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May Holidays, Sales and Goodies Coming!


theFiringHand
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The Zero Supply Mode has now gone. I really miss it. For every holiday or celebration there should be a special supply mode, but the developers should give out the Zero Supply Mode to be a permanent supply for Tanki Online players to use.

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The Zero Supply Mode has now gone. I really miss it. For every holiday or celebration there should be a special supply mode, but the developers should give out the Zero Supply Mode to be a permanent supply for Tanki Online players to use.

Yeahh I miss healing by non-isida turrets :P

Edited by Hatty1994

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its actually 24%

I had no idea about it because the first kit I bought was a light kit and since then I have been playing xp/bp. While xp/bp format was not introduced so I had no idea how much protection is needed. Though I know why it is needed :)

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Sorry if I am misunderstanding, but I cannot really tell if you are relating the current increased gold box drop rate with the ZERO supply or not... because they really do not have nothing in common, if not being held contemporaneously during these May Holidays. :huh:

 

~~~~~~~~EDIT~~~~~~~~

 

Question unrelated to my previous post:

I acknowledge that they are free and the actual supplies a player possessed are not touched, but do the supplies from using ZERO supplies count on a tanker's profile? :huh:

No I was just mentioning that I liked it. I didn't think they were connected.

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IMO Zero supply is like Assault Mode (I am a HUGE fan of Assault Mode). Botttom line, it's a seasonal occurrence. Perhaps it will be back next year.

 

Did I mention, I love Assault Mode?

 

I wasn't as big a fan of Zero Supply. But I give Tanki props for trying something different during a Holiday event. I hope they continue to bring special game features to future holidays. This is a GREAT way to spice up the game and stir up player interest in, well, actually playing.

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IMO Zero supply is like Assault Mode (I am a HUGE fan of Assault Mode). Botttom line, it's a seasonal occurrence. Perhaps it will be back next year.

 

Did I mention, I love Assault Mode?

 

I wasn't as big a fan of Zero Supply. But I give Tanki props for trying something different during a Holiday event. I hope they continue to bring special game features to future holidays. This is a GREAT way to spice up the game and stir up player interest in, well, actually playing.

I also liked that New Year map with assault mode.

I don't understand why they took it away though.

 

Map and mode should have stayed.

 

Also, the lag is much more than I have ever experienced.

 

Every 30 seconds, I either get server connection closed, or an error occurred, click here to re-enter the game.

Many times I lose my progress.

 

While playing, I miss most of my shots because of the lag.

 

I haven't been able to play much. Only logging in to do daily missions.

 

No point in renewing my pro pass if the lag continues.

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zero supplies is good. But attention!

 

If you go into a battle the other team all or almost all are friends, they will use the zero supplies of synchronized mode. and it will be easier to defeat your team that is not synchronized to use the zero supplies.

 

even being good player, he never defeat the others that are synchronized. and if often this already happens without the zero mode supplies. 

So imagine the zero supplies forever in the game. It would be a massacre for the team that is not synchronized to use the zero supplies.

 

I think it would be the ruin for those who play with drugs at all times.

Edited by JoaoxXx
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I also liked that New Year map with assault mode.

I don't understand why they took it away though.

Interesting battle mode but...

 

Sides were imbalanced - even more so than a map like Noise.

 

Defender (Blue?) with three points to watch was at a large disadvantage - especially when tanks could lag right over the blocking defenders.

Attackers (Red?) won - i'd guess - 70% (or more) of the time.

Tankers on Red side would exit when battle ended just so they would not have to play blue.

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Defender (Blue?) with three points to watch was at a large disadvantage - especially when tanks could lag right over the blocking defenders.

Attackers (Red?) won - i'd guess - 70% (or more) of the time.

Tankers on Red side would exit when battle ended just so they would not have to play blue.

Personally, I actually preferred to play on the blue team. Not sure really why; maybe because it was easier to maintain a gud KD ratio...

But I do agree with your point.  ^_^

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Interesting battle mode but...

 

Sides were imbalanced - even more so than a map like Noise.

 

Defender (Blue?) with three points to watch was at a large disadvantage - especially when tanks could lag right over the blocking defenders.

Attackers (Red?) won - i'd guess - 70% (or more) of the time.

Tankers on Red side would exit when battle ended just so they would not have to play blue.

As far as I remember, there were 3 flags, but only 2 capture points, not 3.

You could place mines around them.

 

They could rework the system and give more points to blue every 10 seconds if flags are not captured.

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As far as I remember, there were 3 flags, but only 2 capture points, not 3.

You could place mines around them.

 

They could rework the system and give more points to blue every 10 seconds if flags are not captured.

I think you are correct - 3 flags and 2 CP.

 

Blue still lost ~ 70% of the time. Was way worse at start before they adjusted the scoring. More tweaks there might make it more even.

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Interesting battle mode but...

 

Sides were imbalanced - even more so than a map like Noise.

 

Defender (Blue?) with three points to watch was at a large disadvantage - especially when tanks could lag right over the blocking defenders.

Attackers (Red?) won - i'd guess - 70% (or more) of the time.

Tankers on Red side would exit when battle ended just so they would not have to play blue.

It was 3 flags & 2 points. Every time red used to win unless blue side use heavy fat tank to block the entry point along with mines because mines alone cannot stop red players because of the health kit ;) As soon as the battle ends, players used to leave red side to join blue so that they become red in next round, its lot of fun, every time I changed sides :ph34r:

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It was 3 flags & 2 points. Every time red used to win unless blue side use heavy fat tank to block the entry point along with mines because mines alone cannot stop red players because of the health kit ;) As soon as the battle ends, players used to leave red side to join blue so that they become red in next round, its lot of fun, every time I changed sides :ph34r:

Well the defending side used to win when I played.

I was in the WO ranks then, and there weren't many people who used supplies.

 

I guess thats why they couldn't come up with a way to make AS mode balanced.

For high ranks, too easy to cap flags, with lot of supply usage, and for low rankers, very difficult without supplies.

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It was 3 flags & 2 points. Every time red used to win unless blue side use heavy fat tank to block the entry point along with mines because mines alone cannot stop red players because of the health kit ;) As soon as the battle ends, players used to leave red side to join blue so that they become red in next round, its lot of fun, every time I changed sides :ph34r:

Balance was a big problem.

 

Red won most standard battles

 

Blue won EVERY no-supply PRO battle

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I would like the zero supply feature to stay in non-pro battles, but I suggest an alteration:

 

Each player can only get the zero supply maximum twice in a game.

 

So if people drug a lot, they finish their two chances quickly.

 

The team which is being dominated earlier, can make a comeback later in the match when their zero supply charges up.

Edited by r_sg971

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since the communication panel thread has been archived. so i am suggesting here. it would be great if whatever event you guys organize display the timing when it will start instead of writing 18 gmt or whatever. just like when you go to live stream of cedric debono it is stating that the live stream will start in 110 minutes.

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