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Reduce power of garage supplies


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Thanks, @Brubook. This is a serious post that needs careful reading.

 

I have just been at an Arena CP battle. As you know, if you sneeze there, you'll fall off the other edge of the map. People were using the three supplies as in this picture. Speed boost? Give me a break.

 

 

 

ihBAUnV.jpg

 

 

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When I come upon druggers I just quit.

Not from just the battle, from Tanki.

 

That's what happened a few minutes ago.

2042 map, CTF, excessive use of supplies.

Log off.

 

Maybe I log in in the afternoon. Maybe not. Mood decides. <_<

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I am in the same place. I seem to have a knack for being on the drug abused teams lately.  Last night, 6 battles, overwhelmed and beat up. It's getting harder and harder to make enough crystals to do my micro upgrades. I'm getting mentally worn out. Maybe it's time to take some time off and play some other games. As stated  RustyNail, Mood will decide.    Sad!

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With the only skills, this game is funny for everybody.

With  drugs this game is funny only for druggers.

Conclusion : the druggers are selfish and monopolize the pleasure.

Sorry, I thought (stupidly ??) that this game was for a community of people who wanted to have fun together.....

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not only this but bring back the normal crystal boxes im tired of having to stay in battles for 4 hours i want to get in be in for 10- 15 mins get ome crystals then leave i dont want to sit there for hours because by that time people have drugged and taken all of crstals

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Some people are really silly about using drugs.

 

A minute ago, I was firing at a thunder with mammoth in Polygon CP, and it activated a repair kit. We were winning 110-40 or something like that and the battle was a minute or two away from finish. He was too far to capture the point or anything and there was no chance whatsoever for them to come even close to reduce the gap. That was just a waste.

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Using drugs when on the losing side:

It's like the old joke:

An old lady lines up her 4 x 4 ready to drive into a parking bay.

A young sports car driver comes along and nips into the space.

The young man says "I can do that because I'm young and fast."

The old lady proceeds to drive into the space anyway and crushes the young man's pride and joy!

The old lady says "I can do that because I'm old and rich!"

 

I've been tempted to use the health packs for the same reason!  (and I'm not too old and I'm not rich.)

However, I've now made the conscious effort to reserve health packs only for Gold box time (I have very few of them and I never buy drugs and never will buy any performance enhancements.).

 

In CTF it's very temping to use health packs like the druggers do especially at the point when you collect the flag in the enemy base.

However, in CTF it's so much more satisfying to run a flag without any garage drugs (only air drops).

I accept that at higher ranks this is probably next to impossible without really good team tactics.

 

The futility of using drugs when on the losing side is yet another reason why the losing side goes backwards very fast - i.e. once you realise your share of the crystals will be very small on the losing side - using drugs is not worth it (most users will quit and find a better game.)

I have on occasions gone full drugs while on the losing side in order to try and 'make a battle of it'.  However, this is not recommended:

1.         because you will probably lose anyway and you wasted a shed load of garage drugs.

2.         by using drugs in this way you're just sinking to same low level as the druggers.  I.e. when you take a flag using max drugs and a health pack - sure it can be quite fun in the face of 4 drugger defenders all on DD - but the other 4 enemy tanks on the leading team who saw you do it just label you a 'drugger' = nil kudos.

 

To help us 'get by' until Tanki help solve this problem (over use of Garage drugs by some tankers) - in my next post I have drawn up a list of CTF Maps that I find have the lowest drug problems..

E.g. I can get top score on Madness while using no garage drugs.  Partly because big tanks (Viking upwards) have a problem on this map and partly because you need a good jumping tank (smaller than Viking) and partly becaue 'life' can be so short on this map that drugging is too wasteful.

You can still get the odd drugger Viking 'thunder king' messing things up (DD single shot kills) - but just go away for a few hours and come back, they will probably move on to a more profitable 'drugger map'.

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With the only skills, this game is funny for everybody.

With  drugs this game is funny only for druggers.

Conclusion : the druggers are selfish and monopolize the pleasure.

Sorry, I thought (stupidly ??) that this game was for a community of people who wanted to have fun together.....

True the first.

About the second, I don't think that playing in almost-god-mode is funny. Personally I love to duel against a similar or better enemy tank to test my skill, and when the opposite player have a great skill I admire him and learn from him ... if he doesn't use 1-2-3 keys to kill me cowardly, obviously.

