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Posted (edited)

IDEA: stop the juggernaut being selected from players who have just died / bots

How? Introduce the following rules to the selection algorithm:

  1. Selection is completely random, unless point (2) applies. If a player is selected who has already spawned, they auto self-destruct without losing a life. 
  2. If someone has already been the juggernaut once, they cannot become juggernaut again unless the entire team has already played as juggernaut. 
  3. Bots cannot become juggernauts.

Why? At its height, TJR was imao by far the most interesting mode in the game. Experienced players who became the juggernaut could leverage their skill to make their team win a lot more than the other team. Moreover, the entire course of the battle could suddenly shift depending on who became the juggernaut. A losing team could recover on the back of a single player's killstreak, while even seemingly tied games could often be won if you were prepared to be opportunistic and take the right risks. However, TJR was never without its issues and at present I would say there are two main aspects which make the mode frustrating to play.

Despite the selection algorithm receiving some adjustments over the years, the first issue has somehow remained since the mode's very inception: that is, that the next juggernaut on each team is selected from a pool of players who have just died. This might not seem like a big deal on the face of it, but it actually has a massive impact on gameplay. Good players don't tend to ... die, that much, or even at all sometimes. Instead, the most likely people to become the juggernaut are the weak players, atrocious K/Ds, often contributing little if anything to the team.

Now don't get me wrong, I have nothing against weak players and I think they should be given the opportunity to play as the juggernaut so they can learn and improve. However, there is a bit of a limit to this. After all, experienced players deserve to be valued as members of the community too. Currently, the system punishes those who play well, forcing them to watch their juggernaut undergo a series of excruciatingly inept reincarnations. This isn't fun for anyone in the battle, least of all the weak player themself, who is left feeling as if they have single-handedly made their team lose. 

The second issue is more recent yet has substantial parallels to the first issue. Bots are, by design, essentially weak players, albeit with maxed out equipment. Allowing them to play as the juggernaut therefore once again throws all of the nuance and strategy of the mode out the window, turning it instead into a senseless slug-fest as the entire enemy team opens fire on your juggernaut who "decides" that it would be interesting to park in the middle of their base. 

But this is actually worse than the first issue: because the bot doesn't learn anything from the experience so the pattern simply repeats itself again and again and again and your suffering has meant nothing. Some games are won or lost solely on the basis of one side having a human juggernaut who plays sensibly and strategically, and the other side cycling through a series of kamikaze bot juggernauts and being powerless to do anything about it. 

The changes I have suggested are simple and should be relatively straightforward to implement. With a few targeted tweaks I think this mode will shine once more.

Edited by arcadius
Realised the title for my suggestion had been clipped XD
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For example, in the wasp hammer or wasp fire event there is no points added to anything at all, how can it be, it is unreal,,, so riggged. If the points do not go to pre-set combo then at least the points shall be added to wasp and hammer trophy points itself, or in wasp fire events to wasp and fire, recently in bonk event mode points were only added to the tank,, not the turret, how can points be added to turret? bonk is unavailable in garages, but we are playing on something righ? then add turret points to pre-set turret in garage. The points are being wasted. I remember back then the events usde to give reputation points on pre-set garage combo or at least on something that was directly played in the event mode. Now it is all so ruined. Please raise the voice aboout this issue, many players are concerned aboout this, fix this please. That's all i am asking apart from patching hacks and banning chat ragebaiters and inadequates in the game. Do something please!

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(sorry if my english is bad :c)

What it is: Tanki Online itself, but you can create maps, invite friends to play your maps, summon bots/crates/golden crates, and also configure modes.

IN THIS MODE YOU CANNOT EARN XP/CRYSTAL. NOR COMPLETE MISSIONS.


In this mode, there will be two options when clicking: "Create map" and "Play map."

  1. - When creating a map, at the time of saving, the user can choose whether to save it for the public (anyone can play), friends only, or private (only them).
  2. - When playing a map, there will be a list with several maps made by players (public), and in another tab there will be a list of maps made by friends, and in the last tab, it would be "my maps."

