Jump to content
EN
Play

Forum

Fundamentally Rework Hull Damage and Scoring


Recommended Posts

Players spend too much game time spawning and respawning.  Turrets at all modifications have become so powerfu and drugs so common that the game has become a slaughter.  Tanks need to be MUCH harder to kill.  There should be no combination of turret and drug which allows a one shot or even two shot kill.

 

To accomplish this, hull armor should be increased three to five times, across all hull types.  Perhaps a bit less for heavy hulls as these are already difficult to kill; however heavy hulls do need to be beefed up to preserve their status as much more difficult to kill than the light and medium ones.

 

Scoring will also have to change in order to allow players to receive experience credit for damage dealt, regardless of whether or not that damage results in a kill.  Currently players receive no credit for damage dealt if the target is repaired either by a kit or an Isida.  This results in experience unfairly kept from players doing this damage,

 

There should also be a modest kill bonus, but 'modest' being the operative word.

 

Deathmatches would need to be adjusted to this mechanism, allowing players to receive fair credit for damage and not just kills.

 

Daily missions for kills "Destroy Enemies" can remain, but rewards would need to be increased to compensate for the increased difficulty of destroying tanks.

 

Thoughts?

Share this post


Link to post
Share on other sites

I've used every hull on the game. I specialize in Viking and Wasp. But I have alts with Hunter and Mammoth. There are always turrets which can one or two shot you.

 

Perhaps my suggestion would make Tanki too much like that 'other' tank game.

Share this post


Link to post
Share on other sites

While I would love to see this, it's completely outrageous to most people.

But I totally agree, I spawn in and kill two people, then loose to the Thunder-Hornet running around doing  donuts and one-shotting everything that moves or breathes! No I'm not angry, everything is just peachy. :3

Share this post


Link to post
Share on other sites

^Exactly

What you said makes no sense. What causes the fund to rise is tanks getting destroyed quickly. Every kill gets added to the fund. If tanks will take longer to get killed the fund will grow slower.

Share this post


Link to post
Share on other sites

Well, this in my opinion is a very bad idea. First of all, the comment above mine is one point. Second of all, if you're complaining about how often a tank is destroyed, just use a heavy hull! This would give much more advantage to Tankers who use Wasp or Hornet. The game economics is simple:

 

Less Speed  = More Armor

More Speed = Less Armor

Share this post


Link to post
Share on other sites

If you play smart, it is not a slaughterhouse. I use Viking m3 and can stay alive for a long time (even when attacking) when I take cover at the right places

Share this post


Link to post
Share on other sites

Think of it like this

Speed and Health have to be balanced, or else it will be way too OP and incredibly un-balanced.

 

Lets use Hornet M4 as an example

eg, Hornet M4 Health (210) - Hornet M4 Speed (12)

 

If you want to make health 3x more (630 hp), you have to make speed 3x less (4) in order to keep the game balance.

That would cause us to have Hornets driving around with 1.4x more protection than Mammoth M4 and at a slower pace than Mammoth M0. 

 

Drugs will be even more OP except for Double Damage, which will barely scratch heavy hulls.

 

Also, having tanks that are way harder to kill will affect the economy. Funds will grow at a snail's pace, even in a Fire+Wasp battle. Battles be slow paced which is not at all fun.

 

Oh, yeah. Generalissimo will also be basically impossible to reach.

 

 

 

 

The game is already out of balance way in favor of turrets. I don't want hulls OP, just balanced to the power put out by all those weapons.

*facepalm* You do realise what 3x-5x the health actually means right? OP Hulls...

 

Not at all, you are still doing the damage.  Fund will actually go faster because tanks take more damage, staying in the game longer, NOT respawning.

Doing the same damage to the same tanks that have increased armor... Think dude.... 

 

 

 

 

Now to put it simply.

 

Things this will ruin

  • XP/BP
  • Parkour
  • Battles
  • Economy
  • Ranks
  • Tanki

 

Things this will help

  •     

 

A game in favour of Turrets is fine, it's only slightly in favour of them as well... It's balance can never be perfect, but it's pretty close to that at the moment.

Share this post


Link to post
Share on other sites

Think of it this way. How many shots does it take out a tank on the battlefield, in the real world?

 

One.

 

Perhaps hulls are a bit overpowered here.

Share this post


Link to post
Share on other sites

Well...

It depends on where the shot hits, at what angle, how close to the vital parts...

Usually it takes at least one missile to take out an M1 Abrams.

Not when you get their soft rear end.  ;) 

 

Think of it this way. How many shots does it take out a tank on the battlefield, in the real world?

 

One.

 

Perhaps hulls are a bit overpowered here.

Sometimes true but many tanks (like M1 Abrams as said and Challenger 2, Leopard 2 and next-gen Russian/Chinese) can easily withstand a number of frontal hits even with the most powerful of kinetic penetrators. 

Share this post


Link to post
Share on other sites

Okay I was ready to concede the proposal until we started talking realism.  Realism?  Really?  If we go with realism....

 

How much napalm (Firebird) and Freeze-ing can a tank survive?  A lot.

 

Vulcan... machine gun fire?  Still a lot.

 

Shaft, Thunder, and Railgun should one-shot EVERY TANK, EVERY TIME. Smoky should one or at most two-shot tanks.

 

Isida, Ricochet, and Twins should not be in the game.

 

Absurd, no?

 

So my suggestion of three to five times hull improvement was unrealistic.  I still maintain that too much precious game time is spent re-spawning.

 

Also, when I said battle fund would grow faster, I implied (too subtly it seems) that battle fund should increment when damage is dealt, and not wait for a given tank to die.  In the topic title, I include that the scoring mechanism would also need to change.  I thought I addressed this earlier in service of giving players credit for damage dealt then healed through repair kits and Isidas.

 

Capture The Flag - true, I hadn't thought about the impact on that mode if tanks can camp with the flag.  That can be a problem, even now.  I often see flag campers guarded by two or three Isida or Freeze defenders.  Very few teams are coordinated enough to take that down.  Still, it's a valid point.  Increasing hull armor would make this worse.

 

Bottom line - I still think all hulls are too weak, and thus players spend too much time re-spawning.

Share this post


Link to post
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...