Everyone can see lots of high ranked players, fixed-turret-playing like in the recruit rank battles, spacebar-continuously-pressed and full drug mode. 

What skill they have gained in hours of playing? I don't know. 

What funny? I don't know.

Huge amounts of crystals to buy more drugs, maybe yes.

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The Greatest Comment Ever!

I also want to add another idea...

I suggested this idea before SCD, but my topic removed, I don't know why.

 

Drug Breaker Drug.

 

This drug won't come with daily gifts, will just be buyed(maybe not)

This drug will have 5 minute cooldown.

When a player aims someone and press this drug, this will remove opponents all drugs, and won't let him to use drug for 2 minutes(this time won't be removed with death)

After that, opponent will have a shield which protects him for 3 minute against one more drug breaker attack.

If someone uses drug breaker again, he will lose his shield, so will be vulnerable against next breaker attack.

From start, all this procedur will last for 5 minute.

 

So, 3 player with this drug can prevent one opponent player to use drug totaly, also will be able to turn Godmodes to "normal players" for 2 minute.

 

But, ,Druggers will still be stronger, and you will need to buy this drug(maybe not)

 

 

Of course, this idea needs less effective SCD.

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I have noticed that on some maps the effect of druggers is reduced.

 

I also agree that in DM and TDM it's still possible to gain 2nd or 3rd spot without garage drugs while the druggers will take the top spots.  Also it's easier to 'gang up' on the druggers or always move to the opposite end of the map.

 

CP can still be over-run with druggers.

 

These are my findings for CTF:

 

These maps are easier to use by non druggers like me and still get good results.

 

(This is partly because they are larger maps with lots of ambush opportunities and partly because there are lots of opportunities to collect air drop supplies if you move fast.)

Dusseldorf

Berlin

Kungur

Brest

Madness

Aleksandrovsk

 

The following maps can be variable in that sometimes they get badly hit by druggers about 50% of the time.

Serpuhov

Rio

Noise

Silence

Year 2042

Molotov

Massacre (usually great fun but can be spoiled by 1 or 2 druggers)

Stadium

Lost Temple

Kolhoz

Desert

Iran

Highways

Future

Highland

Scope

 

On the above maps, I sometimes get good runs of several games or sometimes can't make any headway - i.e. best to quit that game and find a better one.)

 

Many other large maps do not get to used very often and I wish they did:

Forest

Skylark

Red Alert

Magistral

Wolfenstein

Novel

 

I usually don't play small maps less than 5 a side because drugging has a bigger effect - but could be worth it if you can persuade all that join to use minimal garage drugs (ask each person if they are 'sportsman' or a 'druggy'?)

 

Tanki does have a lot of good maps, hence, I would like the option to be 'randomly dropped' into any of them for a bit of variety - especially maps that aren't used very often.

I.e. Tanki could provide a 'request button' where the system adds each player into a 'queue' and places them into a random CTF map and tries to balance 'complete' sides (min 5 per side) based on the last 3 months 'scoring'.

The new rating 'stats' can be used to measure 'skills' - even though this will cause controversy if they measure K/D ratio in the overall 'stats'.  It's 'points earned per hour' that matters not K/D ratio.

 

 

On K/D ratio - how can you compare a Wasp with a Mammy?

On K/D ratio - you will most likely get a worse K/D ratio on the losing team!

I.e. 'valuing' the K/D ratio means people will quit the losing team ASAP - not what we want to encourage!

Having said that you also get less 'points per hour' on the losing team but not as bad as damage to your K/D ratio!  (A mechanism to help balance the teams gets more important.)

 

On K/D ratio, if you make a 'sacrifice' to help a teammate complete a flag run - you get effectively 'downgraded' for such good team work!

If you count the 'points earned per hour' of combat over the last 3 month, this works much better no matter what tank combo you use and is least harmful if you stick with losing teams.  Although bigger maps may need some added 'weighing' because of slower scoring.  (Ideally garage 'drugging' should be given less points per hour because this is an 'artificial' advantage.)

Controversially - quitting a losing team before the battle end could be seen as a bad skill and you should lose marks for this!

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I also want to add another idea...

I suggested this idea before SCD, but my topic removed, I don't know why.

 

Drug Breaker Drug.

 

This drug won't come with daily gifts, will just be buyed(maybe not)

This drug will have 5 minute cooldown.

