Jump to content
EN
Play

Forum

Reduce power of garage supplies


Recommended Posts

  • Replies 7.1k
  • Created
  • Last Reply

not exactly. I drug at relly important parts of the battle. If it means victory / loss i will. And i look for that guy who thinks he can drug better ( the guy who calls me drugger for using 1 supply and then starts drugging himself)

This I can understand. This part I like to call 'resource management'. It's not abuse, but an edge used only in a time of crisis, not loading up throughout an entire game. I can accept (and expect) a flag-carrier to drug up as he's usually running away. A lone tank in midfield? Not so much.

Share this post


Link to post
Share on other sites

Well, I'm of half a mind to NOT have to go into explaining this, but I'm already in the poker game, . . . thus with a heavy heart and a heavier sigh, here I go . . .

 

First of all, Tanki only exists on the web, and on the servers provided, in a community environment that is the only venue from which to select battles, hence it was created to be played that way, so your argument about playing it from thin air is simply ridiculous, but I will suspend this angle of thought of yours and try to address the fair vs unfair.

 

You have opened Pandora's Box with this because you have pointed to my final argument.  LIFE is not fair, we work hard in our lives to create some parity.  Life sucks, life is about survival and then thriving.  Less of us thrive, more of us survive.  That's life.  GAMES are intrinsically created to create a space in which certain paradigms and realities are fixed, hence accentuating other aspects which are variables.  Are you better than the person on the tennis court at life, quite possibly, but on the court, you're their "little female breeding dog pet".  Here is where a certain type of activity can be highlighted.   Football players are great examples, as they tend to show up on the news in two ways, displaying greatness on the field, and absolutely failing at life in all other regards mostly.  Now, this is not to say this is what sport should be, and sadly, the discipline for sports was originally meant to display a character that bespoke of one's own control over owns self in life and how one approached life, success on the field meaning success in life, but that is a dialog for another day, ad not overly germane to this conversation.  The point is a game is hyper reality of a given set of rules and objectives, and the outcome is limited by the available resources outlined in the rules of the game.  You hull dictates how much damage you can take and how fast you go and turn, your turret dictates how much damage you deal, at what range, and what rate.  Then there is the map, or game board, this is where you jockey for position against other turret/hull combinations.  Fair is what the player playing has done to give themselves advantages based upon resources available to all players.  MU'ing your junk or buying a better class of junk is based upon crystals earned, and yet predicated on rank (THANK GOD), thus some outside monies could be spent for those, but usually the limited levels and "availabilities" limit the frequency and the overall effect those have upon the basic abilities of a player to change the base fundamental abilities of their unit.

 

So what's left, SKILL, period.  And this is something that appears to be constantly swept under the rug by your type.  Skill, say it with me . . .

 

 

S

K

I

L

L

 

SKILL

 

Players ability to move, aim, discern target strengths and weaknesses, those basic principals coupled with the game play style of the player using that unit, know the terrain they are on, the locations of objectives, the best route to take, be able to calculate what the best strategy is given the mix of equipment on their team.  ALL OF THIS is what should matter.  Think tactically and strategically to earn an outcome.

 

"What?"  Like hammering a nail, we can all do it, trying explain it in step by step instructions is another matter entirely, but it's not rocket science, well . . .

 

 

 

 

 

Physics of hammering

 

Hammer as a force amplifier

A hammer is basically a force amplifier that works by converting mechanical work into kinetic energy and back.

In the swing that precedes each blow, the hammer head stores a certain amount of kinetic energy—equal to the length D of the swing times the force f produced by the muscles of the arm and by gravity. When the hammer strikes, the head is stopped by an opposite force coming from the target, equal and opposite to the force applied by the head to the target. If the target is a hard and heavy object, or if it is resting on some sort of anvil, the head can travel only a very short distance d before stopping. Since the stopping force F times that distance must be equal to the head's kinetic energy, it follows that F is much greater than the original driving force f—roughly, by a factor D/d. In this way, great strength is not needed to produce a force strong enough to bend steel, or crack the hardest stone.

