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Reduce power of garage supplies


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(Is this the spirit of e-sports? Is this what it takes to rise to Starladder? LOL)

 

p.s. notice that chief-drugger ALDODGE never turns the turret (LOL again)

He's too pro for turret turning. It's his way of neing polite - he doesn't turn his turret so that you'll have a slightly better chance at beating him  :P

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Lots of buyers use it whrn they have low heal.

Shaft+Double Power can stop with good timing

Truth, though I LOATH doing that, fighting fire with fire, because then you are singled out as having drugged.  No one notices you only did it to put a ki bosh on some clown's reign of drug induced terror.

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Worth remembering some of the good things about Tanki:

I can understand Tanki Devs being very bored with the subject of 'drugs' and hence pay no attention to what we're saying.

On the other hand Tanki, like any business, is keen to please it's customers if it can and no one wants upset customers, even if we are non-payers (ALL are 'customers').

I.e. Tanki needs the 'non-payers' as much as the 'payers' or else the number of battles on offer will reduce (as we're seeing at present) and the 'variety value' that we see in Tanki will go down.

 

Two main reasons I still support air dropped drugs:

1, I admit as a Wasp pilot I do collect more than my fair share (sometimes all 3!) - however, this makes up for my short life per spawn.  (Also note Wasp pilots probably like using garage drugs 'the least' because it's very expensive to keep adding them and be destroyed a few seconds later (i.e. easiest not to bother presssing 1,2,3,4) - deaths by DD Thunder and DD Hammer are very frequent.

2, I enjoy the 'variety' caused by Air Drops,  I have to make split second decisions on what to do with what I've collected (or might collect) I.e. I have to constantly reassess what my target is and what my route to target will be.

 

It still amazes me how varied some battles are - much of this is down to the constant change of opposition and the shear skill of some players.  I.e. playing human opponents is so much better than AI.

Hence, I love my top tank the most because of it's power and because of the higher skills found in many of the higher ranking players (I have my Wasp M2 at last - now I can fight again! :0)

 

At present I agree about 1 in 5 battles are the kind of 'GG' I most enjoy (applies to all my accounts above W0) - this varies a bit depending on how good I am at assessing the battle before I join and maybe even the time of day?

I.e. 2 out of 5 battles go bad mostly because of excessive drugging. (The other 2 go bad because some players are not so good, hence, causing imbalance - can't realy do anything about that.)

 

If you stick with consecutive 15 mins battles, most of us have probably seen how wildly the scores can swing from round to the next.  I think this is because it doesn't take much to tip the balance in most CTF battles - i.e. 2 hard working tanks (and or drug abusers!) are often enough.

 

I find that sometimes a score line of 6:0 can still be a good close battle (just the Tanki scoring model does not reward the losing side in this case - hence, being on the losing side too many times will hurt your XP to Crystal earning ratio and prevent you keeping up with the 'arms race' (for non-buyers).  This is why I argue for gradually 'weakening' the leading side: the further ahead they get in a game, the longer the smart cooldown times.  This will help justify staying with a losing side till the end.

 

I quite like the idea of being allowed only one drug at once - worth a Tanki 'experiment'.

 

I agree with the viewpoint that says most Tankers fall into 2 camps (and maybe some that waver between the two?)

Group 1. Those who have a sense of fair play and sporting behaviour, because this is the most entertaining.

Group 2. Those who like to crush everything and dam all those who object, because this is the most entertaining.

 

There is probably a 3rd group and many 'sub groups' of those who love Parkour, XP and BP etc.

 

It is my belief that most of us (even most kids) prefer to be in Group1 most of the time.

This is why Tanki is afraid to do a 'poll' on what should be done about the over-use of drugs (because they already have a good idea what the majority think! and would prefer us not to beat them up over it.

 

I believe the reason Tanki will not put adverts in the game is because they hope to sell the game to someone.  Less adverts means less 'contracts' (= less legal time waste) the easier it will be to find a buyer.

 

I have no idea why Tanki do not cash in on the 'bric-a-brac' that goes with most 'hyped' marketing for the last 30 years - Tanki is a goldmine to be exploited - with this money they can forget about drug sales.

Another idea: why not approach Lego (5th largest toy producer) and ask them to make Tanki tanks of all sizes and shapes (interchangeable turrets etc.) and R/C power functions - even EV3 controlled!  Remember you saw it here first :0)

 

Sadly some nameless person high up in Tanki is stuck with the drug sale revenue model like a political belief, they fear losing this will hurt them - if only they could conclude that over-use of drugs is now holding this game back!