When a player aims someone and press this drug, this will remove opponents all drugs, and won't let him to use drug for 2 minutes(this time won't be removed with death)

After that, opponent will have a shield which protects him for 3 minute against one more drug breaker attack.

If someone uses drug breaker again, he will lose his shield, so will be vulnerable against next breaker attack.

From start, all this procedur will last for 5 minute.

 

So, 3 player with this drug can prevent one opponent player to use drug totaly, also will be able to turn Godmodes to "normal players" for 2 minute.

 

But, ,Druggers will still be stronger, and you will need to buy this drug(maybe not)

 

 

Of course, this idea needs less effective SCD.

Hello kayitsiz
 
Thank you for your continuous support and contributions.
 
This is a good idea itself! But it made me think that it could change the game, from a "fighting tankers" game to a more "how strategicly use my super-powers (like magic cards) tools" (more like "yugi-oh" or other japanese style - forgive my spelling!!!).
I think it could kind of change the original game concept. But maybe I am wrong!
This is only my opinion, so your idea is welcomed and appreciated!
 
B.
 
P.S. I would love a button to eliminate everyone drugs on the field! And if it would give a permanent effect it is even better! :D

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Drugs, what could have seemed like a great Idea could be tanki's downfall.As we have acknowledged, People no longer skills to defeat enemies in tanki as long as then have 1,2,3,4 buttons then they can do as they please winning any match.  And the only way to stop this is to pay 5k crystals for a pro pass and turn off bonus boxes, smart cooldowns, and  all supplies(period). often when I call someone a noob for drugging then say " Well ya know if you dont like it play in Pro battle"  And what I say to that is... "Make Me". Mines are about the only non- nooby/ or least nooby drug/ power-up. What is also sad if that waht is true for most tankers is, we all have drugged one time or another, reason: it makes us feel stronger, better about our tank rank and everything. We call others noobs for drugging although it is only because we cant drug too a simple soloution is that each tank receives same amount of supplies per day. But that leads me into my talk about how kits turn people into noobs. Kits, letting a low ranked tank get equipment he has yet to unlock for several ranks. Just today I say 3 luietenant colonels with prodigi, a paint that gives 40% vs railgun which is one of the most popular turrets in the TO universe and several other low ranked players with emerald a paint with 42% thunder and 26% twins. I will end my long arguement here with a closing statement of,... Drugs/ supplies/pick-ups might have to be removed for tankers to be happy in all games not just pro battle or maybe pro pass effects should be switched. Instead of using a pro pass to take a way drugs m=normal battle should be drugless and propass used to put drug back in the game, this would make druggers buy pro passes  to drug or they cant drug at all.

 

~~DestroyerZ10  

here here

i completely agree get rid of drugs in pro battles it just wreaks the games and most players go to those games to get away from druggers ..and now we cant unless its posted no drugs

now the kits.. tanki wants this game to be balanced on both sides but how can you balance out battles when you have lower ranks with m3 and the rest are m1 who can`t afford to purchase the kits..i personally feel its a waste to buy and this is just a cash grab for tanki..it looks good but its not worth any of it

now for other things i wish tanki would go back to how it was and it took time to rank up not like it is now its way to easy for players to get higher up and the enjoyment of the game has fallen threw the cracks and its so sad a great game it was is now and will be a thing of the past

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This is my list of what qualifies a player as a 'Sportsman tanker':

Definition of "Sportsman" in Tanki: (opposite of a "druggy", possesses 'gentlemanly ' tendencies, in days of old this was called 'chivalry').

 

(Please note, the intention here is not to upset all the 'druggies' - I do accept many druggies are just druggies because the game has forced them to be so.  I believe many will become 'sportsmen' given the chance and I'm happy if some like to switch 'mode' as their mood suits (the game should allow this choice.)

 

A Sportsman:

1.         Does not use garage drugs while in the leading team, this also saves 'using up' garage drugs and helps the losing side catch up.

2.         Preferably does not use garage drugs while the scores are level (maybe use a few if the opposition are seen using them).

3.         Never uses a garage health pack - except during gold drop times, or when 'holding' the enemy flag in your home base.

4.         Preferably not use garage health packs when collecting flags in the enemy base (these packs are best saved for gold box hunting).

5.         If you see an attacker use a garage health pack in the enemy base then killing them with DD is acceptable (unless their side is outnumbered.)

6.         Do not indulge in 'spawn killing' - unless the enemy tank is a danger to you or you're on the losing side (even then use discretion).

