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On 4/6/2023 at 12:19 AM, ekf said:

 

On 5/29/2023 at 10:32 PM, PirateSpider said:

 

On 5/30/2023 at 6:23 PM, ekf said:

 

On 5/27/2023 at 11:13 PM, PirateSpider said:

 

On 5/20/2023 at 9:44 PM, ekf said:

 

On 5/17/2023 at 6:18 PM, ekf said:

 

On 5/13/2023 at 8:40 PM, firety31 said:

 

Topic Merged

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As far as I know, in TJR (Team Juggernaut) Mode, the first player to spawn after a juggernaut has got destroyed, becomes the next juggernaut of that team (provided that he has not self-destroyed himself). Though this seems fine, it has many disadvantages, some of which are mentioned below:-

1. Many times, players are not able to become the juggernaut because they take more time to spawn than others due to a lag, or any other possible reason. And of course, most of the players wouldn't want this to happen.

2. Secondly, who becomes the juggernaut of any team completely relies on the spawning of the players, which is luck-based. Thus, if a team is unlucky, any bad player in that team might become the juggernaut and hence the team might lose the battle which, otherwise, they would have won. (I think this is a bigger disadvantage than the first one)

So I think it would be better if a player could become the next juggernaut by destroying the current juggernaut of the opposing team, just like in the SJR (Solo Juggernaut) Mode. Only the first juggernaut would be randomly chosen for each team.

Point to be noted: Since this is TJR mode, there will be 2 juggernauts in the battle. So, after destroying the opponent juggernaut, the player to do so would become the next juggernaut, but only after the current juggernaut of that team gets destroyed.

I think most players would agree to this. However, if anyone has any doubt or a different opinion altogether, on this topic, feel free to quote my post.

Edited by Master_Blaster

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I see so many cowards these days abuse jug then leave the game when they die with it, just to qué into another game and get jug agein, 

Their should be a penalty for such coward play style, they don't waste supplies or use their main combo 

It's very common now lame 

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On 9/19/2023 at 6:55 AM, iIy said:

I see so many cowards these days abuse jug then leave the game when they die with it, just to qué into another game and get jug agein, 

While i do agree with the jug part you do understand that now YOU won't be able to rage quit because you can't camp in siege or CTF without ppl focusing on you? I watch Tanki YT extremely rarely and even there I can see you just camping and then rage quitting after the same person killed you twice in one match. Also the amount of times happened live while I was matched with you. I find it ironic.

 

On 9/20/2023 at 12:04 AM, TheCongoSpider said:

I find it weird that they say they don't want players receiving phoenix augments too quickly, while also allowing them to progress it as the Juggernaut. 

Artificial hype nothing more. Making people believe that phoenix is something so cool that the devs dont want for players to get too quick (reminder it takes 13+ years for average player for a single augment.) so it must be that good right? Not just somewhat better Explosive Rockets right? Right...? Oh.

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On 9/19/2023 at 2:04 PM, TheCongoSpider said:

I find it weird that they say they don't want players receiving phoenix augments too quickly, while also allowing them to progress it as the Juggernaut. 

They're not very good at their job or they just rushed it.

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On 9/19/2023 at 7:55 AM, iIy said:

Their should be a penalty for such coward play style

Penalty for leaving will never happen. Besides, MM already has a system where quitters are replaced with stronger players.

On 9/19/2023 at 7:55 AM, iIy said:

they don't waste supplies or use their main combo 

I don't see a problem with this. People want to play as Juggernaut, so let them.

Now as for changing the mechanics of Juggernaut — that I completely agree with. The two most needed changes, in my opinion, are the removal of Juggernaut's ability to heal via any means besides overdrive, and fair selection of Juggernaut at the start of the game. Devs do those two things and the exploit will be fixed.

 

On 9/20/2023 at 9:39 AM, Kimura said:

I can see you just camping and then rage quitting after the same person killed you twice in one match. Also the amount of times happened live while I was matched with you. I find it ironic.

Lol if true

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Juggernaut mode is broken on many aspects. I have suggested many solutions before that I believe even a 5 minutes fix would be better than the current situation. Rather than constructing a strong algorithm that prevent players from entering and leaving the battle after harvesting a huge amount of kills with Juggernaut. One of the solutions to say: Juggernaut always go to a random player, not for the recent died tank.

On 9/20/2023 at 8:39 AM, Kimura said:

While i do agree with the jug part you do understand that now YOU won't be able to rage quit because you can't camp in siege or CTF without ppl focusing on you? I watch Tanki YT extremely rarely and even there I can see you just camping and then rage quitting after the same person killed you twice in one match. Also the amount of times happened live while I was matched with you. I find it ironic.

At the start I didn't understand, but after I entered the profile and seen Crisis drone Vulcan and Ares, roughly 6.00 K/D. Last post of him was about a Stun augment for Vulcan.. I'm speechless.

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On 9/23/2023 at 2:36 AM, firety31 said:

At the start I didn't understand, but after I entered the profile and seen Crisis drone Vulcan and Ares, roughly 6.00 K/D. Last post of him was about a Stun augment for Vulcan.. I'm speechless.

Oh don't worry you'll be speechful after you'll find out that now he only uses Hyperspeed rail + ares and camps in SIEGE and asl.

