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Posted (edited)

Whenever I play the Juggernaut game mode, I always feel that the outcome of the match is less of a game of skill than a matter of luck. So, I feel there should be some measures taken to balance gameplay for both sides of a match. 

If I’m not mistaken, the Juggernauts are chosen by the most recent player death. I’m not a huge fan of this system, as incompetent players are far likelier to become the Juggernaut, but that isn’t much of an issue in higher ranks, and besides, “fixing” it would require an extensive overhaul. The first problem, however, lies in the selection of non-human teammates, or as I call them, “Juggerbots.” 

The Juggerbots, lacking basic strategy and the ability to use their OD, are a huge liability for a team. They are easily destroyed in a matter of seconds, as they often choose suicide charges, refusing to retreat when in low health, avoiding ally Isidas, ignoring Ally Titan domes, ignoring enemy grenades, etc. It is incredibly common for the outcome of a Juggernaut match to be determined in the first minute, such as when one side begins with a Juggerbot and the other a Human Juggernaut, the Juggerbot will be destroyed, and due to both the high player-bot ratio (in larger maps, often 1 player for every 3 bots) and the fact that bots die far more often than human allies, it will more likely than not be replaced by a succession of Juggerbots, all being rapidly destroyed by the enemy team while the enemy Juggernaut safely sits out the battle, victory guaranteed. 

The game mode is not fun to play when this happens, not on the winning team, as it isn’t a battle, it’s a cheesed victory handed over by random chance and not skill, and it’s not fun for the loosing team either, for obvious reasons. 

 

The second issue is along similar lines. The strength of a Juggernaut is dependent on the GS (or perhaps rank) of the player. Similarly to bots, players with significantly lower gear scores are much likelier to be destroyed at higher frequencies, and therefore are likelier to be selected as the next Juggernaut. This would be a non-issue, however, not all Juggernauts are created equal. 

It is VERY common (in my experience, more likely than not) for there to be 3,000+ GS discrepancy within matches, (more dramatically, I was recently in a match this week with both a 9999 GS Legendary and 2000s GS Colonel) so it is also common for there to be a huge gap in power between Juggernauts.

Anecdotally, in most Juggernaut matches I am in, whenever I am the Juggernaut it takes 2-3 shots from my Terminator turret to destroy an enemy tank with a light hull such as wasp. Meanwhile, in these same matches, the enemy Juggernaut will often destroy my Titan with one hit. For the record, I play with nearly the highest available GS to my rank, with Saboteur MAX, Mostly upgraded spider module, and MK-612 hull and turret. This discrepancy carries over far past just damage, but also the Juggernaut’s health and healing factors. As a Lieutenant General, in matches where other players are often ranked as high a Legendary, being selected as Juggernaut is futile, as my Tank will usually not last much more than 4 or so hits from the enemy (I am sometimes spawn-killed in a matter of 5 seconds). I am on the opposite side of the issue in matches where I am the highest ranks, as the enemy Juggernaut is virtually a free kill.

Seeing as the objective is to destroy the Juggernaut, these issues take the concept of a fair and balanced gameplay for both sides and tear it to shreds. The juggernaut game mode isn’t even worth playing anymore, as there’s not the feel of a huge, all-powerful tank to try to destroy.

 

Proposed Fixes:

1. Remove Juggerbots. There’s no reason why a bot should get to be Juggernaut. First off, players usually desire to play as the Juggernaut in the game mode, and secondly, they’re just problematic. I suggest Bot accounts be blacklisted from the Juggernaut queue, or however that process works. At the very least, implementing a feature to prevent the first Juggernaut on either side from being a bot would be useful. Another benefit of removing Juggerbots is that there would be a higher degree to which players avoid their own deaths in order to keep the next Ally juggernaut from spawning in. This sort of Meta gameplay has been ruined by the presence of bots.

 

2. Juggernaut strength should be decided per-match, not per-player. Within the same match, a player with a 2000 GS and a 9999 GS should have equal Juggernauts. This shouldn’t even be an issue of “oh, well, we should give higher gs players a boost so they can keep their competitive edge and dominance,” or whatever reason why that was decided. Higher GS players have their advantage already, and the Juggernaut should be a challenge to take down for EVERYONE on the battle field, so even being Juggernaut should be competitive advantage enough.  Also, should a player decide to enter a match with an absurdly low GS for their rank (perhaps to complete themed missions they are using equipment that hasn’t been upgraded), it shouldn’t punish the entire team by giving them an absurdly weak Juggernaut.

 

Edited by Firestar220006
clarification
  • Agree 1

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On 5/8/2025 at 12:58 PM, NikmanGT said:

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.

Remove "Leave battle" button ?

 

On 5/8/2025 at 1:36 PM, Maf said:

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.