7.         When on the 'leading side' do not indulge in persecution of the weak (i.e. try not to wipe out the opposition, try to give them a sporting chance even if it means you lose a few crystals.)

8.         Mines are considered acceptable - but do not over do it (say 3 per 15 minutes).

9.         Uses red paint for the first 5 minutes when joining a map to show their 'sportsman' intentions.

 

I admit to having a hard time not doing 6 and 7 because of a 'blinkered' crystal lust! - sic 'Red Mist'.

 

 

Simple message:

Red paint for 'Sportsmen'

Blue paint for 'Druggies' - I don't expect to see any blue paint!  We shall see?  (I'm assuming most druggies are ruthless? and I expect some of them to use Red Paint!)

 

 

I fully understand that using Red Paint (same goes for 'Holiday paint') above my rank is simply 'suicidal'.

Hence, doing just 5 mins of 'suicide' each day is enough to show you are a 'sportsman'.

 

 

I like the idea that the map 'Opposition' is made a voluntary 'garage drug free' zone.

I.e. zero garage drugs can be used except health packs at gold box time and the use of a few mines (say 3 per 15 minutes).

I.e. if you see anyone using garage drugs on this map then tell them off and suggest they should define their own full time 'druggy' map (maybe Noise?) and wear blue paint for the first 5 minutes to show their intentions.

(Sorry to all those Noise lovers who are also drug free users!)

 

 

On my second best tank (called Racer22_ns) (ns = no supplies) - at W0 rank I can still go whole battles in red paint and still get top score.  'Bully for me'  :0)!  but sadly I cannot expect all sportsman tankers to rename their account with _ns on the end or to start a new account from scratch like me.

 

I do now see 1 or 2 red tanks in the game :0)

(If you can stay with red paint the whole game so much the better - but I find sooner or later I need my expensive paint on my best tank (Tundra) and saving up for Sandstone!)

 

If we don't see many Red tanks - this does not mean there are not many sportsman tankers, it just means not many people support my idea or more like most tankers have never heard of the idea or no-one like 5 minutes of suicide per day!

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I also want to add another idea...

I suggested this idea before SCD, but my topic removed, I don't know why.

 

Drug Breaker Drug.

 

This drug won't come with daily gifts, will just be buyed(maybe not)

This drug will have 5 minute cooldown.

When a player aims someone and press this drug, this will remove opponents all drugs, and won't let him to use drug for 2 minutes(this time won't be removed with death)

After that, opponent will have a shield which protects him for 3 minute against one more drug breaker attack.

If someone uses drug breaker again, he will lose his shield, so will be vulnerable against next breaker attack.

From start, all this procedur will last for 5 minute.

 

So, 3 player with this drug can prevent one opponent player to use drug totaly, also will be able to turn Godmodes to "normal players" for 2 minute.

 

But, ,Druggers will still be stronger, and you will need to buy this drug(maybe not)

 

 

Of course, this idea needs less effective SCD.

I like this idea kayitsiz :) .  It would add an entirely new flow to Tanki: Druggers VS Anti-Druggers in a whole new game level...

But,...I think this new drug may not actually work or be idealistic for non-druggers. :unsure:  Hypothetically, in a game full of hardcore druggers, any non-druggers with this new drug would suddenly start spamming the drug the entire battle; as a result, these new non-druggers would become hooked (or addicted) on this powerful drug that grants them power over their druggie opponents, and then the non-druggers would become druggers themselves.  

 

As the point of this thread is to come up with ideas to fix the drug-plagued imbalance in Tanki Online, why should we fix the imbalance with more drugs (or should I say, anti-drugs)?  It seems counterintuitive, I believe, to the noble experiment of balance, and there ought to be other ideas to fix the imbalance (like nerfed drugs, perhaps?).  I also believe that such ideas need to emphasize skilled gameplay, apply a balance between non-drugger and drugger gameplay, and NOT end up like SCD's (which sadly increased drugging since its release).  

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Hello kayitsiz
 
Thank you for your continuous support and contributions.
 
This is a good idea itself! But it made me think that it could change the game, from a "fighting tankers" game to a more "how strategicly use my super-powers (like magic cards) tools" (more like "yugi-oh" or other japanese style - forgive my spelling!!!).
I think it could kind of change the original game concept. But maybe I am wrong!
This is only my opinion, so your idea is welcomed and appreciated!
 
