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Balance Battles: by Spawntime, Invincibility and Drops


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What he means is that it'll be harder to be spawn killed since the weaker team would be spawning at a faster rate

yes, they spawn faster, which means the other team will be killing them even faster

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What he means is that it'll be harder to be spawn killed since the weaker team would be spawning at a faster rate

Actually, I think that he has a point. Imagine a 10 vs 6 game where all the red team is camping around the blue base spawn-killing them. Their increased spawning speed could actually make little difference, they are already outnumbered, and if they spawn faster, it might just mean that they are killed faster.

 

Or it might not, I'm not sure, but I think its a fair point.

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@Drops

I already considered of dropping supplies in the outnumbered base faster, but this will just help the spawncampers.. So I went for reducing the overall drop rate. Then the dominating team will run out of supply drops very fast.

 

lol yes, let the weaker team die even faster!!

Most likely you need a combination of them.

^--- ;)

This is the key that saves a faster spawning team from just beeing killed faster.
Invincibility until the first shot was fired offers the chance to place at least one shot on the overpowered teams enemy tank: If your team spawns fast and fucuses fire by the use of invincibility, then - together with a faster spawn - you could drive spawncampers out of your base. Once you set up a defense perimeter again, the enemy will breach it (they are more) but your team spawns faster and can fill the gaps easier.

 

If they breach through and grab your flag, your fast spawning players can maybe span in time to snipe the enemy flagrunner, which would ba way out of reach within the 12..13 sec of spawntime that we have now.

 

As written, it is a combination.

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@Drops

I already considered of dropping supplies in the outnumbered base faster, but this will just help the spawncampers.. So I went for reducing the overall drop rate. Then the dominating team will run out of supply drops very fast.

 

 

 

^--- ;)

This is the key that saves a faster spawning team from just beeing killed faster.

Invincibility until the first shot was fired offers the chance to place at least one shot on the overpowered teams enemy tank: If your team spawns fast and fucuses fire by the use of invincibility, then - together with a faster spawn - you could drive spawncampers out of your base. Once you set up a defense perimeter again, the enemy will breach it (they are more) but your team spawns faster and can fill the gaps easier.

 

If they breach through and grab your flag, your fast spawning players can maybe span in time to snipe the enemy flagrunner, which would ba way out of reach within the 12..13 sec of spawntime that we have now.

 

As written, it is a combination.

Forgot about invincibility. So now, it should be easier to turn the tide. I don't know about the drops though.

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I think it would be simpler if players are automatically transferred during a battle with unbalanced teams and score from the more powerful team to the weaker team. This transfer will happen automatically once the unbalance reaches a certain threshold. Players will see a countdown before being transferred to prevent confusion.

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Good thought..I am in support of this

They are instances where tankers like myself run from battles because you will be ending up with k/d of 0.1, strong opponents keep stroking around your base and kills you the moment you re spawn making you angry and wanting to click that exit button..

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I think it would be simpler if players are automatically transferred during a battle with unbalanced teams and score from the more powerful team to the weaker team. This transfer will happen automatically once the unbalance reaches a certain threshold. Players will see a countdown before being transferred to prevent confusion.

No way - imagine you are at the top of the leaderboard on a winning team. Suddenly half the losing team quits and you get shoved onto the losing team. Outrage doesn't begin to describe player reaction.

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No way - imagine you are at the top of the leaderboard on a winning team. Suddenly half the losing team quits and you get shoved onto the losing team. Outrage doesn't begin to describe player reaction.

How about if the algorithm tried to only move the players at the bottom of the leaderboard?

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How about if the algorithm tried to only move the players at the bottom of the leaderboard?

Then the players on top of the leaderboard would stay in the winning team and slaughter the others.

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Then the players on top of the leaderboard would stay in the winning team and slaughter the others.

That still would be better than an 8v4 battle where nobody wants to join the losing side. Also, it would make it possible for the losing team to try to win.

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How about if the algorithm tried to only move the players at the bottom of the leaderboard?

I don't think they'd be happy about it either.

 

I'm also not sure hat taking the worst players from the winning team would cause the losing team to make a comeback. There are an awful lot of freeloaders and gold hunters out there even on winning teams. As often as not, you'd end up with a winning team and a team of superlosers.

 

.

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I don't think they'd be happy about it either.

