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Ok so I don't know if this idea is good, but here's the proposed idea:

 

DD (currently double damage) will be renamed to Damage Boost (DB).

DA (currently double armor) will be renamed to Armor Boost (AB).

 

And here's how they will change which will be based on modification on turret and hull:

 

·M0 - DB will give an M0 turret 100% damage increase.

- AB will give an M0 hull 100% increase in armor.

 

 

1 microupgrade = -1.5% effectiveness from these supplies. Ex: 5/10 would only give a 92.5% boost from these supplies.

 

·M1 - DB will give an M1 turret 85% damage increase.

- AB will give an M1 hull 85% increase in armor.

 

 

1 microupgrade = -1.5% effectiveness from these supplies. Ex: 5/10 would only give a 77.5% boost from these supplies.

 

·M2 - DB will give an M2 turret 70% damage increase.

- AB will give an M2 hull 70% increase in armor.

 

 

1 microupgrade = -1% effectiveness from these supplies. Ex: 5/10 would only give a 65% boost from these supplies.

 

·M3 - DB will give an M3 turret 60% damage increase.

- AB will give an M3 hull 60% increase in armor.

 

 

1 microupgrade = -0.5% effectiveness from these supplies. Ex: 10/20 would only give a 55% boost from these supplies.

 

·M4 - DB will give an M4 turret 50% damage increase.

- AB will give an M4 hull 50% increase in armor.

 

So basically the higher the modification of the turret or hull, the less effective these supplies become.

 

Now we look into repair kits and mines. These will have modifications that will be unlockable like equipment. And here's how it will work:

 

·M0 - RK will heal 2000 hp in total.

- mines will deal a consistent damage of 1200.

 

·M1 - RK will heal 2500 hp in total.

- mines will deal a consistent damage of 1500.

 

·M2 - RK will heal 3300 hp in total.

- mines will deal a consistent damage of 1800.

 

·M3 - RK will heal 3600 hp in total.

- mines will deal a consistent damage of 2100.

 

·M4 - RK will heal 4000 hp in total.

- mines will deal a consistent damage of 2400.

 

Actually, the speed boosts should give a 50% increase for all tanks at all modifications.

 

Edit: Updated.

What do you think? ?

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a M0 player will someday become a m3 player so why should wediscriminate players?

Well, if we think about it, the battles would become more "skill" reliant than supply reliant. Of course, the m4 players would still annihilate previous modification players.

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Under review

 

Confusing. How would this system be better than what we have?

I know, it is very confusing, but sometimes, the most complicated ideas can work.

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Let's see...

 

A Wasp M2 fully MUed has 1764.71 of HP. Now with Armor Boost (70%) it will become 3000.

 

A Wasp M3 with no MUs has 1764.71 of HP. Now with Armor Boost (60%) it will become 2823

 

And how about a Wasp M1 fully MUed? It has 1617.65 of HP. Now with Armor Boost (85%) it will become 2992.

 

And the Wasp M2 with no MUs? It has 1617.65 of HP. Now with Armor Boost (70%) it will become 2750.

 

What do you think?

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Let's see...

 

A Wasp M2 fully MUed has 1764.71 of HP. Now with Armor Boost (70%) it will become 3000.

 

A Wasp M3 with no MUs has 1764.71 of HP. Now with Armor Boost (60%) it will become 2823

 

And how about a Wasp M1 fully MUed? It has 1617.65 of HP. Now with Armor Boost (85%) it will become 2992.

 

And the Wasp M2 with no MUs? It has 1617.65 of HP. Now with Armor Boost (70%) it will become 2750.

 

What do you think?

Honestly, this idea isn't perfect, but I will later edit it into a more fair idea.

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Honestly, this idea isn't perfect, but I will later edit it into a more fair idea.

You can divide the percentage per Micro Upgrades. Like this: M0/0 = 100%; M0/1 = 99%...

 

Because You're cutting 50% in 50 MUs steps.

 

And what about those that bought Supply Kits or have accumulated many with hard work?

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You can divide the percentage per Micro Upgrades. Like this: M0/0 = 100%; M0/1 = 99%...

 

Because You're cutting 50% in 50 MUs steps.

 

And what about those that bought Supply Kits or have accumulated many with hard work?

I completely understand and respect your concerns. However, since there are 20 steps between M3 and M4. And well, I think you should look. here for turrets and then the post under that

 

And this is where you can find stats for hulls

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I completely understand and respect your concerns. However, since there are 20 steps between M3 and M4. And well, I think you should look. here for turrets and then the post under that

 

And this is where you can find stats for hulls

The 1% decrease for each MU doesn't solve the problem.

 

This is a Wasp with Armor Boost when you reduce 1% for every Micro Upgrade. (100-50%)

 

M0/0     1000      +    100%   =   2000 HP     1000  (difference)

M0/5      1132.35     +     95   =   2208.08     1075.73

M1/0      1264.71     +     90   =   2402.94     1138.23

M1/5      1441.18     +     85   =   2666.18     1225

M2/0      1617.65     +     80   =   2911.77     1294.12

M2/5      1691.18     +     75   =   2959.56     1268.38

M3/0      1764.71     +     70   =  3000.00     1235.29

M3/5      1823.53     +     65   =  3008.82     1185.29

M3/10      1882.35     +     60   =  3011.76     1129.41

M3/15      1941.18      +    55   =  3008.82     1067.64

M3/20      2000     +     50%   =  3000 HP     1000

 

As you see it doesn't look good that from M2/5 a Wasp with Armor Boost has almost the same health as an M3+, but that could be because Wasp has weird numbers. 