B.
 
P.S. I would love a button to eliminate everyone drugs on the field! And if it would give a permanent effect it is even better! :D

 

Hmm... maybe  :unsure:

 

I like this idea kayitsiz :) .  It would add an entirely new flow to Tanki: Druggers VS Anti-Druggers in a whole new game level...

But,...I think this new drug may not actually work or be idealistic for non-druggers. :unsure:  Hypothetically, in a game full of hardcore druggers, any non-druggers with this new drug would suddenly start spamming the drug 5 minute cooldown the entire battle; as a result, these new non-druggers would become hooked (or addicted) on this powerful drug that grants them power over their druggie opponents, and then the non-druggers would become druggers themselves.  

 

As the point of this thread is to come up with ideas to fix the drug-plagued imbalance in Tanki Online Imbalance,yes. Excessive drug use, no. This is what Tanki wants, why should we fix the imbalance with more drugs (or should I say, anti-drugs)?  It seems counterintuitive, I believe, to the noble experiment of balance, and there ought to be other ideas to fix the imbalance (like nerfed drugs, perhaps?).  I also believe that such ideas need to emphasize skilled gameplay, apply a balance between non-drugger and drugger gameplay, and NOT end up like SCD's (which sadly increased drugging since its release).  

The point is solving the drug imbalance, right?

But, thid shoudln't effect Tanki Income...

Then, why not?

 

Look, yes, this idea would make drug consume higher, but what is the problem? 

1. Even If you don't have this drug, druggers will have to buy this drug to fight against other druggers, so you will be able to face druggers when they have been undrugged by anothr drugger!  :lol: And this result will happen without any harm to a non-buyer player!  :D 

Druggers will buy more drug, but they will be less effective because they will shoot to their feet!  ^_^ 

2.Do you want to fight against a drugger with less drug? You won't need all drugs, just this drug and double power will be enough(and some skills) So, players will be able to catch on, but they will still need to buy all drugs if they want to get all power!  ;) 

3.More drugger won't be a big problem in DM games, and won't be that big problem on team games. Because druggers will pull down their powers to a degree which a non-drugger can beat them. The game will always offer a chance.

As a result, a non-drugger will be able to still play, but he will need to buy lots of crystals to get all power! Tanki will win, we will win.

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Hmm... maybe  :unsure:

 

The point is solving the drug imbalance, right?

But, thid shoudln't effect Tanki Income...

Then, why not?

 

Look, yes, this idea would make drug consume higher, but what is the problem? 

1. Even If you don't have this drug, druggers will have to buy this drug to fight against other druggers, so you will be able to face druggers when they have been undrugged by anothr drugger!  :lol: And this result will happen without any harm to a non-buyer player!  :D 

Druggers will buy more drug, but they will be less effective because they will shoot to their feet!  ^_^ 

2.Do you want to fight against a drugger with less drug? You won't need all drugs, just this drug and double power will be enough(and some skills) So, players will be able to catch on, but they will still need to buy all drugs if they want to get all power!  ;) 

3.More drugger won't be a big problem in DM games, and won't be that big problem on team games. Because druggers will pull down their powers to a degree which a non-drugger can beat them. The game will always offer a chance.

As a result, a non-drugger will be able to still play, but he will need to buy lots of crystals to get all power! Tanki will win, we will win.

Nah, druggers will agree to team and not use that on each other, I'm sure.

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Look, yes, this idea would make drug consume higher, but what is the problem? 

Etc. Etc. 

Well, I humbly admit that you are right; drug consumption is not the CHIEF problem in Tanki Online.  As a player who mostly picks ups drugs or plays without them, I only viewed heavy drug consumption as a problem; hence, when I saw the idea for a new drug that would be game-breaking, my beliefs predominated my mind.  Nonetheless, I shall compromise here on out, by casting aside my feelings against drug consumption for the bigger cause of in-game balance.  After all, drug consumption, as much as I dislike it, is not going anywhere for obvious reasons.  Lastly, I was criticizing your idea because aside from my drug phobia kicking in, I wished to see other ideas for ingame balance, not just adding the anti-drug drug.  Other than that, there was no problem objectively speaking.

