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Episode 136 of the V-LOG is here


theFiringHand
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Well as we all know Tanki has decided to put in Overdrive so they are covering their ass to make it look like it's the player base's idea. Tanki is congenitally unable to discuss changes openly and honestly as we have all come to learn. And as we all know it will make a dumbed-down game dumber. One-Two-Three-Shift-Repeat (Hey what are the arrow keys used for again?)  

 

But there is no doubt Tanki will put it in as a permanent feature. Oh well, who really cares?

it has to be more lower ranks and the non Buyers who wanted it to come it cause this way they no longer have to buy drugs to keep up with the higher drug buyers ..

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it has to be more lower ranks and the non Buyers who wanted it to come it cause this way they no longer have to buy drugs to keep up with the higher drug buyers ..

Still, as egalitarian as giving everybody the ability to go into Overdrive seems, in practice, Overdrive-enabled battles will place more priority on effective teamwork and attention. Yes, Overdrive does encourage team play (y'know, giving allies near you an Overdrive), but if several of one's teammates decide not to bother with team play, then one should expect a crushing defeat at the hands of a competent team effectively handling their Overdrives. This is on top of the many things that can go right or wrong in the battle (i.e. a costly misfire).

 

Basically, battles will still be the same ol' hit or miss that they've always been, except with more potential frustration when facing an untouchable team that pops Overdrive at their convenience.

Edited by N3tralRE

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Repair kit and mine drop must be removed from Overdrive

 

Mine drop is all but useless since a tanks position is almost never factored in to when overdrive is activated

 

Repair kit makes most tanks unkillable by ammo-constrained turrets. Hulls essentially get X3 health - their original spawn, the Overdrive repair kit, and their garage repair kit. If you're not using Twins or maybe smoky, you're out of ammo long before you can get through that, even with double damage. Too OP.

 

^actually enemy hulls are more like health x5-x6 since double armor is usually on in standard battles and definitely on as soon as Overdrive activates. Crazy OP

 

.

Edited by austen_pierce
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Still, as egalitarian as giving everybody the ability to go into Overdrive seems, in practice, Overdrive-enabled battles will place more priority on effective teamwork and attention. Yes, Overdrive does encourage team play (y'know, giving allies near you an Overdrive), but if several of one's teammates decide not to bother with team play, then one should expect a crushing defeat at the hands of a competent team effectively handling their Overdrives. This is on top of the many things that can go right or wrong in the battle (i.e. a costly misfire).

 

Basically, battles will still be the same ol' hit or miss that they've always been, except with more potential frustration when facing an untouchable team that pops Overdrive at their convenience.

really you think you can get a better balance game from this system , HAHA when players first spawn and even in battles we get out numbered on one side with many campers . in order to even get a good game you need to start from the timer start and not join in any other time this will keep a balanced or sort of balanced team flow . but its when you have campers parked on your team side and pinging the tanks off as they rotate spawning back into  the game its so wrong. like even now we have teams who start off strong but after 2 or more flags they stop playing and only go for the kills forget about capturing the flag or even capping in CP battles . players just don't care in team battles and this is more frustrating having to do missions when you need to spend almost 2 hours just to get 300 exp  from TDM or Flag missions its not worth playing in those battles and we have to  leave them to change them the next day on missions.. battles in teams have become a joke to some players ..

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Basically, battles will still be the same ol' hit or miss that they've always been, except with more potential frustration when facing an untouchable team that pops Overdrive at their convenience.

I think what you meant to say was...

 

"Basically, battles will still be the complete one-sided fiascos they have been for a while as one side drugs heavily from the start and reaches OverDrive first. Then they can spawn-kill at will and prevent the other team from leaving their base".

 

Yes, I think that's what you meant to say.  Bang On!

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I may have an idea for the repair kit for overdrive. Instead of restoring 4000 hp to every teammate that is nearby with one push of the shift key, that 4000 will be divided accordingly.

 

Only you= the full 4000 hp restored.

You and a teammate= 2000 hp restored each.

You and 3 teammates= 1000 hp restored for each teammate.

You and 9 teammates= 400 hp restored each.

You and 19 teammates= 200 hp restored each.

 

That would make the overdrive completely balanced as well.

 

Unfortunately, the devs will not like to hear another one of our great ideas. So that's just my thought.

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I think what you meant to say was...

 

"Basically, battles will still be the complete one-sided fiascos they have been for a while as one side drugs heavily from the start and reaches OverDrive first. Then they can spawn-kill at will and prevent the other team from leaving their base".

 

Yes, I think that's what you meant to say.  Bang On!

Hit the nail on the head!  It's too bad some of those who voted for Overdrive's permanent implementation likely haven't realized this yet.  I can imagine their expressions once they learn firsthand the true terror of Overdrive team battles.

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Hit the nail on the head!  It's too bad some of those who voted for Overdrive's permanent implementation likely haven't realized this yet.  I can imagine their expressions once they learn firsthand the true terror of Overdrive team battles.

I suspect...

 

They already drug hard and are the main benefactors or...

 

They have no supplies and think this will help them.

wait until they rank a few times - out of the no-drug ranks - and see what happens. :blink:

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Actually I do not like to overdrive system as it was.

It strengthens teamplay, but the battles get one sided too easily, too fast. Besides people will forget how to work and prepare for an attack, they will just wait for some guys beeing charged up and then go for a flag.

