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Maf
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Hull alterations?

Do tell...

Sorry, I was pretty busy the last days...

Hazel said in the livestream (from 0:53:10 on to 0:56:45), that they did the unifying of hulls on purpose and they made this directly because they had this upcoming hull change in mind. Hazel's wording by talking about "character of hulls" and saying "this is the hull I need right now!" shows that every hull gets an additional individual element and this will be a main differentiator for them. So this hull grouping update and the upcoming hull character update is directly related. This is TO's interpretation of agile development - splitting updates that belong together and implementing one part way before its right time. SCNR because we see the same thing right now with the removal of daily missions from pro battles (and the step by step removal of Pro battles), but the Matchmaking system, which is the related and necessary balancing update for this, still might take a year to get implemented.

 

TO declined hull alterations, that might be because this new hull character does not affect the normal hull parameters (they are "boring stuff") or that might be because they don't trade in disadvantages to get advantages. This "hull character" might be something we can find in the hull ability topic. There are ideas in there that bring benefits to the own tank, but some also bring benefits to surrounding team tanks. I expect that the "character" will add a new mechanic to the specific hull, which means it is not only a couple of parameter changes.

 

As I already said in the PM, I doubt that TO will produce something without that the players will pay for it, so I believe they have to be bought (so they will not be equipped for every hull from the start). It might be that they will trade in disadvantages to get advantages (and make it similar to alterations), but it could also be that they purely offer advantages (like MUs). These are just some possibilities what it could be, because we don't know the main concept yet.

I didn't check the games Hazel mentioned, from which he got the idea for this, as i don't know them and didn't really want to get too many spoilers  :P So let's wait and see with what they will come up...

 

If I were you I would already save up some crystals to be ready 1st to get the hull with the ability/character you like the most and 2nd to buy the ability for this tank (in case it must be purchased).

Edited by Tani_S
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The upcoming hull abilities will make them different again.

Very pointless and annoying. What if I like a certain hull because of it's speed/hp ratio, and another for it's ability? Why not just add hull alterations? Or perhaps even revert to the way it was before.  I hope at least the abilities won't be something too strange and overkill; minor power-ups are good enough for me.

Edited by r_I_already_won0
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Very pointless and annoying. What if I like a certain hull because of it's speed/hp ratio, and another for it's ability? Why not just add hull alterations? Or perhaps even revert to the way it was before.  I hope at least the abilities won't be something too strange and overkill; minor power-ups are good enough for me.

With my luck Viking will get the shaft (again).

 

Even though M3 MUs are now cheaper, I think I will hold off on more of them and save for a 3rd M3 weapon.

 

I will kick myself if I ramp up Viking toward 20 and then hate the changes they make on it.

 

Better to have some variation/flexibility instead of sinking all my crystals into one super-combo that gets junked by more updates.

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So next Tanki  is going to reverse its earlier reversal of is hull design philosophy.

 

Suggestion: long-term planning in Tanki is futile so don't do it. Play for the moment and quit the fracking game on the inevitable day when the chimps at Tanki break the game one time too many. Or wait for it to fail financially. Either way you'll be happier no long planning. :D

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Hi there,

       I just found few imbalances in the game and wish to make the

game better...so here are a few i would mention to you...

 

   (1)    Noise - Blue team here is mostly losing...pls do something

for that..all the supply drop zones are exposed to red team

campers..and none of them are in the blue base...

 

   (2)    Ricochet - This gun lost its popularity since the last few

updates,,,,damage is reduced too much for it...and reload time is

simply too much....

 

   (3)    Magnum - This newly released kid is now gaining popularity

due to its high damage...and since people have started to understand

it...it is affecting the game balance.. i think that the rotation should be upto 180 and not limited to 90 degrees.

 

   (4)    Striker - Here...not a big imbalance..but i think the normal

space button should eject two projectiles..or 1 projectile that does

hiigher damage.....

 

   (5)   Smoky - An unexpected turret in this list...but i really

think it needs a buff..

