.

  • No last-chance healing effect – even basic protection hulls sometimes have this kind of augment.

  • Overdrive doesn’t always help – healing up to 10k HP is not enough in a swarm of enemies.

viking max with defender drone , have HP about 5700, multiply by 2 for using repair kit. that's about 10.4k Hp, this is only the medium hull , imagine mammoth and other hulls.
this Hp is enough to kill whole juggernaut. i guess this idea should be implemented 
the other thing i want to add up is:
1)overdrive should charge per kill , just like OG SOLO JGR ,  with addition to that ,
2)the repulsion forces of overdrive also be increase. this hull isn't that powerful then it meant to be.

3)on activating the overdrive juggernaut , should attract tanks first and then force back all the tanks.

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On 4/18/2025 at 11:15 PM, NikmanGT said:

Wow, quick to translate and post it.

Even without the emoji prefixes the writing style screams ChatGPT ?

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On 4/22/2025 at 5:18 PM, Maf said:

Even without the emoji prefixes the writing style screams ChatGPT ?

But still, writing all those parameter prompts must be hefty.

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Hey everyone! Why not add a "Search & Destroy" game mode like in Call of Duty? That would be awesome! ?

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And how would that work exactly ?

Tanks rolling around the map doesn't exactly fit with the Counter Strike or Call of Duty war themes. We do have TDM, DM, gun-game (Arms Race) but I'm not sure how would S&D be implemented, for a single person to have the bomb each round and all other with defusal kits.

Need I remind you that people leave and join the battle whenever they feel like in this game, so the game mode will be completely ruined in the current state of the Game.

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On 5/7/2025 at 8:35 PM, NikmanGT said:

And how would that work exactly ?

im glad you asked that 
People will have the same turret and hull modification throughout the round, or we can have random combos per round 
best of 5, switch sides after certain rounds
bomb can be wasp OD or something and timer on the wasp OD should be 30 secs instead of 3 secs and defusing takes 5-10 secs depending on the situation and testing
supplies should be off obv
drones off obv
augments off obv
drop boxes on obv

and that's on the top of my head but this idea has potential if its implemented properly

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On 5/8/2025 at 9:56 AM, DragonKnight said:

bomb can be wasp OD or something and timer on the wasp OD should be 30 secs instead of 3 secs and defusing takes 5-10 secs depending on the situation and testing
supplies should be off obv
drones off obv
augments off obv
drop boxes on obv

Sound apt, all that needs taking care are the rounds actually, something to be implemented so that players can't leave the match in-between.

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On 5/8/2025 at 8:26 AM, DragonKnight said:

 

The whole thing doesn't fit into TO's core mechanics, so it won't be one of the main game modes. And if it's a new limited time mode, it sounds like a lot of hassle to implement, especially with the no-respawn modifier.

Besides, I don't really see how it's different from SGE. In both cases you have teams trying to hold a location for a couple dozen seconds and prevent the other team from getting there, each "round" (i.e. point capture) lasts about 2 minutes, and it's first to 5 wins.

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