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Nerf Thunder, Twins and Hammer


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The next update should NERF Thunder and Twins, and Hammer.

 

Hammer

  • Time between shots should be longer than that of a smokys
  • RANGE should be less
  • Reload time should be about a second longer

Thunder

  • Reload time should be extended
  • Splash damage should be worth more upon the owner (Therefore denying the fact that Thunder is now mostly effective at short ranges because of the splash damage)
  • Damage should be reduced
  • Damage decreasing over distance should have a significant increase (Therefore classing the gun as a MEDIUM CLASS, NOT LONG RANGED. If you intend to make such a stupid idea over a turret that's already overpowered, then update your forum and wiki with the correct information)

Twins

  • Its better now but it now is overpowered against railguns, and any other weapon (It knocks off aim to easily and it knocks you off course, making it sufficient at short ranges was a step way to forward and not thought out. It is no longer a medium ranged gun, if its not going to do a significant job at medium ranges then why class it as medium ranged. Basically every gun other than railgun and shaft do way better than their intended class at short ranges.

Professional

  • The game is not professional if your going to charge players to buy a pass that takes 5000 crystals out of their pockets each month
  • The game is not professional if your going to force players to buy a pass that they don't want just so they could make private battles with their friends and avoid all the players that have no value, or brains whatsoever)

DCC

  • A card that wastes a day in a players career in this game.
  • A card that has no value to a kid that cannot buy
  • A card that has no potential unless buyers use it
  • A card that should actually "Double Crystals" when you receive them.

CTF mode

  • To easy
  • To many stalemates
  • to many campers
  • to many mults
  • To many druggers
  • to many players that just hide and wait for gold
  • This mode is to easy and it needs updates:
  • 1) when a flag is taken, you should have 2 minutes and 30 seconds to deliver it, otherwise it returns back to its base (Druggers hesitate and just keep killing because they have the drugs, and the flag could remain in the same spot for more than 5 minutes. You could be ready, full on drugs awaiting your dumb team to hurry up and capture the flag instead of dropping and dropping when there isn't a single enemy killing them)
  • 2) Drugs result in a penalty of 80 xp points per captured flag, instead of 100. (Drugging has gotten out of hand, there isn't a single battle that never has a drugger that starts to encourage a whole team to drug)
  • 3)The losing team should be refunded half of the supplies the used in the battle, if they are losing significantly and if they were in the battle for more than 30 minutes.

Supplies (Drops)

  • Supplies should not drop if you are camping near the area that they are marked for.
  • Supply zones that have mines in them, should trigger the mine after 2 minutes of being deployed and blow up the supply itself (Druggers like to place mines in drop zones and the mine would remain there for a long time, only allowing that players teams to use that supply. Its a smart tactic but a landmine is triggered when weight is compressed upon it.

Mines

  • Should have a 2 cm radius, (When triggered anything within 2 cm should be caught in the explosion, therefore make mines more strategically placed, instead of piling them upon one another)
  • Players should take damage from their own mines if they are within radius when the mine is triggered.
  • Winning teams mines in CTF should have a 1 second delay before acting upon its intruder

Video of the week

  • Basically most of the videos you accept are just enhanced by movie editors and they always have the same content. Rank ups that are lame, and some prick always climbing some tower.....

Question of the week

  • Should be based on if you get the answer right or not by being the first to post that answer (I got the right answer 4 times in different QtW's and I didn't get credit because I didn't receive as much likes. Its not fair and I stopped participating. I literally took the time to scroll through all the comments. Oh and this nothing to do with varieties and all that cause guess what whenever theres a contest and special sale, the Russians always get it first and they are a priority because they have more players. The QtW should be First come first serve as well. 

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lol obviously you don't use Hammer, Thunder or Twins.

 

If you are really that unhappy with a game just leave. I think you complained about every little thing in the game. :LOL:

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Its not my fault that this game has become pathetic now is it? Its driving players away and it is because of your updates that make turrets and hulls overpowered and make turrets that are already weak weaker.

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I basically left this game, I now have a clan without a leader, although I play 3 times a week just for them, and I COMPLAIN BECUASE THESE UPDATES ARE ONLY TESTED BY THAT ONE GUY FROM THE TEST SERVER. It however impacts more players.

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I never said it was your fault.