 

   (6)   Isida - Since you removed the self heal....the increased

damage is still not enough to compensate...u should increase it

further.....

 

 

Hope you fix them up soon...Thanks....

 

 

Regards,

Avinash_p

 

Guys I just copied this from my MS Word dont think i got it from outer sources xD

If player could also control magnum's shooting angle by simply using numpad it would make controling easyer and more realistic. And to "pay" for it just reduce movement speed of it's tube and after a shot - tube would be knocked back few degree of angle (just to stop space bar clicking non-stop and do something else, for example use numpad to return tube to it's previous position or something...). And meabe adding a hull for magnum to stop tank's knockback (another feature for magnum). To make it work just make it heavy, strong, not slow like mamoth and add a control key to "root" tank but not prevent it from turning (if enemy hits it doesn't turn- only if pilot wants to). Sniper could use this too.

But other ideas of yours are good as well. Thums-up :)

Edited by viktronas258

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Very pointless and annoying. What if I like a certain hull because of it's speed/hp ratio, and another for it's ability? Why not just add hull alterations? Or perhaps even revert to the way it was before.  I hope at least the abilities won't be something too strange and overkill; minor power-ups are good enough for me.

I would like an alteration to the wasp where it has more HP but is a little bit slower but not as slow as hornet

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-_-

 

Loads of PRO games have disappeared since the mission update. It is clear many high accounts aren't bothering to buy the PRO pass or are perhaps on hiatus. This update has really turned the game on it's head and PRO battles are outnumbered on most servers.

 

... and now there is less difference between m1 and m3. I thought I was imagining this but someone else said the same. I played an m1 ricochet on Iraq and there was no difference when we were both on DD...

Edited by ghost-guns
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it's way too hard to find a proper battle. 3/4 of all battles are now those weird anti gravity battles. they all are supply battles too. I am just hoping the hype of that anti gravity will stop soon.

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Isida's self-healing went from 50% to 10% to 0% so...

Yep that is a big nerf and isida really didn't need that nerf. If it can heal others why can't it heal itself? The whole point is to HEAL not ATTACK - It's a support turret. The damage buff and removal off self-healing was unecessary

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Yep that is a big nerf and isida really didn't need that nerf. If it can heal others why can't it heal itself? The whole point is to HEAL not ATTACK - It's a support turret. The damage buff and removal off self-healing was unecessary

I agree - partially.  Isida needs to be able to heal and defend/attack - else it gets boring fast. But the change they made was quite drastic.

 

Was just providing poster an example of a specific weapon that had been nerfed drastically.

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What do you think about shortening the range on the isida to about 3/4 of firebird and freeze?

Why?

 

Against freeze Isida would never win - it would slow you down and keep moving away, staying out of reach.

 

Firebird still has an area of effect right? Can get multiple tanks?  And it can burn then flee, damaging you as it runs away.

Isida can only attack one at a time.

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The idea of balance in tanki online is non-existent. It's obvious that the developers introduce updates in order to make some weapons stronger than others. This is to make players purchase them and have an advantage. Of course, if you have a full M3 garage or various protections then it doesn't matter as much.

 

I find it a bit irritating how the developers keep changing parameters in this way. At it's most extreme, some parameters are changed completely (for example viking was swapped with hunter), or alterations are introduced thereby making you spend more crystals just to make your weapon competitive again (firebird and railgun).

 

It's all a bit tiring to be honest.

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How to make every weapon balanced:

 

Re-buff Hammer to how it was before this update so it can compete against the new Firebird and Isida

 

Make Isida how it was back in 2014/2015, but make it so that self-healing isn't boosted by Double Damage.

 

Make Ricochet shoot slightly slower in between shots

 

Buff Freeze so it can compete with the other weapons

 

Bring back old Shaft (Quicker reload, but not able to 1-shot medium hulls)

 

Re-buff the gyroscope for Vulcan

 

Re-buff Smoky to how it was before this update

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You know what is the most unbalanced feature in the game? SUPPLIES!!!!! Learn from tanki X, remove supplies completely from garage and add module (abilities, not the protection modules in TO) to the game. It is clearly shown on the feed back from Steam. Tanki Online is Mixed, and Tanki X is mostly positive.

