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Good ideas! :) Another option is that at least let us know what we will get, even we cannot choose, in the daily mission so that we can decide to or not to do the missions. I don't want, as you mentioned, to spend time and useful supplies for something useless.

Good thought.  I have a fear that the missions will sometimes require tankers to have specific equipment (example: "score five kills with Isida".) and if they do not they will just lose out.  That wouldn't be too bad if the average size of the prizes were increased. 

 

Also, just imagine the games that will be created so that both sides can cooperate on getting all players through their missions.

 

:wacko:

 

Imagine a player in one of those games lying about having to get 20 kills of Wasp, when he has already accomplished his mission and just wants some easy points.

 

:unsure: :P

Edited by PopChaser

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So today's VLOG mentions an increase on the heat damage from using vulcan during the coming rebalance.  The question though is; "is that enough?"

 

We've all faced the guy in the mammoth, wearing inferno, hitting the heal button and double armor, occasionally the double power when there are to many tanks in front of him, and he does it over and over and over and over for the entire match.... basically just camping and throwing out a wall of lead and doesn't even move except to crawl back into his favorite firing spot if someone manages to kill him and respawns in the wrong spot.  While this is great for Tanki revenues by driving supply costs, from both the vulcan driver who's constantly on them, and the people trying to kill him  (nothing wrong with making money) it's horribly unbalancing for game play.  Small/light hulls are effectively stopped from the impact force while medium hulls slow to a crawl and you end up engaging in a long range dual as you can't get close enough with any of the short-range but more powerful weapons to get to him.

 

I would argue that a decrease in the impact force also accompany the increase in heat damage to allow some chance for the more powerful shorter ranged weapon to at least get in the vicinity of the vulcan.

 

The concept of a vulcan being a long range weapon itself is a bit odd to me but i routinely hear that said.  I've played it and it's just as effective on a small map such as Noise, as it is on Kungur.  On small maps you have lots of support for a vulcan making it just as formidable a defender as it it on it's own on a large map. True it does shine more on a larger map with it's range but that's also because its generally harder for the short range weapons to get to it which is offset by the close support on the small maps.  I would think that dropping the impact force by about 12% would tend to balance out the turrent quite a bit.

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So today's VLOG mentions an increase on the heat damage from using vulcan during the coming rebalance.  The question though is; "is that enough?"

 

We've all faced the guy in the mammoth, wearing inferno, hitting the heal button and double armor, occasionally the double power when there are to many tanks in front of him, and he does it over and over and over and over for the entire match.... basically just camping and throwing out a wall of lead and doesn't even move except to crawl back into his favorite firing spot if someone manages to kill him and respawns in the wrong spot.  While this is great for Tanki revenues by driving supply costs, from both the vulcan driver who's constantly on them, and the people trying to kill him  (nothing wrong with making money) it's horribly unbalancing for game play.  Small/light hulls are effectively stopped from the impact force while medium hulls slow to a crawl and you end up engaging in a long range dual as you can't get close enough with any of the short-range but more powerful weapons to get to him.

 

I would argue that a decrease in the impact force also accompany the increase in heat damage to allow some chance for the more powerful shorter ranged weapon to at least get in the vicinity of the vulcan.

 

The concept of a vulcan being a long range weapon itself is a bit odd to me but i routinely hear that said.  I've played it and it's just as effective on a small map such as Noise, as it is on Kungur.  On small maps you have lots of support for a vulcan making it just as formidable a defender as it it on it's own on a large map. True it does shine more on a larger map with it's range but that's also because its generally harder for the short range weapons to get to it which is offset by the close support on the small maps.  I would think that dropping the impact force by about 12% would tend to balance out the turrent quite a bit.

 

I totally agree with what you mentioned about how people use Vulcan + Mammoth + paint + drugs, especially when a team put two or more of the combos to form fire-net to protect their flag or captured points. I believe theose tankers have taped or glued the spacebar on their keyboards. I believe the range should be reduced as well. At lease further reduction on the damage at long disatance.

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So today's VLOG mentions an increase on the heat damage from using vulcan during the coming rebalance.  The question though is; "is that enough?"