 

Effect of the head's mass

The amount of energy delivered to the target by the hammer-blow is equivalent to one half the mass of the head times the square of the head's speed at the time of impact (8ac4afe868ab54cec61fddfa35a87bdb.png). While the energy delivered to the target increases linearly with mass, it increases quadratically with the speed (see the effect of the handle, below). High tech titanium heads are lighter and allow for longer handles, thus increasing velocity and delivering the same energy with less arm fatigue than that of a heavier steel head hammer.[8]

As hammers must be used in many circumstances, where the position of the person using them cannot be taken for granted, trade-offs are made for the sake of practicality. In areas where one has plenty of room, a long handle with a heavy head (like a sledge hammer) can deliver the maximum amount of energy to the target. It is not practical to use such a large hammer for all tasks, however, and thus the overall design has been modified repeatedly to achieve the optimum utility in a wide variety of situations.

 

Effect of the handle

The handle of the hammer helps in several ways. It keeps the user's hands away from the point of impact. It provides a broad area that is better-suited for gripping by the hand. Most importantly, it allows the user to maximize the speed of the head on each blow. The primary constraint on additional handle length is the lack of space to swing the hammer. This is why sledge hammers, largely used in open spaces, can have handles that are much longer than a standard carpenter's hammer. The second most important constraint is more subtle. Even without considering the effects of fatigue, the longer the handle, the harder it is to guide the head of the hammer to its target at full speed.

Most designs are a compromise between practicality and energy efficiency. With too long a handle, the hammer is inefficient because it delivers force to the wrong place, off-target. With too short a handle, the hammer is inefficient because it doesn't deliver enough force, requiring more blows to complete a given task.

Modifications have also been made with respect to the effect of the hammer on the user. A titanium head has about 3% recoil and can result in greater efficiency and less fatigue when compared to a steel head with up to 30% recoil. Handles made of shock-absorbing materials or varying angles attempt to make it easier for the user to continue to wield this age-old device, even as nail guns and other powered drivers encroach on its traditional field of use.

 

Effect of gravity

Gravity exerts a force on the hammer head. If hammering downwards, gravity increases the acceleration during the hammer stroke and increases the energy delivered with each blow. If hammering upwards, gravity reduces the acceleration during the hammer stroke and therefore reduces the energy delivered with each blow. Some hammering methods, such as pile drivers,[specify] rely entirely on gravity for acceleration on the down stroke.

 

Mind you, the mere fact I felt I had to add this speaks volumes, but I digress

 

 

 

 

SO, if you you don't inherently see how to hammer a nail, then we have bigger problems.  If we have a nail hammering competition, bring your best hammer, we'll provide the nails and wood, and you and the others get to it, and see who hammers best and quickest.  NO, you cannot be STRUNG OUT ON METHAMPHETAMINE, even if the rules say you can buy them there, because then you aren't you, but some chemically induced version of you that has no bearing on your real ability to perform.  No one wants to compete against you in these circumstances, it's a joke, no "winning" occurs.

 

Just try playing with out for a week, maybe you're "hands on" kind of person.

Dont try to sound stupid pls.... you are smart, dont hide it. But i guarantee you i am skilled. Skill is the most important thing in battle. I know how to play no drugs.... being an ex esport player i really do

Share this post


Link to post
Share on other sites

i know what its like to play drugless. I wasnt always a drugger. In my wo ranks i was a drugger then i stoped. I strted again because i found drug wars fun

 

Fog of war i enjoyed your argument and therefore i wont drug when enemy isnt

Fair enough, and while this discourse of mine was directed towards your posts, I'll take a step back and believe you when you say you play to the situation.  Unfortunately you're probably in the minority.  As always, everyone is a case by case basis.