 

I'm saying most guns are pretty well balanced now, before Twins was so underpowered but now it is a weapon to fear. Same with Thunder. Also Hammer did have its range decreased, its reload longer and it isn't OP anymore.

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Your out of your mind, Thunder? Balanced? Yeah okay, state your reasons cause I honestly need to see this.

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You seen the amount of protection from Thunder? I'd say about 50% of paints have Thunder protection.

 

Ok yes it could use a little damage decrease but before it was buffed it was really underpowered to higher ranks. To me its fine now. ;)

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Try battling in a large map. You cant even use thunder paints to protect you, the give just give you protection for 1 more shot.

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That one shot could mean nothing. Theres other opponents, are u stupid like take a look around you, theres mostly thunders and ricos. about 2 rico shots equal to a thunders and it does shoot faster with more impact. Then there are railguns that can kill ou when you take damage from a smoky.

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Personally, i think that tanki has had enough updates for now, yes, there has been an increase of thunders, but most things about CTF are a little too... far-fetched in a way. Like the timer, what if both teams have the flag? 2 minuetes is no where near enough for a legit, close, nail-biting game. Refunding 50% of the supplies has a bad affect on the battle, that will encourage more and more druggers, which will A: Spark rage of the other team B: This can be easily explioted. One join a losing team and mass drug without capturing flags, thus giving the tanker more XP and also refunded drugs. Also, a deduction of 80 XP per flag capped with drugs is a no for me, drugs are ment to be used strategically with no backlash apart from haters. 

 

Question of the week:

Um, then Tanki would be shoveling out millions of crystals per question, which by the way, Tanki would never.

 

DCC,

in a way, i do agree with you, This card serves no use to alot of players, but then again, money speaks in the world of buisness. Nothing to do about this.

 Supplies,

there is no reason why supplies shouldnt drop when someone is near.

Its a downvote for me.

P.S

Bro, Chill out dude, the game is fine as it is, i see your opinio, i respect your opinion, but Lukey is right, thunder has its downfall, so does everything else. Dissing the test servers is also a low move, respect the game as it is, or leave. 

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The next update should NERF Thunder and Twins, and Hammer.

 

Hammer

  • Time between shots should be longer than that of a smokys I already think it's reload time is okay, even if they kill me quickly.
  • RANGE should be less And the developers said. "It's supposed to be a medium ranged turret."
  • Reload time should be about a second longer It's already long after three shots.

Thunder

  • Reload time should be extended It lost it's splash damage.
  • Splash damage should be worth more upon the owner (Therefore denying the fact that Thunder is now mostly effective at short ranges because of the splash damage) More accidentally self-destructing Thunder is what this game really needs?
  • Damage should be reduced Super underpowered because of loss of splash damage.
  • Damage decreasing over distance should have a significant increase (Therefore classing the gun as a MEDIUM CLASS, NOT LONG RANGED. If you intend to make such a stupid idea over a turret that's already overpowered, then update your forum and wiki with the correct information) What?

Twins

  • Its better now but it now is overpowered against railguns, and any other weapon (It knocks off aim to easily and it knocks you off course, making it sufficient at short ranges was a step way to forward and not thought out. It is no longer a medium ranged gun, if its not going to do a significant job at medium ranges then why class it as medium ranged. Basically every gun other than railgun and shaft do way better than their intended class at short ranges. Maybe a little less recoil.

Professional

  • The game is not professional if your going to charge players to buy a pass that takes 5000 crystals out of their pockets each month
  • The game is not professional if your going to force players to buy a pass that they don't want just so they could make private battles with their friends and avoid all the players that have no value, or brains whatsoever)

DCC

  • A card that wastes a day in a players career in this game.
  • A card that has no value to a kid that cannot buy
  • A card that has no potential unless buyers use it
  • A card that should actually "Double Crystals" when you receive them. Maybe just 1.5 times the battle reward.

