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Reduce power of garage supplies


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I'm sorry, Brubook, but you are wrong. Completely wrong. Remember, supplies often only work when your team aids you. When you attack, for example you just activated any supply and collected the other two supplies. You raid the enemy, but you often fail simply because of the defense numbers. When, however, you go with all supplies again, and this time, there are two teammates with you. You have a far better chance of taking away the flag and capturing it, even if your two teammates did not have supplies activated. I've often faced these situations, but normally I go alone. Many people go with teammates, though. Now let's show an enemy with all supplies activated and a health kit available. There are 5 people in the base. You all attack him, and although he heals himself, when he takes the flag and runs away, your teammates have a high chance of destroying him. If he has teammates, he will have a far bigger chance of escape.

 

Let's just take my example. I played on my first alternative account after 7 months, thinking it was hacked, and surprisingly, I had over 700 supplies. Now I played in an Aleksandrovsk CTF battle for about 5 rounds, and in each round, I attacked a lot, and ended up getting destroyed while attacking most of the time, even though I used supplies every time. Sometimes, I got away and captured, and in most of the times, I used the advantage of low defenders in the enemy base. I had Smoky/Hornet. You said a Smoky M0 using Double Power would be stronger than a Smoky M3. Yet I failed most of the time. 

 

I often win, even if there are a few supply users in the enemy. It's simple. Skills and teamwork. However, sometimes the drugging team does get an obvious win, but that is not so common. It's all skills and teamwork. Please read this carefully, Brubook.

Penguin40 thanks for comment

 

I have to disagree with what you say. "Weight" of teammate work and drugging are not similar in the real field. Theoretically could make sense, only considering a great team work against a noob defense or vice versa. For homogeneous situations as real ones, drugs dominate!

 

Also masoud gave a clear figure of the countrary of your idea, Penguin, which I think is closer to reality!

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I did a little check, for who says "go to PRO battles"!

 

Right now there are:

 

- RU1: 20 PRO battles with generalissimo rank, all but 4 XP (one of 500 min)

- RU2: 5 PRO battles with generalissimo rank (one of 750 min)

- RU4: 1 PRO battles with generalissimo rank

 

Note that I don't use railgun.

 

Now ... I didn't check every single server (most of them had NO PRO battles), but this is the scenario. Is this the PRO choice we have??

 

By the way .... many of these battles allow drugging!

 

And, by the time I am writing, RU1 has 5 PRO battles less than 10 minutes ago.

 

Come on ... let's be serious!!!

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I only drug when I want to counter-drug (or annoy someone ), other then that, I don't really care about massive druggers.

 

I can't agree more with this post.  It's becoming almost untenable, the drugging lately.  Was in a 60 minute Berlin last night and it got raided in the last 5 MINUTES and the drugging was constant, they won of course at the last moment, taking our 4 grand and change in crystals with them.

And this is another of the reasons why I don't like joining long battles, gives druggers a chance to take-over. 

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Drugs, supplies, everything related to these things will always be in hot debate, because there will always be those who dislike the advantages that others have, or those who don't really care, or those who use said items and don't want any nerfs.

 

So forgive me if I don't see any point in this. And forgive me again for saying this won't get anywhere.

deadtoyou thanks for comment

 

Well, the idea is to stimulate DEVs brain to sort this thing out and find alternative ideas. Will we be able to do that? I don't know! Will we be able to do something to come up with a better and more attractive game? I don't know!

 

Yet I think it is correct to point this out. I believe in fairness and honesty. I believe that everyone (in the selected range of ranks on a battle) has to be able to contribute actively to the battle and bring his qualities to it, so as to contribute to the victory (or not). Everyone has to be able to fight, not just stare on the field as a useless spectator.

Am I a dreamer? Maybe! :)

 

I believe in this .... and this is not happening due to drugging unbalance!!

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Drugging is almost useless. I used a double attack and double armor, and got myself with a m0 twins and wasp by a recruit 1 week ago. At that time, I was equipped with a mammoth and a rail gun.

Drugging with certain combos is sometimes not worth the trouble. Especially with Wasp+Twins on Nitro. The speed sometimes gets you flipped, and the Rotation Speed Boost can make it hard to aim.

