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Reduce power of garage supplies


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No I didn't. I meant it in exactly the way BlackWasp said. You guys have been saying all along that drugs are given to free players to be used, and that it's folly not to use them to compete and then whine about it. You said that it's a part of the game available to everyone.

 

So now you're taking all of that back? :blink:

 

P.S. It was to make a point. You still haven't answered my question... -_-

I thought you meant in a negative way since many non-druggers think that druggers are evil exploiters. because they just hate druggers (I know you don't, but many others do). I hope you get what I mean :lol: 

 

No, I'm not taking what I said back, I just misunderstood you. 

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Why not more ways to get supplies in some large quantities so that non-druggers TOO can stand up in combat?

Maybe this. But not that much that buyers who buy drugs with real money are put to the same level as F2P players. And no I do not mean that buyers must have huge advantages bla bla bla, I mean that if they spend real money on this game, they deserve some advantages. 

 

 

I disagree, sorry. I'm not in favor of reducing supplies' power, ESPECIALLY supplies that dropped naturally.

 

How about:

 

1. RK is instantaneous. No 4 seconds of invincibility.

2. All cooldown times are doubled.

:)

1. Why does this bother you? And it's not exactly invincibility, if you're in a 1 vs 4 or more situation (happens a lot to druggers) and they deal loads of damage to you, your HP can still go down no matter if you used a RK or not. RK gives you 4 000HP, and if they deal more damage than that, the RK doesn't boost yoru HP up, but keeps it in the same place or lower. 

 

2. No sense in that. You can only have full drugs nowadays only if you know exactly how the cooldowns work. So that's fair. If the times would be doubled you couldn't have that, and rarely even 2 drugs on at a time if you attack quickly.

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Maybe this. But not that much that buyers who buy drugs with real money are put to the same level as F2P players. And no I do not mean that buyers must have huge advantages bla bla bla, I mean that if they spend real money on this game, they deserve some advantages. 

Some :ph34r: 

 

1. Why does this bother you? And it's not exactly invincibility, if you're in a 1 vs 4 or more situation (happens a lot to druggers) and they deal loads of damage to you, your HP can still go down no matter if you used a RK or not. RK gives you 4 000HP, and if they deal more damage than that, the RK doesn't boost yoru HP up, but keeps it in the same place or lower.  It's the RK that gets me the most.  All the enemies are working hard to hit you and you pretty much are invincible. You can get out with the flag, kill everyone, etc. It's too OP. Also, if it was instantaneous, it wouldn't keep your hp level the same, but automatically heal you to full health. :)

 

2. No sense in that. You can only have full drugs nowadays only if you know exactly how the cooldowns work. So that's fair. If the times would be doubled you couldn't have that, and rarely even 2 drugs on at a time if you attack quickly.

 

That is the point IMO. Drugs should be a strong, temporary boost to be used tactically in certain situations. It ruins the point of supplies if most people have 2 activated at any time. It should be a surprise, an enhancement to be used wisely. 

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there is no harm in drugging 

:ph34r: For who?

 

Listen, if you, through hard work and patience, built up a good stock of supplies, IMO those should be saved and used against other druggers, not to cut through people like sheep and ruin their fun, all to build up your ego. ;) Ofc in SCD-off battles it's different. :lol:

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I made another one, this time both teams get a single drugging player each.

Suffice to say, for the moment, that this whole concept of yours if flawed. All you are doing is giving 1 player more points and saying look, the other players are getting less than they would have done if that one player didn't score as much.

 

Here is a bag of 20 apples and there are 10 people. All being equal they all get 2 each. But wait, let's just give 1 person 11 apples and the others can just have 1 each. See, the others get less because 1 person got more.

 

You're proving nothing, in theory or in principle.

 

Please provide a real scenario and I'll sit up and listen. Show me a battle where one side wins 10-0. Show me the winners/losers scores and rewards. Then put a drugger on losing side and make the score 5-4. Show me then how much more the losing side's players get for his work.

 

Take into account update 294

"The better the team plays, the higher the share of the battle fund. The winning team can thus receive at least 60%, and the loser team 40% stake from the battle fund. If the score is a higher result difference, the winners' share of the winners will increase to 80%, while the loser team will fall to 20%. The battle fund will now be distributed in a more varied way, depending on the performance of both teams. From now on, every flag, every control point and every kill counts"

 

As I said, the side allocation is not as straight forward as 1 crystal per point. You can't work backwards from a final scoreboard and say each point was worth x crystals. It doesn't work that way. You have to know what each side's allocation of the battlefund was first (easy enough), and then what they would be if you swapped one player out for a drugger. Again, this is based not on the scores of each player but the outcome of the battle and the share each side gets allocated. For example, an 80-20 split may become a 60-40 split just for that one drugger being introduced.

 

The last thing I want to do after a busy day is come home and point out all that I don't agree with. There's more to consider in this and your theory isn't convincing me one iota.

