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Let's Discuss Game Balance


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I feel like twins is a lot stronger. I have ricochet at 10/20 with MFS but I don't get nearly as many kills, plus rico has to reload.

It really depends on what role you are playing. I prefer Rico on most mid to large boards...especially boards with nice vertical walls. There are simply very few places to hide from Rico on those maps. I also can 3-6 shot any small hull, 7-9 shot any medium hull. Add DD and watch out. It is much more fun and creative playing with it vs. twins IMO. I certainly enjoy twins but it is usually a lot more effortless than the Rico.

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

Actually, drugs make the game more skill based, since effective timing of supplies is key here. The problem lies in the fact that not all players have drugs.

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Actually, drugs make the game more skill based, since effective timing of supplies is key here. The problem lies in the fact that not all players have drugs.

Or at least not a whole lot of them, or they just choose not to use them.

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Actually, drugs make the game more skill based, since effective timing of supplies is key here. The problem lies in the fact that not all players have drugs.

yah my arse.. when i borrowed someone's account with unlimited drugs, m4s and lots and lots of triple modules with 50% protection i just easily topped every single battle i played.

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I'm sure many of you have noticed as well. I don't know WHAT tanki did to the firebird, but it is rediculously over powered now. I can't even play on DM anymore cause it's nothing but FIREBIRDS. De-op the firebird! In the tanki v-log once, they said that the Hornet was every-other-hull. Well now the firebird is every-other-turret!! Idk what it's like for you liuetenants and Generallisimo's, but it is MURDER for warrant officers, and lower. Sorry if this goes to as a rant, but it is a rant. I am so sick of the firebird, I just wanna break it in half. What do you guys think?

 I agree with that. Firebird should have reduced damage with a revamped reload time. Maybe this could be a solution. In any map if there are more than 5 players with Firebird, things get REALLY hard and surprisingly fast annoying.

Edited by Jeges-Masina

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I agree with that. Firebird should have reduced damage with a revamped reload time. Maybe this could be a solution. In any map if there are more than 5 players with Firebird, things get REALLY hard and surprisingly fast annoying.

You do realize that you're replying to a post from 2 years and nine months ago, right?

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Yea, if you get in small crowded maps in DM your only option to me is hammer or Flamer. You have to have something to kill quickly at short range. Then there is always someone, of course, going to have 50 protection against your turret. I played in 2042 DM today with my titan/twins (both M4) I had 45 protection from Hammer so the one Hammer in the game was just slaughtering everything but when he saw me he just ran. Avoid the guys with high protection from your turret - smart move.

It would definitely be waste of time firing shots at you as he would not be able to kill you. Same with thunder, protection above 45 would be waste of time shooting at the enemy. 

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Yea, if you get in small crowded maps in DM your only option to me is hammer or Flamer. You have to have something to kill quickly at short range. Then there is always someone, of course, going to have 50 protection against your turret. I played in 2042 DM today with my titan/twins (both M4) I had 45 protection from Hammer so the one Hammer in the game was just slaughtering everything but when he saw me he just ran. Avoid the guys with high protection from your turret - smart move.

 

I like the bigger maps in DM where I don't just constantly have a flamer on my butt at all times and I can find nice hides, stay there 30 seconds, jump to another.

  

It would definitely be waste of time firing shots at you as he would not be able to kill you. Same with thunder, protection above 45 would be waste of time shooting at the enemy.

 

 

 

Yeah, unless if you know they are hurt badly, it's best to skip them and let someone else do the damage.

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Most Optimum Hull. A Mathematical Analysis.

 

Dear Friends, I am a really new Tanker and like playing Shaft/Mammoth. I really commend the Tanki team for this great game. I have seen many arguments on which is the best hull and best turret. So I though I will do a mathematical analysis to see whats best.

 

This is the analysis for the most optimum hull.

 

The Scenario and the Problem:

We imagine this scenario. A hull is driving in a straight line. It has a health (H) and can drive at velocity (V). 

It is being constantly shot at by an enemy turret. The turret can do damage (D) per shot and has a reload time (T).

The question is - How far (i.e. how much distance) can a hull drive before it is killed?