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Brubook@: I'm sorry, you are again wrong. I think you want supplies to be removed or reduced in power. I think that if the power of the supplies is reduced, they can become very weak. It's pretty easy for me to deal with a heavy drugger if my team targets him too. Even if I am facing someone with Double Armour face to face, I often end up destroying him. Why? Skill. I know, teamwork is very hard in Tanki without friends in the battle, and that a heavy supply using team can literally dominate the other team, but from my experience, it's pretty easy to deal with a lone supply user. In fact, I just experienced this yesterday on my alternative account with the enormous amounts of supplies: there was an annoying drugger on the enemy team with Hornet/Railgun, my team was winning, in a Stadium CTF. There was no other drugger in the enemy team, but I used supplies a lot. My teammates often did the work of indirectly helping me destroy him by damaging him, and later in the battle, he left.

 

So what does it show? Even if your team does not help you, they'll be obviously targeting a heavy drugger in the enemy team, and so your team can indirectly work together to eliminate the drugger. 

 

 

masoud_b: I think you are forgetting that all turrets are actually balanced and equal. So equipment would only matter because of the hull. And my hull was pretty effective. I guess the druggers in your battles were more than one. In that scenario, you'd obviously be forced to leave. It is all about skill. 

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RustyNail: I have M1 of every turret except Thunder, Hammer and Vulcan (the latter two which I don't like and am not planning on getting), and my only good hull is Wasp M1. I never bought a kit on my main account, but if you consider all my accounts, then yes, I bought the "Sniper" kit (Shaft/Viking M0) on my first or second alt and the "Universal Soldier" kit (Railgun, Hornet, Firebird and Twins M0 with the gift being 20 of each supply) on some of my alts lower than Sergeant.

 

So my garage is probably lower than the supply users I find. Yet, I am able to deal with them, using the damage they get from my teammates. Supply users are almost always able to be dealt with, unless they are working as a team. I agree, sometimes teams using supplies heavily and together are almost literally invincible. But it's simple to deal with single supply users: just either take them down from range, or if they are also long-ranged, try your best to evade the attacks while damaging him, or simply beating him to destruction after getting destroyed once, but remember, don't try the last part if the target is close to your flag! 

 

The reason behind the rare success of lone supply users is simply the fact they often don't attack at the correct time, when the base is empty or almost empty. When they do attack at the right time, they capture it. Or else they're taken down from long range or when they are escaping, they don't target the enemies chasing them. The same happens with when the player is not using supplies and attacks at the wrong time. But when, for example, a team of three supply users together attacking the enemy flag could take down a Mammoth using heavy supplies or even the whole of the team itself if done correctly and when the enemy team is not using supplies. Just try an experiment involving this with your friends.

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Gone from 120 DPs to 30 in 24 hrs (total playing time)..... this, is how hard daily bonus users need to drug to survive in games my rank nowadays.

 

All of them utilized by an M1 Hammer..which is ATM, OP.

 

Might as well start saving for XP.

 

My advice, play only in XP battles from 1st Lieutenant.

 

Normal battles are just......HARSH.

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Oh, and Penguin, hardcore druggers can use supplies continuously, so it doesn't matter whether they can't capture flags once. They always come back for round 2.

Amen to that.  Wave after wave after miserable wave.  I Shaft, and I pride myself on taking out the most likely flag runner, and thumping them hard when drugged goes a long way in the chase department, but it only helps so much.  I see my best efforts sometimes all for nothing because it's not more than 25 second later that the other team is back, drugged to the gills and our team is half beat up from the last go round, no isidia, and boom, they blast all to bits on drugs and stroll away from the base.

 

Drugs, I wish they could do something about it, and they could, but it's a cash cow apparently.

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An update!

 

I believe that satisfatory playing means that you enter a battle and fight, means that you know that you can win or loose, depending on skills, strategy and team work.

 

Again, at all ranks, I can sadly notice that there is more and more the DRUG RULE in this game:

 

YOU DRUG = YOU WIN

YOU DON'T DRUG = YOU LOOSE

 

And that is it!

 

No or little druggers are mere spectator of a battle played by others. This is soo sad and frustrating!