 

I'll try and give it more thought when I have time off.

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Why not more ways to get supplies in some large quantities so that non-druggers TOO can stand up in combat?

Devs are unlikely to do that.  The Wolves would leave in droves.  = less $$ for company.

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Maybe this. But not that much that buyers who buy drugs with real money are put to the same level as F2P players. And no I do not mean that buyers must have huge advantages bla bla bla, I mean that if they spend real money on this game, they deserve some advantages. 

Some :ph34r: 

 

1. Why does this bother you? And it's not exactly invincibility, if you're in a 1 vs 4 or more situation (happens a lot to druggers) and they deal loads of damage to you, your HP can still go down no matter if you used a RK or not. RK gives you 4 000HP, and if they deal more damage than that, the RK doesn't boost yoru HP up, but keeps it in the same place or lower.  It's the RK that gets me the most.  All the enemies are working hard to hit you and you pretty much are invincible. You can get out with the flag, kill everyone, etc. It's too OP. Also, if it was instantaneous, it wouldn't keep your hp level the same, but automatically heal you to full health. :)

 

2. No sense in that. You can only have full drugs nowadays only if you know exactly how the cooldowns work. So that's fair. If the times would be doubled you couldn't have that, and rarely even 2 drugs on at a time if you attack quickly.

 

That is the point IMO. Drugs should be a strong, temporary boost to be used tactically in certain situations. It ruins the point of supplies if most people have 2 activated at any time. It should be a surprise, an enhancement to be used wisely. 

 

It's a good idea and I can see your point, but I prefer the drugs as they are now.

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I'll try and give it more thought when I have time off.

Don't worry ;)

 

See, I do not like to proove something.

Up to a few days ago, I thought that tanki battle funds you simpy get what you fight for (you create the fund you get a share off). And then I read here, drugers in your team might have you get less, if they do not take care for flags. I could not belive that first.. but the thought about it.. and thought it could be. They reduce the % you get from the share of the fund that was originally created by the other teams players.

 

I wanted to check that, and therefore I made the first set of simulations (focusing on that, and nothing else).

 

So then I was curious what happens if the other team has a drugger themselfes. I expected that this effect is still here.. but it vanished. I would not have expected that.. but I am pretty happy about it.

I've learned what I wanted to learn, so I am done with this simulations

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I'll try and give it more thought when I have time off.

The only question is whether the score difference in terms of ratio is larger than the fund difference with/w/o the drugging player. There is nothing more to consider in the situations I am speaking of.

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"If a violation wasn't against the rules, it wouldn't be a violation." -- 2000mc, 2016

Literally proved you didn't understand it at all. Let me try again:

 

Is it the action of *violating/defying a rule* that bothers you more, or the action, whether it's a violation or not?

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See, here's the problem:

 

Hard-working druggers like 2000mc don't like it when their team is not drugging and the the whole other team is. They feel like they're the only ones doing much? Is that correct? Yes, it's an assumption <_< . Don't put words into my mouth and claim I said that druggers hate non-druggers on their team, etc.

 

However, the non-drugger who's always getting killed before he/she can do anything doesn't like it either. They don't like getting spawn-killed and they want to feel like their contributing to their team.

 

As a result of this, (it makes nobody happy) situation, people have proposed to reduce supplies (drugs specifically sometimes) power. 

 

HOWEVER, we all like that feeling of being OP for a while. On some maps it is almost impossible to capture a single flag without using supplies. Drugs are needed, powerful drugs, for the break-through of the defense, (or for holding off large groups of attackers)

 

Being OP is great, when it is temporary. When it becomes near-permanent, that is the problem.That's why I've proposed an "effective limit" by much longer cooldowns. This might not work for the reasons mentioned above (need of 3 supplies on at once) and neither will reducing their power.

 

So some better options would be to make supplies free, make them really cheap (resulting in massive payout from missions) or make them ONLY available for LOTS of real money, so Tanki wouldn't lose profit, as only the "rich guys" are buying drugs. This also results in much rarer occurences of druggers, leading to more effective equality in most battles.

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How can I understand if your questions don't make sense genius? I asked you to read your posts over before posting only 24h ago, is your memory so short? Lower your tone sonny boy

If the questions don't make sense to you, that is your problem, not mine. it's as clear as day.

 

 

Can't say more

You are still not getting it. This is unbelievable. 

 

Is it the action of *violating/defying a rule* that bothers you more, or the action, whether it's a violation or not?

 

What bothers you more about multing? The fact that it's against the rules, or the fact that it's cheap, low, and unfair?

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~ Double Damage multiplier reduced from 100% to 25% | Change Supply name to "Overclocked weaponry"

~ Double Armor multiplier reduced from 100% to 25% | Change Supply name to "Reinforced plating"

~ First Aid - Heals you for 60% of your maximum HP

~ Mine - Damage lowered by 25%

Anyone agrees ?