CTF mode

  • To easy
  • To many stalemates
  • to many campers
  • to many mults
  • To many druggers
  • to many players that just hide and wait for gold
  • This mode is to easy and it needs updates:
  • 1) when a flag is taken, you should have 2 minutes and 30 seconds to deliver it, otherwise it returns back to its base (Druggers hesitate and just keep killing because they have the drugs, and the flag could remain in the same spot for more than 5 minutes. You could be ready, full on drugs awaiting your dumb team to hurry up and capture the flag instead of dropping and dropping when there isn't a single enemy killing them) I take a flag, I go through 2 minutes and 30 seconds of fighting enemies, I'm almost there at the flag when suddenly the flag returns to base, then I go insane and rage quit.
  • 2) Drugs result in a penalty of 80 xp points per captured flag, instead of 100. (Drugging has gotten out of hand, there isn't a single battle that never has a drugger that starts to encourage a whole team to drug) My better solution for drugging: When supplies run dry after usage you'll then have to wait 40 seconds till next usage.
  • 3)The losing team should be refunded half of the supplies the used in the battle, if they are losing significantly and if they were in the battle for more than 30 minutes. Hahahaha not happening. drugger drugs too many times and deserves his drugs back after carelessly uses up all supplies.

Supplies (Drops)

  • Supplies should not drop if you are camping near the area that they are marked for. I'm in desperate need of help of a health drop and I should wait a little outside of cover for it!
  • Supply zones that have mines in them, should trigger the mine after 2 minutes of being deployed and blow up the supply itself (Druggers like to place mines in drop zones and the mine would remain there for a long time, only allowing that players teams to use that supply. Its a smart tactic but a landmine is triggered when weight is compressed upon it. It is triggered when a tank, specifically a TANK, rolls over it. I don't know why but it's the developers' idea.

Mines

  • Should have a 2 cm radius, (When triggered anything within 2 cm should be caught in the explosion, therefore make mines more strategically placed, instead of piling them upon one another) I thought you said mines are triggered by weight compressing against them in Supply Drops 2nd point.
  • Players should take damage from their own mines if they are within radius when the mine is triggered. Rage quit.
  • Winning teams mines in CTF should have a 1 second delay before acting upon its intruder Rage quit.

Video of the week

  • Basically most of the videos you accept are just enhanced by movie editors and they always have the same content. Rank ups that are lame, and some prick always climbing some tower..... Sees Avengers movie without effects, but instead goes for the actual Avengers movie.

Question of the week

  • Should be based on if you get the answer right or not by being the first to post that answer (I got the right answer 4 times in different QtW's and I didn't get credit because I didn't receive as much likes. Its not fair and I stopped participating. I literally took the time to scroll through all the comments. Oh and this nothing to do with varieties and all that cause guess what whenever theres a contest and special sale, the Russians always get it first and they are a priority because they have more players. The QtW should be First come first serve as well.  True.

 

 

Personally, i think that tanki has had enough updates for now, yes, there has been an increase of thunders, but most things about CTF are a little too... far-fetched in a way. Like the timer, what if both teams have the flag? 2 minuetes is no where near enough for a legit, close, nail-biting game. Refunding 50% of the supplies has a bad affect on the battle, that will encourage more and more druggers, which will A: Spark rage of the other team B: This can be easily explioted. One join a losing team and mass drug without capturing flags, thus giving the tanker more XP and also refunded drugs. Also, a deduction of 80 XP per flag capped with drugs is a no for me, drugs are ment to be used strategically with no backlash apart from haters. 

 

Question of the week:

Um, then Tanki would be shoveling out millions of crystals per question, which by the way, Tanki would never.

 

DCC,

in a way, i do agree with you, This card serves no use to alot of players, but then again, money speaks in the world of buisness. Nothing to do about this.

 Supplies,

there is no reason why supplies shouldnt drop when someone is near.

Its a downvote for me.

 

P.S

I dunno how to use a spoiler lol, soz

 

P.P.S

How to do spoilers:

  1. Put a [ spoiler ] spaces.
  2. Put content after the [ spoiler ] without spaces.
  3. Finally put [ /spoiler ] without spaces after content.
  4. Make sure you spelled spoiler correctly.
  5. Post it.

 

 

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What strategy does the use of drugs have? Its abused, and overused. Im afraid its not healthy for the game because its causing player to leave. It made 4 of my friends leave, and they were good friends, we played almost every day and we had fun because we knew what we were doing. Buying is... don't get me started, lets just say tanki is taking advantage of players money, and the results impact players who have to face the guilt tanki has. Oh and I mean  the 2 minutes and 30 secs for 1 flag, not 2.,

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Oh and the_blue, go back and read closely. I DID LEAVE THE GAME.  AND I AM NOT YOUR "BRO". Ok everyone in this game that is ranked recruit - Major at the moment cant play correctly because they are so stupid. They think blocking you from delivering flags is fun and that they are gonna get the flag when you flip, however sometimes or most of the time the other team returns it and THEY SAY "IM SORRY"

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I added my personal commentary:

 

 

The next update should NERF Thunder and Twins, and Hammer. Balances of guns are thoroughly tested by game developers with the help of test server data. I think at the moment the game is remarkably well balanced; there is no one OP combination.

