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Episode 137 of the V-LOG is here


theFiringHand
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I don't like the change in Repair Kit, again it will only benefit the dominating teams that have weapons with splash damage. If you have the enemy's flag and you have a close range turret you may as well not use Repair Kit when needed, just get killed and then rush for the flag after respawn, depending where you are. If your team is under attack, you'll get partial health while the attacking team can get full health if they ever need one. More imbalance.

 

A Repair Kit with 2000 hp for 100 crystals could be better, because if the drugger needs one they'll only get 2000 hp and if one in the losing team needs one, he'll also get 2000 hp. Sorry Doctor.

 

You devs need to play Tanki without "buying" crystals, Premium and M4s to understand what is going on, just create a new account and play 15 minutes a day using the 'Battle' button and see how you like it.

 

The visual indicators could be good, we'll see.

 

Overdrives charging faster for the dominating team will worsen battle balance more than it is now with the long brackets where people have to join winning teams of higher ranks to have the chance for big rewards and to complete the horrible crystal missions.

 

30 second duration for supplies is too short, but we'll see. I would prefer 50% more damage and 50% more armor for 60 seconds.

 

So, my complain is about Repair Kit change and Overdrive.

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Repair kit will become less effective. Therefore, the price of Repair Kit should drop from 150 crys to 120, or 100 crystals. But this is just my opinion.

 

And all the supplies active time will decrease, that's not really good. But I guess this has to be done to make the game more fair for players with less (or 0) supplies. We'll have to see what it looks like in battle.

 

One good thing is the sound and the visual effect. I can't wait to test that.

 

Overdrive is back, that is cool.

 

The give away is cool too. And of course x1,5 funds ^^

 

 

You are probably right, that the price for the RK should be slashed, as it seems to be less effective then. However we still don't know the numbers for its changes. So for now the RK heals 2000 HP per sec for a duration of 2 seconds. We don't know if the RK will offer a repairing of 6k hitpoints or more but within a duration of maybe 5-6 secs.

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A discussion between developers:

 

Dev A: We need ideas for the Overdrives...

 

Dev B: Let's ask the players for that !

 

Dev A: But how ?

 

Dev B: Let's create a topic which invites them to suggest their ideas.

 

Dev C: And then ? Will we listen to them ?!

 

Dev D + Dev B: Ofcores Not, we will do the opposite.

 

All devs: That's a wonderful plan. Let's do it.

To be fair, many people's requests were simply ridiculous, and many others simply asked for it to be added permanently.

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OK few harsher critics of the Tanki crew than me. So to be fair I owe it to them to applaud these changes. The '"power now / suffer later" cooldown approach seems as good a way as any since we hace to have these drugs. And the RK kit change is really good at first reaction. 

 

The downside is Overdrive. I think the balance steps is a good idea. (No OD buildup while OD is running.) But I don't care how you balance it. If the mechanism exists it is going to transform team battles.

 

Now you might have some players at the base with a screen of long-rangers and skirmishers around them. On offense you you must crack into a specific spot. But even so the assault tanks might like some support fire from outside positions. In other words this is how tanks tend to drive around the map when the battle is flowing naturally.

 

With Overdrive this will change. Tanks will be constantly looking to cluster together to OD each other. Since they are near one another Always long, they will enter battle together. Support skirmishers on offense or defense will not get the benefits of the OD party. So they will either have less use in battle or they will simply join the cluster. With team mates now always looking to cluseter with other team mates all battles will become simple meatgrinder clashes of large groups.

 

But overall Tanki devs are showing a significant if merely incremental effort to improve the Supplies rules. So kudos for that.

 

Agreed. This should be rolled out in two phases if Overdrive simply has to become A Thing.

 

Agreed it is a net step in the right direction. The change to the RK is a major change that just might improve things. Tanki should be praised for taking the risk of  said major change as it is a given many will not like it.

Good observation about clustering. Packs will benefit more from that as opposed to campers and loners; lighter tanks more that heavy ones.