This is why I no longer ask for the OPTION to REMOVE garage drugs - I only ask for a slowdown on their usage - particularly for the leading team. (I do like the odd mine to protect my Wasp from the 'shorties')

 

If I can cope with Air drop drugs - then I can cope with moderate garage drug use = no problem - this is how the best battles are at present when the 'drug abuses' do not turn up.

 

Someone high up in Tanki also hoped to make money from Pro Mode sales - but as they have now seen Pro Mode is not going to make them any money if Tanki do not find ways to make it popular - i.e. temporarily lowering price for as long as it takes to get approx 50% of the battles Pro Mode.  As we have heard even lower ranks will choose to use Pro Mode if they can find the battles to join.

 

I believe if all those players who fit into Group 1, keep telling Tanki this message over and over again then they will listen in the end.

 

Ideally we should be able to divide Tanki such that Group 1 can battle together and Group 2 can battle together.

One way to do this is to ban Tankers from Group1 battles for say a week or 2 and chosen players (i.e. people like me and others on this forum - easy to pick them) (=special sub-helpers) have the power to make the kick when we see 'unsporting' behaviour.

And we need the power to complain about bad sub-helpers - good sub-helpers like me should be able to take the odd 'reprimand'.

 

(We would produce a list of what we consider 'unsporting behaviour' and because the ban from the Group1 matches is only for a few weeks then the odd misdemeanour is soon forgotten.)

The aim of all this should make Tanki a 'leading' game again.

Remember all the goodwill Tanki gets from all those helpers who do not get paid to help.  I assume they do it because they love being part of a great game.

 

 

(Please will Tanki respond to the huge forum thread named:  ideas and suggestions > Drugs - The only today Tanki strategy to win a battle:

- the game balance is once again being ruined by a few druggers.  Tanki has become "Druggi Online" and there are not enough Pro battles.)

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Truth, though I LOATH doing that, fighting fire with fire, because then you are singled out as having drugged.  No one notices you only did it to put a ki bosh on some clown's reign of drug induced terror.

Please use basic English, just advance speakers can understand this sentence (I am pre-intermediate student  :unsure:  )

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Please use basic English, just advance speakers can understand this sentence (I am pre-intermediate student  :unsure:  )

Sorry, I always seem to forget about that with you (at lest it shows I respect your grasp of English right?)

 

It said basically that I don't like doing it, even though you are right, because the moment you fight drugs with drugs they begin accusing you.  No one says you did it to stop the drugger ruinging the game, they just see you drugged.  DP Shaft though IS DEFINITED the way to go against drugger teams on CTF battles.  They tend to send slower and heavier flag runners, thus a charge DP into the runner aftr they have been beat up a little by flag defenders is usually a death sentence, and the flag doesn't go too far, so no worry of a team mate picking it up.  Like I said though, it's something I am very reluctant (meaning I feel strongly against, or not inclined) becuase of the perception of others.

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In a lot of cases it's not so much drugs that cause imbalance. It's when you have a team that is full of these:

 

noob1.pngnoob2.png

 

in a battle of M3s (max rank was Marshal), that you start to have a problem. That the enemy used supplies is only a part of it. It's a good thing that was only a 15 minute battle. We had no hope after the first 5!

Hold on there, tiger!

I was in a battle with Lt. Colonels and I held the top spot for the entire game until the last 30 seconds. We won cleanly.

Most of the enemy team was using M2s-the strong ones like Firebird and Thunder. One guy I think had M3 from the bulldozer kit. Skills can rise above better equipment as long as there's no drugging.

So having bad equipment doesn't necessarily denote a bad score or a player who fails to contribute to the team (though I have seen that).

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Hold on there, tiger!

I was in a battle with Lt. Colonels and I held the top spot for the entire game until the last 30 seconds. We won cleanly.

Most of the enemy team was using M2s-the strong ones like Firebird and Thunder. One guy I think had M3 from the bulldozer kit. Skills can rise above better equipment as long as there's no drugging.

So having bad equipment doesn't necessarily denote a bad score or a player who fails to contribute to the team (though I have seen that).

That's the problem. As long as their's no drugging, you can win. But eventually, in most matches I've played, the winner in a fight is the one who presses the buttons 1 and 2. Seriously, a mammoth using those 2 drugs, at m2, gets about 1279 hp. That's 12 m2 railgun shots, not to mention by that point, the mammoth has yet another set of DA and health, rendering this mammoth nearly invincible. Yes, with skill this rail can survive a while, but he stands quite little chance of destroying this mammoth, unless at least half his team pitches in, and the mammoth has no support, which tends not to be the case, and he's accompanied by another few druggers. Sorry, this was a rant, but the way these drugs upgrade tanks in my mind is far too much.

