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Wasps are balanced at lower ranks but when it comes to playing with legends its not fair not even a little...
wasps and hornets are overrated because all you think about is XP BP but I dont care about XP BP I am talking about matchmaking battles..

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Wasps are balanced at lower ranks but when it comes to playing with legends its not fair not even a little...

wasps and hornets are overrated because all you think about is XP BP but I dont care about XP BP I am talking about matchmaking battles..

Well, I don't know how it is for others. But I've been using Wasp in MM for over a year and I always found it to be very effective in any game mode, even DM and JGR. So I'm talking from first hand experience m

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Lets discuss Juggernaut Mode, and more specifically, the main turrets used in Juggernaut Mode, and why it is unbalanced.

First of all.....the 2 turrets dominating Juggernaut Battles are Freeze and Striker, and you probably know why...

     Freeze easily cripples the Juggernaut, especially at the lower ranks.

     Striker can deal a massive amount of damage to the Juggernaut at any given salvo, especially with the "Missile Launcher Cyclone" Alteration             equipped.

 

And so.... there's not really much of a diversity in turrets in Juggernaut Mode. I mean, there's the occasional firebird, thunder, and railgun, but otherwise....eh.

That's why, I decided Tanki should do the following to the Juggernaut:

  1. Juggernaut is immune to the Freezing Effect.
  2. Juggernaut is immune to afterburn (to ease the minds of the angry Freeze users, and because firebird users will try to seize the opportunity to burn the Juggernaut without having the effect being removed by freezes).
  3. Make Terminator reload longer, like 2 or 3 seconds longer (in case any of you don't know what Terminator is, because we've mainly been calling the tank Juggernaut as a whole, Terminator is the Double-Railgun-Striker mounted on top of the Juggernaut)
  4. Boost Terminator's damage up to the point where it can 1-shot a medium hull. (Shouldn't be a problem for most players, as everyone always tends to use Double Armor, don't they? Well, except for beginners, but then again, Juggernaut Mode isn't really available to beginners)

Those of you who agree with me please like this post.

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Games are dominated by buyers more than ever and its on the same few boring maps over and over again. Ridiculous drones than plant mines in multiples of five and drones that allow a tank to repair EVEN IF they have just used a repair kit (this may also be followed by overdrive - meaning a tank can repair 3 times in quick succession). Duplet is too strong and generally the game is a complete snore fest dominated by brain dead buyers.

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Game is too repetitive. For non-buyers, it's playing the same maps over and over again and getting wrecked. For buyers, it's playing the same maps over and over again wrecking other players, which probably gets boring after a while. When you are not playing MMS, you are grinding on Polygon CP. 

 

Tanki needs more maps. Although 95% of the available maps are never played, TO needs to more maps that are playable and fun to play on and TO needs new types of props. The maps get boring because they all look alike. The only thing I like about TX is how cool the maps look because each one is unique. (even though there are only like 5 maps in TX). 

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Games are dominated by buyers more than ever and its on the same few boring maps over and over again. Ridiculous drones than plant mines in multiples of five and drones that allow a tank to repair EVEN IF they have just used a repair kit (this may also be followed by overdrive - meaning a tank can repair 3 times in quick succession). Duplet is too strong and generally the game is a complete snore fest dominated by brain dead buyers.

I highly recommend you to buy XP combination in case you haven't done yet, then start playing XP games in PRO-Battles. In PRO-Battles, the battle fund increases by 1.5 times than the normal amount. And everybody is equal which is the main reason why I advise it. After playing some time, buy cool things with your crystals, then start playing MMs!

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I highly recommend you to buy XP combination in case you haven't done yet, then start playing XP games in PRO-Battles. In PRO-Battles, the battle fund increases by 1.5 times than the normal amount. And everybody is equal which is the main reason why I advise it. After playing some time, buy cool things with your crystals, then start playing MMs!

Pro-battles do not seem to have the update to battle-fund division that MM got.

