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Ideas for Supplies and Drones!


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I'd like to suggest a change to the Gold Box activating button "6"

The number 6 is really close to 5 and that leads (At least led me several times) into accidental activation for a Gold Box and that's really inconvenient since it's a VERY valuable and rare supply box.


How couldn't they take that into consideration? I mean, it could happen and it HAS happened to me and to a lot of players in battles I play in (You should see how annoyed and angry they get with that happens).


Point is, all of the usual supplies we know (Repair kit, Double damage, Double speed, Double armor and Mines) are an essential tank-enhancers for the performance of the tank, therefore they'd be activated using numbers from 1 to 5 (makes perfect sense)

But the Gold Box supply is on a completely different category (It's more of a treat and has nothing to do with the performance of the tank itself) and it would make sense to activate it using something other than a number (or at least a bigger number like 7 or 8 since they're a bit far on the number pad from the old ones) it should be a letter like the letter G or a symbol like = or +.

Honestly, losing one of your valuable Gold Boxes just because you wanted to plant a mine is an awful and annoying thing to experience.

So I'd like to ask the developers to consider my suggestion and come up with an amazing solution like they always do, they don't even have to use the symbols/numbers I suggested. They could use anything they want as long as it prevent accidental Gold Box activation.

That's all, and thank you for doing a great job with the game and best of luck.

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This idea is for a supply that can only be bought and not found on maps. It's called Immunity which means users with double damage will only to the normal amount of damage to you. say their railgun does 200.0 with double damage, you take only 100.0. If they have double armor, your gun will still do the normal damage. So it basically doubles your defense against double damage users and double your damage on double armor users. IT'll last for 45 seconds and need a minute cool down

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This idea is for a supply that can only be bought and not found on maps. It's called Immunity which means users with double damage will only to the normal amount of damage to you. say their railgun does 200.0 with double damage, you take only 100.0. If they have double armor, your gun will still do the normal damage. So it basically doubles your defense against double damage users and double your damage on double armor users. IT'll last for 45 seconds and need a minute cool down

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The idea is for a supplier is that once it is activated, your skill increase by 100% for 15 minutes.

That would be awesome, please can't we have it today?

:D. You need it?

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Heal Cloud

You activate it and a mark shows up on the ground, then a shell hits full of heal gas and all of your teammates can heal. The colour of the cloud depends on what team you on Blue of Red. The healing will be slow to make it balanced and the cloud will disappear after a few heals.  

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I don't mean on gold boxes. I mean on regular supplies that we use in a game. Why couldn't we have an option to drop them? For example: If I press "2" key I would activate a shield, but if I hold "2" key longer, then I should be able to drop a shield box in a battle. Not on the way like gold box, to falls from sky, not like that, it just creates itself in a place behind the tank. Like mines. This can be useful, we can help our teammates like this, for example: if someone can't heal, I can drop him a health box to help him. Player that dropped a box cannot pick it up immediately,he can only after 5 seconds. Also, player cannot active same supply that was dropped in a battle and cannot drop more than 1 box at the time when the box is reloading. So what do you think about this? I know that many of you won't care about helping others, and wasting supplies hehhhh :/ :/, but share your thoughts.

Imaginateive idea that has potential. IMO

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I have a couple of ideas for new supplies:

 

Force-doubles impact force and recoil of your turret for a minute.

 

Weight-doubles weight of your hull for a minute.

 

I put these up there to because the game should be more strategically played using drugs than just using brute force.

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I have a couple of ideas for new supplies:

Force-doubles impact force and recoil of your turret for a minute.

Weight-doubles weight of your hull for a minute.

I put these up there to because the game should be more strategically played using drugs than just using brute force.

Oh and before I forget, you should bring back crystal boxes but only in Death match battles where it's their choice only if they didn't want to work hard

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This idea is for a supply that can only be bought and not found on maps. It's called Immunity which means users with double damage will only to the normal amount of damage to you. say their railgun does 200.0 with double damage, you take only 100.0. If they have double armor, your gun will still do the normal damage. So it basically doubles your defense against double damage users and double your damage on double armor users. IT'll last for 45 seconds and need a minute cool down

Too much advantage wise

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The power-ups (drugs) are simply too powerful at 2x. Let's cut to the chase: they are the most important factor in the game. But the game is supposed to be about tanks ... not power-ups. The goal is supposed to be about creating the most powerful tanks you can choose and afford to fit your style. But it is not. What the game really is about is about being able to stay as close fully drugged all of the time.

