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Man that's some great news, I didn't knew this.

NP (as far as I remember helpers are here to help (and spam a bit). Sometime you just play the game without looking a optimizing every move you do, as long as you enjoy it. But for me it allowed me to get 4 m3 equipment before , and MUing them before hitting the M4 battles.

Edited by Viking4s

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Yesterday afternoon (my time) we had a large brush fire in our town of Rochester. It was so large and growing bigger very rapidly that police came knocking on our doors telling us to evacuate the area, which we did. The evacuation order was later lifted and we came home. I was only home for about 15 minutes when the power went out one hour before server update. It came back on between 10 pm and 12:45 am last night, but my network didn't come back on til about 8:30 this morning, which was when I decided to do my missions. But before I knew it, the power went out a second time about 4 hours after getting the network back on, and it lasted a good 3 and a half hours. So what a tedious couple days I've had.

 

I'm saying this because you may want to consider claiming one mission a day and doing one mission a day. Because anything can happen. Sure, you might not get as much of a reward, but it sure is a lot more convenient if you do what I'm saying. ;)

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Ouch :o must have been a real roller coaster of a day huh :/ well, I don't quite agree... I mean over a period of time, this will seriously hurt your income I guess :( but yes, I do exactly like that claim 1 mission, but mainly because I'm super busy so sometimes I don't even get the chance to play you know :/

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is it just me or are we getting too many DA and Speed Boost from daily missions and too few Double Damage?

Been noticing this for 2 months now....

 

Even in the rewards for parkour challenges, they are giving fewer DD as rewards, as compared to the other supplies.

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is it just me or are we getting too many DA and Speed Boost from daily missions and too few Double Damage?

Been noticing this for 2 months now....

 

Even in the rewards for parkour challenges, they are giving fewer DD as rewards, as compared to the other supplies.

The reason they are giving fewer DD rewards is basically cos you don't use DDs in parkour... :p so they give you more intros and DAs for that I assume

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Too bad you shut down my thread about the summer mission chains...I think there was a lot of life left in it as people talked about the extension of the summer mission chain...oh well, so it goes...killed on the vine.

 

The announcement today:

Summer is soon to be over, and many ask what will happen with triple rewards for completing daily mission chains.

To remind you about the event, if you have played the game and finished at least 1 mission every day, you got 3X rewards at the end of every daily mission chain.

Good news! We are extending the event until the end of Autumn!

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Jumping here from the now closed 3x mission chain reward thread...

 

I love that 3x chain rewards will continue through the fall. The bonus crystals will be great.

 

But I have a drug problem. My supply inventory is piling up:

3996 Repair Kit

7492 Double Armor

8149 Double Damage

9345 Speed Boost

Wait for it

10964 mines

 

I can't even wrap my head around how I would use that many supplies.

 

For giggles, I just checked my profile and sure enough I own more supplies than I have ever used in my entire Tanki career. :blink:

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Jumping here from the now closed 3x mission chain reward thread...

 

I love that 3x chain rewards will continue through the fall. The bonus crystals will be great.

 

But I have a drug problem. My supply inventory is piling up:

3996 Repair Kit

7492 Double Armor

8149 Double Damage

9345 Speed Boost

Wait for it

10964 mines

 

I can't even wrap my head around how I would use that many supplies.

 

For giggles, I just checked my profile and sure enough I own more supplies than I have ever used in my entire Tanki career. :blink:

With reduced supplies active time and lower smart cooldowns, as well as the fact that all your opponents are receiving these rewards, supplies will get consumed very fast once the triple bonus ends. Save them if you would like to continue with missions after they end.

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With reduced supplies active time and lower smart cooldowns, as well as the fact that all your opponents are receiving these rewards, supplies will get consumed very fast once the triple bonus ends. Save them if you would like to continue with missions after they end.

Yeah, I see what you mean. I played a DM battle this morning and found it very easy to have supplies active most of the time just by watching my cool downs and taking cover for a few brief moments while they reset. I heard falcosenna1 say he'd used 700 supplies today. I just don't play enough for that kind of burn rate and with another three months of x3 chain rewards, the question I am after is how many supplies can a player have in their garage.

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Found some good guys today on server 23,  on desert and kolhoz.

Did 50 points capture mission with just 230 exp gained and under 20 minutes, no kill rule was followed well.

 

one railgun on enemy team was shooting continuously, but the ricochet in his team helped me a lot. he deliberately knocked off his aim and pushed him into a corner, so that we could all cap points sequentially.

