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48hrs experiment with supplies this weekend


theFiringHand
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Great idea! If this doesn't stop complaints about drugs being OP, then I don't know what will. On the other hand, I'm already seeing "druggers" complaining that their beloved supplies are getting nerfed and they will no longer be able to buy their way to victory against weaker free players :D

 

Looks like there isn't an end to all the hate towards tanki devs, is there?  :lol:

You can't please everyone.

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Thank you! cant wait to test it out :) 

 

If i'm understanding correctly tho it means players will be able to press 2, 3 and 4 at the same in non pro battles too tho? :S ehhh.. oh well I still think it's good :) let's see :D

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I hope this possible change will be hate. I don't understand why want TO change this. If they made PRO battle without drugs, why are players without drugs complaining in normal that other players are ''noob'' drugers... If they have problems with drugs, why aren't they playing PRO battles? In my opinion it's unfair against player who spent their money on drugs. They bought them bsc of advance in normal battles (I'm one of them). And this update will delete this advantage. It will make normal games more boring.

 

We will see what will it do...

 

But I hope it will be unsuccessful try to change our favourite game.

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How can you have a FAQ if nobody has asked a question yet?

 

Anyways this looks good. Now supplies are more about timing and not spamming, but i doubt that will be for long.

Because I can preempt what kind of questions you will ask.

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Great idea! If this doesn't stop complaints about drugs being OP, then I don't know what will. On the other hand, I'm already seeing "druggers" complaining that their beloved supplies are getting nerfed and they will no longer be able to buy their way to victory against weaker free players :D

 

Looks like there isn't an end to all the hate towards tanki devs, is there?  :lol:

But have you thought about this...

 

A shaft can one-shot a medium hull. One way to counter was to use a DA when spawning so you would not die as you spawn.  Now you have no recourse...

 

When opponents are spawn-killing, you had a chance to throw on a DA (or DD) to try and fight back. That opportunity is lost now. Might as well leave the battle.

 

Why has this not been tried - just keep the smart-cooldowns as they have been for a while and reduce the effect of the supplies. Make them less powerful.  They still give advantage (so tankers will buy) - but not the huge advantage described at beginning of this thread.

Edited by wolverine848
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Just when i was about to despair away the last days before the June sale.

Typical Tanki; never fails to interest, mortify yet amaze me :)

Hats off for the mastermove to the devs, you really have stuff up your sleeves.

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There never will be. You can never make everybody happy.

Well the unhappy ones this time have had their fun tbh

  

 

 

 

Unrelated topic, please give this a look:

The railgun m2 in XPBP now kills everything in 3 shots, even m2 hulls due to their modules. This is a little unfair and too distinct in hand to hand combat. I think this needs a little attending to sir.

Its a little too difficult to compete with those having m4s, maybe there should be an in built module on the railgun m2 to give it that one boost to level the playing field, just my idea :)

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But have you thought about this...

 

A shaft can one-shot a medium hull. One way to counter was to use a DA when spawning so you would not die as you spawn.  Now you have no recourse...

 

When opponents are spawn-killing, you had a chance to throw on a DA (or DD) to try and fight back. That opportunity is lost now. Might as well leave the battle.

 

Why has this not been tried - just keep the smart-cooldowns as they have been for a while and reduce the effect of the supplies. Make them less powerful.  They still give advantage (so tankers will but) - but not the huge advantage described at beginning of this thread.

I dont think the extra cooldown on your most used supply will be that significant. Plus, using a DA on a single tank is just not economical.

Also, are you suggesting that the effect of each supply be reduced? (double power -> 1.5x power) Because that really sounds like a brainwave. Im mean, they could also reduce the cost of supplies to compensate with it.

 

 

 

 

 

 

 

 

EDIT: Actually, when you think of it this way, at the end of the day, tanki is a company. And what fetches its profit are the druggers. Maybe this will damage it beyond repair. Coz tbh, the major part of the community right now relies heavily on drugs. Its pretty clear from the fact that each battle i enter at my rank that isnt XPBP or doesnt have supplies put off always contains at least 3 to 4 hapless druggers,

So maybe, that plan isnt going to be implemented.

Edited by M1Abhrahams

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There is one good aspect here. These supplies have wreaked a detrimental effect on the whole game.  Tanki has finally come out and admitted the problem.

 

Here's the bad part. Once again they refuse to address the real problem. Once more a band-aid is being put on a gaping wound.

 

"Supplies always beat skill", is what the Tanki guy said. "We don't want that", the Tanki guy said.  Well then the answer is to re-design and/or remove the Supplies. The answer is not to layer on even ore complex cool-down rules. 

 

The real problem lies with DA and DD.  These two supplies and their 4x effect had poisoned so much in the game.  The most recent example is Isida.  In justifying the removal of self-heal Tanki alluded to how vamparism is too powerful when multiplied by Supplies.

 

So Tanki's solution is to toss out entire design concepts instead of facing facts and replacing DD/DA with something better. 

 

Nothing will really change until the simplistic system of doubling of damage and hit points goes away. But it is good to see something tried. The player community's best hope is to keep Tanki's feet to the fire starting with this "experiment" until Tanki bites the bullet and addresses the root cause.

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But have you thought about this...

 

A shaft can one-shot a medium hull. One way to counter was to use a DA when spawning so you would not die as you spawn.  Now you have no recourse...

 

When opponents are spawn-killing, you had a chance to throw on a DA (or DD) to try and fight back. That opportunity is lost now. Might as well leave the battle.