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Update railguns strength. It's weak because many players use protection from railgun.

Uncontrollable variables like modules against a turret isn't worth mentioning. Once upon a time, literally every second person had Thunder protection but now Thunder has once again become strong. These things tend to fluctuate.

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Eu estou sem jogar faz muito tempo e estou voltando. mas agora olhei a garagem e vi mudanças ridículas nos tanques me parecem que dividiram em 3 categorias. 2 de 2,000 3 de 3,000 e 2 de 4,000. deve ser para o jogador escolher apenas 1 por categoria sei lá.

para mi os tanques em termos de protecção estão mal feitos. como estava antes estavam diferents uns dos outros distintos. cada tanque com seu potencial. agora não encontro diferenças significativas entre os tanques.

Wasp

  • Protection: (1764.71 → 2000)
  • Maximum speed: (11.53 → 12)
  • Turning speed: (122.94 → 130)
  • Weight: (1764.71 → 2000)
  • Power: (1187 → 1300)

antes o wasp tinha menos protecção que hornet mas tinha mais velocidade e a condução da wasp é bem mais fácil, entre outras coisas.

 

Hornet

  • Protection: (1764.71 → 2000)
  • Maximum speed: (11.1 → 11.5)
  • Turning speed: (142.94 → 150)
  • Weight: (1941.18 → 2200)
  • Power: (1271 → 1400)

agora vejo que a wasp e  hornet têm a mesma quantidade de protecção e velocidade é 0.5 de diferença o que não se nota, depois o peso e poder pouca diferença existe. o que torna a wasp melhor porque é mais barata e não derrapa.

 

em relação a viking, hunter e dictator as 3 estão com 3,000 de protecção.

antes a dictator tinha menos velocidade mas a protecção era muito boa e agora a protecção é igual as outras o que torna ela dispensável a menos que sejamos viciados nas golds em vez de jogar tanki. entre essas 3 a melhor é a viking, mais ágil e com a mesma protecção.

 

titan e mammoth, não encontro diferenças entre os 2

 

Titan

  • Protection: (3529.41 → 4000)
  • Maximum speed: (6.19 → 6.5)
  • Turning speed: (84.12 → 90)
  • Weight: (3352.94 → 3800)
  • Power: (1271 → 1400)

 

Mammoth

  • Protection: (3529.41 → 4000)
  • Maximum speed: (5.76 → 6)
  • Turning speed: (75.29 → 80)
  • Weight: (3529.41 → 4000)
  • Power: (1359 → 1500)

 

com estas estatísticas nos tanques, a meu ver quem começou jogar tanki agora não vai ficar indeciso ao escolher o tanque que quer comprar. 

com estas definições não se precisa ter todos os tanques na garagem, são todos iguais mudando apenas a aparência deles. 

 

não gostei mesmo desta mudança. quem dera ter esta mudança quando eu comecei jogar ai em vez de ter comprado mais que 3 tanques, teria gasto os cristais nas minhas torretas para m4. nem vou falar das torretas.

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For those who speak english:

 

 

