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New balance changes and other features


theFiringHand
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Not sure it works that way - I think it is completely random - regardless of garage.

 

Of course the best missions for isida are "gain experience in battles" as that gives us freedom to choose map and game-type. I never choose DM unless I have already made the freebie switch.

What I meant was, there should be a mechanism that prevents isida players from getting DM missions.

 

Gain experience in battles is everyone's favorite mission :)

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First time in 5 years that I'm missing Halloween in Tanki... Shame on you tanki! 

How is it tankis fault you wont be able to be there? 

Maybe sarcasm?  Idk how it's Tanki's fault...

Edited by r_I_already_won0

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How is it tankis fault you wont be able to be there? 

Oh, I'm perfectly able to be there. More time than ever actually. But that's why it's even worse... They ruined their game. All motivation is gone.

 

I spent a total of €200 on some smurf accounts to make them ready for goldhunting at halloween, but with this update I won't even bother -_-

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regarding the fire-freeze-isida tests.. in Firevs-Freeze, the fire has to win, simply as it's afterburn is added to the normal damage.

It his is not the case, then either some stats are wrong, or the issue is truely the triggering delay of the humans (which we can not get rid off, except you open two flash-players on the same computer and trigger the space bar for both windows by a script)

 

Interresting. My Isida displays 4 numbers per second.

`All I really know is that now after the update the Freeze M1/M2 tanks have been beating up my best equipment.

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`All I really know is that now after the update the Freeze M1/M2 tanks have been beating up my best equipment.

Well since you spoke of your isida i assume you use isida.  All I know is that freeze should be able to beat isida. isida is not an attack weapon.

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Damage counters?

Are the 4 numbers the same?  Do they add up to the damage your isida might do per second?

Theyre the same number, the short range trio all hit 4 times a second but with 1/4 of what the garage shows/

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Hammer is the one to stay away from .. one shot takes me out and i'm m4 ricochet with alterations and fully loaded .. so how and why this is happening i have no clue when i should be more powerful then m3 not loaded.>>???

Before the re-balance, rico m4 always gave me a hard time

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Railgun: I might not ever use Railgun again in non-XP battles.

Smoky: After Smoky's update, I don't consider its critical hit an actual critical hit anymore, considering the fact that the critical damage is only 10-20% higher than the normal damage. The critical damage and min damage decreased but its max damage increased. It took me slightly more shots to blow up an enemy than it did before.

Firebird: I only used Firebird once after the update, and afaik it's still pretty good.

Freeze: The one thing that prevented me from upgrading it back in 2015 was when it lost its freezing effect. Well, now that the freezing effect is back, I might start saving up for M3. I can see that Isida is being replaced by Freeze and now there's so many Freezers.

Isida: I don't care that much if Isida got nerfed. Isida has always been annoying as hell throughout the year, 10% more annoying than Vulcan. But why should the price of M3 increasing by 68700 and why increase the min rank from to , after all that nerf? Huh, good thing I didn't waste so much crystals on this piece of crap lol.

Ricochet: Played against a Ricochet user once after the update. I don't see that much of a difference between the new Rico M3 and the old Rico M3, so it's still pretty good.

Twins: OP as hell...whenever I see a Twins M3, I have to not to go near it (as a smoky) unless the Twins user is weak.

Vulcan: I hate this turret; I wish it got nerfed as much as Isida did.

Hammer: I don't see that much of a difference, except that its impact force got nerfed a little.

Thunder: I never brought this turret, but I see that the M3 version is better than it was before.

Shaft: I'm not a fan of this gun, and I'm glad I don't see that many shafters because it gets annoying sometimes.

 

 

Edited by Amon166
  • Like 2

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Yes i know the Rebalance literally just came out a few days ago, and Isida did need a Nerf. But now post update and with only a Self heal rate of 10% isida has practically become extinct. How about increasing it to 40-50%?

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Yes i know the Rebalance literally just came out a few days ago, and Isida did need a Nerf. But now post update and with only a Self heal rate of 10% isida has practically become extinct. How about increasing it to 40-50%?

Topic merged

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The worst aspect of the update was how much slower everything is (except vulcan tracking rate).

 

Vulcan and hammer are still OP compared to the other turrets. 

 

I'm trying to get used to viking again, but it is so sad.

 

Viking was stable, now it floats. Viking was agile, now it lumbers. Viking had staying power, now it dies a lot.

 

I don't understand how they made it both more sluggish and harder to handle, harder to drive straight, harder to turn as it used to. 

 

What did you do to viking to make it so much worse, while seeming to not change it much? The stats interact in unforeseen ways. None of it is good for anyone who had specialties and skills certain equipment.