 

 

We've all faced the guy in the mammoth, wearing inferno, hitting the heal button and double armor, occasionally the double power when there are to many tanks in front of him, and he does it over and over and over and over for the entire match.... basically just camping and throwing out a wall of lead and doesn't even move except to crawl back into his favorite firing spot if someone manages to kill him and respawns in the wrong spot.  While this is great for Tanki revenues by driving supply costs, from both the vulcan driver who's constantly on them, and the people trying to kill him  (nothing wrong with making money) it's horribly unbalancing for game play.  Small/light hulls are effectively stopped from the impact force while medium hulls slow to a crawl and you end up engaging in a long range dual as you can't get close enough with any of the short-range but more powerful weapons to get to him.

 

I would argue that a decrease in the impact force also accompany the increase in heat damage to allow some chance for the more powerful shorter ranged weapon to at least get in the vicinity of the vulcan.

 

The concept of a vulcan being a long range weapon itself is a bit odd to me but i routinely hear that said.  I've played it and it's just as effective on a small map such as Noise, as it is on Kungur.  On small maps you have lots of support for a vulcan making it just as formidable a defender as it it on it's own on a large map. True it does shine more on a larger map with it's range but that's also because its generally harder for the short range weapons to get to it which is offset by the close support on the small maps.  I would think that dropping the impact force by about 12% would tend to balance out the turrent quite a bit.

 

I actually fully agree on that. I also think that an increase of the heat damage won't make the game completely balanced. In my opinion the damage Vulcan deals or its reload time should be decreased, but let's await what the new changes bring us. They can still adjust Vulcan if the new changes are not satisfying. 

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I actually fully agree on that. I also think that an increase of the heat damage won't make the game completely balanced. In my opinion the damage Vulcan deals or its reload time should be decreased, but let's await what the new changes bring us. They can still adjust Vulcan if the new changes are not satisfying. 

 

they already said, they wont decrease hammer or vulcan, they just add up the side effect, hammer's spread and vulcan's heat.

 

on the other hand, they will increase all other turrets.

 

- thunder : more damage

- rail: faster reload

- rico: faster and further balls

- twins: faster balls

- freeze: more damage

- isida: further attach distance

- shaft: faster acarde shots

 

- fire: shift damage to heat damage

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they already said, they wont decrease hammer or vulcan, they just add up the side effect, hammer's spread and vulcan's heat.

 

on the other hand, they will increase all other turrets.

 

- thunder : more damage Less reload, more splash radius

- rail: faster reload

- rico: faster and further balls

- twins: faster balls

- freeze: more damage faster Freezing, less effect

- isida: further attach distance

- shaft: faster acarde shots Arcades deal more damage

 

- fire: shift damage to heat damage

now thats better :p 

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I actually fully agree on that. I also think that an increase of the heat damage won't make the game completely balanced. In my opinion the damage Vulcan deals or its reload time should be decreased, but let's await what the new changes bring us. They can still adjust Vulcan if the new changes are not satisfying. 

Maybe instead of introducing something, finding what it was not what players wanted and then having to change it again, why don't they simply ask us what we want instead of assuming? Delay this re-balance and take some time to do the research. Strengthening all the turrets is the wrong approach. They are going in the wrong direction. Light hulls will become useless. Most of the turrets are already too overpowered.

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Maybe instead of introducing something, finding what it was not what players wanted and then having to change it again, why don't they simply ask us what we want instead of assuming? Delay this re-balance and take some time to do the research. Strengthening all the turrets is the wrong approach. They are going in the wrong direction. Light hulls will become useless. Most of the turrets are already too overpowered.

"This is their game, they can do anything they want to it"

Not something we'd like but its reality...

 

If they lose some players with some updates, they will gather some with the next update,

Endless cycle of online games...

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Maybe instead of introducing something, finding what it was not what players wanted and then having to change it again, why don't they simply ask us what we want instead of assuming? Delay this re-balance and take some time to do the research. Strengthening all the turrets is the wrong approach. They are going in the wrong direction. Light hulls will become useless. Most of the turrets are already too overpowered.

Most of these buffs are incredibly minor. I still don't understand why they don't vote for updates though, the only possible reason is to reduce fraud

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"This is their game, they can do anything they want to it"

Not something we'd like but its reality...

 

If they lose some players with some updates, they will gather some with the next update,

Endless cycle of online games...

But they make the game for us. We are the ones supporting them. They need us, we do not need them. There are lots of other games. Buyers like me pay their wages and they need to remember that.