 

Hammer

  • Time between shots should be longer than that of a smokys
  • RANGE should be less That just happened in an update
  • Reload time should be about a second longer That also just happened in an update

Thunder

  • Reload time should be extended That also just happened in an update... do you read update notes?
  • Splash damage should be worth more upon the owner (Therefore denying the fact that Thunder is now mostly effective at short ranges because of the splash damage)
  • Damage should be reduced Uh... no.
  • Damage decreasing over distance should have a significant increase (Therefore classing the gun as a MEDIUM CLASS, NOT LONG RANGED. If you intend to make such a stupid idea over a turret that's already overpowered, then update your forum and wiki with the correct information) Thunder already does 50% as much damage at long ranges. That's really significant.

Twins

  • Its better now but it now is overpowered against railguns, and any other weapon (It knocks off aim to easily and it knocks you off course, making it sufficient at short ranges was a step way to forward and not thought out. It is no longer a medium ranged gun, if its not going to do a significant job at medium ranges then why class it as medium ranged. Basically every gun other than railgun and shaft do way better than their intended class at short ranges. I personally like the recent Twins buff, before Twins was a bit underused. Yes, the impact force is tough to deal with, but that's the way it is.

Professional

  • The game is not professional if your going to charge players to buy a pass that takes 5000 crystals out of their pockets each month That's the whole point. Only serious players are going to be willing to pay 5K crystals a month, which means battles are between better and more skilled players.
  • The game is not professional if your going to force players to buy a pass that they don't want just so they could make private battles with their friends and avoid all the players that have no value, or brains whatsoever)

DCC

  • A card that wastes a day in a players career in this game. If you don't get a daily bonus of drugs your day is wasted? Well then!
  • A card that has no value to a kid that cannot buy Anybody can buy if they have cash... Tanki allows you to pay using gift cards you bought.
  • A card that has no potential unless buyers use it
  • A card that should actually "Double Crystals" when you receive them. Uh... that's exactly what it does...

CTF mode

  • To easy What? Too easy? For who? And then why does a team only win 50% of the time if it's so "easy"? This makes no sense whatsover!
  • to many campers What's wrong with that?
  • to many mults
  • To many druggers Nope, hardcore drugging got pretty much wiped from the game in the Smart Supplies update a couple months back, which introduced cooldowns for drugs.
  • to many players that just hide and wait for gold
  • This mode is to easy and it needs updates:
  • 1) when a flag is taken, you should have 2 minutes and 30 seconds to deliver it, otherwise it returns back to its base (Druggers hesitate and just keep killing because they have the drugs, and the flag could remain in the same spot for more than 5 minutes. You could be ready, full on drugs awaiting your dumb team to hurry up and capture the flag instead of dropping and dropping when there isn't a single enemy killing them) No. Just no.
  • 2) Drugs result in a penalty of 80 xp points per captured flag, instead of 100. (Drugging has gotten out of hand, there isn't a single battle that never has a drugger that starts to encourage a whole team to drug) No. Just no.
  • 3)The losing team should be refunded half of the supplies the used in the battle, if they are losing significantly and if they were in the battle for more than 30 minutes.What? Are you joking? If you use a supply, you use a supply. Period.

Supplies (Drops)

  • Supplies should not drop if you are camping near the area that they are marked for. You've got to be kidding me...
  • Supply zones that have mines in them, should trigger the mine after 2 minutes of being deployed and blow up the supply itself (Druggers like to place mines in drop zones and the mine would remain there for a long time, only allowing that players teams to use that supply. Its a smart tactic but a landmine is triggered when weight is compressed upon it. Blowing up supplies with mines? No thanks.

Mines

  • Should have a 2 cm radius, (When triggered anything within 2 cm should be caught in the explosion, therefore make mines more strategically placed, instead of piling them upon one another)
  • Players should take damage from their own mines if they are within radius when the mine is triggered.
  • Winning teams mines in CTF should have a 1 second delay before acting upon its intruder I would probably quit Tanki if a rule like this was introduced. Just saying.

