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Heavy hulls - what we can do to increase their quantity in-battle!


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when a person captures a flag he gets load of points but when a defender returns a flag or kill the enemy  taking the flag he doesnt get enough points either due to many people killing the enemy flag taker thus points are distributed or there is no enemy who attacks. due to this the no of people using heavy tanks like titan and mammoth have decreased. and those who still use it wait in the base for an enemy to come but no one comes. on the other hand light and medium hull users are at a advantage as they get golds too. heavy tanks are too slow for golds. tanki has tried increasing the health and turning speed of heavy hulls . but still and ctf many people use viking and lighter hulls. what i am saying is to increase the amount of point users will get to kill enemies on a region near the flag as they will be trying to take the flag. this will increase the no of defenders and more possibility of a diverse and varied gameplay.

 

all those in favour of this idea please follow this topic and post your views

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topin name lol

dic is good at taking gold boxes

so u want the speed of heavy hulls to be increased?

He say that someone who killed more near to the "base" should give more experience points...

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He say that someone who killed more near to the "base" should give more experience points...

CTF is all mainly about capturing flags but this would encourage players to defend the flag instead of trying to cap one

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CTF is all mainly about capturing flags but this would encourage players to defend the flag instead of trying to cap one

Not "instead"

someone should defence and believe me, defenders' job is important than capturers

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i know ctf is all about capturing flags but due to the point given for capturing everyone will start capturing flags no one will defend the base thus only light and medium hulls r used. heavy hulls r at a total disadvantage

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when someone captures a flag he gets all the points unless he shares the  flag which is rare. but when someone takes our flag many teamates attack him thus the points r distributed

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both are equally important

To win, one flag is enough

After just defence...

If you have defence weakness, you need more attack

Defence is always more important than attack

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To win, one flag is enough

After just defence...

If you have defence weakness, you need more attack

Defence is always more important than attack

both are equally needed & winning by 1 capped flag is good but the battle fund wont be much

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both are equally needed & winning by 1 capped flag is good but the battle fund wont be much

If you want to get battle fund, don't care defence or attack.

Go DM, play for yourself and always get enough crystals...

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I tend to defend in a medium hull for exactly this reason.  More flexible and more opportunity to attack if the situation presents itself.  No question that heavy hulls can provide a more effective defense in most circumstances but why buy a hull just to get a lower reward in the long run. 

 

I don't like the previous solution, since not all defenders are in a close radius to the flag.  For example the ledge in rio or anywhere in arena. 

 

I agree that it is a problem, players should be rewarded for choosing a more optimal strategy.  I just have no idea what would fix it.

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If you want to get battle fund, don't care defence or attack.

Go DM, play for yourself and always get enough crystals...

but still both are equally needed

if the enemy team capped 1 flag the best thing to do will be to get their flag while protecting ours

i dont like DM's

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but still both are equally needed

if the enemy team capped 1 flag the best thing to do will be to get their flag while protecting ours

i dont like DM's

Try CP, I can believe that defence and attack is equal important for CP :)

If the enemy team capped 1 flag, there are 3 options

 

1.They were druggers, skilled players etc.., which means this is not about defence or attack

2.Your defence was worse than ıt should have been, which means defence were more important than you though

3.Both of them

 

As I said, attack can be a necessity if there was a defence weakness or mistake

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Try CP, I can believe that defence and attack is equal important for CP :)

If the enemy team capped 1 flag, there are 3 options

 

1.They were druggers, skilled players etc.., which means this is not about defence or attack

2.Your defence was worse than ıt should have been, which means defence were more important than you though

3.Both of them

 

As I said, attack can be a necessity if there was a defence weakness or mistake

both are equally important for all CTF & CP

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both are equally important for all CTF & CP

Anyway, even if they are both are equally important, a main defender should get nearly the same point with main capturer, not half or less which current system offers

 

Attack may be harder, but it is not fair to get less than half...

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But it would become a disadvantage for 'scouts'. They always attack the enemy base to return the flag when taken. If they can gain easy experience points by remaining in the base and camp opponents taking the flag, that is what most tankers would prefer as TO has different ranks and each rank has a wider and wider range of required experience points as the rank gets higher and higher. 

 

That'd basically slow gameplay down. It is positive for defenders indeed but isn't a good news for those whom attack enemy base when the flag holder manages to take cover in his team's base.

 

The concept is very good though! If developers consider it, certain things can be tweaked and such a system can become fair for both defenders and attackers. :)


Title edited

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I Think CPs are Dominated By Heavy-Hulls , 
So Heavy Hulls Will Get 30% of the Points Additionally From The Points Captured From the Flag 
                                                    (Or)
They will get 20 XP when the Enemies are Killed in Base . 
But Only in CTF mode , Other Modes Heavies are not Low 

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But it would become a disadvantage for 'scouts'. They always attack the enemy base to return the flag when taken. If they can gain easy experience points by remaining in the base and camp opponents taking the flag, that is what most tankers would prefer as TO has different ranks and each rank has a wider and wider range of required experience points as the rank gets higher and higher. 

 

That'd basically slow gameplay down. It is positive for defenders indeed but isn't a good news for those whom attack enemy base when the flag holder manages to take cover in his team's base.

 

The concept is very good though! If developers consider it, certain things can be tweaked and such a system can become fair for both defenders and attackers. :)


Title edited

u didnt understand if people wud stay in the base they wud get the same amount of points as they were getting outside the base as in the base many people wud attack the same person and points wud be distributed and outside the base they attack alone thus they get all the points.if this idea is not condsidered the people defending the base wud get less points then the ones fighting outside the base. and as people spawn near the base more people attack the enemy attacker.

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u didnt understand if people wud stay in the base they wud get the same amount of points as they were getting outside the base as in the base many people wud attack the same person and points wud be distributed and outside the base they attack alone thus they get all the points.if this idea is not condsidered the people defending the base wud get less points then the ones fighting outside the base. and as people spawn near the base more people attack the enemy attacker.

do u know hard it is to actually cap a flag in a REAL! battle :rolleyes: -_- , defenders/mid fielders mostly get the same or MORE points than flag rushers, unless the flag rusher uses lots a supplies(but thats a diff story), to capture a flag u need supplies/aid most of the time, there are already lots of defenders/spawners in the bases, heavy hulls are as popular as any other hulls in small-mid size maps, obviously few uses heavy hulls in large maps <_<

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