(Is it going to be a hull with large H and low V or a hull with low H and large V?)

This kind of scenario is common for eg. when carrying a flag, we want our hull to drive the longest distance and hopefully reach the destination.

 

Assumptions:

You can see that I have already made some assumptions that are different from real gameplay.

1.) For eg. turrets like smoky sometime have critical damage, so D is not constant.

Also turrets have a min and max damage. Therefore what we are looking for is an average D. I have simply taken (min damage+max damage)/2. You can also measure a damage/second. But let us continue with the analysis.

2.) No tank really drives i a straight line specially with impact and obstacles. But again lets not worry about this.

3.) Only one turret is firing at it. Again this is an assumption - but it is for the sake of analysis.

4.) I havent considered acceleration of the hull i.e. the hull is not moving from rest. The hull has been driving at this velocity when the firing starts.

 

Analysis:

The number of hits a hull can take before it is destroyed is (H/D)+c

Here c=1 if H/D is not an integer. This means that H doesnt perfectly divide by D, and there is some little health remaining which will dissapear in the next hit. In fact, most of the time we will see that c=1. Therefore let us say the number of hits needed is = N= (floor(H/D)+1).

floor(H/D) is the lower rounded integer. eg. floor(2.2)=2

 

The time taken for the turret to deliver N hits based n its reload time is = TN

Therefore the distance travelled by the hull in this time is the product of velocity and time  = TNV

 

Results:

So now for the revelation.

Which hull wins? Is it a hull with large H and low V or the other way around.

 

Since we are only discussing hulls, I took thunder as a turret that is firing on the hull.

I have calculated the average D = (min damage +max damage)/2 for the turret. 

I have also assumed that the corresponding modification of the turret is firing on the hull, i.e. a M0 hull is being fired at by a M0 thunder and so on.

 

So here is the chart:

post-570655-0-59376600-1525288300_thumb.jpg

 

So the winner in is Viking! (and Wasp isnt too bad).

 

Conclusion:

I think irrespective of the turret firing on you, the most optimum hull for traveling the longest distance when under fire will probably be the Viking. So, with little crystals, if we have to put our bet on one hull, it should be the Viking!

 

What do you think of this my fellow tankers? See you in battle.

 

 

PS: I have not done a full cross-calculation i.e. M2 turret firing on a M1 hull etc, but you can do it for yourselves using the above ideas.

Edited by Wavefunction
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Most Optimum Hull. A Mathematical Analysis.

 

Dear Friends, I am a really new Tanker and like playing Shaft/Mammoth. I really commend the Tanki team for this great game. I have seen many arguments on which is the best hull and best turret. So I though I will do a mathematical analysis to see whats best.

 

This is the analysis for the most optimum hull.

 

The Scenario and the Problem:

We imagine this scenario. A hull is driving in a straight line. It has a health (H) and can drive at velocity (V). 

It is being constantly shot at by an enemy turret. The turret can do damage (D) per shot and has a reload time (T).

The question is - How far (i.e. how much distance) can a hull drive before it is killed?

(Is it going to be a hull with large H and low V or a hull with low H and large V?)

This kind of scenario is common for eg. when carrying a flag, we want our hull to drive the longest distance and hopefully reach the destination.

 

Assumptions:

You can see that I have already made some assumptions that are different from real gameplay.

1.) For eg. turrets like smoky sometime have critical damage, so D is not constant.

Also turrets have a min and max damage. Therefore what we are looking for is an average D. I have simply taken (min damage+max damage)/2. You can also measure a damage/second. But let us continue with the analysis.

2.) No tank really drives i a straight line specially with impact and obstacles. But again lets not worry about this.

3.) Only one turret is firing at it. Again this is an assumption - but it is for the sake of analysis.

4.) I havent considered acceleration of the hull i.e. the hull is not moving from rest. The hull has been driving at this velocity when the firing starts.