 

The game may as well be named Pickupi Online.

 

The numbers do not lie.  Players are supposed to worry about paying thousands of C per MU. Each of these MU steps might increase you turret damage by a fraction of a percent. A power-up increases damage by 100 percent and costs 50 C,  Sure that boost it temporary - per drug dose. That temporary problem goes away if players are able to stay in a permanent state of powered-up. And evidence seems to say this is iundeed possible.

 

So we see an end-game where the only way to compete is to stay powered up all the time. The game becomes one of drug management not maneuver and tactics. 

 

But Little Willie, you say, what's the problem is everyone is fully powered-up? then the  Game is lie playing with n one powered up (except for the speed of the tanks / rotations). WEll flip that argument on its head. If drugs do not affect the end-game play balance .. then why do we have them?

 

The power-ups need a fresh look from the design team. They need to be designed to give an advantage but not one so large that they dominate the game. Right now I am seeing a negative incentive to gain experience! If gaining experience mostly means I meet more and more "druggers" dominating battles then gaining experience has a bit of the kiss of death about it.

 

If that is not a glaring warning sign to the developers that there is a drastic flaw in their design I don't know what is.

 

 

Lmao, pickupi? Nice name, it could also be called druggi, lol

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Drugi Online ... of course! How did I miss that?

 

Seriously though... the #1 thing you hear players complain about is the way drugs dominate battles. Yet the devs do not do anything to alieiate a very unpopular aspect of their game. Do the no understand that by driving away players they are NOT improving their revenues?

 

Facepalm.

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Drugi Online ... of course! How did I miss that?

 

Seriously though... the #1 thing you hear players complain about is the way drugs dominate battles. Yet the devs do not do anything to alieiate a very unpopular aspect of their game. Do the no understand that by driving away players they are NOT improving their revenues?

 

Facepalm.

you had to see drugging few years ago.

Each drugg 10 crystals+10 crystal boxes falling from sky and no cooldowns or anything like that. Start drugg wars in parkour battle and you will know how everyone felt about drugs being cheap and strong.

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you had to see drugging few years ago.

Each drugg 10 crystals+10 crystal boxes falling from sky and no cooldowns or anything like that. Start drugg wars in parkour battle and you will know how everyone felt about drugs being cheap and strong.

But he does have a point,, the drugs we have are basically for damage,armor,and health.

 

Tank I needs some drugs that gives you impact force, recoil, and weight to balance the game play. I especially like the impact force, it would allow you to flip other druggers tank more easily. This would create a balance in battles, I think.

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So, I was thinking for guns with slow reload like Hammer, Shaft, Thunder, Railgun, Firebird, Isida and Freeze, speed boost should decrease the time it takes to reload the gun by 30% like everything else. The tank's speed gets increased by 30 and the turret rotation speed increases by 30 as well, right? Tell me if I'm wrong, but it would seem more logical is speed boost would help you to reload faster.

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So, I was thinking for guns with slow reload like Hammer, Shaft, Thunder, Railgun, Firebird, Isida and Freeze, speed boost should decrease the time it takes to reload the gun by 30% like everything else. The tank's speed gets increased by 30 and the turret rotation speed increases by 30 as well, right? Tell me if I'm wrong, but it would seem more logical is speed boost would help you to reload faster.

Topic merged

 

Developers say that there won't ever be a supply that affects reload speed, because faster reload is basically the same as double damage (it increases your DPS). Besides, this is unfair to the turrets with fast reload, which you didn't list. A supply must affect all tanks equally.

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Topic merged

 

Developers say that there won't ever be a supply that affects reload speed, because faster reload is basically the same as double damage (it increases your DPS). Besides, this is unfair to the turrets with fast reload, which you didn't list. A supply must affect all tanks equally.

There should be an EMP mine.

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I have a couple of ideas for new supplies:

Force-doubles impact force and recoil of your turret for a minute.

Weight-doubles weight of your hull for a minute.

I put these up there to because the game should be more strategically played using drugs than just using brute force.

I am very impatient, I would like some input on this idea from some elite professionals soon, plz

Thank you.

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