Stun vulcan? Wait im i trippin or is he the one besides "stun effect should be nerfed because my vulcan not work :((((" ?

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On 9/22/2023 at 7:19 AM, Maf said:

Penalty for leaving will never happen. Besides, MM already has a system where quitters are replaced with stronger players.

Sometimes, I almost suspect that they are actually replaced with bots as I think tanki knows no one wants to play in a game with a team losing 0-7 in TJR. A few of my friends also suspect that there are players who purchase bots from third party sources that hack into the game, kick players from the server from the OPPOSING team, and replace them with bots that either afk the whole time (and never get removed for inactivity) or cling around players and intentionally get in the way.

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Since the wild west event is gonna last all the way until the 23rd of October, this puts Halloween in a serious situation.

In the past few years, it would have a mini game event associated with it, and if the event started late in October, then it would usually last all the way until around Thanksgiving week. Which was dumb because we're all closing in on Thanksgiving and tanki still wants to do Halloween.

So this year, I would like the Halloween event to end no later than the 13th of November at the usual server restart time. To accomplish this we can do 1 of 2 things:

 

1) Start it on the 27th of October. No minigame. Treat it as you have with tankers day and the autumn festivities event.

 

2) Start it on the 13th of October, and then end it on the 6th of November. Mini game can be held here. And the sales can be  on all of Halloween week.

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I've noticed that trying to play a quick battle has essentially just become TJR. Is it just me? It feels like I get put into a TJR battle more than every other battle and it's ridiculous. I don't want to try play 1 gamemode and wait 5 minutes for a battle, I want to play a mixture of formats but when I try to use the in-built feature that it meant to let me do that, I just get put into TJR battles. I hate it, I hate TJR, and frankly I hate the game too (but that's for a lot more reasons). Can you at least add a means of blacklisting certain formats under the "quick battle" mode so I can just stop getting forced to play the second worst gamemode tanki has to offer? All just full of sweats unless it's your team where every jugg is just a mult that stands in the open.

Extend the bots to legend rank battles too. Lot more fun than playing against other people in MM, and your teammates play better than other players too. 

Yeah i know this is getting rejected, idrc anymore. Haven't for a long time. Tanki doesn't do stuff for players, only for their bottom-line.

Edited by Annihilation
Profanity, I know ya'll don't like that.

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When a JGR gets destroyed, it deals literally 20k damage in the surrounding, which if it was a close fight between both JGR, it would result in 90% of the case, the destruction of the opposite JGR (I've been victim of blaster effect by a lot after I defeated multiple enemy JGR). My plan is to reduce the blaster damage to 10k

Edited by Soothing

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On 1/4/2024 at 9:31 PM, Soothing said:

When a JGR gets destroyed, it deals literally 20k damage in the surrounding, which if it was a close fight between both JGR, it would result in 90% of the case, the destruction of the opposite JGR (I've been victim of blaster effect by a lot after I defeated multiple enemy JGR). My plan is to reduce the blaster damage to 10k

To get that 20k damage you basically have to be touching JGR. There is no reason to nerf it. It adds strategy and they literally explained that the whole purpose of this is to DESTROY enemy JGR if you know what you're doing. If anything it should be buffed to 30k max.

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On 1/4/2024 at 3:31 PM, Soothing said:

When a JGR gets destroyed, it deals literally 20k damage in the surrounding, which if it was a close fight between both JGR, it would result in 90% of the case, the destruction of the opposite JGR 

That...was the point of the update...

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On 1/4/2024 at 4:31 PM, TheCongoSpider said:

That...was the point of the update...

Yeah so 10k should be fine and it should destroy normal hulls and even the JGR (not 90% of the case in close range fight since it's actually 20k damage)  not freaking 20k which destroys even the JGR remaining (close range fight and even in small maps). If you say, skill issue, well, some noob JGR that doesn't turn their turret thinks it's relevant to attack me with full health, overdrive and he's pursuing me and we end up in close range fight and the radius of the explosion of their death in pretty high, so even if I clutch up, I won't have more than 20k HP (max 30k)

Edited by Soothing

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Those who need it know how to abuse the Jagers in every battle and beyond, in this regard, this idea failed. If the idea is to give more players the opportunity to play on a big tank, then remove his healing, this will remove conditional immortality. Since this is a team mode, not a group one, a team should play, and not 1 Jaeger and 2 squads, which carry out the entire game without the help of the team.

Firstly, seeing such a group opposite from the start makes it clear the outcome of the entire battle, and such battles are 70-80%. Healing assistants without a group are the same, on the one hand there are 0 assistants, and on the other there are 5 random assistants, there is no excitement in such games. The balance is determined by who has smarter or more healing assistants.

Secondly, the juggernaut has the opportunity to regenerate its health with overdrive every 90 seconds, and the tank itself is 10 times more durable than normal. This is already a great superiority.

Thus, a person's playing time on a juggernaut will depend on the skills of the player himself and on the activity of the team (which brings back the meaning of the name of the "team juggernaut" mode).

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Jaguar should be buffed to 100k HP all forms of healing removed. This fixes the Jaguar abuse problem. 
Or just don't play that braindead mode in the first place so the waiting time is like 5 minutes for these noobs

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