I have not played in a long time and I'm coming back. But now I looked at the garage and saw ridiculous changes in the tanks seem to me to have split into 3 categories. 2 of 2,000 3 of 3,000 and 2 of 4,000. Should be for the player to choose only 1 per category I know there. For me the tanks in terms of protection are poorly made. As it was before they were different from each other. Each tank with its potential. Now I find no significant differences between the tanks. Wasp Protection: (1764.71 → 2000) Maximum speed: (11.53 → 12) Turning speed: (122.94 → 130) Weight: (1764.71 → 2000) Power: (1187 → 1300) Before the wasp had less protection than hornet but had more speed and wasp driving is much easier, among other things.   Hornet Protection (1764.71 → 2000) Maximum speed: (11.1 → 11.5) Turning speed: (142.94 → 150) Weight: (1941.18 → 2200) Power: (1271 → 1400) Now I see that the wasp and hornet have the same amount of protection and speed is 0.5 of difference which is not noticed, then the weight and power little difference exists. Which makes the wasp better because it is cheaper and does not slip.   In relation to viking, hunter and dictator the 3 are with 3,000 protection. Before the dictator had less speed but the protection was very good and now the protection is equal to others which makes it dispensable unless we are addicted to the golds instead of playing tanki. Among these 3 the best is Viking, more agile and with the same protection.   Titan and mammoth, I find no differences between the 2   Titan Protection: (3529.41 → 4000) Maximum speed: (6.19 → 6.5) Turning speed: (84.12 → 90) Weight: (3352.94 → 3800) Power: (1271 → 1400)   Mammoth Protection: (3529.41 → 4000) Maximum speed: (5.76 → 6) Turning speed: (75.29 → 80) Weight: (3529.41 → 4000) Power: (1359 → 1500)   With these statistics in the tanks, in my view who started playing tanki now will not be undecided when choosing the tank that wants to buy. With these settings you do not have to have all the tanks in the garage, they are all the same just changing their appearance.   I did not really like this change. I wish I had this change when I started playing there instead of having bought more than 3 tanks, I would have spent the crystals on my turrets for m4. Nor will I speak of the turrets

I have not played in a long time and I'm coming back. But now I looked at the garage and saw ridiculous changes in the tanks seem to me to have split into 3 categories. 2 of 2,000 3 of 3,000 and 2 of 4,000. Should be for the player to choose only 1 per category I know there. For me the tanks in terms of protection are poorly made. As it was before they were different from each other. Each tank with its potential. Now I find no significant differences between the tanks. Wasp Protection: (1764.71 → 2000) Maximum speed: (11.53 → 12) Turning speed: (122.94 → 130) Weight: (1764.71 → 2000) Power: (1187 → 1300) Before the wasp had less protection than hornet but had more speed and wasp driving is much easier, among other things.   Hornet Protection (1764.71 → 2000) Maximum speed: (11.1 → 11.5) Turning speed: (142.94 → 150) Weight: (1941.18 → 2200) Power: (1271 → 1400) Now I see that the wasp and hornet have the same amount of protection and speed is 0.5 of difference which is not noticed, then the weight and power little difference exists. Which makes the wasp better because it is cheaper and does not slip.   In relation to viking, hunter and dictator the 3 are with 3,000 protection. Before the dictator had less speed but the protection was very good and now the protection is equal to others which makes it dispensable unless we are addicted to the golds instead of playing tanki. Among these 3 the best is Viking, more agile and with the same protection.   Titan and mammoth, I find no differences between the 2   Titan Protection: (3529.41 → 4000) Maximum speed: (6.19 → 6.5) Turning speed: (84.12 → 90) Weight: (3352.94 → 3800) Power: (1271 → 1400)   Mammoth Protection: (3529.41 → 4000) Maximum speed: (5.76 → 6) Turning speed: (75.29 → 80) Weight: (3529.41 → 4000) Power: (1359 → 1500)   With these statistics in the tanks, in my view who started playing tanki now will not be undecided when choosing the tank that wants to buy. With these settings you do not have to have all the tanks in the garage, they are all the same just changing their appearance.   I did not really like this change. I wish I had this change when I started playing there instead of having bought more than 3 tanks, I would have spent the crystals on my turrets for m4. Nor will I speak of the turrets

 

 

 

Next time please create a spoiler instead of posting such a big message. Anyway, I appreciate that you have translated it for us.

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Update railguns strength. It's weak because many players use protection from railgun.

 

Uncontrollable variables like modules  [..] These things tend to fluctuate.

Posts moved

(comes from wiki thread; the wiki guys do not _define_ the balance parameters)

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Posts moved

(comes from wiki thread; the wiki guys do not _define_ the balance parameters)

Yeah, true. Thanks. Wiki Hub has been policed often nowadays. :d

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