 

I'm also not sure hat taking the worst players from the winning team would cause the losing team to make a comeback. There are an awful lot of freeloaders and gold hunters out there even on winning teams. As often as not, you'd end up with a winning team and a team of superlosers.

 

.

Thanks for responding and giving your opinion. Yeah, it probably would not be a good idea

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spawntime is reduced for weaker team

10vs9 -> normal spawn times (as today)

10vs8 -> spawn times = 80% for the weaker team

10vs5 -> spawn times = 50% for the weaker team

 

lol yes, let the weaker team die even faster!!

 

The spawn time should be according to the weakness of the tank first, i.e., reduced for weaker tanks.  With this, it is not as necessary to change the spawn time for the stronger tanks.  However, the suggestion to change spawn time for team with less members also has some merit.  Some changes need to be made to reduce the game exiting.  This is just one, but it could be very helpful.  I also posted about balance in relation to magnum.  Keep working toward balance for tanks as well and consider reducing impact of  some supplies as well to achieve that.

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Faster Respawn Time and Overdrive Charge For The Losing Team

 

In almost every battle I see, the losing team gets spawn killed, and it becomes very boring for them. To add insult to injury, a lot of the losing team leaves and we are outgunned. This makes me frustrated as I score several times as much on the winning team than on the losing team.

 

The improvements here can make playing on the losing team more fun, and persuade people not to rage quit.

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Team balance in last 5 minutes.

 

Its been very often noticed how heavily imbalanced th teams can be sometimes.
To remove this I suggest that Tanki add a feature that in the last 5 minutes tankers can't leave battle.
Mostly in CTF and RGB when one team score 2 or 3 times in a row, most players quit, which worsens the scenario for the losing side.
The good players suffer a lot due to this.

 

Further this is very necessary to be implemented in pro battles as well.
Players already cap flags to get a lead n thus ensuring victory.

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Team balance in last 5 minutes.

 

Its been very often noticed how heavily imbalanced th teams can be sometimes.

To remove this I suggest that Tanki add a feature that in the last 5 minutes tankers can't leave battle.

Mostly in CTF and RGB when one team score 2 or 3 times in a row, most players quit, which worsens the scenario for the losing side.

The good players suffer a lot due to this.

 

Further this is very necessary to be implemented in pro battles as well.

Players already cap flags to get a lead n thus ensuring victory.

How would you prevent them from leaving?

 

And why do you think they are leaving?  Often it's because - the teams are not balanced and they are getting spawn-killed.

You expect players on the team that's going to lose (and get very little crystals) to sit there and keep getting killed?

 

No way. That's a non-starter.

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Under review

[gmpl] [blnc]

Good concept, but there are better options. I like the spawn time difference, but drops and invincibility aren't that great.

Which options do you think would be good as well?

 

This is the key that saves a faster spawning team from just beeing killed faster.

Invincibility until the first shot was fired offers the chance to place at least one shot on the overpowered teams enemy tank: If your team spawns fast and fucuses fire by the use of invincibility, then - together with a faster spawn - you could drive spawncampers out of your base. Once you set up a defense perimeter again, the enemy will breach it (they are more) but your team spawns faster and can fill the gaps easier.

 

If they breach through and grab your flag, your fast spawning players can maybe span in time to snipe the enemy flagrunner, which would ba way out of reach within the 12..13 sec of spawntime that we have now.

 

As written, it is a combination.

I don't think this invincibility mechanic is a possible way, because it can be easily abused, when some of those never shoot and they can be used as an immortal moving obstacle and meat shield.  

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Which options do you think would be good as well?

Wut? You expect me to remember what I was thinking 1.5 years ago?  :lol:

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I don't think this invincibility mechanic is a possible way, because it can be easily abused, when some of those never shoot and they can be used as an immortal moving obstacle and meat shield.

You're right, I wrote it the wrong way.

In the way I put it, it could be truely a bad thing...

 

Think of it like a 1.1sec time-frame, that can be used to fire.

This allows a rail to charge-up and release the shot, as well as a Magnum can make one shot as well. It's too short for a striker to lock on (which is fine), and it would be prefferable if a Hammer can not release two shots in that time window (I forgot hammers reload time at the moment..).

For Ricos and Twins each projectile deals a limited amount of damage, so it's ok.. and a Firebird can make use of afterburn after 1sec already.

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