 

Why has this not been tried - just keep the smart-cooldowns as they have been for a while and reduce the effect of the supplies. Make them less powerful.  They still give advantage (so tankers will buy) - but not the huge advantage described at beginning of this thread.

You're just being too negative about the situation. First of all, you can't activate DA from spawn only in the first 20 seconds after joining the game. The worst case scenario here is that you activate DA once and at the same time the enemy Shaft uses DP and one-shots you. Then he keeps shooting you every time you respawn and therefore you are helpless. But in reality this doesn't happen all that much and I have rarely seen players get dominated at spawn by Shafts.

 

If Shafts annoy you so much with their high damage, just get a Shaft module and in the battle don't activate DA as soon as you spawn. During this experiment it will be better to try and play without supplies (while the enemies waste theirs) and use yours while all of them are on cooldowns.

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There is one good aspect here. These supplies have wreaked a detrimental effect on the whole game.  Tanki has finally come out and admitted the problem.

 

Here's the bad part. Once again they refuse to address the real problem. Once more a band-aid is being put on a gaping wound.

 

"Supplies always beat skill", is what the Tanki guy said. "We don't want that", the Tanki guy said.  Well then the answer is to re-design and/or remove the Supplies. The answer is not to layer on even ore complex cool-down rules. 

 

The real problem lies with DA and DD.  These two supplies and their 4x effect had poisoned so much in the game.  The most recent example is Isida.  In justifying the removal of self-heal Tanki alluded to how vamparism is too powerful when multiplied by Supplies.

 

So Tanki's solution is to toss out entire design concepts instead of facing facts and replacing DD/DA with something better. 

 

Nothing will really change until the simplistic system of doubling of damage and hit points goes away. But it is good to see something tried. The player community's best hope is to keep Tanki's feet to the fire starting with this "experiment" until Tanki bites the bullet and addresses the root cause.

RK is the real problem. It's just unfair especially combined with other drugs.

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I dont think the extra cooldown on your most used supply will be that significant. Plus, using a DA on a single tank is just not economical.

Also, are you suggesting that the effect of each supply be reduced? (double power -> 1.5x power) Because that really sounds like a brainwave. Im mean, they could also reduce the cost of supplies to compensate with it.

 

Yes - reduce the power like you say to +50%.  This is still a significant advantage over someone without. So I can see tankers still spending crystals - but - I say keep the price the same.  They may not be happy but - will still spend the money for any advantage they can get.

 

My issue with proposal from Devs is once you die, you will be helpless. opponents who have moved toward your base will be able to kill at will since they will in all likelihood be past the cool-down after spawning.

 

And the Shaft one-shot kill on medium hulls - how to prevent that now if you can't use a DA? At least with supplies off you can counter with a protection Module.

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You're just being too negative about the situation. First of all, you can't activate DA from spawn only in the first 20 seconds after joining the game. The worst case scenario here is that you activate DA once and at the same time the enemy Shaft uses DP and one-shots you. Then he keeps shooting you every time you respawn and therefore you are helpless. But in reality this doesn't happen all that much and I have rarely seen players get dominated at spawn by Shafts.

 

If Shafts annoy you so much with their high damage, just get a Shaft module and in the battle don't activate DA as soon as you spawn. During this experiment it will be better to try and play without supplies (while the enemies waste theirs) and use yours while all of them are on cooldowns.

So if I die in battle and re-spawn I can activate a DA right away?

 

This may be part of my confusion... "Supplies will not be reactivated if you’re destroyed".  what does this mean exactly?

 

regarding shafts... even if you have 50% protection, a shaft on DD will kill you - unless you use a DA.

Edited by wolverine848
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This will probably one of the most loved and disliked updates tanki will most definitely add. Those tankers who spend crystals and real money on supplies so they can play against other tankers who use supplies should not have to suffer because of others who dont like the use of supplies or claim that they get dominated in supplies battles. Tanki specifically made it so pro battles have the option to turn supplies off and play against tankers who don't have the option to use them. I personally love to use supplies against other players who also use supplies, it gives me a challenge so I dont feel as if im dominating certain players. If tanki is going to make this update permanent, AT LEAST make it so players can turn this option off in the battle creation menu.

 

Thanks

-X.Z.F

 

So you love lavish use supplies - but only against other players who also drug heavily, eh?  Hmm.

 

Well then sir I have news for you. You like the game with DA/DD removed. Let's do the math: Your DD cancels out the other guy's DA. Your DA cancels out his DD.  The game plays exactly the same as if neither of you used a single Supply.  Yet you spend money - real money - to obtain ... nothing.

 

 

Great idea! If this doesn't stop complaints about drugs being OP, then I don't know what will. On the other hand, I'm already seeing "druggers" complaining that their beloved supplies are getting nerfed and they will no longer be able to buy their way to victory against weaker free players :D

 

Looks like there isn't an end to all the hate towards tanki devs, is there?  :lol:

 

So the "experiment" is a rousing success before the first data point has been recorded?  DA/DA are still overpowered. Changing the smart cools down rules does not change that. We already have smart cool downs and drugs are OP today. Different smart cools downs tomorrow don't change the 4x effect. The new cooldowns might be marginally better but the root problem remains: OP is OP.

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So if I die in battle and re-spawn I can activate a DA right away?

 

This may be part of my confusion... "Supplies will not be reactivated if you’re destroyed".  what does this mean exactly?

This means that youll still have to wait for the remaining cooldown to use the supply again. Basically they dont refresh when you die.

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