 

One way I think could work to nerf drugs, is to instead of double the armor, maybe just add a set amount, that I guess could increase by rank. So instead of a m2 mammoth having 640 hp with DA, maybe it could have 420 instead, an increase of 100 hp. This wouldn't work with DD though, because then weapons like twins would either be really OP, or DD would just be completely useless, which isn't the goal.

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^Yeah, that's the problem.

Even as a buyer, I only spend my crystals on equipment and MUing equipment. Even with my multiple-upgraded Hammer M1, I still stand no chance against a drugging Hornet-Rail M2. The advantage MUs provide pales in comparison with the veritable Godmode_ON-type abilities granted to those who drug.

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Today, I played Polygon CP for 3 hours. I lost all rounds. Yep. But you know what, I never felt irritated or annoyed. I never felt like rage quiting.

No, it wasn't a PRO battle. It was just a normal battle with druggers. Even I drugged a bit then and now. What I found was that the drugging was balanced. There were no spawn killings and complete lack of competition. We always lost by a small margin of 5-6 points. I guess drugging doesn't really hurt if it is balanced.

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Today, I played Polygon CP for 3 hours. I lost all rounds. Yep. But you know what, I never felt irritated or annoyed. I never felt like rage quiting.

No, it wasn't a PRO battle. It was just a normal battle with druggers. Even I drugged a bit then and now. What I found was that the drugging was balanced. There were no spawn killings and complete lack of competition. We always lost by a small margin of 5-6 points. I guess drugging doesn't really hurt if it is balanced.

The problem is that one can't balance drugs given their current nature; whoever has more druggers with plenty of supplies wins. When it is balanced, it's fine, but that has to happen on its own, and usually it doesn't.

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Today, I played Polygon CP for 3 hours. I lost all rounds. Yep. But you know what, I never felt irritated or annoyed. I never felt like rage quiting.

No, it wasn't a PRO battle. It was just a normal battle with druggers. Even I drugged a bit then and now. What I found was that the drugging was balanced. There were no spawn killings and complete lack of competition. We always lost by a small margin of 5-6 points. I guess drugging doesn't really hurt if it is balanced.

The scenario you describe is fine, fine for everyone I think. But the concept of balance, left to young fingers, is often a very "relative" idea!

Right now balance in drugging is up to players ... and is 90% of the times a disaster! what you describe was not the case.

Therefore balance has to be ruled, so everyone is forced to behave accordingly!

 

It would be the same if you just left the tank choice to players. Who would play with an M1 just because there are all M1s in a battle? If you have the chance you would use the best M3 equipment you have and destroy everyone. So Tanki created ranks, limit ranks for battles and for equipment ... to give balance!

Now, greed pushed them to give you equipment before you could get it by rank and give you drugs to overpower any equipment! Isn't it a contrast itself?

 

I want to remind that one of the last kit I saw (vandal I think) gives you at 4 stars a paint that unlock at generalissimo ... that is 400.000 XP earlier, 1/3 of the whole career ... does anyone really think that this is balance????? But someone (Hazel-Rah if I remember correct) called that "experiment" ... Maybe it was a cash flow experiment!!!

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Why dont they make no supply battles free? 

Then basically everyone would do them. Battles with no stars beside them would be a rarity, and no regular player would really join such a match. It wouldn't work well for tanki. If they then removed them from being free, they would have a possible angry mob, so I think that's a little out of the question.

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Today, I played Polygon CP for 3 hours. I lost all rounds. Yep. But you know what, I never felt irritated or annoyed. I never felt like rage quiting.

No, it wasn't a PRO battle. It was just a normal battle with druggers. Even I drugged a bit then and now. What I found was that the drugging was balanced. There were no spawn killings and complete lack of competition. We always lost by a small margin of 5-6 points. I guess drugging doesn't really hurt if it is balanced.

That is why I have no problem with drugging. The ones you get in daily gifts are more than enough, so it balances you out with others, even if they bought some.

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Hmmm...another thought to add to all the ideas so far about nerfing the power of drugs:

 

I don't think Smart Cool Downs work that well as you still see plenty of tanks with all supplies activated.

