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Patch Update 456 - Video by Hazel-Rah


theFiringHand
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double post - removed

 

Jeez talk about broken - this is the fourth post I have tried to make.

 

All have just disappeared into the TO black hole.

 

What's the point of having a forum if the technology scraps posts randomly

 

SG97 and there was me thinking shaft was supposed to have the biggest one shot damage balanced by the long reload time.

 

Looks like twins gets pretty much the same damage but with constant fire.

 

They have seriously screwed up this game with their constant meddling. You hit the nail on the head with your comment about having to use supplies. The devs model is obviously to force supply buying / use by screwing up the normal game.

 

Strategy and skill have been replaced by paypal.

 

I have never and will never buy from this game as to invest money into something so unstable and likely to fail soon seems insane.

 

They (management) obviously haven't realised (or don't care) that when it stops being fun to play and when the non druggers leave, the druggers will stop buying and the game will go bust.

Edited by CooperO
Posts merged. Please avoid multi-posting.

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double post - removed

 

Jeez talk about broken - this is the fourth post I have tried to make.

 

All have just disappeared into the TO black hole.

 

What's the point of having a forum if the technology scraps posts randomly

 

SG97 and there was me thinking shaft was supposed to have the biggest one shot damage balanced by the long reload time.

 

Looks like twins gets pretty much the same damage but with constant fire.

 

They have seriously screwed up this game with their constant meddling. You hit the nail on the head with your comment about having to use supplies. The devs model is obviously to force supply buying / use by screwing up the normal game.

 

Strategy and skill have been replaced by paypal.

 

I have never and will never buy from this game as to invest money into something so unstable and likely to fail soon seems insane.

 

They (management) obviously haven't realised (or don't care) that when it stops being fun to play and when the non druggers leave, the druggers will stop buying and the game will go bust.

Shaft takes too much time for full scope if some enemy surprises you.

Shaft was my main turret in m1 ranks, but then I ditched it because of its inability to defend itself from other turrets when they get up close.

 

Go for thunder or rail m2 in June sale.

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Shaft takes too much time for full scope if some enemy surprises you.

Shaft was my main turret in m1 ranks, but then I ditched it because of its inability to defend itself from other turrets when they get up close.

 

Go for thunder or rail m2 in June sale.

That's the way it should be. If you can one-shot a medium hull from distance AND fight up close then... ... ... OP.

 

How does a freeze defend itself from a shaft on the other side of the map?  Running and hiding?

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exactly Wolverine. I accept the shafts close range weakness for the long range power. My concern was the apparent lack of a weakness with twins. like you said powerful at all ranges = OP.

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What to nerf:

 

Ricochet: Damage and impact

Twins: Impact. All impacts should be matched to the recoil force numbers.

Shaft: Damage

Magnum: Damage

Striker Reduce the lock on memory, even if you hide for a moment it still remembers you. Not intuitive.

Firebird alteration: Somehow.

In my opinion Rico doesn't need a buff - the projectile speed and reload was nerfed some time ago, and I think that's enough to balance it.

Striker originally had a short lock-on grace period, and it was a pain to play with. Any little bump, a teammate driving in front of you, or a thin tree would knock off your aim. As long as you're in cover for a couple seconds you should be fine.

The Firebird alteration is alright considering that the stock Firebird was buffed to pre-October re-balance levels. In some ways the stock Firebird is better.

Magnum is fine how it is, in fact it wouldn't hurt to increase its damage. Most of the time the shell doesn't score a direct hit and rarely does full damage. Even when hitting a target point-blank there's a good bit of random chance involved. Couple that with the low rate of fire and poor visibility - Magnum is more of a nuisance than a potent threat.

I would agree with Shaft though, because the gun handling is bad while the damage is considerable - neither fun for the Shaft user nor for the opponent.

Edited by ThirdOnion

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The best buff for shaft would be to increase turret rotation speed when scoping. It is so frustrating to start scoping at a mid range target only to find that it runs faster than the turret will traverse.  

 

I have noticed also that the number of single shot kills on high M0 / medium M1 seems to have decreased markedly of late. The long recharge then means that either a follow up shot with arcade strength used to finish off the job, now with the arcade damage reduced by range nerf, very often it doesn't even register as any damage. Net result is that the target escapes or is killed by a teammate - good for the team not so good for my score.

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That's the way it should be. If you can one-shot a medium hull from distance AND fight up close then... ... ... OP.

 

How does a freeze defend itself from a shaft on the other side of the map?  Running and hiding?