 

If you score well but your team does poorly - you get much less funds.

 

Having said that I still enjoy pro-battles more - the longer battles actually allow for a semblance of strategy.

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Lets discuss Juggernaut Mode, and more specifically, the main turrets used in Juggernaut Mode, and why it is unbalanced.

First of all.....the 2 turrets dominating Juggernaut Battles are Freeze and Striker, and you probably know why...

     Freeze easily cripples the Juggernaut, especially at the lower ranks.

     Striker can deal a massive amount of damage to the Juggernaut at any given salvo, especially with the "Missile Launcher Cyclone" Alteration             equipped.

 

And so.... there's not really much of a diversity in turrets in Juggernaut Mode. I mean, there's the occasional firebird, thunder, and railgun, but otherwise....eh.

That's why, I decided Tanki should do the following to the Juggernaut:

 

  • Juggernaut is immune to the Freezing Effect.
  • Juggernaut is immune to afterburn (to ease the minds of the angry Freeze users, and because firebird users will try to seize the opportunity to burn the Juggernaut without having the effect being removed by freezes).
  • Make Terminator reload longer, like 2 or 3 seconds longer (in case any of you don't know what Terminator is, because we've mainly been calling the tank Juggernaut as a whole, Terminator is the Double-Railgun-Striker mounted on top of the Juggernaut)
  • Boost Terminator's damage up to the point where it can 1-shot a medium hull. (Shouldn't be a problem for most players, as everyone always tends to use Double Armor, don't they? Well, except for beginners, but then again, Juggernaut Mode isn't really available to beginners)
Those of you who agree with me please like this post.

You were thinking what I was thinking! Alternativa should make Juggernaut invulnerable to burning and freezing effect.

 

To compensate that, Freeze and Firebird will deal 50% more damage only to the Juggernaut. Nothing more.

 

"Cyclone" alt is not a biggest problem as Juggernaut have a HUGE speed to outrun. Welp, I use Striker M1 with THAT alternation.

 

Striker M4 with Cyclone alternation takes 3.92 seconds to fully lock on a target. By the time he/she about to rain the salvo, Juggernaut duck for his/her safety.

 

For increasing reload time, make Terminator's reload to 2 seconds.

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Pro-battles do not seem to have the update to battle-fund division that MM got.

 

If you score well but your team does poorly - you get much less funds.

 

Having said that I still enjoy pro-battles more - the longer battles actually allow for a semblance of strategy.

Pro battle yes, does not have MM's battle fund division.

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Firebird, And Why It Should Be Nerfed.

 

 

6i67mw.jpg

 

I've been playing this game for a long time, I've seen turrets added, and changed countless times, and the people who are behind those changes, where doing there jobs, for the most part, in agreement with the people who they served, turrets, for the most part, where pretty realistic (in a scientific sense) and in their respective damages, ranges, pros and cons, balanced. In the last 2 years there's been an upset in new turrets added, magnum remained the thorn in the people's side for too long, until they finally listened, and Thank God they did, it has come to my attention that we now, whether we like it or not, are faced with another, older turret that has stepped too far out of line, even for modern tanki balance standards.

 

The Firebird, it was edging on OP last year, but now its been a few months since they've made it cross the line, it's damage and capabilities are now totally un-realistic, its as if they handed it to Riddler8 to fiddle with to make it "better" let me run by you some scientific facts.

 

Flamethrowers... they simply spray a stream of ignited gasoline (there have been more fuels, but gasoline seems to be by far the most used) really doesn't get simpler than that, now, the bigger you make the flamethrower, even as big as a full on tank turret, as we see in the OP firebird, doesn't make it burn any hotter, just longer, that's just common sense.

 

So, how hot does a flamethrower burn you may ask? multiple sources according to my research concur it burns at an average rounded temperature of 1832 degrees F (1000 degrees C) which is, pretty damn hot, but, can it be used against tanks as effectively as tanki online makes it seem? note, that I am not trying to make this game as scientifically accurate as possible, just knocking some sense into your heads, and showing you some facts.

