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Patch Update #469 - Released 12th July 2017


theFiringHand
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Hey Congrats Devs!

 

So far tonight, every single battle a complete wash-out.  Not one close battle thanks to overdrive.

 

Slow clap....... slow clap..... slow clap.... ah forget it.

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3. End the stigma of "Drugger...bad...bad"    Tanki, "Hmmmm, tough one...Overdrive!  oh, oh, ...and we can put lights and sounds on current supplies as advertising to use supplies! ...They'll never know what hit'em!"  A player now gets popped in the face with a light-show EVERY time he re-spawns....that is THOUSANDS of color reinforcement for "YOUR DRUGS ARE READY>>>USE THEM" and the light-show comes with distracting SOUND TOO!  You think it is distracting by accident?  It is designed to keep you slightly off balance, uncomfortable, and reminded of "DRUG, DRUG, DRUG".  You get a cacophony of sounds and light-show for each time you pick up a drop box on/off, activate one of your own supplies on/off...AND you get the sound of your fellow players when they drug up or spawn in...ON BOTH sides!  It is an ORGY of sound and light proclaiming that supplies are there for your use.  Supplies are at the forefront of sight and sound when you are supposed to be trying to kill that annoying deadly little Smoky/Wasp.  Everyone will use more drugs now...yes, EVERYONE.  You won't hear, "#$%$# drugger noob" anymore when you hit that repair kit.  Those days are over, watch and see.  ...and if you are the lone holdout and don't drug, even your will power will crumble since you WILL use ORGYDRUG, opps, I meant overdrive.  Hit Overdrive a few dozen times and hitting that rep kit doesn't seem as dramatic...and you have so many of them compliments of generous Tanki.   :)  Drugging is the neo-Tanki. 

Orgy of light and sound? Seriously? So you are encouraged to drug in TX too, where you have an entire animation when you activate a supply? This is just aesthetic stuff. Yeah, it's annoying, but it's not as drastic as you portray it. It would be nice to have an option to turn off the sounds though.

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We had that - Pro_battles.  Then they removed ability to complete weekly missions in Pro-battles.

 

So now you see more tankers in "normal" battles who don't really like supplies in order to complete weekly mission chains.

With fewer people in Pro-battles as a result.

 

And so more complaints - and NO ONE is happy.

(unless some "druggers" like to have more "non-druggers" as targets - maybe they are happy).

Wolv, I can make no sense of your statement. If people are actually against using drugs, why worry about daily missions and weekly chains? The rewards are mostly supplies. If you don't want supplies, missions should be unimportant. If you only play no-supplies battles, there is only small advantage to completing missions.

 

Did I miss something?

 

I really don't understand these complaints about wanting missions in supplies-off pro-battles if you actually don't care about supplies.

 

I use myself for example. Sure, I bought the 90-day premium. I get ten-each extra doubles and speed every day, but I get enough missions that I never run out of doubles, and I have thousands of speeds and mines. I'm always nearly out of repair kits. Until Gismo, when out, I made do. Since Gismo, and especially as Legend, it is impossible to help the team without some repair kits. So, when I run out, I either play only DM until I earn more, or I part with my hard-earned crystals in the garage for a 100-supplies kit. With the nerf to the repair kit, I won't be doing that any more. The repair kit is too useless to worry about having. (Lowering the crystal-price tag is pointless. The repair kit isn't worth 10 crystals now. It is a placebo. It is a topical pain numbing ointment applied to broken bones and open arteries.)

 

I play for the missions. I think missions were one of the best ideas Tanki has implemented. I like playing for the missions the hard way. I even like first-place missions, because I average first in at least one in three battles. I've been eligible for megamissions for perhaps three months, and I've already completed two, the  hard way. I play, and I play hard. I love to brawl, and effective, strategic use of supplies is key to being able to defeat multiple enemies on a flag run. The new parms make that much more difficult. It is as though they made it easier to start the run, but harder to sustain, and the repair kit is practically useless. It rarely helps at all.

 

This change, and the overdrive, have made the game nothing but frustration, and I'm still freaking good at it. I'm still playing because I'm still effective. I'm hoping things improve, but Tanki-X disappointed me too long. I gave up on it. I'd have given up on this, but I have so much time and experience invested over the last 3.4. It was a good ride, but for the last 10 months, it has been more frustration than fun. This latest update makes it unbearable. I'm giving it some time, but every hour I play gives me more frustrations and more reasons to just find something else to do with my time. It ain't like I don't have options.

 

Antidruggers can whine all they like, but that is all it is. Play pro-battles with supplies off, and don't worry about missions. Or, alternatively, get effective at using the supplies you earn.

 

My son, Donut70 is off in the military now, but he played for nearly five years never buying anything. Nothing! I bought him a $99-crystals package for his birthday three years ago. It happened to be half-off, and he happened to have a double-crystal reward card, so it was a chunk. He bought a kit with the crystals, improving his garage substantially. But my point is in five years he became an awesome player (mostly smoky), and he always had supplies (sometimes out of repair kits), and he never bought any. He earned it. He earned what he had and used what he earned. Do you get it? He never bought supplies, and he benefited from only $50 cash to his garage over five years. Yet, you, and all the other whiners, always called him "drugger." You whined because he was honestly that much better than you. His skills were higher (I've never faced a better smoky), and his tactical awareness of how to use his supplies frugally and effectively was so solid.

 

BTW, I spent some money on Tanki my first three years, taking advantage of particularly good sales, and spending on my birthday and Christmas, but my total expenditures averaged over 36 months was less than $15 per month. (Not counting the couple of gifts to my sons' accounts.) I used to feel it worthwhile. I was happy to do my bit, but Tanki needs more than players like me to pay all their bills. From the comments I've read, there are a lot of unhappy players like me, and there seems to be a lot of the high-rollers unhappy too.