I would normally agree with you but Golfinray once said that he "snipes people with his firebird" so...  :ph34r:

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TBH of late I have been gradually losing interest in this game. The excitement of hard fought battles trying to outwit clever opponents with new strategies has gone. It has now been replaced by a daily grind trawling through maps that I don't like, rank ranges that put me 7-10 ranks from the top to eventually find that what looks to be a half decent battle, is populated by druggers with massively bought equipment and huge supply reserves whose only idea of strategy is to punch 1-5 as fast as possible.

 

I used to fret if I missed a daily mission but not any more. Now if  I feel like it, I will grace TO with my presence if not then there will be something on the TV instead.

 

Good luck TO your greed will be your downfall.

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TBH of late I have been gradually losing interest in this game. The excitement of hard fought battles trying to outwit clever opponents with new strategies has gone. It has now been replaced by a daily grind trawling through maps that I don't like, rank ranges that put me 7-10 ranks from the top to eventually find that what looks to be a half decent battle, is populated by druggers with massively bought equipment and huge supply reserves whose only idea of strategy is to punch 1-5 as fast as possible.

 

I used to fret if I missed a daily mission but not any more. Now if  I feel like it, I will grace TO with my presence if not then there will be something on the TV instead.

 

Good luck TO your greed will be your downfall.

Yes, even I don't mind now if I can't do one of my missions.

 

Try working on an alt account simultaneously, low rank gameplay is fun.

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Good luck TO your greed will be your downfall.

 

Tanki yesterday has reached a new mile stone (or more like mile hole)

 

Yesterday for the first time since the game started going down hell the max number of players online at the same time didn't go above 40k, it maxed at around 39,700

 

Today with the last contest rewards being handed it barely got to 40,500

 

Sadly if this game dies I won't feel sorry for it, because the tanki we knew and had great times playing is long gone

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Also account, some people have exam season now, possible is a cause of people not playing, myself too personally i take a few days off tanki to revise.

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There will always be seasonal variations eg holidays exams but these tend to balance out globally as not every country has exams etc on the same day.

 

It does however seem to be declining although that is just my opinion and is not based on empirical data.

 

Hopefully the mis-managers by now have crunched the numbers and can fairly accurately predict the cliff edge when Tanki will go under. Also hopefully the (I really struggled fruitlessly to find something that rhymed with bellends here ) people will already be looking for new jobs and will leave in time for someone with an understanding of business to save TO.

 

Morning rant over, I feel better now.  ;)

Edited by CooperO
Kindly refrain from using insults.

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Another kick in the teeth for us guys who don't have the money.

 

I earn around 50 crystals for an average 15m battle. It now takes me an hour to earn a 200-crystal mission - in some candy-ass Battle-button battle which doesn't suit my tank.

 

And what's the prize?  A few supplies.

 

And now you're giving 2500 crystals for free to premium buyers? Every day! Where's the fairness in that?

 

This is a poor, poor update.

The earnings for staying in a battle should be increased.  The point of this is not to give a participation award, but to make the rewards more equal.  Consider this example.  The amount of deaths per side is equal, however the flag captures are unequal, for instance, 7 to 3.  the winning team today appears to get many times more than 70% of the points.  The losing team should get more points, up to 30%, in this example. 

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Agree with you Indyone. The rewards for the losing side bear no resemblance to the effort put in.

 

Once a side starts losing peoples heads go down and they drift off to winning sides in other battles as for many there is no point staying in a losing game for a handful of nothing. Make it worth peoples while staying and making a fight of it.

 

I would love to see some form of reward reduction ratio brought in based upon the number of supplies used. A reasonable threshold could be set and then beyond that you lose something off your final crystal total based on how madly you drugged the battle.

 

For the buy-to-win die hards, it wont make any difference as they buy their crystals anyway but it might encourage some skill back into the fight rather than the ability to keep pressing 1-5.

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Agree with you Indyone. The rewards for the losing side bear no resemblance to the effort put in.

 

Once a side starts losing peoples heads go down and they drift off to winning sides in other battles as for many there is no point staying in a losing game for a handful of nothing. Make it worth peoples while staying and making a fight of it.

 

I would love to see some form of reward reduction ratio brought in based upon the number of supplies used.

OR... a ratio based on team balance... 8 vs 5?  The "5" should get a handicap.  Having fewer tanks is at least as bad as not having same supplies. Those with more tanks tend to control map (and supply-drops) better.

 

Unfortunately it's difficult to track as some might drop out shortly before battle ends... so - likely not.

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