 

Camping Magnums and Shaft will also benefit more from this setup of Repair Kit. And Smokies too... wait a minute! You are an Smoky user... no wonder you're happy with the new Repair Kit. ;) :)

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Ok just an opinion but permanent overdrives as mentioned in the v-log is going to be crazy. They're just going to ruin normal battles, what if your team is recharging it and then all the enemies are drugged, repairing themselves and putting a mine in your base??!! It will make team games one sided for the team who managed to overdrive all their members. I suggest that overdrive only affects the user who does it and not the allies around him.

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Yeah, new symptoms of Overdrive are going to appear.  Still, I'd recommend paying closer attention to the VLOG episode 137, where the devs have said they are changing how supplies work, including a nerf to the Repair Kit.  In addition, the finalized Overdrive mode is going to be different from the last two versions we've seen in the TO holidays.

 

https://www.youtube.com/watch?v=tDz-avxMj50

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You are probably right, that the price for the RK should be slashed, as it seems to be less effective then. However we still don't know the numbers for its changes. So for now the RK heals 2000 HP per sec for a duration of 2 seconds. We don't know if the RK will offer a repairing of 6k hitpoints or more but within a duration of maybe 5-6 secs.

Nerfed items are never reduced in price and neither are buffed items made more expensive. That's a small side point. Anyway the big point is as you say - how exactly will the RK work?  From the VLOG i got the impression it would heal 2000 HP instantly and then the remianing 2000 HP over the next 4-5 seconds. But you are right there is nothing to say the total heal will be 4000 HP still.

 

Anyway with an instant heal of~2000 RKs will still be very helpful around flags etc. You'l get that 2000 even if a firbath kills off all 2000 of the times points.

 

Or s goes my assumption du jour.

 

Good observation about clustering. Packs will benefit more from that as opposed to campers and loners; lighter tanks more that heavy ones.

 

Camping Magnums and Shaft will also benefit more from this setup of Repair Kit. And Smokies too... wait a minute! You are an Smoky user... no wonder you're happy with the new Repair Kit. ;) :)

Rats! Uncovered. Actually ythe biggest winners will be Isidas and so forth that do constant damage. But everyone can hit the RK at that right instant so overall it is anet loss for the RK net gain for all shooters. 

 

What REALLY is my secret agenda though is this system seems to fall right into my standard patterns for Supplies use. Use 'em freely when you can score big but don't waste 'em in penny ante situations. If that makes sense. :)

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Finally the game will be more fair to free players, nice strike for the Buyers, and good thing that overdrive is back, i love it !   :) 

 

but now that drugs are less effective, can you give us crystals more than supplies in Daily Missions ?

 

So please undo the last Mission prize Update and give us more Crystals than drugs, i've been getting drugs only for the last two weeks on my legend account,  i've been getting Speed Boosts for the past two weeks ! and i have a 4 weeks chain sisnce a long time !   :( 

 

Also can i NOT have the paint Steak and take the 10 golds and premium time  if i reached 2000 kills ? 

 

That paint is so ugly !

 

if i'm gonna have to get it then i'm just play 900 kills and make sure i won't reach 2000 kills because i don't wanna see that ugly paint in my Garage, please change Steak to Arachnid, everybody loves Arachnid.  :wub: 

 

Coloring_arachnid.png

Edited by Apex_Predator

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You guys/devs didn't fix squat. I just had 4 re-entry errors in Lost Temple in the final 5 minutes. It makes it more frustrating because 3 of those times I had position on a cluster of tanks. Doing sales and hunting games does not fix the problem. I'm sure I'm not the only one disappointed.

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If you only have a close range turret, consider the new Repair Kit a big nerf to your playing style.

 

Rats! Uncovered. Actually ythe biggest winners will be Isidas and so forth that do constant damage. But everyone can hit the RK at that right instant so overall it is anet loss for the RK net gain for all shooters. 

 

What REALLY is my secret agenda though is this system seems to fall right into my standard patterns for Supplies use. Use 'em freely when you can score big but don't waste 'em in penny ante situations. If that makes sense. :)

Isidas and other close range turrets can interrupt Repairs in close range, but other turrets can interrupt Repairs at more ranges. Advantage: mid and long range turrets.