When playing a map, the owner of the match who created that map to play will have an option to enter "Sandbox" mode where they can switch to spectator mode or tank mode (default), summon bots and customize the bots, summon crates (including gold boxes), and also customize their own tank (being able to equip any turret/hull. NO SAVES FOR GARAGE).

Customize modes: You can choose any mode you want on the map (as long as there are team spawn points in the mode) and this also includes the "team juggernaut" and "solo juggernaut" modes.

 

Thank you for your attention.

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Sounds pretty much like a regular PRO battle.

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On 5/16/2026 at 4:33 PM, arcadius said:

 

 

On 5/19/2026 at 2:45 PM, RedDeath said:

 

Topic merged 

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@NikmanGT Well, it could also just be that it would have to be pretty 'nerfed' because we can't gain XP. But we can add Bots, juggernaut, etc.! That would be really fun and I'm sure a lot of people would use it to pass the time playing 😛

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lnstead of a Juggernaut Super Tank that we know of, caIIed Juggernaut, there would be a new big Super Tank equipped with a MissiIe Launcher that wouId Iaunch Surface to Surface missiles against every enemy tank in the match when it has a Iock-on on aII of them.

To Lock-on enemies we can click and hoId the same button we use to drop a FIag in CTF for 3 seconds when enemy tanks are visibIe to the naked eye. Every tank in a team can Lock-on an enemy.

The MissiIe Launching Tank can move and try to lock-on enemy tanks. lt can also use supplies (speed, damage, armor, mines and repair kit).

Both teams wiII have one Super Tank.

Once aII enemy tanks are Iocked-on the Super Tank will have to stop for a few seconds for the launcher to be raised to the desired angIe, and then the launching wiII happen. One missiIe for each enemy, incIuding the enemy's Super Tank. A missiIe wiII destroy any reguIar Tank, except the Enemy's Super Tank when healthy, which will be severely damaged.

I think it should have a name, so we can use that name for the BattIe Mode. 

And this BattIe Mode can repIace either Siege or AssauIt, we can vote for which one (if this happens l'II have to pIay Siege and Assault to remember which is worse.)

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Like the titIe says.

Here everytank has one FIag. One FIag for the whoIe battIe. Everytank in both Teams.

And there is one FIag Post for each team to defend.

Everytank spawns with a FIag, and if destroyed, it wiII respawn with it's Fiag again, and again...

UntiI it pIants it's FIag in the enemy's FIag Post.

Once a Tank pIants it's FIag, it won´t have another FIag to pIant for the rest of the BattIe, yes, even if it get's destroyed and respawns again, and again...

The team that pIants more Fiags wins.

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On 7/20/2026 at 1:49 PM, THRN said:

Like the titIe says.

Here everytank has one FIag. One FIag for the whoIe battIe. Everytank in both Teams.

And there is one FIag Post for each team to defend.

Everytank spawns with a FIag, and if destroyed, it wiII respawn with it's Fiag again, and again...

UntiI it pIants it's FIag in the enemy's FIag Post.

Once a Tank pIants it's FIag, it won´t have another FIag to pIant for the rest of the BattIe, yes, even if it get's destroyed and respawns again, and again...

The team that pIants more Fiags wins.

This is very confusing.

Firstly, it looks like ASL first draft, which is already similar to the current mode we have, no uniqueness.

Secondly, you just said if you plant once you won't have flags, then it ultimately becomes a TDM.

Lastly, when you have 5 or 6 people in the team, it reduces the mode to 5 or 6 chances.

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On 7/21/2026 at 12:24 PM, NikmanGT said:

This is very confusing.

Firstly, it looks like ASL first draft, which is already similar to the current mode we have, no uniqueness.

Secondly, you just said if you plant once you won't have flags, then it ultimately becomes a TDM.

