Jump to content
EN
Play

Forum

Fundamentally Rework Hull Damage and Scoring


Recommended Posts

Tanki is an ARCADE game, if you want "realistic damage modeling", go play World of Tanks, or Armored Warfare. Tanki has been made dynamic for a reason...

 

Also, Tanks dying = Funds increasing

 

Increase tank HP 2-5x = Decrease Fund growth by up to 10x, counting double armor and repair kit supplies.

 

Think about it for a second...

Share this post


Link to post
Share on other sites

Also the stuff you've seen in the movies where the single soldier jumps onto the tank and drops a grenade down the hatch isn't possible.

Maybe during WW2, but now the hatches lock in place and the machine guns make approaches impossible.

Share this post


Link to post
Share on other sites

Also the stuff you've seen in the movies where the single soldier jumps onto the tank and drops a grenade down the hatch isn't possible.

Maybe during WW2, but now the hatches lock in place and the machine guns make approaches impossible.

Definitely seen that happen in Fullmetal Alchemist Brotherhood lol. Now we just wait for a mod to close this invalid idea.

Share this post


Link to post
Share on other sites

Definitely seen that happen in Fullmetal Alchemist Brotherhood lol. Now we just wait for a mod to close this invalid idea.

Nyet comrade, the machine guns will gun you down and even if you do get up there, the hatches lock from the inside so either you rip them off the hinges or you smear mud on the periscope. Either way, that's about all you can do.

The way a tank is taken out by a infantry man is this order:

1. Try calling in air support

2. Call in your own tanks

3. Use a RPG as a last resort

Share this post


Link to post
Share on other sites

Nyet comrade, the machine guns will gun you down and even if you do get up there, the hatches lock from the inside so either you rip them off the hinges or you smear mud on the periscope. Either way, that's about all you can do.

The way a tank is taken out by a infantry man is this order:

1. Try calling in air support

2. Call in your own tanks

3. Use a RPG as a last resort

Dude...FMA takes place at a time around WW2 in a place similar to Britain.There's this one OP guy who ran straight to the tank slicing those incoming tank slugs,dodges those machine gun bullets and drops a stick grenade down the hatch and boom.He casually walks upstairs and faces all those soldiers like a One Man Army.

Share this post


Link to post
Share on other sites

Dude...FMA takes place at a time around WW2 in a place similar to Britain.There's this one OP guy who ran straight to the tank slicing those incoming tank slugs,dodges those machine gun bullets and drops a stick grenade down the hatch and boom.He casually walks upstairs and faces all those soldiers like a One Man Army.

And how many soldiers do you think were The Flash combined with Raiden from MGS?

I'm speaking entirely on realistic terms here. -_-

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.

My opinion on Vulcan fires is just that.

It's a machine gun, not built for anti-tank purposes.

Share this post


Link to post
Share on other sites

Sorry, I didn't really read that part.

 

The fund calculation through damage just seems way too complicated for the devs to program. Just elevating the funds through the simple destruction of tanks is already a great load on the part of the server. Wait a few years though, it might be possible by then.

Share this post


Link to post
Share on other sites

this idea is unworkable.

1.if the health 8smincreased have u thought how could players be able to even kill a single person with turrets with limited ammo like rico,fire etc

2.in ctf mode u can go in and tale the flag away while even 4-5 defenders wont be able to kill u. similarly the attackers wont be able to return flag whatso ever making ctf unplayable

3.with high proection paints and a heavy hull u ca just put 8n a double armorlet the guy deplete ur health,put on repair and then u will still be alive till ur smart cooldown on repair kit comes off.

4.in cp mode as the hulls will die reallh slowly it will all depend on who has more player in his team and on the control point.since u cant clear off players easily.

Share this post


Link to post
Share on other sites

I think this would work well as a separate game mode, where you only have one life, but killing another tank takes a lot of effort and tactics. Not really sure how that would work, but I don't like the idea of this being added instead of the current arcade, fast-paced gameplay.

 

And to everyone else reading this topic, please don't comment about how this will ruin the economy. Of course if tanks became more difficult to kill, then you would get a lot more experience and crystals for every kill to compensate for tit.

Share this post


Link to post
Share on other sites

That's the death of ctf mode, all the tanks just hold the flag forever without dying..

I LOVE hostage flag situations. When you go after your flag, it's like you are Special Forces going in.

Share this post


Link to post
Share on other sites

I think this would work well as a separate game mode, where you only have one life, but killing another tank takes a lot of effort and tactics. Not really sure how that would work, but I don't like the idea of this being added instead of the current arcade, fast-paced gameplay.

 

And to everyone else reading this topic, please don't comment about how this will ruin the economy. Of course if tanks became more difficult to kill, then you would get a lot more experience and crystals for every kill to compensate for tit.

Thank you. I like this.. Try it as a separate game mode.

Share this post


Link to post
Share on other sites

Archived

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

×
×
  • Create New...