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interesting, I just don't know about AI mode.

Actully if u have played fortnite itll be just like the mode there which is " SAVE THE WORLD " instead here itll be " AI " or " SAVE THE WORLD " too for tanki what ever tanki wants to put the name for it !!!

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Creative mode? More like have Private servers that can be rented for money, as has been suggested.

 

Battle Royale mode: No. Tanki isn't suited for large maps, much of which are available in Pro battles but lag when full. Plus, Tanki needs to be more of a unique game than a rip-off of various games.

 

AI mode: Suggested before. But that would degrade Tanki's claim of real time PvP battles. Not worth the time and effort, imo.

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I think I suggested something like this before, but I think Tanki could use Payload as a gamemode. Monte Carlo would be a great candidate for it, as would something like say Barda. The payload would of course be an invincible tank that's escorted along a set path by one team while the other team tries to stop it from reaching it's destination. 

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Juggernaut's weaknesses:

 

I have noticed that the juggernaut tank has quite a few weaknesses. Those weaknesses does not come from other turrets in Tanki Online but clearly comes due to the fact the juggernaut does not have enough armor.

 

Let me explain further. Juggernaut also have a new enemy on its back. That is the Gauss turret. Also Freeze and Striker are the main enemies that causes tankslaughter for juggernaut players. I am not complaining about the balance of any other turrets because they are all perfectly well balanced.

 

To overcome this problem, developers must buff up the armor of juggernaut. The only problem here is that developers keep on refusing to buff up juggernaut's armor so that it has enough HP health capacity to survive ultra powerful blasts against it.

 

There is no point at all for having a juggernaut tank if this boss tank gets destroyed almost right away when players take juggernaut in their own hands.

 

I also want to point out that juggernaut's railguns does not deal enough damage. I have noticed that Titans and Mammoths often equip double armor and double damage at the same time. Juggernaut's railguns needs to be fired around 3 to 4 times to make a Titan or Mammoth kill. That is too much, so doubling the damage level of juggernaut's railguns would solve that problem.

 

For juggernaut's strikers, first, it needs to be able to fire a total of 8 rockets at once instead of 6. That would just add a little more firepower damage from juggernauts strikers, which are a little underpowered as of now. To further improve the situation with juggernaut's strikers, it must have its aiming salvo lock on mode load faster to make sure than runaway wasps and hornets don't manage to hide behind walls or buildings.

 

I also want to point out that developers did not really think straight about proper planning when releasing juggernaut. One foreseeable common problem is also that most maps are too small and too cramped with obstacles that makes it nearly impossible for juggerant to continuously run away from enemies because juggernaut keeps crashing into obstacles such as corners, dips, hills, walls and buildings.

 

My suggestion is for developers to create a brand new map that is fully flat like the Desert map. This map would have to be about the same size of the Desert map and only contain a few obstacles. Even the Desert map has too many obstacles which causes juggernaut players to get stuck into.

 

When all those problems and weaknesses of juggernaut that I have explained above are fixed, the juggernaut game mode would become a lot more fun and enjoyable for all players to use.

 

Also the juggernaut mode must be added to pro battles. I have mentioned about this quite a few times. This would open up many customization opportunities for pro battle players to customize juggernaut's settings before entering battles. Also, playing long juggernaut battles are fun, lots of fun because you get to destroy waves of enemies before reaching the end of battle. Overall, that makes juggernaut gameplay much more interesting and challenging to all players.

 

Juggernaut is also missing a protection shield which is similar to Titan, but moves along with the juggernaut tank when driving. The juggernaut shield behaves in a completely different way than Titan's shield dome overdrive. Please read my post here: http://en.tankiforum.com/index.php?showtopic=374477

 

This juggernaut shield must be added to the juggernaut tank in a future update. I expect this update to be available as soon as possible.

 

Juggernaut's overdrive must be capable of pushing enemies when at a further distance than as current. The overdrive must be able to push and flip enemy tanks at a further radius. I say approximately 20 meters would be fine. That would keep Freezes that keeps slowing down juggernaut players are bay.

 

Please accept and make all the necessary juggernaut changes as I have written in this post and the link to my other suggestion I gave you above.

 

Thank you.

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Juggernaut is in a bit of a weird state now due to Overdrives. Without ODs and drones, it's a powerful tank that's very hard to kill. But as soon as someone uses an OD/drone, or especially both, then Juggernaut just turns into jelly within seconds. Simply giving it more HP will make it pointless to try and kill it with normal turrets, which is boring.