 

Analysis:

The number of hits a hull can take before it is destroyed is (H/D)+c

Here c=1 if H/D is not an integer. This means that H doesnt perfectly divide by D, and there is some little health remaining which will dissapear in the next hit. In fact, most of the time we will see that c=1. Therefore let us say the number of hits needed is = N= (floor(H/D)+1).

floor(H/D) is the lower rounded integer. eg. floor(2.2)=2

 

The time taken for the turret to deliver N hits based n its reload time is = TN

Therefore the distance travelled by the hull in this time is the product of velocity and time  = TNV

 

Results:

So now for the revelation.

Which hull wins? Is it a hull with large H and low V or the other way around.

 

Since we are only discussing hulls, I took thunder as a turret that is firing on the hull.

I have calculated the average D = (min damage +max damage)/2 for the turret. 

I have also assumed that the corresponding modification of the turret is firing on the hull, i.e. a M0 hull is being fired at by a M0 thunder and so on.

 

So here is the chart:

attachicon.giftanki1.jpg

 

So the winner in is Viking! (and Wasp isnt too bad).

 

Conclusion:

I think irrespective of the turret firing on you, the most optimum hull for traveling the longest distance when under fire will probably be the Viking. So, with little crystals, if we have to put our bet on one hull, it should be the Viking!

 

What do you think of this my fellow tankers? See you in battle.

 

 

PS: I have not done a full cross-calculation i.e. M2 turret firing on a M1 hull etc, but you can do it for yourselves using the above ideas.

Most Optimum Hull: A Mathematical Analysis - Part 2

Against High Damage Long Range Turrets (Shaft and Rail)

 

Continuing my above post for Railgun and Shaft throws interesting points. For these two turrets I have shown calculations for the max damage since these turrets have long range and it is very likely the hull will see max damage.

 

If a rail gun is firing at you (max damage), the best hull is that can maximize your chances of covering maximum distance is Wasp! (followed by Hornet).

post-570655-0-59240500-1525296423_thumb.jpg

If we take average damage, the best hull is Viking again.

post-570655-0-77931000-1525296824_thumb.jpg

 

If a Shaft is firing at you (max damage), the best hull (i.e. the hull that make you travel the most distance) depends on the modification:

M0 and M3 - Titan is best

M1 and M2 - Viking is best

post-570655-0-94945600-1525296438_thumb.jpg

 

 

So all said and done, it looks like Viking is the most optimum turret! But watch out for Wasp as an effective flag carrier.

 

Have fun tankers and see you in battle.

Edited by Wavefunction

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Or at least not a whole lot of them, or they just choose not to use them.

Now you can get them from missions but lol you are right, some people (me too 6 months ago) just keep them 'for later' (which means never xD).

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Most Optimum Hull: A Mathematical Analysis - Part 2

Against High Damage Long Range Turrets (Shaft and Rail)

 

Continuing my above post for Railgun and Shaft throws interesting points. For these two turrets I have shown calculations for the max damage since these turrets have long range and it is very likely the hull will see max damage.

 

 

 

If a rail gun is firing at you (max damage), the best hull is that can maximize your chances of covering maximum distance is Wasp! (followed by Hornet).

attachicon.giftanki_rail.jpg

If we take average damage, the best hull is Viking again.

attachicon.giftanki_rail2.jpg

 

If a Shaft is firing at you (max damage), the best hull (i.e. the hull that make you travel the most distance) depends on the modification:

M0 and M3 - Titan is best

M1 and M2 - Viking is best

attachicon.giftanki_Shaft.jpg

 

 

 

 

So all said and done, it looks like Viking is the most optimum turret! But watch out for Wasp as an effective flag carrier.

 

Have fun tankers and see you in battle.

Can you clarify where you obtained your base numbers from? 

A Shaft is supposed to be able to "one-shot" a medium hull of same M-level... so Viking should die from one hit from shaft.

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Can you clarify where you obtained your base numbers from? 

A Shaft is supposed to be able to "one-shot" a medium hull of same M-level... so Viking should die from one hit from shaft.

I got the numbers from this forum. 'Lets discuss Shaft' etc.

Have I got them wrong?

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I got the numbers from this forum. 'Lets discuss Shaft' etc.

Have I got them wrong?

The numbers in "Let's Discuss Shaft" show that it can one-shot medium hulls.

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