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They simply call it a project, not a game,

E.G: helpers of the "project" Ive seen so much of these "projects"

In my own country which are first satisfying,care about ppl's Ideas, and some more things,

Then they say We don care about you, leave if you want,

 

 

Example, a failing game in our country, we told its dev's that you are ruining the game and

Their "project" has failed,

 

The dev simply said: we have reached our Ideals, so the "project" is a success, leave if you dont like the game...

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They simply call it a project, not a game,

E.G: helpers of the "project" Ive seen so much of these "projects"

In my own country which are first satisfying,care about ppl's Ideas, and some more things,

Then they say We don care about you, leave if you want,

 

 

Example, a failing game in our country, we told its dev's that you are ruining the game and

Their "project" has failed,

 

The dev simply said: we have reached our Ideals, so the "project" is a success, leave if you dont like the game...

If you don't mind me asking, what country?

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Well at the risk of sounding disrespectful, but as a person who deals with many different cultures, in business for many years, that does not come as a surprise. Iranians and Russians, as well as many others, believe in a business motto of "hear is what I offer, take it or leave it" Their focus is on money not customer satisfaction. If a company fails they just change the name and start over.  Sorry if I offended anyone, this is just my observation and experience over the years. 

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Given that a new upcoming rebalance has been announced, what do YOU think the balance should be like? How should we nerf/buff each turret/hull? This is a topic dedicated to getting our opinion on the balance, and as we players are the heart of Tankì I'm sure the devs will be interested in our opinion on the rebalance, not just theirs.

 

So, what are they? Preferably state each Hull and Turret and its nerfs/buffs.

PS: I'd like to know the devs are listening to this, so it'd be nice if they post on this to confirm they're looking if they are.

 

So, let's get started!

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Given that a new upcoming rebalance has been announced, what do YOU think the balance should be like? 

Topics merged.

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If they decrease reload on thunder, then make it 2 shot hornets.

I don't think so. I have a feeling that they, somehow, have a bias toward Firebird and Ricochet. Firebird's damage has been doubled in early February and it will be increased again. Reducing the remianing heat damage doesn't mean it will be a fair re-balancing. If the direct damage is high enough to quickly kill tanks directly, you don't really need the remaining heat damage. Ricochet's number of ball in a clip and the ball speed have been increased, also in February. The ball speed will be further increase and even the range will be increased in the upcoming update. I don't think Thunder will be given such high damage power. I won't be surprised if they give just 2 or 3 more damage points but add 2 more seconds to the reloading to Thunder.

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If they decrease reload on thunder, then make it 2 shot hornets.

Thunder m3 will hit 64-90 after the new balance, if they decide not to change any more parameters.

Hornet m3 has 166 hp. 83 times 2 is 166, so you'll be able to kill hornet in 2 shots I think if you're not too far away from that hornet m3. 

Edited by falcosenna1

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Thunder m3 will hit 85-115 after the new balance, if they decide not to change any more parameters.

Thanks for the info. I am wornding would Thunder be up-powered that much? M3 Thunder has damage 54.1-70.6 (w/o MU) at this moment. If it will hit 85-110 after the re-balance that will be a lot. I am, of coures, very happy with it if it will be because Thunder and Smoky are the only turrets I have; especially Smoky's critical hit, the only advantage of the turret, will be nerfed.

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Thanks for the info. I am wornding would Thunder be up-powered that much? M3 Thunder has damage 54.1-70.6 (w/o MU) at this moment. If it will hit 85-110 after the re-balance that will be a lot. I am, of coures, very happy with it if it will be because Thunder and Smoky are the only turrets I have; especially Smoky's critical hit, the only advantage of the turret, will be nerfed.

I've edited my post. It seems that i didn't look quite properly.  :P It's Thunder m4 that hits 85-110 after the new balance. Thunder m3 will hit 64-90 which still makes you able to kill Hornet m3 if you're standing close enough to him. 

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I've edited my post. It seems that i didn't look quite properly.  :P It's Thunder m4 that hits 85-110 after the new balance. Thunder m3 will hit 64-90 which still makes you able to kill Hornet m3 if you're standing close enough to him. 

The reload is the worst thing now, Thunder M3s reload will go become something like now's thunder M0 reload :wacko:

Id prefer my fast/weak thunder to a slow/powerful thunder any time  :P

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