 

Every druggers battle ends up after a while with the non drugger team EMPTY ... do DEVs realize why??? (it is a rhetorical question)

 

Actually players overall stats says that I am right. The game is loosing popularity and appeal, and this is obvious, for the reasons I explained many and many times!

 

Will DEVs do something for that?

 

Maybe not all appropriate or practicable, but DEVs can read many possibilities here to solve the problem.

 

Thank you

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*cough* 6 six years in a row *cough*

Hazel, I only see the public stats, that show a decrease in popularity.

 

I am happy that tanki exist and what I say is for its good. Please note that if I wouldn't consider this a great game, I didn't either spend time to propose suggestions and give opinions, considerations and ideas!

 

We are rowing in same directions, even if in different positions! :)

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Hazel, I only see the public stats, that show a decrease in popularity.

That stats on front page? Seasonal decrease will kick in soon and we are on viral traffic only for time being. Any other game would fall flat by now.

 

Let me ask you something. How much supplies do you have?

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That stats on front page? Seasonal decrease will kick in soon and we are on viral traffic only for time being. Any other game would fall flat by now.

 

Let me ask you something. How much supplies do you have?

After a long time of analysing this issue perhaps it's time for synthesis. 

 

All in all, combining superior gismo (hull, turret, paint, MUs) with a sufficient quantity of power ups (safficient for constant use) creates Godmode_on conditions. That is, big time buyers can practically buy EVERY battle they're in.

 

Is that what you want? I would appreciate a direct answer.

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That stats on front page? Seasonal decrease will kick in soon and we are on viral traffic only for time being. Any other game would fall flat by now.

 

Let me ask you something. How much supplies do you have?

I am not saying that tanki is dead ... I really hope it will never be!

 

I have about 1.500-2.000 supplies per type. I am not short of supplies as you (and someone else) thought! I just firmly believe that supplies badly unbalance the game (as I explained in first post, and I made example in second post of this discussion).

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Is that what you want? I would appreciate a direct answer.

Yes.

 

Buyers can win every battle. Non-buyers can win when they save-up or play it smart. SCD made it fair enough and as I stated many time using supplies WILL NEVER BE REMOVED as it is integral part of the game pace and monetization.

 

There goes your direct answer.

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I just firmly believe that supplies badly unbalance the game (as I explained in first post, and I made example in second post of this discussion).

This is what they ment for. Perfect balance is not fun.

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Yes.

 

Buyers can win every battle. Non-buyers can win when they save-up or play it smart. SCD made it fair enough and as I stated many time using supplies WILL NEVER BE REMOVED as it is integral part of the game pace and monetization.

 

There goes your direct answer.

Hazel, noone said to remove drugs!! Many previous posts made proposals for drugs utilization.

 

Also (as explained before too), monetization comes first from a CRITICAL MASS (=an adequate players number to make the game interesting), than a percentage of that number will be buyers. The less that number the less the buyers!

 

What does make CRITICAL MASS increase? The game satisfaction! Unbalanced battles are NOT satisfying .... or may be satisfying only for half the players (and often even in the winning part, many players disagree with drugs abuse).

 

This is the point, as I explained previously!

 

"Perfect balance" does not exist, but the real "unbalancing" or difference should be given by SKILLS, TACTICS, STRATEGY, TEAMPLAY .... not by pressing numbered buttons or desperately looking for coloured boxes around!

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This is what they ment for. Perfect balance is not fun.

Feeling as a powerless spectator on a battle is not fun

 

looking at a "movie" of a battle of others is not fun

 

Feeling that your skills and tactics can make a difference is fun!

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"Perfect balance" does not exist, but the real "unbalancing" or difference should be given by SKILLS, TACTICS, STRATEGY, TEAMPLAY

So, if you can't into skills or strategy you will have no chance to play for fun. Every player, who invested more time to get more skill, will steamroll you.

 

There are people who invest time.

They play for free and win by skill and tactics. Game benefits by bigger player base.

 

There are people who invest money.

They play with less skill, but can compete by more supplies in their disposal. Game benefits by income.

 

SCD were implemented to move balance in favor of skill. 5 years it was in favor of money investors. You can keep this topic boiling, but it will take much more time to make certain if balance is good enough after SCD.

 

And most likely, Flash version will never be updated.

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