 

When close range turrets are attacking and then use their RKs, they can easily have their Repairs interrupted, but when mid and long range turrets are attacking and then use a RK, they are less likely to have their Repairs interrupted because they usually keep their distance to attack others, and they can easily hide for a safe repair. Advantage: mid and long range turrets.

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If you only have a close range turret, consider the new Repair Kit a big nerf to your playing style.

 

Isidas and other close range turrets can interrupt Repairs in close range, but other turrets can interrupt Repairs at more ranges. Advantage: mid and long range turrets.

 

When close range turrets are attacking and then use their RKs, they can easily have their Repairs interrupted, but when mid and long range turrets are attacking and then use a RK, they are less likely to have their Repairs interrupted because they usually keep their distance to attack others, and they can easily hide for a safe repair. Advantage: mid and long range turrets.

Calm down. We were discussion the situation where you pop a RK as you steal a flag. If a constant damage weapon like Isida or fire is hitting the RK user the constant damage nature of the weapon will cut out teh timed part of the healing. But the instant part of the healing would take effect. You agree this is how the new RK is reported to work right?

 

If you hae different points to make be my guest.

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Calm down. We were discussion the situation where you pop a RK as you steal a flag. If a constant damage weapon like Isida or fire is hitting the RK user the constant damage nature of the weapon will cut out teh timed part of the healing. But the instant part of the healing would take effect. You agree this is how the new RK is reported to work right?

 

If you hae different points to make be my guest.

They said a big chunk of your health bar will heal instantly and the rest over several seconds unless interrupted. What I'm saying is that it will be more beneficial to mid and long range turrets and less so to close range turrets when one is using it or when the enemy is.

 

The other issue I have, not with you, is what do they mean by a "big chunk", do they mean like 60% for all hull types (good for heavies) or they mean like 2000 hp, where a light hull can be completely healed and a heavy one partially healed before the slow heal of the rest.(which will be more fairer, but still campers will benefit more)

 

The thing is that even if you are not a drugger, sometimes you need to drug, specially when others are drugging, and you need to fully heal. (Or partially heal with a fixed hp number for everyone)

 

You should be worried too, because of Thunder and its splash damage. How are you gonna like that you only got 60% heal because Splash damage interrupted the rest?

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They said a big chunk of your health bar will heal instantly and the rest over several seconds unless interrupted. What I'm saying is that it will be more beneficial to mid and long range turrets and less so to close range turrets when one is using it or when the enemy is.

I think that what you mean to say is that repair kit will be more useful for mid and long range combat, rather than turrets. If we both are using long range turrets, then the repair kit is more effective in between shots, that's right. But if there are short range turrets around, then it changes.

 

I personally don't see a problem with it, because, as far as I can see, it does not benefit one player more than the other in the same battle.

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Longer cooldowns, shorter active time.

 

Wasn't there a simmilar setting around here, beeing tested a few months ago?

I heard a lot of comments, that all it achieved was to have the players camping in their base until they could activate all supplies again, and go for an attack then.

 

Maybe it would be cooler, if you purchase [generic supplies] + Mines, and each time you activate DD, DA, Nitro or RK, it consumes one of your generic supplies. But you can have only two of them active at a time.. so each time you activate a third one, the first one gets deactivated instantly.

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Longer cooldowns, shorter active time.

 

Wasn't there a simmilar setting around here, beeing tested a few months ago?

I heard a lot of comments, that all it achieved was to have the players camping in their base until they could activate all supplies again, and go for an attack then.

 

Maybe it would be cooler, if you purchase [generic supplies] + Mines, and each time you activate DD, DA, Nitro or RK, it consumes one of your generic supplies. But you can have only two of them active at a time.. so each time you activate a third one, the first one gets deactivated instantly.

I don't think so then you have players camping and grabbing drugs as soon as they drop and only the strong will survive .like it is now starting  to go down this road , we have rail / magnet / vulcan and hammer way to strong and I now see Ricochet being the weakest turret to use. where as hornet now is so light weight its bounces just like wasp . we need this fix's so the game balances better, for now I'm loosing in nearly every battle my ratings have stopped moving cause of the less kills I get.

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