 

What I think it really needs is a sort of smart shield that only activates if Juggernaut receives X amount of damage in Y seconds. So if people are slowly shooting you and slowly bringing down your health - that's fine, but if some Viking comes in and starts shooting you with OD, or a Shaft deals a massive blast and takes off 90% of your health, the shield activates and you'll be immune for, say, 3 seconds. I think that would be a cool and balanced mechanic.

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I personally think that juggernaut is too weak. I know this because when I become juggernaut, I get destroyed very quickly even after making two or three kills at once.

 

I have written a post on a defence shield, but you say that a 3 second shield would make juggernaut balanced. Well, a 3 second shield would not help at all. Its best to make a permanent shield that gets weaker by 1% after each shot. Just read my topic on the link I posted above on the first post.

 

I am not lying nor kidding. Juggernaut has many weaknesses and I can prove it. Even after becoming juggernaut myself, I can get killed right after spawning as juggernaut. That proves you that juggernaut is garbage. In other words, it mostly feels like driving a Mammoth, and you get zapped dead unexpectedly.

 

Please Maf can you put this topic as either "Under Review" or in the "Valid" section because my suggestion makes sense.

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Maybe it can be such that the second consecutive shot/tick deals 20% less damage, the third deals 40% less damage, and so on. Meaning that you can't keep on firing more than 5 shots at the Juggernaut or deal longer than 5 ticks of damage.

 

Just an idea, JGR isn't available on the Mobile Version, so I don't have much experience playing it. :p

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Perhaps it should have a special resistance against overdrives, most cases when you die with it is after an overdrive that allows people to quick kill you or hunter to freeze you completely.

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Yes, good point there. Like you said, it would be great if juggernaut had resistances against overdrives because overdrives makes easy juggernaut deaths. For example, most players use Hunter and Viking for stopping juggernaut moving and fast shooting Hammers against it.

 

Your suggestion is good, but in my point of view it's not enough to keep juggernaut surviving long enough in battles. Just approve and accept my ideas because juggernaut needs a serious overall buff in make of its parameters and weaknesses.

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It is better to arm juggernaut with a powerful shooting drone that operates without batteries. The drone would only appear when juggernaut faces two or more enemies against it for a secondary defence.

 

Another good idea of mine would be for juggernaut to drop a huge cluster of powerful mines on the ground that would annihilate enemies passing over them. The juggernaut would drop something like 10 to 20 simultaneous large mines that would have a very good blockage in entrances.

 

There are many good ideas that players can get into their heads to improve juggernaut. Just keep on posting your ideas on this post. Every idea is (every little helps) that would help developers on implementing something useful for juggernaut.

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The 10 juggernaut rockets idea is brilliant. However, juggernaut's railings must deal twice the amount of damage as now. I have noticed when Titans and Mammoths use double armor, it takes 4 juggernaut railgun shots to destroy them, so my suggestion is to buff up juggernaut's railguns by doubling it damage.

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Why just 8 rockets from juggernaut, why not up the ante and make it 10?

 

Also why not make both railgun barrels fire at the exact same time instead of one after another?

Goodbye to all medium all hulls. 

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Don't worry. Other players would still get the chance of becoming juggernaut. However, it must be a 50/50 change for other players on the battlefield to become juggernaut.

 

Juggernaut's armor must be doubled so that juggernaut can withstand multiple Striker, Freeze and Wasp bomb attacks. Still, Viking's overdrive powered up with Hammer can still easily bring down juggernaut to its knees by firing continuous shells for 7 seconds. Even with double armor, juggernaut cannot survive against Viking's overdrive.

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Well, a 3 second shield would not help at all.

it doesn't have to be 3 seconds - it can be longer if needed. But don't underestimate how fast things happen in a battle. 3 seconds of invulnerability is quite a lot.

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Don't worry. Other players would still get the chance of becoming juggernaut. However, it must be a 50/50 change for other players on the battlefield to become juggernaut.

 

Juggernaut's armor must be doubled so that juggernaut can withstand multiple Striker, Freeze and Wasp bomb attacks. Still, Viking's overdrive powered up with Hammer can still easily bring down juggernaut to its knees by firing continuous shells for 7 seconds. Even with double armor, juggernaut cannot survive against Viking's overdrive.

It shows what people are capable of achieving when working as a team towards a common goal.

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Juggernaut must be a tough tank if it is going to survive being overwhelmed by enemy Strikers and Freezes. Also, juggernaut is not immune to Gauss at all. Gauss makes easy juggernaut kills. Many players use Gauss to bring juggernaut down, so it is true that for an M4 player, juggernaut needs to have 40,000 HP or armor instead of 20,000 HP which is not enough. Developers must double juggernaut's armor so that it can survive long enough in tough situations when enemies are close by and overwhelm the juggernaut players.

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