 

(I apparently had a glitch in posting this, and saw you second response in time, and to it, I CANNOT know if you're stupid or not until the dialog is held, and for better or worse, I am intelligent, overly, so no, I wasn't playing dumb with you.  Apparently you're not fool then, and if you were an esport player, then you must know how to play without.  So help us out, and try to get people to play more like esport.

Share this post


Link to post
Share on other sites

The biggest question that i have for anti-druggers is; why do you guys dislike advantages? The world is nothing but gaining advantages, anything you do in this world is for advantage or for yourself... giving charity, helping a friend are just as much for you as it is for them because you wouldnt enjoy life as much knowing you dont help others ( a bit of a stray here but... so you want to nerf drugs to help others that have none???? There are plenty of ways to get drugs.... I am a heavy drugger but my drug count doesnt drop that much... I still have over 13k drugs when i bought 20K 7 months ago.) Scroll back to where we left off....

Drugging is to gain advantage. Turning turret is to gain advantage. And capturing flag is too. Ok so maybe you like to call drugging an unfair advantage.... thats half wrong because drugs are not obselete for none buyers, and if you ran out of the free supply of them..... live with it. In life i didnt get all i deserved ( deserved.... basic things) and i lived and still had a good time. So in that game where there is that drugger.... use your skill and take him out.... dont have that skill..... great time to practise for it. If its a team of druggers.... well tough luck and stand before 2 options; run or learn to deal with it... ive been in many battles where a none drugger has beaten a drug team.

Instead of explaining the one sided way power is distributed to this game, something that will take a lot of words and maybe not clear enough arguments, I will just evoke what Hazel-Rah said when he visited this topic:

He said:

"when a buyer fights against a non buyer, the buyer always win"

That, in my opinion, is OP of buyers.

A buyer should win more times than non buyers, sure, but not all of them.

 

So, a person that can afford best combo + full MUs + premium paint + lots of supplies is a player never to lose against the average player that can't compete in buying all these.

Which creates a frustrating game environment.

 

So, what can we "cut" off buyers? Not combos, not paints, not MUs, certainly not premium accounts, so, the only thing to cut (in order to lessen the buyers power) is supplies. Simple as that.

 

p.s. don't judge from old players that have reached Gssimo rank before SCD, but take into consideration relatively new players that have to uprank in this low-funds / high competition environment, making ends meet for upgrading items, getting new ones and MUing them.. Harsh world.

Share this post


Link to post
Share on other sites

And here are the evidence of what drugging really is. It's not only a player that goes full drugging, but a team going on one supply all of them...

 

 

 

hL6BjlK.pngmNWdJ4y.png

GrjirDC.pngO0AUXkH.png

7KGxXXT.png

 

 

 

all these, just from one round of a battle. Within 10 minutes. If you have plenty of supplies, you fight. If not, skill is not enough. :mellow:

Share this post


Link to post
Share on other sites

 

"being an ex esport player i really do"

 

Um not trying to be a stickler or anything, but, uh, you have zero esport badges, how can that be?  seriously,  trying to figure this out, yu're max rank and esport player, you should have at least the first one I imagine)

Share this post


Link to post
Share on other sites

Um not trying to be a stickler or anything, but, uh, you have zero esport badges, how can that be?  seriously,  trying to figure this out, yu're max rank and esport player, you should have at least the first one I imagine)

My clan never got 1 st place.

5th place wc and rc

2 place a dc

3rd place dc

The light format never passed 2ns group stage.

Share this post


Link to post
Share on other sites

My clan never got 1 st place.

5th place wc and rc

2 place a dc

3rd place dc

The light format never passed 2ns group stage.

So Veteran paint only comes into play if you win, not just for regular participation?

Share this post


Link to post
Share on other sites

No. You dont get paint unless you won

Veteran might be long career. Mine was a year. Sadly (and happily) i had to go to the army

Armor? (I mean, really, you can't blame me for assuming)

Share this post


Link to post
Share on other sites

.

Premium paint is over rated... incredibly weak

:ph34r:  is that the only comment to make on my answer? I guess then, more or less you accept what I say.