 

On the other side, they asked the players for ideas.

This means to me, that the development is not truely happy with the ways the overdrive feature worked out in the last two tests (else there would be no need to ask for players ideas). IMHO it seems like they have coded a cool game mechanic, and now they search for a way to make a good use of it.

 

I hope they find one - one that is better, then the first two tests.

I truely liked the way it thought the players to work as a team.. even if it was limited to closerange teamwork.. but that was cool. People started to attack in groups.. cool thing. It's simply the point to hand out all three supplies at once, for all in range, that makes the thing so very much overpowered.

 

 

 

 

The tanki app is a very neat thing.

It would be cool it we could look up the wiki tables (turrets, hulls, microupgrades, ..) in a convenient way, directly from the app itself, without going the way through the wiki pages all the time on a mobile screen.

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For you both, and other players who want to suggest ideas related with the new <<Overdrive>> feature, remember that the proper place to do it is here. Edited by Mario3108

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The Magnum turret does not display correctly in Tanki Assistant.

It looks normal on my phone, I guess it's your phone only having this problem.

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I hear ya. Heh I just made sort of the same point on a different thread. Though IMO it would take ore than just opening the brackets to reverse teh player decline. The underlying reason to the whole is ... there really just no reason to play the game. You can play for months and nothing really changes. Wide ranks are just one more example of I'll just call it 'enduring sameness'.

What would happen if they make brackets shorter?

 

1. High ranks will stop looking server after server for battles made by low ranks. They'll concentrate in the servers where other people of the same ranks are.and they can still chose to be the highest rank in those battles, but it will not be a huge rank difference. Same with buyers, unless they have serious issues, with better equipment and more drugs they can join any battle from the list.

 

2. There will be more battles in the servers even if those are not full. But because people don't need to go server after server to find battles, they'll stay in the same server with other people of the same ranks and they'll find a battle they like.

 

3. Missioners may have it easy with some missions, but since the goal is to increase number of players... happy missioners will stay day after day.

 

4. And we'll go back to complaining about druggers, rather than lack of battles and battle imbalance.

 


 

Random battles and matchmaking should be introduced for Mobile users first and they should have a separate server, 

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D.a.n.t.e I agree with you about the brackets. All I was trying to say is more that just is needed  to attract significant new blood to Tanki.  

 

The biggest weakness to Tanki is the development/ranking-up/upgrading section - whatever you want to call it. In short Tanki gives me no reason to want to earn exp points. If anything Tanki gives me a reason to avoid exp points. Why? Because nothing changes as you rank up except drugs become more plentiful and takes drive a bit faster. 

Edited by LittleWillie
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LittleWillie

 

your also forgetting that once you get higher in ranks it also cost you more in crystals on items . or pay cash for things . so there is no longer fun after a certain ranks this is why a lot of players have stopped playing . if they remove shop and placed it all back how it was then it  would be worthy to play again . for now less players will be joining and playing .. for the record I see the counts daily and the lowest in a year time was around 28k the highest was about 60 k ( this was when a good event and sale happened and not tanki birthday event that was a disgrace to players, my opinion when gold's were not worthy going for and only 40% on some items  )

Edited by Bydo
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D.a.n.t.e I agree with you about the brackets. All I was trying to say is more that just is needed to attract significant new blood to Tanki.

 

The biggest weakness to Tanki is the development/ranking-up/upgrading section - whatever you want to call it. In short Tanki gives me no reason to want to earn exp points. If anything Tanki gives me a reason to avoid exp points. Why? Because nothing changes as you rank up except drugs become more plentiful and takes drive a bit faster.

 

Very good points by both you and Bydolord. Alterations, better protection modules, and 'cooler' looking equipment attempt to attract players into staying but it is clearly not enough.

 

^IMO the game needs a graphics update. Not sure if that's coming with HTML5.

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D.a.n.t.e I agree with you about the brackets. All I was trying to say is more that just is needed  to attract significant new blood to Tanki.  

 

The biggest weakness to Tanki is the development/ranking-up/upgrading section - whatever you want to call it. In short Tanki gives me no reason to want to earn exp points. If anything Tanki gives me a reason to avoid exp points. Why? Because nothing changes as you rank up except drugs become more plentiful and takes drive a bit faster. 

I agree, more is needed to grow, but to stop the bleeding they need to shorten the brackets ASAP.

 

A change to the battle reward system could prevent some drugging, right know your goal is to overpower the other team until they start to leave and you have to use drugs for that, if you give the other team chances you run the risk of losing and getting very little rewards. If rewards were more reasonable people wouldn't be abandoning losing teams.

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Matchmaking will be a perfect end to this game because right now most buyers take care they dont enter against other buyers (people with premiums), but with random teams, buyers will be fighting with each other, and one of them will end up on the losing team, and get totally off (they're like that, they don't like to lose even one match).

Edited by Ninja
Please refrain from using profanity even if censored.

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I agree, more is needed to grow, but to stop the bleeding they need to shorten the brackets ASAP.

 

A change to the battle reward system could prevent some drugging, right know your goal is to overpower the other team until they start to leave and you have to use drugs for that, if you give the other team chances you run the risk of losing and getting very little rewards. If rewards were more reasonable people wouldn't be abandoning losing teams.

^that's why I love no-supply battles. All about skill - and sure, pure brute force

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