Jump to content
EN
Play

Forum

Let's Discuss Game Balance


Maf
 Share

Recommended Posts

many, many unbalanced battles recently. When you look at battles and see score 5-0, 6-1, 9-2... who would join those battles?

No one ofcourse. People should always join the winning team to get the most out of their time and supplies. Missions are based on crystals, EXP and even obtaining places in the winning team so they all encourage you to join the winning team. It is complete madness.. I am done as soon as the scores get 2-0. 

 

I prefer wasting my time looking for a winning team rather than wasting my time and supplies at the same time. And then there are the miserable rewards that losing teams get... hééééh nah man, I'll pass.

 

 

 

Share this post


Link to post
Share on other sites

not everyone joins winning teams ;) there are lots of brainless people who have stupid beliefs that legends are superior to non legends... they refuse to join the side with fewer legends even if that side is winning.

ka1T8wBYhks.jpg

had the rank bracket been lower i would have joined it... and let those legends taste getting smashed by a general

Share this post


Link to post
Share on other sites

That is very true, although we like to believe that legends have the biggest stock of supplies and the best equipment considering it's the top rank.

Which is true aswell if you think of it; skill and strategy is not that significant between all these overdrives and supplies.

  • Like 1

Share this post


Link to post
Share on other sites

Guido

 

I would have to ask you, what is your strategy?

 

I see people at your rank, who try hard and fight well, but are no match for me or others like me no matter what their strategy.

 

If your strategy is to camp, attack, guard the flag, play mid field or whatever I am still going to shoot you.

 

If you don't have protection from my turret - dead every time.

 

 

 

There is no strategy in the game after maganum released .

 

 

Example , in old fun days before maganum released , in camp map we used to hide and wait until a good chance like a shaft or Vulcan or thunder and isida heal them etc we hit them using our ( high DMG - slow reload ) railgun and the life go on normally XD , but after maganum released this is from the past now :) camp map does not depend on skills but its depend on how many maganums in the team are just shooting randomly and kill everything in 1-2 shots even when it does not hit a tanks its massive splash DMG hit others . maganum destroyed the game guys its boring dead pay2win game

 

 

RESP IN PEACE old tanki .

 

 

My suggest is

 

 

To nerf maganum splash DMG and make its shots like railgun depend on luck with a little of DMG nerf too

 

 

And railgun min DMG buff by 7% to kill light hulls by 2 shots to make xp/bp more fairly .

  • Like 1

Share this post


Link to post
Share on other sites

maybe because it is..

as if its possible to outdrug a full legend clan.. now, 10 drugges versus 8, how did the team with 8 win? strategy of course

 

 

Guido

 

I would have to ask you, what is your strategy?

 

I see people at your rank, who try hard and fight well, but are no match for me or others like me no matter what their strategy.

 

If your strategy is to camp, attack, guard the flag, play mid field or whatever I am still going to shoot you.

 

If you don't have protection from my turret - dead every time.

drugs only affect damage dealt, damage taken and speed, but not impact, range, range of max damage etc..

 

so when i play alone i maximise the effect of the stats that arent affected by drugs. mostly impact.

 

but when i'm with my clan... its basically coordinate such that we always gang up on individual enemies one by one... or attack a group of them from all directions.

 

in case you dont know i am a commander of that clan on blue team.

  • Like 1

Share this post


Link to post
Share on other sites

4f4EbCm.png

- me on my older account

 

So guys, though this is my own perspective, as a future developer I plan to be I will always look to create games as what they are meant to be, entertaining. Many games in my opinion less entertaining than Tanki (at least at some sort it was before) have sponsors and that is what makes them greater in population.

 

Tanki Online is kinda dead now as fixes of issues they made cannot bring old players back, but it would totally be better because of soft-3D, but still amazing graphics for a flash-based game. Well, TX as a new game probably wouldn't exist as it was planned to replace TO, and new-TO (or renamed to TX) would definitely fix those issues (except that it requires better devices because of improved graphics) - but Unity Webplayer has been depracated. Before Tanki considered other ways to replace TO with TX as a new browser-based game (such as Html5) and so 2 games come to live at same era. Now they had to consider what to do with this older project - shutting-down a good source of money with 200k active accounts or squeezing as much as possible in short amount of time because richer new game better develops-out. Now you should understand why this game doesn't listen to you much anymore.

  • Like 1

Share this post


Link to post
Share on other sites

4f4EbCm.png

- me on my older account

 

So guys, though this is my own perspective, as a future developer I plan to be I will always look to create games as what they are meant to be, entertaining. Many games in my opinion less entertaining than Tanki (at least at some sort it was before) have sponsors and that is what makes them greater in population.

 

Tanki Online is kinda dead now as fixes of issues they made cannot bring old players back, but it would totally be better because of soft-3D, but still amazing graphics for a flash-based game. Well, TX as a new game probably wouldn't exist as it was planned to replace TO, and new-TO (or renamed to TX) would definitely fix those issues (except that it requires better devices because of improved graphics) - but Unity Webplayer has been depracated. Before Tanki considered other ways to replace TO with TX as a new browser-based game (such as Html5) and so 2 games come to live at same era. Now they had to consider what to do with this older project - shutting-down a good source of money with 200k active accounts or squeezing as much as possible in short amount of time because richer new game better develops-out. Now you should understand why this game doesn't listen to you much anymore.

Tanki never fixed the absolute basics of OP supplies and too much lag.

Share this post


Link to post
Share on other sites

That is very true, although we like to believe that legends have the biggest stock of supplies and the best equipment considering it's the top rank.

Which is true aswell if you think of it; skill and strategy is not that significant between all these overdrives and supplies.