 

Modern tank armor consists of mainly the following:

Titanium: melting point of 3,034°F (1,668°C)

Tungsten: (AKA Wolfram), Melting point of 6,192°F (3,422°C)

Depleted Uranium: Melting point of 5,189°F  (2,865°C)

Nickel: Melting point of 2,651°F (1,455°C)

Silicon carbide: Melting point of 4,946°F (2,730°C)

Aluminum oxide: Melting point of 3,762°F (2,072°C)

Titanium diboride: Melting point of 5,846°F (3,230°C)

 

ALL these materials and compounds are used in ALL modern tank armor, and ALL of them more than double the power of a gas-burning flamethrower. So, if the firebird a pure-gas burning flamethrower, it wouldn't do a THING to a modern tank, let alone a near-future one. I understand that this is a near-future based game, but even IF even hotter compounds were devised, such as liquid thermate for example, such a thing does not exist in liquid form, but if it did it could, in theory, burn at temperatures over  4,000°F, still not burning through some modern day materials, but it will burn through most. The key word there is "will" just because you have something over 4k degrees doesn't mean it will instantly transform anything into molten metal, it will take time, and an unreliable amount of time, flamethrowers were abandoned from the US arsenal for a reason, because they were simply too impractical.

 

now, on to the worst part.. the afterburn effect, this idea is completely realistic, good job tanki, or rather... it was, I remember the old afterburn effect, it made sense, now... they make it do 300 damage a second, not depending on the level and power of the gun what-so-ever, but what really bugs me is how a low-damage flame, like from an M0 for example suddenly skyrockets with afterburn damage to 300, what made it even more deadly? why is the afterburn, that happened AFTER the main powered flame more powerful than a normally powered fire spray? shouldn't the tank's armor be cooling not remaining the same? What's as bad as that, get rid of the random jumps in damage, like wHat aRe tHose.

 

In conclusion, to make firebird even get its feet remotely down-to-earth again. I think, the overall damage numbers you see in the game should be SLIGHTLY lowered, but afterburn drastically lowered and re-worked to be a better version of the old afterburn, but I'm not in control of this game, developers are, and if they bother to read this, listen to the people, listen to facts, like the ones I gave, they'll notice there's a border between fun, creative near-future tech, and utter nonsense. 

 

So please put this Under Review, everyone should see this, and hopefully, we can beat this new OP firebird nonsense and get back to a fun balenced game.

Edited by Hate
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Incendiary Mix was the strongest of the new alterations when it came out, but that's no longer the case. I wonder what happened :ph34r:

No idea...I bought it at the sale and it pales compared to compact tanks IMO. 

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Dude this is Tanki Online not Battlefield or World of Tanks, we have a god damn Nanobot Turret and a Ice turret for God's sake

I understand that this is a futuristic game, however, giving like 70-year-old useless tech GOD like capabilities is not "futuristic"

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I understand that this is a futuristic game, however, giving like 70-year-old useless tech GOD like capabilities is not "futuristic"

What if the Fire actually shoots plasma? Plasma is hot enough to burn through any current metal alloy. I think that alloys in future will be much, much stronger and they will be basically immune to standard kinetic penetrators. Laser guns and particle guns (proton, neutron, ion) are the future.

 

And yes, afterburn needs a rebalance. It is too OP.

Edited by GorgoBlesk
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What if the Fire actually shoots plasma? Plasma is hot enough to burn through any current metal alloy. I think that alloys in future will be much, much stronger and they will be basically immune to standard kinetic penetrators. Laser guns and particle guns (proton, neutron, ion) are the future.

