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Battle royale mode

 

Because why not? Only certain maps could have it, particularly the larger ones, but it could be interesting to have. May be have a test for them on test server before actually launching if it's considered, because who knows how it would go.

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This idea was suggested before, times and times, they were declined but why is this merged? And this game even has a lot of lags, even in an 8v8 battle, can't even imagine 50v50 or a battle royale mode anyway.

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Lets imagine that all game dev's are a chefs owning a restaurant....

 

If a chef finds a new recipe and his sales went high compare doesn't mean you have to copy the same recipe but with few tweaks. They tend to fail.

 

The reason why PUBG and Fortnite went massive hit because they were the first to release at 2017. 

 

I like the concept you think, but it affects the entire tanki history. Tanki is meant to play 8 v 8 live battle where a last minute can be match turning situation. Bring this Battleroyale concept WILL affect the gameplay. It would be like a tank surviving in a map and last stand wins.

 

This concept is already is been hosting in EVENTS. Be free to check it out. 

 

The Last Stand <---

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Please Buff Up Juggernaut's Armor

 

Today, and a few days ago, I have played quite a lots of juggernaut battles. Like I said before in other posts, juggernaut's armor is too weak, so it can be destroyed with many shots at once. The problem is when you become a juggernaut, all the enemy tanks on the battlefield point their weapons at you and fire simultaneously. The problem with that is not that fact of having all players shoot at you, but the problem is that juggernaut does not have enough armor to resist the immense firepower firing at its hull.

 

For juggernaut to be able to cope with all the enemy players firing simultaneously at it, it must have more armor, at least double the number of armor points.

 

It does not matter what kind of turrets enemies have in juggernaut battles, but juggernaut cannot resist multiple turrets firing at the same time at juggernaut. To solve this problem, juggernaut definitely must have more armor to resist being killed too quickly.

 

Many times, I started battled with juggernaut and I got killed just after destroying the first or second player. Juggernaut battles are not fun at all because juggernaut is too weak.

You are right that J-boss is weak. I had many ideas to buff Juggernaut. Not just his/her HP itself but ideas.

 

When spawned as a Juggernaut, he/she get 10 second of invulnerability to start with.

 

When firing his/her Twin Railgun, the shot will not be dorsal but 2 Railgun shots pops out at the same time. And when hits a target, Double Armor is ignored. All types of hull: light to heavy will be destroyed in a tap of space bar. Make reload time 1 second.

 

When firing his/her Striker, time to lock on will also be 1 second. Ignores Double Armor too. If he/she has Cyclone, a salvo of 12 will be launched instead. Oh, when rockets are launched, no more self-damage.

 

Passively make Juggernaut invulnerable to afterburn and freezing effect.

 

Overdrive instead will take 10 seconds to fully recharge when no kills being made. Each kill he/she makes charges OD instantly to 100%.

 

Allowing healing even more effective than now. Healing will still heal 1/2 of J-boss's health. And.... triggers 4 seconds of invulnerability (that

was originally Maf's idea but I decided to buff it).

 

For speed, make it 75-100% faster than M4 Wasp.

 

And apply to Aigaion's idea that OD will send Strikers' rockets flying elsewhere when locked on that should be enough.

 

I did consider about making J-boss ignore Double Damage with would-be Viking's OD. But no.

 

M4 Viking-Striker with its would-have OD, Cyclone, Double Power and max Booster Drone is the only combination that can do the job.

 

3520*2*(2+2+2).... gives over 40K damage per salvo. It's strong enough to destroy even M4 Juggernaut with his/her M4 Orka.

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I support your idea, FrozenRailgun. Juggernaut is clearly too weak, so, this is 100% true. Players must keep on reporting that juggernaut's armor is too weak, which means that this tank is no fun to play with.

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I support your idea, FrozenRailgun. Juggernaut is clearly too weak, so, this is 100% true. Players must keep on reporting that juggernaut's armor is too weak, which means that this tank is no fun to play with.

What other ideas can you think of to buff Juggernaut?
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Change Juggernaut mode from DM to TDM

 

When Juggernaut was first introduced, I thought it would be a TDM with the players on Juggernaut's team would be his minions, protecting Juggernaut while Juggernaut is attacking. 

 

Here's how I imagine it would work:

 

At the beginning of battle, one player from either team would be randomly picked to be the first Juggernaut. For this scenario, let's say the first Juggernaut is on Blue Team. The battle continues as usual, Blue vs Red. When a Red team member kills Juggernaut (gives the killing blow), that Red team member gets a big bonus plus becomes Juggernaut with the Red team being it's minions. That's the basic game play. 

 

The reason for this suggestion is because with the present mode as DM, players are killing off would be Juggernaut attackers. I played Juggernaut twice. The second time I played, I kept spawning on the opposite side of the map from where Juggernaut was. I never saw Juggernaut the entire battle because I kept getting killed halfway there. I never went back.

 

From what I have observed during those two battles, there are few players who actually play Juggernaut battles for the challenge of being Juggernaut. They play that mode for some easy kills. I've seen Magnums sitting atop a hill raining bombs into the crowd that is trying to kill Juggernaut. 

 

If it was changed to TDM, then the snipers would be playing for a team with a common cause instead of for themselves. Kind of like ASL, but instead of defending a base, the team will be defending Juggernaut. 

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I like it in theory, but the problem is people just wont wont work together to protect the juggernaut. Just like in the JGR mode we have now, they will only be looking for easy kills. Still, It woudnt be worse than what we have now, and it could be better, so +1.

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I am not sure if this is under the right topic, but it seems the best choice to me. 

       In team deathmatch it would make sense to weight points/rewards not only according to amount of kills, but also amount of deaths.  This way the person that gets 20 kills but has 20 deaths gets less points than the person who gets 12 kills and 1 death.

 

 

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What if there's in an isida train healing the juggernaut non stop?

You mean like in a regular battle where there are 4 Isidas on one team? I was in a battle like that with my alt account just 2 days ago. I was one of the 4. Then, as always, you have to kill the Isidas. Why do you think Isidas have a very low K/D? 

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You mean like in a regular battle where there are 4 Isidas on one team? I was in a battle like that with my alt account just 2 days ago. I was one of the 4. Then, as always, you have to kill the Isidas. Why do you think Isidas have a very low K/D?

 

I'm not saying that it's what would happen if isida were healing the juggernaut non stop so the other team couldn't kill him or something like that

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I'm not saying that it's what would happen if isida were healing the juggernaut non stop so the other team couldn't kill him or something like that

Then it's up to the team to kill the Isidas and spawn kill them if necessary. It's a team effort. Maybe an incentive could be added, possibly, like the team with the Juggernaut gets a few extra xp or something along those lines. 

Edited by u812ic

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