Skill is significant in normal battles

  • Like 1

Share this post


Link to post
Share on other sites

it's not if you use shaft. because using it takes no skill.

 

Yes you right .

 

 

 

Old xp bp was about skills at all . but now the devs interject luck in it , I mean how the hell railgun kill light hulls by 3 shots and some times 3 shots ? Imagine that you kill a tank by 3 shots in xp and he kills you in 2 shots ?

 

Tanki is dead .

Share this post


Link to post
Share on other sites

35 hours on magnum--literally no change since haloween.


if you're wondering why i have it equipped, it's because i wanted to look like a villian to some people here... i thought maybe equipping it with the RU paint would have that effect for EN magnum haters all over this forum.

Share this post


Link to post
Share on other sites

it's not if you use shaft. because using it takes no skill.

Shaft might not require a whole lot of skill, but if the user is "skilled" and knows what they're doing, they may be able to meet their own expectations in battle.

Share this post


Link to post
Share on other sites

I have to correct myself here.. skill becomes insignificant in the higher ranks where supplies and overdrives are used more.

Beautifully described by @Coldplay here, the mid ranks have some sort of honesty to them and I think he's certainly right about that.

 

Even my overpowered Swagnum is useless when you're fighting Isida trains on full drugs, your inflicted damage is instantly healed up by an Isida. 

Plus, I feel that since the hulls have become considerably faster over the years drugs can easily be brought from one base to the other. Overdrives are taking over. Another big influence in this is the fact that maps have not grown bigger; which is ultimately why we see so many medium hulls around.

 

Ah well, atleast I can ignore much of the heat and snipe with the Shaft on mouse controls or lob shells as the Magnum until enemies manage to get trough my wall of mines. 

  • Like 2

Share this post


Link to post
Share on other sites

Now I know you are all thinking that Shaft is balanced or even OP. I agree. However, all the skill was taken away when it's laser was removed. I am not just simply asking for the laser to be removed, although that is part of what I want. I think that it would be more useful if some skill was added to using the Shaft. How could this be done, do you think.

 

Well, first of all, if it's damage is increased to 1600 in sniping mode, and it's arcade shots are nerfed to become balanced with Smoky, it would be much more useful. Now, that is not all, as this would make Shaft OP. My main idea is this: Remove the laser, add a sound effect when the shaft is on your tank, but make the scope mode require more skill.

 

How? Well, what I think should be done is this: Releasing space before the shot is fully charged cancels the shot and does not use up any ammo. Not only that, but when it is fully charged, the bar begins to empty and fill up like the Twins's ammo bar. Releasing space with a nearly full ammo bar does good damage, releasing it with a nearly empty ammo bar does bad damage. This update would punish bad Shaft players while rewarding good players.

 

#MakeShaftGreatAgain

 

Advantages:

1. No more noob campers!

2. Shaft will be funner and more rewarding for better players.

 

Disadvantages:

1. Might be a bit difficult for some people who have used shaft for a long time to get used to.

 

P.S. I have shaft on alt account before you tell me I know nothing about it. Account name: N0-NAM3

Edited by Maf
  • Like 1

Share this post


Link to post
Share on other sites

I have to correct myself here.. skill becomes insignificant in the higher ranks where supplies and overdrives are used more.

Beautifully described by @Coldplay here, the mid ranks have some sort of honesty to them and I think he's certainly right about that.

 

Even my overpowered Swagnum is useless when you're fighting Isida trains on full drugs, your inflicted damage is instantly healed up by an Isida. 

Plus, I feel that since the hulls have become considerably faster over the years drugs can easily be brought from one base to the other. Overdrives are taking over. Another big influence in this is the fact that maps have not grown bigger; which is ultimately why we see so many medium hulls around.

 

Ah well, atleast I can ignore much of the heat and snipe with the Shaft on mouse controls or lob shells as the Magnum until enemies manage to get trough my wall of mines. 

Yup - OverDrive has the opposite effect of what Devs intended (I assume they did not intend for OD to put battles out of reach of the "losing" side)

 

And the maps... the Devs insist on 10 vs 10 default... too crowded on many.  20 tanks in DM on maps like Barda mean you die every 15-20 seconds.  It really is quite silly.  Spawn-hit DD (or DA)-kill someone (maybe)-die-repeat- etc etc...

  • Like 2

Share this post


Link to post
Share on other sites

Yeah, and that to think that all of this can be fixed with creating a PRO battle, but no one wants to play in those because you can't finish your missions there.

 

I just want to rely on fixed additions that I have done to my tank, certain hull and turret characteristics and microupgrades. I hate this concept of consumables being decisive on my experience in this game. I can force a Mammoth in the enemy base and grab a flag if I have enough of these stupid supplies or my team is fully overdriven.

 

Ahh well, atleast they nerfed that med kit and stopped if from healing when someone takes damage.. I remember it was comically overpowered. Still though, in the era of no cooldowns back in 2013; I think supplies were less common. Missions nowadays make supplies readily availble for everyone and destroy the amount of PRO battles.

Edited by splitterpoint

Share this post


Link to post
Share on other sites

I don't look to play Pro battles because every time I do I find Poly CP in the CP section and nothing else. In tCTF it is mostly Parkour or BP/XP stuff with the rest mostly Sandbox.  It is all variants I do not play, or some extremely limited simple scenario for grinding like Poly CP. Containers have given me a lot of Pro access lately but I rarely think to look. 

 

Maybe this will change if/when matchmaking comes out. Then everyone can use the 'pro' section. maybe then these no drug choices can be rel;ied to exist. 

  • Like 1

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
 Share

×
×
  • Create New...