 

How about if the default is that you cannot use your garage supplies unless you 'Equip' each one - and if you equip a supply then you cannot pick up drop boxes of the same supply. At least that would leave the drop boxes for those who don't have any supplies or prefer the more varied style of play in using the drop boxes only. Druggers would be slightly more restricted because of SCDs.

 

Personally, I like the previous ideas of nerfing the power of all supplies to 30% or only allowing one or two supplies to be active at the same time, whether from the garage or drop boxes. Maybe one could not have DD and DA active at the same time - they would have to make a choice (they could still use repair kits, speed and mines as before).

 

Regarding the Pro Pass:

 

Besides it being disproportionately expensive for low ranks, I think there is an issue with the way it is marketed. I think it's possible that many newer players may think one needs to be very skilled to get involved in 'PRO' games and are put off from trying it. Maybe the name needs changing?

 

Also, and I've said this before, servers should be split so that all pro games are on the same server/s (same for CP) so like-minded players are not spread thinly over many servers trying to find each other, and fuller games can be created.

 

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Today, I played Polygon CP for 3 hours. I lost all rounds. Yep. But you know what, I never felt irritated or annoyed. I never felt like rage quiting.

No, it wasn't a PRO battle. It was just a normal battle with druggers. Even I drugged a bit then and now. What I found was that the drugging was balanced. There were no spawn killings and complete lack of competition. We always lost by a small margin of 5-6 points. I guess drugging doesn't really hurt if it is balanced.

LOL even a drugger on your team prevent you to get a good score, you lose oppurtunities because he gets all...

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LOL even a drugger on your team prevent you to get a good score, you lose oppurtunities because he gets all...

Nope. I got to capture points and kill many opponents. In the end, I always got a position in Top 4-5.

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Nope. I got to capture points and kill many opponents. In the end, I always got a position in Top 4-5.

That means less than half of both teams were drugging right? Because a team who is 7/8 drugging is not going to give the last guy a chance to compete for funds...

 

 

**7OO Posts**

 

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That is why I have no problem with drugging. The ones you get in daily gifts are more than enough, so it balances you out with others, even if they bought some.

 

I find that hard to accept. For two reasons.

First, the way usual battles go today, one needs at least 1-2 supplies per minute of battle, without counting drops. (you refer to counter drugging, so that means using at least one or two supplies all the time). That means, how much drugging time per day? Half an hour, ok, One hour, ok too. But what about players that spend 3-4 hours per day in battles? Definitely not enough supplies.

Second, say - for the sake of argument - that daily supplies are enough. Enough in number, that is. But not in kind. Why? Because daily bonus includes only one or two kinds os supplies, never all three. So, what do you do, you say to yourself "today I play with nitro and health only and tommorrow I will play with mines and DD"?

 

No, this possibility doesn't exist for players that spend a couple of hours (or more) daily. Even mods accept it, i.e. MAFIOZA121 that proposed a few weeks ago "growing" alt accounts just for every day logging in so that all accumulate the daily bonuses but use only one of them so that enough supplies are gathered for the others.

 

I am afraid that is is a standard argument that daily bonus is definitely not enough for counter drugging. (let along that I personally don't believe in counter drugging because it spoils the game as much as regular drugging).

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This issue is ballooning out of proportions. At the moment, it seems as if almost every battle that allows supplies is filled with druggers. 

 

I don't get why some players say," We have them, we use them. Simple".

 

By that logic, you would still play with your teddy bears and soft toys in retirement.

 

The question to those players is, if you would do this, then why wouldn't you do that?

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This issue is ballooning out of proportions. At the moment, it seems as if almost every battle that allows supplies is filled with druggers. 

 

I don't get why some players say," We have them, we use them. Simple".

 

By that logic, you would still play with your teddy bears and soft toys in retirement.

 

The question to those players is, if you would do this, then why wouldn't you do that?

 

Or, maybe more accurate, each one of us has a tube full of salt and pepper at home, but every day they cook with just a pinch,no more. Why? It's obvious. Unfortunately, for supplies, it isn't..

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Tanki noob's Day today.


Druggers, many happy returns of the day! :P


 


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We lost 10-2.


Even in the next round, party was on


 


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This round we lost 7-4 (to my surprise, and due to a little counter drugging from us - even I used a couple of supplies)


 


There was hard beating.


This battle was really in the spirit of Devs' idea of Tanki. Lots of supplies used, constantly.


 


Not my idea of Tanki though.


 


Sure, it's their game.


 


But I play it, not they.


 


So, it's either they find another, more balanced way for the game, or they can keep it for themselves.


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