 

I'm trying to use twins again. So far, it ain't working. I'm almost as effective, but I must hang back. I can no longer charge in. I could engage by driving between two opponents and kill one, and spin fast enough to target the other. Now, no. I must keep some distance. I cannot split opponents and live long enough to turn my turret after dispatching the first. 

 

I find the alteration for twins repugnant. I won't try it under any circumstance. Twins has all the range I ever seem to need, well, that used to be true. I'm not sure I will get used to it. Vulcan is at least as strong, and it is supposed to be sluggish with slow tracking.

 

I still think this is a terrible and fun-killing update.

 

And don't forget the Tanki Online motto: Use or lose!

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Supplies needs match-dependent cooldown extension parameters.

 

That is, when teams are unbalanced, the team with more tanks should have longer cooldowns, proportional to the team difference. The team with fewer tanks should have slightly shorter cooldown until the teams even out.

 

Also, there should be a similar extension of cooldown time when one team gets significantly ahead in score. The two affects should combine.

 

Of course, if you are truly devoted to heavy supplies usage, then please make the motto official, "Use or lose!"

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I Don't Give A Fork

 

i just don't give a fork about whatever tanki is trying to achieve here.. because tanki definitely doesn't forking know itself so what the fork..!!

 

Since they don't know a fork, they are forking up the game in the process

 

Symon was forking better then Cedric.. but conclusion is both did not know a fork thing about the game..

 

You do not forking give a fork for what we think.. you only give a fork for money

 

Forking Gissomos who have spent tons of cash/ crystals to be competitive (M4 equipment) at their ranks have been thoroughly forked since forking Cidric and his forking team arrived.

 

I have been very forking patient in the forking past.. but this forking blew the forking whistle kind of forking thing..as much as i forking hate to post this.. i forking feel forking compelled to convey my forking thoughts..

 

Forking noob admins.. this forking game is not for forking kids only.. a large number of forking adults play it... so stop treating us like forking kids..

 

You make the forking changes and then you forking throw froking candies (sales) so the forking kids would forking buy more..

 

LOL enough for forking on my part. no more forking money from my forking end ever forking again :) you forking ruined it for my forking rank..

 

and like i forking said in the start.. "i do not give a fork anymore.." so do whatever you want too.. :)

 

have a nice forking day...

 

fork you...

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This is soo much true.

It is soo much less funny to play, since everthing is so slow, so unprecise, so sluggish

 

Feels like driving a pudding.

 

 

 

The worst aspect of the update was how much slower everything is (except vulcan tracking rate).

 

Vulcan and hammer are still OP compared to the other turrets. 

 

I'm trying to get used to viking again, but it is so sad.

 

Viking was stable, now it floats. Viking was agile, now it lumbers. Viking had staying power, now it dies a lot.

 

I don't understand how they made it both more sluggish and harder to handle, harder to drive straight, harder to turn as it used to. 

 

What did you do to viking to make it so much worse, while seeming to not change it much? The stats interact in unforeseen ways. None of it is good for anyone who had specialties and skills certain equipment.

 

I'm trying to use twins again. So far, it ain't working. I'm almost as effective, but I must hang back. I can no longer charge in. I could engage by driving between two opponents and kill one, and spin fast enough to target the other. Now, no. I must keep some distance. I cannot split opponents and live long enough to turn my turret after dispatching the first. 

 

I find the alteration for twins repugnant. I won't try it under any circumstance. Twins has all the range I ever seem to need, well, that used to be true. I'm not sure I will get used to it. Vulcan is at least as strong, and it is supposed to be sluggish with slow tracking.

 

I still think this is a terrible and fun-killing update.

 

And don't forget the Tanki Online motto: Use or lose!

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ugh . stop merging my topics with the Devs post. then no one will see them

It's the other way around. Developers barely ever check the Game Discussion section, while in the News section every single post in every topic gets checked and taken into consideration.

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Fghting Vulcan with wasp pre and post update:

 

Pre-Update:  Vulcan is shooting at wasp.

 

Wasp falls off edge of map because of impact force.

 

Post-Update:  Vulcan is shooting at wasp.

 

Wasp dies before he falls off edge of map.

  • Like 5

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It seems that the new re-balance has caused a problem with my thunder turret!! I have Thunder M4, which should inflict 1020 hp damage on enemy tanks, ( providing I am in max damage range, and the enemy has no Armor or protection from thunder) but the new indicators of damage inflicted, rarely shows more than 900 damage inflicted. See the screenshot below. Please sort this out Tanki  :-)

 

cb4ce792dfe7137000062e6951084e1e.png

Edited by wulrus
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