I disagree, and here's my reasoning:

 

A nerf to Repair Kit is needed -- anything that can be activated immediately after DD or DA and grants two seconds of invulnerability is overpowered. Those factors need to be removed to balance the drug. However, it should still heal 100% of HP, otherwise it won't be useful at all.

 

Nerfing DD and DA to 25% also eliminates their usefulness -- it should be AT MOST a nerf to 50%, but in my opinion the nerf isn't with the percentage, it's with the ability to combine them. Instead, make it impossible to use both drugs at the same time -- choose one or the other -- leading to more balanced (and strategy-based) instead of the senseless K/D farming that most druggers employ. The drugs will still be effective in combat, and a skilled tanker will be able to change the tide of a battle with them, but they will remain balanced enough to put Twins/Viking noobs to shame.

 

And finally... mine. No, it should not be nerfed at all, it's pretty balanced as it is. Getting mine-spawned or mine-bombed is unfortunate, but happens so infrequently that it's really not an issue. Besides that, mines are easy enough to avoid; they have a sharp activation sound and can be seen when you get near them. Mines also have a long cooldown, so it's difficult to spam them unless you're simply camping. Furthermore, Double Armor is quite an effective counter to a mine.

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Is it the action of *violating/defying a rule* that bothers you more, or the action, whether it's a violation or not?

Well if it's not a violation how can it be defying a rule? You're not making sense.

 

Do you mean, Which one bothers you more, breaking a rule or the action that led to the rule break?

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I disagree, and here's my reasoning:

 

A nerf to Repair Kit is needed -- anything that can be activated immediately after DD or DA and grants two seconds of invulnerability is overpowered. Those factors need to be removed to balance the drug. However, it should still heal 100% of HP, otherwise it won't be useful at all.

 

Nerfing DD and DA to 25% also eliminates their usefulness -- it should be AT MOST a nerf to 50%, but in my opinion the nerf isn't with the percentage, it's with the ability to combine them. Instead, make it impossible to use both drugs at the same time -- choose one or the other -- leading to more balanced (and strategy-based) instead of the senseless K/D farming that most druggers employ. The drugs will still be effective in combat, and a skilled tanker will be able to change the tide of a battle with them, but they will remain balanced enough to put Twins/Viking noobs to shame.

 

And finally... mine. No, it should not be nerfed at all, it's pretty balanced as it is. Getting mine-spawned or mine-bombed is unfortunate, but happens so infrequently that it's really not an issue. Besides that, mines are easy enough to avoid; they have a sharp activation sound and can be seen when you get near them. Mines also have a long cooldown, so it's difficult to spam them unless you're simply camping. Furthermore, Double Armor is quite an effective counter to a mine.

The overpowered side of the mine is clouded by DD and DA, those 2 are so overpowered that people even forget mines exist.

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There is a big need to reduce power. Your tank's damage & durability should be mainly defined by your equipment not the amount of drugs you have. Supplies are supposed to be a small buff to give you an edge in battle. Not make you an indestructible machine that also happens to have ridiculous firepower.

Drugs don't last forever -- equipment is more long term.

 

there is no harm in drugging as long as you don't buy them(using $). It's a part of the game and you have got them using in-game currency .

 

 

Let them shout.

There is no harm in using them even if you buy. F2P players can realistically get enough drugs to compete. Buyers MUing so much is the problem

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There is no harm in using them even if you buy. F2P players can realistically get enough drugs to compete. Buyers MUing so much is the problem

This is where I disagree. I have no problem with MUs. the drugs are what get me. MUs are fine, if you want to spend massive amounts of crystals, and some real money, it's fine with me. :)

 

It's not so much an issue with "buyers" so much as it is just that the supplies system is set up badly.

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Drugs don't last forever -- equipment is more long term.

 

There is no harm in using them even if you buy. F2P players can realistically get enough drugs to compete. Buyers MUing so much is the problem

You are  in very low level where in every game you can find 1 buyer or maybe not so hard druggers very low in your level , come to Legend rank, there 30 to 40% buyers in every games, so hard druggers everywere . I checked your account and you have problem with mu always because if you are not a buyer but you always buy many equipments from your level so  you have to not much crystals for upgrading any equipments.

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But... on @NotANewb I have a 36/50 (Soon to be 40/50) M1 Smoky, and like, 10 drugs. I usually don't drug unless to counterdrug. I'm lasting fine... and I don't buy. Just plan your korting account out better. Although I do sorta hate people who drug non-stop.

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Please read my posts entirely so I don't have to repeat myself.

Which posts? @KrystenHunt16 or @AlphaNinjaGirl or @SentinelTower.

271 of them just in this topic alone!

 

We've read your opinions and know your writing style so no need to pretend to be anyone else but if you insist on doing so, disguise your writing style better and don't like your own posts as much.

 

1gmsqv.jpg

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