 

And yes, afterburn needs a rebalance. It is too OP.

if it shot plasma that it would be counted as a plasma weapon, however, tanki does not include it as such

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6i67mw.jpg

 

I've been playing this game for a long time, I've seen turrets added, and changed countless times, and the people who are behind those changes, where doing there jobs, for the most part, in agreement with the people who they served, turrets, for the most part, where pretty realistic (in a scientific sense) and in their respective damages, ranges, pros and cons, balanced. In the last 2 years there's been an upset in new turrets added, magnum remained the thorn in the people's side for too long, until they finally listened, and Thank God they did, it has come to my attention that we now, whether we like it or not, are faced with another, older turret that has stepped too far out of line, even for modern tanki balance standards.

 

The Firebird, it was edging on OP last year, but now its been a few months since they've made it cross the line, it's damage and capabilities are now totally un-realistic, its as if they handed it to Riddler8 to fiddle with to make it "better" let me run by you some scientific facts.

 

Flamethrowers... they simply spray a stream of ignited gasoline (there have been more fuels, but gasoline seems to be by far the most used) really doesn't get simpler than that, now, the bigger you make the flamethrower, even as big as a full on tank turret, as we see in the OP firebird, doesn't make it burn any hotter, just longer, that's just common sense.

 

So, how hot does a flamethrower burn you may ask? multiple sources according to my research concur it burns at an average rounded temperature of 1832 degrees F (1000 degrees C) which is, pretty damn hot, but, can it be used against tanks as effectively as tanki online makes it seem? note, that I am not trying to make this game as scientifically accurate as possible, just knocking some sense into your heads, and showing you some facts.

 

Modern tank armor consists of mainly the following:

Titanium: melting point of 3,034°F (1,668°C)

Tungsten: (AKA Wolfram), Melting point of 6,192°F (3,422°C)

Depleted Uranium: Melting point of 5,189°F  (2,865°C)

Nickel: Melting point of 2,651°F (1,455°C)

Silicon carbide: Melting point of 4,946°F (2,730°C)

Aluminum oxide: Melting point of 3,762°F (2,072°C)

Titanium diboride: Melting point of 5,846°F (3,230°C)

 

ALL these materials and compounds are used in ALL modern tank armor, and ALL of them more than double the power of a gas-burning flamethrower. So, if the firebird a pure-gas burning flamethrower, it wouldn't do a THING to a modern tank, let alone a near-future one. I understand that this is a near-future based game, but even IF even hotter compounds were devised, such as liquid thermate for example, such a thing does not exist in liquid form, but if it did it could, in theory, burn at temperatures over  4,000°F, still not burning through some modern day materials, but it will burn through most. The key word there is "will" just because you have something over 4k degrees doesn't mean it will instantly transform anything into molten metal, it will take time, and an unreliable amount of time, flamethrowers were abandoned from the US arsenal for a reason, because they were simply too impractical.

 

now, on to the worst part.. the afterburn effect, this idea is completely realistic, good job tanki, or rather... it was, I remember the old afterburn effect, it made sense, now... they make it do 300 damage a second, not depending on the level and power of the gun what-so-ever, but what really bugs me is how a low-damage flame, like from an M0 for example suddenly skyrockets with afterburn damage to 300, what made it even more deadly? why is the afterburn, that happened AFTER the main powered flame more powerful than a normally powered fire spray? shouldn't the tank's armor be cooling not remaining the same? What's as bad as that, get rid of the random jumps in damage, like wHat aRe tHose.

 

In conclusion, to make firebird even get its feet remotely down-to-earth again. I think, the overall damage numbers you see in the game should be SLIGHTLY lowered, but afterburn drastically lowered and re-worked to be a better version of the old afterburn, but I'm not in control of this game, developers are, and if they bother to read this, listen to the people, listen to facts, like the ones I gave, they'll notice there's a border between fun, creative near-future tech, and utter nonsense. 

 

So please put this Under Review, everyone should see this, and hopefully, we can beat this new OP firebird nonsense and get back to a fun balenced game.

Everything:True

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