Lastly, when you have 5 or 6 people in the team, it reduces the mode to 5 or 6 chances.

lt's Iike ASL in that you have to deIiver FIags, but unIike ASL you spawn with the FIag and you don´t have to go pick up a FIag somewhere. AIso unIike ASL, both teams have FIags, both teams have to deIiver FIags, and both teams have to defend their FIag Posts.

After you deIiver your FIag you can heIp your teammates that haven´t deIivered their Fiags do it, if you want your team to win, or you can defend your FIag Post.

lf battIes having 5 or 6 tanks in the team end sooner, then this mode shouId not be pIayed in those smaII maps. Or after everytank in one team have deiivered a FIag, maybe everytank can have a second FIag.

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On 7/21/2026 at 8:27 PM, THRN said:

lt's Iike ASL in that you have to deIiver FIags, but unIike ASL you spawn with the FIag and you don´t have to go pick up a FIag somewhere. AIso unIike ASL, both teams have FIags, both teams have to deIiver FIags, and both teams have to defend their FIag Posts.

After you deIiver your FIag you can heIp your teammates that haven´t deIivered their Fiags do it, if you want your team to win, or you can defend your FIag Post.

lf battIes having 5 or 6 tanks in the team end sooner, then this mode shouId not be pIayed in those smaII maps. Or after everytank in one team have deiivered a FIag, maybe everytank can have a second FIag.

Doesn't work as there are many players who simply ignore the objectives/don't have the EQ to care for the objectives. This idea, if implemented, would frustrate players more.

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On 7/29/2026 at 10:32 AM, Akame said:

Doesn't work as there are many players who simply ignore the objectives/don't have the EQ to care for the objectives. This idea, if implemented, would frustrate players more.

Good point.

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On 7/29/2026 at 11:32 AM, Akame said:

Doesn't work as there are many players who simply ignore the objectives/don't have the EQ to care for the objectives. This idea, if implemented, would frustrate players more.

That already happens in all current modes (except DM, i think).

Perhaps if the reward system was altered to give tangible increased rewards to players who plant flags (versus farming kills) it could work?

Not sure.

 

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On 7/29/2026 at 1:31 PM, Jeers4U said:

That already happens in all current modes (except DM, i think).

Perhaps if the reward system was altered to give tangible increased rewards to players who plant flags (versus farming kills) it could work?

Not sure.

And if your teamates don´t care about pianting their Fiags, you just pIant yours and then go and defend your FIag Post.

lf the battIe is hopeIess for your team, just TDM.

Good rewards couId make a difference in this mode, even if your team Ioses, those who pIanted their fIags shouId be ahead of other in the Score.

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On 7/29/2026 at 7:31 PM, Jeers4U said:

 

Perhaps if the reward system was altered to give tangible increased rewards to players who plant flags (versus farming kills) it could work?

Not sure.

 

Then we'd probably get more phoenix farmers playing such if it was profitable enough. One of the reasons why assault was hammered down cuz @AgentSix and others abused it like crazy to earn 'mastery' on the turret and hull with ease.

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Posted (edited)
On 7/29/2026 at 11:39 PM, Akame said:

Then we'd probably get more phoenix farmers playing such if it was profitable enough. One of the reasons why assault was hammered down cuz @AgentSix and others abused it like crazy to earn 'mastery' on the turret and hull with ease.

But you wouId only have 1 or maybe 2 FIags to pIant.

The other extra incentive wouId be destroying sometank stiII with a FIag.

l don´t know how couId it be expIoited.

Edited by THRN

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On 8/1/2026 at 6:18 AM, THRN said:

 

l don´t know how couId it be expIoited.

Depends on the score balancing

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On 8/1/2026 at 4:29 AM, Akame said:

Depends on the score balancing

Even if it becomes Iike a TDM, l think it wouId be better than ASL.

There wiII aIways be tankers trying to pIant a fIag, and defending fIag posts, even if it is for their Winning Team MIssions.

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