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Reduce power of garage supplies


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Woah this thread has is 384 pages long. That's longer than all the pinned threads combined! I agree their power should be reduced, and they should also reduce modification power. It's huge compared to the power of alterations.

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Woah this thread has is 384 pages long. That's longer than all the pinned threads combined! I agree their power should be reduced, and they should also reduce modification power. It's huge compared to the power of alterations.

I agree with almost all you said, but keep in mind alterations aren't intented to be a power boost, merely a way for players to tailor a turret to their liking while keeping it's battlefield strength.

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I agree with almost all you said, but keep in mind alterations aren't intented to be a power boost, merely a way for players to tailor a turret to their liking while keeping it's battlefield strength.

Yeah.... thats a lie. Listen to anyone with the firebird alteration, their turret is so much better. The extra 2 shots for hammer only has a 33% reload increase, but it should be 100% to make it balanced. Its like getting a free shot.

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Any good reasons? 

Now this days hardcore suppliers in normal battles = "Without this in normal battles we look like a looser or horrible noob, when we are using this , we just look like a pro so thats why we need it. With supplies we always should be win, coz we invested our real money. When someones (nonbuyer pro players) talk about their skills in this game , just show them (nonbuyer pros) how poor he is . Supplies are our only and only hope to enjoy this game. Actually without this we cant do anything everyday or everynight". (Universal Truth)

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OMG my dl went under 2.0 i am thinking very seriously now about buying drug kits i have almost 300k crystals saved 

Never spent money buying crystals and now my dl is going down the kit i want to buy costs around  450k and by the time

i acquire rank for kits i would have at least 200k extra crystals after buying kit which i would have spent on mu's and paint,

what should i do ?!!!!!! HELP!!!!!!! 

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Regular battles are unbalanced and unfair because of OP drugs and those that overuse it.

 

Druggers like regular battles because they like playing against non-druggers.

 

The PRO Battle option is good for those that play a lot. For those that don't play a lot it is too expensive. We need more PRO Pass options.

 

This thread, which exists in a section called "Ideas and Suggestions", has a valid argument against OP drugs.

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No-supply battles can be unbalanced too....

It's not so much simple "unbalance" we are complaining about, it's simply the scale....

 

I am glad that you are trying to help others and you explain yourself very well....but IMO Tanki should try to persuade non-buyers to play in Standard battles where they face buyers, not incite them to escape to no-supply battles.

 

I would like it very much if the system created supplies-off PRO battles just like it created Standard battles...the battle button could send you to those battles if you had a PRO pass, and especially if you turned a filter for supplies on/off.  What do you think of that? :) ;)

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Here we go again.

 

Give them SCD and they will hate you.

Some of them will hate you for limiting their powers.

Some of them will hate you for not limiting others powers enough.

 

Hop on the hate train then, because supplies will stay as they are!

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The question is, Is it going to happen in this game? No one gives a toss about Tanki X  :P

I guess it was a nice way to say: "non druggers move to Tanki X where we need players" :(

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UPDATE: DUE TO THE LENGTH OF THE DISCUSSION WE MADE A SUM-UP OF THE TOPIC (after about 70 pages).
 
POSTS #1 AND #2 OPEN THE DISCUSSION, THEN YOU DON'T NEED TO READ IT ALL THROUGH.
 
 
YOU CAN FIND SUM-UP WITH MOST CONTRIBUTIONS AND IDEAS AT POST #1411 - PAGE 71
 
 
THANK YOU
 
 
Anyone in the actual game is forced to drug if he want to have a chance to win a battle, and a battle is definitely won by the more drugged team. Is really this the devs idea for the game? Is the all game a matter of pressing the right drug button? I hope not!
And if you add the heal button the thing gets even worse.
 
Anyway this makes the game a mere matter of drugs, which I hope it is not DEVS idea of the game! Right now if someone comes drugged to me, I know that I am dead if I don't drug too. No matter what rank or weapon! Very sad!
 
Right now I feel hopeless when I enter a battle ... it is not a good feeling and it will probably make me abandon this great game, if something doesn't change! And this idea is spreading on many and many Tanki players!
 
 
From one weapon or hull upgrade to another (M1 to M2 for example) the rise in characteristics is abt. 20-25%.
Using a drug actually hypotetically rise you of 4-5 level. A M2 weapon become M6 or M7 !!!!!
 
This is a terrible unbalancing of the game.
 
This makes it impossible any fair face to face between a drugger and one who is not.
 