 

i rarely find russians who help me in missions. today was an exception.

Edited by DoNotReply

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i rarely find russians who help me in missions. today was an exception.

Usually in those late servers there is always someone who wants to do missions, but yeah sometimes there will be one nub who will start killing everyone :P

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I feel like missions should be more paid i mean 1 week of school and hobbies is pretty much time to spend on a game doing quests. Im on my 4 week and i have been for 3 weeks but it doesnt give more money so that would change, And all the homework from school  and the hobbies, It doesnt give much time to pay so we need more money off those weekly rewards in my opinion.

 

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The crystal missions are accelerating the death of Tanki.  Here's why:

 

When trying to complete a crystal mission, the crystal reward depends mostly on whether your team wins or loses.  Therefore, the MOST important thing when trying to complete a crystal mission is to be on the winning team.  Rewards for players on winning teams can easily exceed five times what players on losing teams get.

 

As players join winning teams, or abandon losing teams, the losing team is at an ever greater numerical disadvantage, which accelerates the speed at which they lose, prompting even players who are not pursuing crystal missions to abandon the "blowout".

 

This results in much shorter games - and much more time spent "shopping" for winning games.  Unfortunately, Tanki has structured the game to make this worthwhile.  Why would anyone play an HOUR in losing games when they can get a greater reward for 5 minutes of scouting for a winning game plus 15 minutes of play?

 

Of course, LOOKING for a winning game isn't fun - so players enjoy the game less, and eventually lose interest.  And being on the wrong end of a blowout isn't any fun either - but Tanki is promoting this imbalance.

 

I challenge the Tanki devs to actually track game trends and publish the number of non-pro games that end after each minute of duration together with the score and the number of players on each team.  Teams with numerical advantages have huge tactical advantage.  Even a 4v5 or 8 v 10 team is operating at a 25% disadvantage.  

 

I suspect that the overwhelming trend will be for games to end in a shorter period of time with increasingly disparate team strength and scores... that is - Tanki's poor structuring of rewards is contributing to an increase in blowout games... and crystal missions are just the latest element that accelerates this trend.

Edited by BAMBIBX
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I was having to play deathmatch today as I had two daily missions of DM and I might as well play two missions at the same time. I absolutely detest deathmatch, but I have to confess that I had a distinct advantage today. I could move my turret! I don't know if this is a feature of the map or some kind of special power up I missed. Should I inform the mods so that they can look into it? Isn't it cheating?

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Crystal missions are not the problem. The problem is the payout system. Take Cry missions out of the game and players will still "shop" battles.

 

Actually sometimes I will stay in a losing game if I have a Crystal mission. If the game was close or we were winning most of the game before the other team took charge, I might as well fight it out to get some Cry towards the mission.

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The crystal missions are accelerating the death of Tanki.  Here's why:

 

When trying to complete a crystal mission, the crystal reward depends mostly on whether your team wins or loses.  Therefore, the MOST important thing when trying to complete a crystal mission is to be on the winning team.  Rewards for players on winning teams can easily exceed five times what players on losing teams get.

 

As players join winning teams, or abandon losing teams, the losing team is at an ever greater numerical disadvantage, which accelerates the speed at which they lose, prompting even players who are not pursuing crystal missions to abandon the "blowout".

 

This results in much shorter games - and much more time spent "shopping" for winning games.  Unfortunately, Tanki has structured the game to make this worthwhile.  Why would anyone play an HOUR in losing games when they can get a greater reward for 5 minutes of scouting for a winning game plus 15 minutes of play?

 

Of course, LOOKING for a winning game isn't fun - so players enjoy the game less, and eventually lose interest.  And being on the wrong end of a blowout isn't any fun either - but Tanki is promoting this imbalance.

 

I challenge the Tanki devs to actually track game trends and publish the number of non-pro games that end after each minute of duration together with the score and the number of players on each team.  Teams with numerical advantages have huge tactical advantage.  Even a 4v5 or 8 v 10 team is operating at a 25% disadvantage.  

 

I suspect that the overwhelming trend will be for games to end in a shorter period of time with increasingly disparate team strength and scores... that is - Tanki's poor structuring of rewards is contributing to an increase in blowout games... and crystal missions are just the latest element that accelerates this trend.

Overdrive is a huge "element" reason for so many blowout games. More than half non-pro battles end this way. What a shame.

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Does anyone else find the hardest part of a super-mission to not accidentally hit the "change" button?

 

There should be some sort of guard on that button - like the "confirm" dialog before buying a turret or hull.

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