SGE you have respawns, ODs, Augments etc....
i belive this mode wont have any

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On 4/15/2025 at 12:37 PM, Powerslide said:

 

 

On 4/18/2025 at 5:06 PM, muzamil said:

 

 

On 4/18/2025 at 9:11 PM, Sebixlol312 said:

 

 

On 5/6/2025 at 12:34 PM, D3ltaa_fr said:

 

 

 

On 5/9/2025 at 1:12 AM, Firestar220006 said:

 

 

 

Topic Merged

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Hello Tanki Online dev team,

I’d like to propose a competitive 5v5 team-based mode that focuses entirely on strategy, coordination, and fair play rather than raw equipment power. This would be a round-based mode where both teams are matched fairly, and the outcome is based on teamwork and decision-making — not on having the most upgraded gear.

Why It’s Valuable:

  •  Strategic Depth: The goal is to foster a setting where strategy and synergy matter more than raw firepower. Each match becomes an opportunity to work as a team and develop meta-level tactics.

  •  Meaningful Loadouts: Turret selection should matter deeply. Unlike in public modes where many turrets can become dominant through augments, here each turret should serve a clear tactical role with defined strengths and weaknesses, making team composition and counters a central part of the game.

  • Prestige Over Rewards: There's no need to add monetary rewards or crates. A simple banner or badge system displayed on a player's name and profile across all modes would provide enough prestige to keep players grinding.

  •  Fair and Balanced Matchmaking: To preserve fairness, matchmaking should consider DPS, HP, or Gear Score, ensuring that no player enters at a massive disadvantage. This lowers the entry barrier for new players and increases retention.

  • Increased Skin Value: In a closed, focused competitive setting, cosmetics and skins become more visible and meaningful, giving them greater appeal and increasing interest in customization.

  • Boost to Long-Term Engagement: Even without direct monetization, this mode can attract competitive players, streamers, and new users, driving broader interest in the game and increasing long-term player investment.


Personal Note:

After years of playing, it often feels like winning comes down to who has the most optimized tank — not who plays the smartest. I’d love to see a space in Tanki Online where team coordination, smart turret choice, and individual skill are what define a match. This kind of mode would bring a breath of fresh air to the game and give many of us a reason to dive back in with a competitive mindset.

Thanks for taking the time to consider this.

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So what are you actually proposing? What's the gameplay in this mode? This LLM-generated text is just a whole bunch of rambling that carries no useful information.

  • Agree 2

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Posted (edited)

All of this sounds exactly like what Railgun Master already is lol, and honestly, I'd love ranked XP/BP. I'm pretty sure it wouldn't harm the game, but contribute to it.

Also, as far as I know, some kind of a ranked game mode is planned currently, but only for clans vs clans. In the past, the devs mentioned it over and over again that they don't want ranked to be part of Tanki. I don't really understand why, though.

Edited by Son_Goku

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@Maf The modes can be whatever is already in the game like ctf or cp depends on what can be balanced properly with 5 people on each team, or even a series of rounds where the teams try to eliminate one another. Although the reason I posted this was because I wanted to suggest the general idea of a ranked mode with cosmetic milestone rewards, a ranking system and a way to play the game that requires strategy, teamwork, skill and not just buying the most broken augment and drone to dominate free to play players in lobbies of 20, I guess its fun sometimes to play this way but for me it gets boring. Now what the ranked mode will be in practice to be honest I don't know and I don't care exactly I just want the mode to be balanced in a way that every turret has a weakness and a strength and superiority over the enemy is not tied to money spent. Which in turn is why I didn't disclose any details, I want that part to be left up to discussion anyways since that's the way that I think we can all as a community agree to something that will be enjoyable to most. I wont hide the fact that I don't like the current state of the game and I don't find reason to grind it especially when whenever I try to join a battle I am kicked due to inactivity before I even log in, or get thrown around in game by buyers. I just see that there is a lot that can be done with this game that will benefit everyone and make the game more enjoyable for all and since I have a couple of ideas on how this can  be done I thought there was no reason not to share. In my opinion a ranked mode they way I described it, can make each battle feel more important and the increase the meaning of winning or loosing. Balancing the game in this mode despite of money make it worth your while since the argument that "you lost because somebody else spent more money than you on the game" will not hold value and actual skill will matter. And also yes I used llm to better my grammar and syntax, I never said I didn't and the only reason I did do that in the first place is because English is not my first language so its not so easy for me to write, in a way its so that you can understand what I am trying to say better, and also I am posting in a forum about suggestions for tanki online who cares. In my opinion there is no argument here really since each new skin that is added to the game, each new cosmetic or feature, will not hold as much value as it would if the game was interesting by itself, you can go ahead and add a bunch of skins to the game no one will care if the game itself is not well made and fun to play. At the end of the day I don't know, I liked the game while growing up and I think that now that I have time to play its ironic how I can't find myself playing the game, but these are my thoughts not a definitive diagnosis of the state of the game. Thank you for taking the time to comment under my post.

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@Son_GokuYeah that's true, pro battles can serve the role of a ranked more to an extend. I guess I just didn't think of that tbh. However it remains true that new players cant be convinced to start playing the game just because of pro battles, I tried to tell my friends about tanki and they found it uninteresting and I cant blame them really. And a dedicated tightly controlled meta environment I still think provides value. But you are completely right to say that Railgun master is kind of what I am describing. Thank you for commenting.  