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Well, I humbly admit that you are right; drug consumption is not the CHIEF problem in Tanki Online.  As a player who mostly picks ups drugs or plays without them, I only viewed heavy drug consumption as a problem; hence, when I saw the idea for a new drug that would be game-breaking, my beliefs predominated my mind.  Nonetheless, I shall compromise here on out, by casting aside my feelings against drug consumption for the bigger cause of in-game balance.  After all, drug consumption, as much as I dislike it, is not going anywhere for obvious reasons.  Lastly, I was criticizing your idea because aside from my drug phobia kicking in, I wished to see other ideas for ingame balance, not just adding the anti-drug drug.  Other than that, there was no problem objectively speaking.

haa ok!  :blush:  :blush:  :)  :)

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Credit to kayitsiz

 

I like the idea of an 'anti-drug' that we can 'buy'.  This way Tanki will still make some money from these sales to offset any potential loss of drug sales.

 

I don't see it being easy to 'target' another tank with this anti-drug unless Tanki setup e.g. key 6 to do it.  I.e. with this new anti-drug 'onboard' then when you shoot an enemy tank this will prevent them from using any garage drugs for say 3 minutes.

Maybe a simpler idea is that just by 'owning' an 'anti-drug pass' this will automatically reduce garage drug use for everyone in the battle - this is easy to implement (needing no extra controls).

 

However, some 'buyers' may complain that why should they buy drugs if someone else has the power to take them away.  I would answer they should buy a Pro pass and play only druggie v druggie battles!

However, I suspect most druggers are driven by ranking up to Gismo as fast as they can and therefore they will always choose the easiest scoring battles.  I.e. they need the 'cannon fodder' of ordinary players in order to make faster progress.

Hence, they will complain to Tanki if they can no longer gain such an advantage from their purchases.

If we can persuade Tanki that the sales of this anti-drug pass exceed the sales of drugs then we'll be onto a winner.

 

To be consistent with what I say to help the game balance - it is only players on the 'leading side' that should suffer from reduced garage drug use.

This way, staying with the losing side to the end of the battle is not such a bad proposition as it is now = good for us all.

Also the leading side will be less able to 'pulverise' the losing side, causing them to quit.

 

The anti-drug pass does not have to 'completely' cause loss of garage drug use for the leading side - just increasing the SCD time (2x or 3x), this should be enough to stop serial drugging and still allow minimal use of drugs for gold box time or holding the flag time.  This will remove some of the complaints.

Tanki can decide if the 'anti drug pass' holder is 'anonymous' or if some 'marker' is noted on the score board (could be other ideas).

 

By the way I have noted teams of druggers will leave a match as soon as it because balanced!!

I.e. this is likely because they can see that the potential for 'earning' points has gone down and so they quit to find an easier battle!

This proves the point that the 'drugger group' are not so interested in a good battle - they are more driven by gaining points and status.  Hence, 'Sportsmen' and 'Druggers' should have a means to choose the type of 'standard mode' battle they want. (We have to keep reminding Tanki that Pro Mode could be made a great option for Sportsman players if it was made more popular).

 

In Pro Mode - why have the number of types of 'format battles' not yet been increased?

We only have XP and BP at present - why not have a mode with Wasps and Hornets and ANY Turret?

and why not e.g. all Shafts with ANY hull etc?

Why not have a format mode where everyone is randomly given exactly same tank (no MU's) (maybe random colours - no protection) - could be a good laugh in CTF with Mammy's for one round etc.

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Stop multing in my battles, useless to read those texts, because you are the one, who is ruining the games ! 

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Stop multing in my battles, useless to read those texts, because you are the one, who is ruining the games ! 

Hello The.wendeta
 
Please stop accusing people here just to say something. This is not the place for that subject and you don't even know or specify who you are accusing and of what.
 
Also, I have seen you behaving arrogantly and offending people in battles and I don't like this behaviour from you or anyone else.
This is a quiet and polite discussion; let's keep it that way!
 
Thank you

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Hello The.wendeta
 
Please stop accusing people here just to say something. This is not the place for that subject and you don't even know or specify who you are accusing and of what.
 
Also, I have seen you behaving arrogantly and offending people in battles and I don't like this behaviour from you or anyone else.
This is a quiet and polite discussion; let's keep it that way!
 
Thank you

 

Stop ? playing whole hours and lose because of you ? 

 

I was polite but when others are " Multing " I can't be polite with them ^_^

 

Stop ruining the battles, and stop bieng mult in the game ! 

 

 

( of course I mean you in this situation, and not others because i did not met them yet :D ) 

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