Video of the week

  • Basically most of the videos you accept are just enhanced by movie editors and they always have the same content. Rank ups that are lame, and some prick always climbing some tower.....

Question of the week

  • Should be based on if you get the answer right or not by being the first to post that answer (I got the right answer 4 times in different QtW's and I didn't get credit because I didn't receive as much likes. Its not fair and I stopped participating. I literally took the time to scroll through all the comments. Oh and this nothing to do with varieties and all that cause guess what whenever theres a contest and special sale, the Russians always get it first and they are a priority because they have more players. The QtW should be First come first serve as well.  Yeah, cause Tanki can obviously afford to shell out millions of crystals each week.

 

In short, your ideas honestly need a lot more thinking out, though I might agree with one or two of them. If everything you suggested was added to the game, Tanki would die out within days. Just saying.

 

Also, what the heck do you mean when you say that all the updates are tested by "that one guy on the test server?" The test server is open to everyone...

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u just need to quit man or brush up on your skills, u arent facing standstill tanks anymore :rolleyes:, the only thing i have to complain is having too many young kids playing at higher ranks that just mult.... -_-

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Hammer and twins are pretty balanced with the new update.  No complaints there.

 

Thunder is overpowered but your suggestion of multiple severe nerfs goes way too far.  Though the thought of greatly increasing self damage in exchange for greatly increasing splash damage would be neat.  The reason thunders do ok at close range is that many thunder players wear thunder resistant paint.  Increasing reload time further will just give it an identical play style to rail, but without the charge time.

 

I think your notion that range categories are exclusive and definite is misinformed.  It is more of a spectrum, with twins being the longest of the short range guns, then rico, smoky, and finally thunder bridging the gap between medium and long range.  Who ever said rail was particularly weak at medium or even short range?

 

Professional - I get the impression that you play a lot of xp and do not play much of the wider game, especially given your complaint that twins "is overpowered against rail."  Though I agree a few regular pass sales would go a long way toward maintaining the number of pro games.

 

CTF mode - No, all these ideas are terrible.  The problem is that battles are too often one sided so a team quits or gives up.  With one great exception:

3)The losing team should be refunded half of the supplies the used in the battle This is an excellent idea.  It would hurt drug sales too much to ever be considered, but it would be perfect.  This would encourage a losing side to drug and turn the tables.  Not by increasing reward but by decreasing the risk.  I'd argue that with the risk cut in half most people would end up drugging, and thus buying, more often. 

 

Mines - Splash damage on mines would be great.  However the delay idea sucks.

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Why should only losing team get half the supplies they used? :huh:

They used supplies, and didn't win... What's wrong with that?

This idea will give losers an advantage over winners. We can analyse this by taking example of two tankers who have 1000 supplies. Both use 100 supplies in a battle but one of them will get back 50. Due to this, the person who wins more often will exhaust his supplies faster than a person who loses more often.

IMO, that is unfair.

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Why should only losing team get half the supplies they used? :huh:

The winning team is compensated for their gameplay through crystals, and almost invariably more xp.  They have every reason to stay on a map and win.  Compensating a losing team encourages them to take risks, since drugging is a heavy investment and few players will waste drugs in a hopeless battle.  You may have noticed that the vast majority of battles in tanki are heavily one sided.  Usually when one team dominates the losing team quits, especially free players since they will get almost zero crystals for their time and effort.  The result is that games die prematurely, people give up, and with no enemy there is no battlefund.  Yes a losing side can rally, organize, or raid but this is relatively rare.  Making both teams as competitive as possible makes gameplay more fun.

 

That said it might be better to only trigger when a team is down by a certain amount and to disappear as the game gets closer.  For example if your team is 5 flags behind each time you press a drug button it will use half a supply, odd numbers of presses would be rounded down when you leave the battle.

 

The downside is that yes this would encourage raiding or druggers trying to takeover a battle from the losing side.  Which would be a worthwhile price to pay for more balanced teams overall.

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You are still dancing around the fire.

 

The losing team leaves because they get nothing for their effort. If you don't want them to leave, you have to give them something (crystals). End of story.

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Hammer doesn't make me feel ıt got nerf. However, people don't use medium-ranged shots anymore, so maybe I am wrong.

Twins players deserve to be OP after a long period of extincion. And it is already not OP, just wrong-designed I think. Game designers ideas...

Thunder is OP I think, It was OP also...

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