This makes the game a matter of "drug = I win" or "no drug = I loose"
 
On the TO Newsletter and on the forum I have been reading thousands of words on strategy, "the best hull-turret combination", "how a specific weapon works", "how to organize a flag capture", and so on .... but the reality of the game now is: I DRUG = I WIN and I DON'T DRUG = I LOOSE. That is it! Sad, isn't it?
 
This makes the strategy "only with drugs I win"; this means anyone that wants to win has to drugs; this makes everyone drug; this makes the game both odd for drug-non drug comparison and even for drug-drug fight.
 
The purpose is (or should be) to rely more on skills and ability, strategy and better weapon use, rather than press a button or a desperate search of a power-up as the only "strategy" of playing.
The point is allowing a non-payer or a low-payer to enjoy the game too. This is apparently an anti-economic concept for Tanki, but it is the exact contrary instead. More players means more paying players in percentage and many players give a necessary base (critical mass) for the game to be interesting for everyone. It is a matter of numbers!
 
 
This is why I want to propose a suggestion for developers: a decrease of extra power and resistance to a max of 25-30% of extra (as it is for speed), rather than double those features, or make the drug effect to temporarily give the next level characteristics (like a drugged M1 to be like a M2 for a limited time).
This would also make people feel and try how is the weapon or hull on the next level on that feature.
 
Did you all ever noticed that increase of speed is of 30%? Why it is not doubled speed? Also the devs realised that double speed would be too much ... same as for other drugs!!! Power and resistance are pumped up too much!
Same thing for steps (M0 to M1, M1 to M2, M2 to M3). Did you all noticed that every step gives about 20-25% of increase in performances? Why? I mean a hunter M1 costs 29.900 crystals, a wasp M2 costs 102.700 crystals, a dictator M3 costs 223.000 crystals. Why we get ONLY a 20-25% increase for all those crystals? Probably to allow a range of ranks to play together. And why did they need to do that? Probably to have a balanced game.
 
The process of bringing drugs to a +25% increase may be done gradually: a decrease of extra power and resistance to a max of 25-30% of extra, rather than double those features. This can be done gradually to let anyone get used to it, by reducing a 15-20% a week till the target. In this way it will probably not even noticed and it will be accepted by drug addicted.
 
A non drug section would be also welcome (not a PAY one). If I have to pay to find non druggers, I will not have the crystal to buy tanks, turrets or upgrades!
 
I suggest a serious brain storming on this topic.
 
 
Thank you
 
 
 
12 may 2015 edit:
 
On one of the last posts (#779) Rohrmeister came up with a great idea. He also made up the poster below. Have a look at it and follow if you like.
Thank you
 
SFB-v02.png
 
Thanks to Rohrmeister

 

M0 Twins plus Double damage for example suddenly becomes stronger than M4s? xD

 

Please, that's just insane! Look up the stats of turrets and hulls and you'll see that an M0 hull on double armor is as strong as that same hull as an M2.

 

M0 Dictator + Double Armor = M2 Dictator

M1 Dictator + Double Armor = M3 Dictator

M2 Dictator + Double Armor = M4 Dictator

 

For turrets it's the same:

 

M0 Hammer + Double Damage = M2 Hammer

M1 Hammer + Double Damage = M3 Hammer

M2 Hammer + Double Damage = M4 Hammer

 

Now they won't be exactly the same but a little less powerful or maybe a little more.

 

For instance, a stock M2 Hammer will do 735 damage if all your pellets hit your target. M0 Hammer does 440. With Double Damage, M0 Hammer will do 880 which is more than 735.

 

M2 Dictator has 2,000 hp exactly and the M0 has 1,058 hp. Give that M0 Dictator Double Armor it will have 2,116 hp.

 

Giving a turret or hull double armor or double damage doesn't make it several modifications stronger, only two.

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M0 Twins plus Double damage for example suddenly becomes stronger than M4s? xD

 

Please, that's just insane! Look up the stats of turrets and hulls and you'll see that an M0 hull on double armor is as strong as that same hull as an M2.

 

M0 Dictator + Double Armor = M2 Dictator

M1 Dictator + Double Armor = M3 Dictator

M2 Dictator + Double Armor = M4 Dictator

 

For turrets it's the same:

 

M0 Hammer + Double Damage = M2 Hammer

M1 Hammer + Double Damage = M3 Hammer

M2 Hammer + Double Damage = M4 Hammer

 

Now they won't be exactly the same but a little less powerful or maybe a little more.

 

For instance, a stock M2 Hammer will do 735 damage if all your pellets hit your target. M0 Hammer does 440. With Double Damage, M0 Hammer will do 880 which is more than 735.

 

M2 Dictator has 2,000 hp exactly and the M0 has 1,058 hp. Give that M0 Dictator Double Armor it will have 2,116 hp.