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On 6/8/2025 at 9:01 PM, GEORGEZXC said:

 

It's ok to use LLMs to create posts imo, it's just that the suggestion doesn't provide anything concrete.

But why not just play E-Sports? It already exists, it's competitive, more skill-based and pretty accessible. Isn't that what you're after?

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Posted (edited)

@Positive I looked into finding an esports team now that I found out from you, and I hope I can find something that suits me. Also could you a be a little more specific  in what my suggestion does not provide that it should?

Edited by GEORGEZXC

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On 6/8/2025 at 11:01 PM, GEORGEZXC said:

And also yes I used llm to better my grammar and syntax

Holy text wall...

Ok yeah, you should probably continue using it for that ?

On 6/8/2025 at 11:01 PM, GEORGEZXC said:

I just want the mode to be balanced in a way that every turret has a weakness and a strength and superiority over the enemy is not tied to money spent.

Well, that just sounds like you generally want better balanced battles. For that, I have a few things to note:

  • The basic Matchmaking battles in Tanki Online will never be truly balanced and non-P2W. The game is too deep into the P2W weeds to suddenly shift to completely fair game mechanics.
  • You already have the battle list available, where people often create fair and balanced battles without P2W aspects. Feel free to join a battle or create your own.
  • Matchmaking sometimes has fair game modes for a limited time. There's Team Arms Race going on right now, which doesn't have any of the P2W features.
  • Tanki Classic is being developed right now, and it will hopefully have a much more fair system compared to Tanki Online.
  • I'm not sure if cosmetic-only rewards like badges or medals will be sufficient. I suspect that most players will quickly lose interest if playing battles no longer brings in currencly for equipment upgrades.

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Posted (edited)

In a recent post someone talked about improving crystal rewarding system, which made me think about score rewarding system, and how outdated it is. You get the same score for destroying a tank who is carrying a flag or a ball as destroying a tank without a flag or a ball. You get the same score for destroying someone with a combo damage, a grenade or a mine. I would also improve score earning in different battle formats.

This is my suggestion for improving battle score rewarding system:

(Green: increased amounts, Red: decreased amounts, White: no change, Blue: new system)

Deathmatch

Destroying an enemy: 15 score

Assist in destroying: 0 score

Team Deathmatch

Destroying an enemy: 20 score

Assist in destroying: 10 score

Capture the Flag

Destroying an enemy: 15 score

Assist in destroying: 5 score

Capturing a flag: 80 score

Assist in capturing a flag: 40 score

Destroying an enemy bringing a flag: 25 score

Returning a flag: 15 score

Control Points

Destroying an enemy: 15 score

Assist in destroying: 5 score

Capturing a point: 20 score

Neutralizing a point: 5 score

Assault

Destroying an enemy: 15 score (attacking team)

Destroying an enemy: 20 score (defending team)

Assist in destroying: 5 score (both teams)

Capturing a flag: 50 score

Destroying an enemy bringing a flag: 30 score

Siege

Destroying an enemy: 15 score

Assist in destroying: 5 score

Capturing a point: 60 score

Assist in capturing a point: 20 score (recently died before the point was captured)

(If possible in Siege I would reward those who spent more time on the point who was just lucky to grab the point at the last second before capturing it. Capturing a point takes 25 seconds and this is how I would reward it; Grabbing the point for: 1-5 seconds: 20 score, 6-10 seconds: 30 score, 11-15 seconds: 40 score, 16-20 seconds: 50 score, 21-25 seconds: 60 score)

Rugby

Destroying an enemy: 15 score

Assist in destroying: 5 score

Capturing a ball: 60 score

Assist in capturing a ball: 30 score

Destroying an enemy with a ball: 25 score

Team Juggernaut

Destroying an enemy: 15 score

Assist in destroying: 5 score

Destroying a Juggernaut: 60 score

Assist in destroying a Juggernaut: 30 score

Solo Juggernaut

Destroying an enemy: 15 score

Assist in destroying: 0 score

Destroying a Juggernaut: 30 score (Currently it's the same 15 score for destroying a Juggernaut in SJR as destroying a regular tank and i think it is unfair)

Destroying enemies as a Juggernaut: 20 score (The Juggernaut in SJR is so short-living because the HP is low and everyone attacking you, raising the score gained from killing enemies can be a solution without buffing the Juggernaut itself)

EXTRA

Engineer augment: Picking up a box on the battle field: 5 score (Supply box, gold box, megagold, nuclear energy, crystal box... etc)

Destroying an enemy with a grenade: 25 score (No matter which battle format you are in)

Destroying an enemy with a mine: 25 score (No matter which battle format you are in)

Destroying an enemy with a combo damage: 30 score [(No matter which battle format you are in) currently only railgun has one]

Edited by Isshiki

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Hi,

Please remove bots from game or only from juggernaut battles, we keep losing because bots became juggernaut and they die easily. So please remove bots from game or only from juggernaut battles

Edited by omerabdulsattar

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