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[Review] Zero Supply


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Zero Supply Reviewed

 
 
 
There are probably about ten people writing a review on the Zero Supply for either the newspaper or the AWC, so I've decided to write this to beat the rush which will allow me to accuse them all of plagiarism when they put out their pieces ehehehehehee >:-)
 

 
The Zero Supply was a temporary feature added to the game for the duration of the May Holiday celebrations. Activating it resulted in all five of your supplies being used. That's Repair Kit, Double Armour, Double Damage, Speed Boost, and Mine triggered all at once. Additionally, any teammates in the general vicinity would receive the same bonus.
 
Now, you may be thinking "Darn, Tanki is promoting the use of supplies yet again. When will they ever learn that drugs cause extreme imbalance? Bad, bad Tanki >:[." This argument seems valid -- drugs imbalance the game, therefore more drugs = more imbalance, riiiight
 
No. The system behind the 0 supply was brilliant. Unlike the other supplies that can be bought in the shop or obtained from missions, access to the 0 Supply depended on your skill level. The more you contributed to your team, the higher your percentage rose, until finally, at 100%, you were ready to wreak havoc. So, now that we've realised what an amazing addition this was to Tanki, let's get a little deeper.

 
 
Effects on Gamemodes

 
CTF

The tactics of CTF were completely altered by the supply's introduction. Teams began using more teamwork in timing their attacks; coordinating their moves to coincide with the supply's cooldown time. Typing 100 in the chat would cause your tank to be mobbed by eager teammates hoping for full supplies. After receiving the bonus, a wave of fully drugged tanks would descend on their helpless opponents. Spawnkill heaven.
 
CP

0 Supply arguably affected CP more than any other gamemode. Groups of players would migrate from point to point, supply indicators glowing with the beautiful brown red and yellow of a fully activated tank, leaving the smoking shells of their enemy hulls in their wake. Battles could be turned around in the last few minutes with just one use of the 0 supply.
 
TDM
I'm just gonna pretend like I've played lots of TDMs over the course of the celebration and am qualified to write a paragraph on it, even though realistically, no one ever plays TDMs unless forced by a mission. TDMs were, well... still boring. The only gamemode 0 Supply was unable to change. I pity the tankers who had TDM missions during the May festivities. While they wasted their time multing in TDMs, the rest of us were rocking in CTF, CP, and...
 
DM
Activating the supply next to any other tankers will not give them full drugs, even if you've teamed up with them. I find it necessary to mention that after a couple of Warrant Officers allied and tried to help each other out. After about two minutes of coordination in which they spent spamming the chat with their whereabouts, they finally realised that the effects don't transfer to your opponents in DM. Imagine that. 
 
 
 
Effects on le Goldies
 
Lots and lots of mines. After each siren, two to three 0 Supplies would be activated, dropping bunches of mines around the drop zone. That's an advantage when your teammates activate it, but when the drop point is in enemy territory, it was a nightmare manoeuvring your tank through the minefield. Gold catching didn't change all that much aside from that. Basically, Dictators still ruled.
 
 
 
Negative Aspects
 

Nothing is perfect. Especially when it comes to Tanki updates. Despite the mostly positive impact on the game, the 0 supply had its downsides.
 
Game imbalance

In CTFs, the first team to activate a zero supply would routinely win. A well-organised team could easily capture enough flags to gain the upper hand and then sit back for the rest of the game. This became increasingly annoying as the battle funds climbed up to double the usual amount. Although possible, takeovers required a vast amount of drugs which often made them impractical.
 
They restarted your cooldowns. This aspect was more annoying for the tankers already used to drugging. Upon using the supply, all your cooldown times were reset, preventing you from using any repair kits for another minute or so. One advantage this brought, however, was the effect it had on number-happy tankers who were unable to spam the 1 key right after pressing shift.
 
 
 
Final verdict

 
A M A Z I N G
 
Very entertaining; added a new dynamic to the gamemodes excluding TDM, and made team-based matches more about teamwork and less about how many drugs could be used. An outstanding success from Tanki, which is often quite rare these days.

Edited by KillerGnat
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Approved.

 

 

Edits:

- Size to 14.

- 1 punctuation change.

- Added speech marks.

 

Dayumn, I like your style of writing. A very nice-n-concise review in my opinion. Try to add some images in the future perhaps, but your English was almost 100% throughout (from what I can see).

 

Thumbs up from me.

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Wow. How quickly gnatty gets a thumbs up and like from savage.

Me... Nope. Flat out rejected.

Obviously joking, amazing article!

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- Added speech marks.

 

Whoops, I thought I put italics in for quotation marks.... I think the readability is enhanced much more when you don't have little jots cluttering up the page. But it's not as bad as I expected it to look  B).

 

and thanks, Yiper  :wub:.  

 

Wow. How quickly gnatty gets a thumbs up and like from savage.

Me... Nope. Flat out rejected.

Obviously joking, amazing article!

Nah, honestly it could be just that Yiper likes my style better than yours. Nothing much in that besides personal preference. and let's be real, who even cares about what Yiper thinks anyways pfffft

Edited by Blackdrakon30
d3s yiper
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Have to say I liked the Zero-Supply SHIFT button.  When u could time it amongst say 4 teammates, became an indestructible force!!

Was fun!!!
PS - officially over 500 posts now!!

 

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