Share this post


Link to post
Share on other sites

I understand both sides but seriously drugs are meant to be powerful.

They may need a slight nerf but are close to be 'balanced'.

Drugs aren't meant to be equal. They are meant to be strong. Give you an advantage.

Simply put:

 

Tanki needs $. Drugs give Tanki $. Tanki can continue to keep the game going.

 

I'm sorry if you disagree but nothing is going to change. Good Luck

 

cough buy a pro battle pass cough

Share this post


Link to post
Share on other sites

.

Premium paint is over rated... incredibly weak

It 's very strong at low ranks though.

 

They should have made it progressive. The higher you rank, the more protection it gives.

Something like that Eternity paint.

 

At the highest ranks the maximum should have been 18% instead of 15%.

And to prevent that the protection of special paints like Helper becomes buyable,

(they are called special for a reason: you have to earn them) 

these special paints should all be raised with 2% protection.

 

Btw. like to see that Clay is your most used paint. It 's by far my

favorite paint and it will be a goal to achieve in TankiX if paints remain the

same in that new version of the game.

Share this post


Link to post
Share on other sites

.

Premium paint is over rated... incredibly weak

You can blame that on the forum whiners saying that 20% was too OP before it came out - which right now would be about balanced fairly across the board for a paint that cannot be upgraded.

Share this post


Link to post
Share on other sites

 

 

It 's very strong at low ranks though.

 

They should have made it progressive. The higher you rank, the more protection it gives.

Something like that Eternity paint.

 

At the highest ranks the maximum should have been 18% instead of 15%.

And to prevent that the protection of special paints like Helper becomes buyable,

(they are called special for a reason: you have to earn them) 

these special paints should all be raised with 2% protection.

 

Btw. like to see that Clay is your most used paint. It 's by far my

favorite paint and it will be a goal to achieve in TankiX if paints remain the

same in that new version of the game.

Eternity paint is not progressive. The level you bought it is the level it stays with you throughout the rest of your Tanki career. I should know. I had Eternity since WO1 and it did not change protections when I ranked to 3rd LT. So depressing.....

Share this post


Link to post
Share on other sites

You can blame that on the forum whiners saying that 20% was too OP before it came out - which right now would be about balanced fairly across the board for a paint that cannot be upgraded.

You have to remember that the Premium Paint defends against all types of damage, including mines, which very VERY few paints do. 20% defense against mines means that a Hornet M2 with the paint could potentially survive a mine blast. Besides that, Premium players have been shown to appear in ranks as low as Corporal, and a 20% defense boost would be far, far overpowered.

 

 

It 's very strong at low ranks though.

 

They should have made it progressive. The higher you rank, the more protection it gives.

Something like that Eternity paint.

I agree. Premium Paint's effectiveness should be dependent on your rank. From Recruit to Sergeant Major, it should have about 5-10% protection, which grows slowly to 15% by WO5, 20% by Colonel, and up to 30% by Lissimo. That way it would still give a significant advantage against all damage types, but would be poor for defending against specific types, making it still inferior to some paints.

Share this post


Link to post
Share on other sites

*Polite correction: Premium paint was changed to have 15% against all damage because players and veterans of the game felt that would be unfair, so final statement: Premium paint is only 15% protection, not 20% ;)

-Edit-

Still pretty OP though ._.

Share this post


Link to post
Share on other sites

*Polite correction: Premium paint was changed to have 15% against all damage because players and veterans of the game felt that would be unfair, so final statement: Premium paint is only 15% protection, not 20% ;)

-Edit-

Still pretty OP though ._.

15% makes almost no dif.

15% won't save a shot from thunder, railgun, and espicially shaft.

Personally, a more focused paint with way higher protection % that works well in the map, is 500% better than premium. Also premium totally gives away ur psoition, with the bright gold color. Premium paint is crap.

Share this post


Link to post
Share on other sites

Archived

This topic is now archived and is closed to further replies.

This topic is now closed to further replies.
×
×
  • Create New...