 

Giving a turret or hull double armor or double damage doesn't make it several modifications stronger, only two.

Keep in mind that this was posted in febuary 2015. The increase between Ms was smaller back then.

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M0 Twins plus Double damage for example suddenly becomes stronger than M4s? xD

 

Please, that's just insane! Look up the stats of turrets and hulls and you'll see that an M0 hull on double armor is as strong as that same hull as an M2.

 

M0 Dictator + Double Armor = M2 Dictator

M1 Dictator + Double Armor = M3 Dictator

M2 Dictator + Double Armor = M4 Dictator

 

For turrets it's the same:

 

M0 Hammer + Double Damage = M2 Hammer

M1 Hammer + Double Damage = M3 Hammer

M2 Hammer + Double Damage = M4 Hammer

 

Now they won't be exactly the same but a little less powerful or maybe a little more.

 

For instance, a stock M2 Hammer will do 735 damage if all your pellets hit your target. M0 Hammer does 440. With Double Damage, M0 Hammer will do 880 which is more than 735.

 

M2 Dictator has 2,000 hp exactly and the M0 has 1,058 hp. Give that M0 Dictator Double Armor it will have 2,116 hp.

 

Giving a turret or hull double armor or double damage doesn't make it several modifications stronger, only two.

Yeah, they improved it a bit...

 

Now it takes most M1 drugged to be stronger than M4...

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I hope they don't screw it up by over doing it or by removing stuff.

 

In my opinion they should move more paints to Shop in exchange of less powerful drugs. And drugs like RK and DA shouldn't benefit the heaviest hulls more.

 

For example, my RK idea:

 

- costs 50 crystals

 

- has 1000hp of health

 

- heavy hulls can use up to three at once for full or close to full recovery, when a wasp m0/ m1 will only need 1.

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It is so nice to see the team working and thinking about alterative proposals, even if there is not a big chance of them being implemented...

 

However, I'm a bit confused reading through the page. First of all, do "modules" mean "alterations"? 

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However, I'm a bit confused reading through the page. First of all, do "modules" mean "alterations"? 

No, modules are as known as protections against different kind of turrets meanwhile alterations are modifiers that allow a player to alter gameplay features of turret while keeping them within game's balance.

For example:

alteration can weaken one characteristic in favor of strengthening another one.

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No, modules are as known as protections against different kind of turrets meanwhile alterations are modifiers that allow a player to alter gameplay features of turret while keeping them within game's balance.

For example:

alteration can weaken one characteristic in favor of strengthening another one.

I know that obviously. :lol: I was talking about what exactly they meant in the Tanki X thread. Some guy described it as something similiar to an alteration. Anyway, I don't quite understand how modules could replace supplies, but oh well...

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I hope they don't screw it up by over doing it or by removing stuff.

 

In my opinion they should move more paints to Shop in exchange of less powerful drugs. And drugs like RK and DA shouldn't benefit the heaviest hulls more.

 

For example, my RK idea:

 

- costs 50 crystals

 

- has 1000hp of health

 

- heavy hulls can use up to three at once for full or close to full recovery, when a wasp m0/ m1 will only need 1.

Terrible idea. It would throw balance out of the window.

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Are you thinking about changing the +100% philosophy (double damage, double survival time by DA, double survival time by protection, ..)? This would be very, very good news.. :)

Especially as DA and protection can be stacked, you practically force players to change their turret in battle and play some turret they do not like so much.. this instantly cut's game fun..

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Are you thinking about changing the +100% philosophy (double damage, double survival time by DA, double survival time by protection, ..)? This would be very, very good news.. :)

I don't even have enough strength to explain how sad I am reading this quote.

 

It was 2011 when I started thinking about changing everything about supplies in this game. I was an ordinary player back than, just like you. It is funny if anybody really think that it is me the one who should change his mind about anything regarding this situation. All I was saying in this topic is that people around here propose suggestion that will never happen the way they were proposed.

 

I know that because this discussion took place long time ago. Long before EN community was even there.

 

Nothing have changed ever since.

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I don't even have enough strength to explain how sad I am reading this quote.

 

It was 2011 when I started thinking about changing everything about supplies in this game. I was an ordinary player back than, just like you. It is funny if anybody really think that it is me the one who should change his mind about anything regarding this situation. All I was saying in this topic is that people around here propose suggestion that will never happen the way they were proposed.

 

I know that because this discussion took place long time ago. Long before EN community was even there.

 

Nothing have changed ever since.

Do not be sad... apply the changes in Tanki X, then merge users database and close Tanki Online... ;)

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