 

If at step 25 Wasp was exactly in the middle of an M0 and an M3+ with 1500 HP, then with an Armor Boost of 75% the health would be 2625 and the difference 1125... much better. That's why I think your idea to progressively reduce the effect of supplies is very good. The problem is that Tanki is setup for supplies of 100%, in my opinion.

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Well, if we think about it, the battles would become more "skill" reliant than supply reliant. Of course, the m4 players would still annihilate previous modification players.

how will the system identify if the battle is more into skill or drugs? it could be both

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The 1% decrease for each MU doesn't solve the problem.

 

This is a Wasp with Armor Boost when you reduce 1% for every Micro Upgrade. (100-50%)

 

M0/0 1000 + 100% = 2000 HP 1000 (difference)

M0/5 1132.35 + 95 = 2208.08 1075.73

M1/0 1264.71 + 90 = 2402.94 1138.23

M1/5 1441.18 + 85 = 2666.18 1225

M2/0 1617.65 + 80 = 2911.77 1294.12

M2/5 1691.18 + 75 = 2959.56 1268.38

M3/0 1764.71 + 70 = 3000.00 1235.29

M3/5 1823.53 + 65 = 3008.82 1185.29

M3/10 1882.35 + 60 = 3011.76 1129.41

M3/15 1941.18 + 55 = 3008.82 1067.64

M3/20 2000 + 50% = 3000 HP 1000

 

As you see it doesn't look good that from M2/5 a Wasp with Armor Boost has almost the same health as an M3+, but that could be because Wasp has weird numbers.

 

If at step 25 Wasp was exactly in the middle of an M0 and an M3+ with 1500 HP, then with an Armor Boost of 75% the health would be 2625 and the difference 1125... much better. That's why I think your idea to progressively reduce the effect of supplies is very good. The problem is that Tanki is setup for supplies of 100%, in my opinion.

Hmm, very interesting numbers. How about the other hulls and all the turrets?

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Okay, Isida, because it is weak at M2 as opposed to Wasp that is strong at M2

 

M0/0     375 HP  +  100%   =   750     375 difference

M0/5     425.96   +   95%   =  830.62     404.66

M1/0     476.91   +   90%   =  906.12     429.21

M1/5     510.88   +   85%   =  945.12     434.24

M2/0     544.85   +   80%   =  980.73     435.88

M2/5     607.13   +   75%   =  1062.47     455.34

M3/0     669.41   +   70%   =  1137.99     468.58

M3/10     714.71   +   60%   =  1143.53     428.82

M3/20     760 HP  +   50%   =  1140     380

 

But what if the reduction is from 100% to 60% so only 10% can be reduced in the 20 MUs of M3?

 

M3/0     669.41   +   70%   =  1137.99     468.58

M3/10     714.71   +   65%   =  1179.27     464.56

M3/20     760 HP  +   60%   =  1216     456

 

Much better I think.

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Look at your rank first. Just don't hate on people who use supplies, it depends how good you are. The current system works fine however I do prefer the older supply system.

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Look at your rank first. Just don't hate on people who use supplies, it depends how good you are. The current system works fine however I do prefer the older supply system.

Look at your rank, you should know that many people use alt accounts to post in the forum. ;) :)

 

We are finding ways to balance the game, and this idea helps to balance players at top ranks where if you don't have any drugs you're at a big disadvantage.

 

Compare the effect of Double Damage on two M3+ Isidas:

 

M3+ Isida without Double Damage = 760

M3+ Isida with Double Damage = 1520

 

Who do you think will survive? 

 

Now an Isida with the idea we are discussing here:

 

M3+ Isida with Damage Boost = 1216

 

It still gives a big advantage but the other Isida has some chances.

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Look at your rank, you should know that many people use alt accounts to post in the forum. ;) :)

 

We are finding ways to balance the game, and this idea helps to balance players at top ranks where if you don't have any drugs you're at a big disadvantage.

 

Compare the effect of Double Damage on two M3+ Isidas:

 

M3+ Isida without Double Damage = 760

M3+ Isida with Double Damage = 1520

 

Who do you think will survive? 

 

Now an Isida with the idea we are discussing here:

 

M3+ Isida with Damage Boost = 1216

 

It still gives a big advantage but the other Isida has some chances.

That is why there are supply drops in the game. If you do not like drug battles then just join a pro battle. Its so simple and I do not know why people complain. The only difference is that you can get a little more crystals in drug battles.

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That is why there are supply drops in the game. If you do not like drug battles then just join a pro battle. Its so simple and I do not know why people complain. The only difference is that you can get a little more crystals in drug battles.

Missions cannot be done in pro battles

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Missions cannot be done in pro battles

Congratz for pointing out the obvious. Seriously you should get a medal for this.

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Congratz for pointing out the obvious. Seriously you should get a medal for this.

Here's another obvious thing I want to say too:

 

You need to do Missions (in Standard battles) to be able to stay competitive. So, your answer 'If you don't like supplies, go play PRO Battles' isn't a good answer to the problem.

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Here's another obvious thing I want to say too:

 

You need to do Missions (in Standard battles) to be able to stay competitive. So, your answer 'If you don't like supplies, go play PRO Battles' isn't a good answer to the problem.

You do not have to do missions in pro battle, so there should be no problem with playing in normal battles.

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You do not have to do missions in pro battle, so there should be no problem with playing in normal battles.

He's actually saying that missions can only be done in non pro battles now. They won't count in pro battles anymore. And many players need to do their missions in order to not fall behind since they dont use real money to buy things from the shop.

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He's actually saying that missions can only be done in non pro battles now. They won't count in pro battles anymore. And many players need to do their missions in order to not fall behind since they dont use real money to buy things from the shop.

It is possible to complete missions in non pro battle. You do not need to use any real money. 

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