 

The VLog mentioned plans. If I thought they'd be rolled out over the next four or five weeks, I'd stick it out. I bet the schedule is much longer. It is discouraging. Worse, the changes don't really sound fun. They sound like they are targeting the clans who work together regularly and communicate through Skype while playing in battles. It sounds like lone-wolf-types like myself are being shoved aside, even pushed out.

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250 kills in one day is impossible. This 2000 is a load just for grindrs and druggers. 2000 exp? piece of cake. 20000 exp in 2 days? Nah, that is crazy town stuff right there. I'm 10k from ranking.

The average kills per battle goes up a little with rank. Even at your rank, though, 30 to 35 kills per 15-minute battle should be doable. Four battles per hour would put you over 100. The 400 kill first-level reward is something you can achieve in a weekend, assuming you can play at least four hours; over two days, that should be doable.

 

It isn't that hard for me to have over 150 kills per hour. The most kills I've managed in one full 15-minute battle is 64, but my average is closer to 37. I simply don't have over a dozen hours on a weekend to spend playing. Not happening. Some players have the time. I don't. A dad simply has other responsibilities. Many regular players will exceed the first level. A few regular players will manage the 2000.

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Not according to the patch notes on page 1 of this thread.

 

"When activated, the Repair Kit will immediately restore 1000 HP for your tank, as well as reduce any burning and freezing effects. "

It is easy enough to test out and see for yourself.

 

I have a comment

I have been running through by drugs like a tweaker. In 48 hours I have used 120 RKs, and only have 250 left. I believe the current krazy drugging will stop in a few days after everyone realizes that they are sloppily applying more drugs then it is worth. Then sanity will return. I played in a battle that was mostly 3rd Lt- Majors. Of the ~15 tanker in the game, only 6, including me, knew how to properly use OD. Most of my team drove around with the star for the majority of the game.

This is one advantage to the change. You now have noob  indicators to help tell you which team mate is brain dead and which are not. If you see a team mate with a star over his head for minutes on ends, he is a noob. If you see a star remain even when surrounded by five teammates, he is a noob. If... well you get the idea. The noobs do not. Anyway as an Isida user it helps to know which team mates are the most valuable to jeep up and fighting. Heh.

Edited by LittleWillie
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The thing is most players don't pay 150 crystals for thier RKs, they buy the 100 supply kit or get them from missions. And yes, for 150 crystals it should be the best supply in the game which I still say it is. I think players need to adapt to the new version and learn how escape fire and get undercover quickly instead of rushing in guns blazing and killing every player who isn't able to afford supplies for whatever reason. 

what you dont seem to understand is we used too buy up until this update but now its ruined single play isnt effective anymore youve seen to that game is pretty much useless now i seldom see any friends online now as it is figure it out soon or you wont have financial support to keep the game open

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I haven't noticed significant comments about the new supply times.

 

30-seconds on, with 30-second cooldown. So, at most, I can spend half the time with supplies.

 

It sure makes the pickups more important. It certainly nullifies the strategies and tactics I've been using effectively for the last several months.

 

Just another update that penalizes the highly-skilled most. 

 

Now I will have to experiment to learn what works best, and then get good at doing so. In the meantime, the low-skill players have an easier time of it.

 

The objective of most updates in the last 10 to 12 months seem to have been primarily intended to do just that. The aim of the updates is to reduce the effectiveness of highly effective players and improve the effectiveness of the least effective players.

 

Whiners keep whining about supplies, but the truly skilled players are the ones who keep suffering.

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OK, that is one scenario out of an infinite number of scenarios. The funny thing is, I have used RKs since the change and guess what? They completely healed my tank!  Tell me how returning my tank to 100% HP "useless". 

That's because you use Smoky with Viking and Camouflage Paints while "camping". The only play style that benefits from this update.

 

Enjoy. ;) :)

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I've commented that total kills per battle have obviously gone up.

 

I've also noticed that while high-thirties to low-forties in a DM earned first, second, or third place most of the time. It seems mid-to-upper-forties now only earns me fifth, fourth, or third place with someone seeming to manage over 60 kills per DM match.

 

That doesn't seem right. It seems like most of the players are spending more time respawing than fighting. It isn't possible to get over four kills-per-minute average if one is spending 10 to 20 seconds in the spawn cycle each minute. Getting over 60 kills necessarily requires a very good K/D.

 

I haven't noticed anything I could attribute it to, yet, except maybe quick supplies use helping get the overdrive charged faster than others in the match. Still, overdrive can't be significant with three, or maybe four, charges per battle. Not sure what it is, but the last few DMs I've been in, someone was over 60 each time.

 

I even noticed a full DM battle on the listing-page with the lead player at 33 kills, and the time was at 9:55 remaining. If he kept up that kill rate of over six per minute, he'd be over 90 by match-end. (I didn't watch. It was full, I found another.)

 

Something isn't right about this update. The complaint level proves that. Maybe it will even out after a few days as players gain experience with it, but I ain't hopeful, and I don't see potential for the return of simple fun.

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...... with someone seeming to manage over 60 kills per DM match.

 

....Getting over 60 kills necessarily requires a very good K/D.

 

.......Not sure what it is, but the last few DMs I've been in, someone was over 60 each time.

 

I constantly had over 60 kills in dm before the update and after update , the only difference for me is

I am achieving the same same number of kills after the update while using more RK's .  

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You ruined Tanki by adding a permanent Overdrive.  No longer does skill and experience level mean anything to win a battle.  Just drug up and the lowliest noob can quickly defeat the highest ranking player.  Now there's no incentive to rank up.  No incentive to get more crystals to buy more advanced tanks.  No incentive to gain experience and skills to defeat an opponent.  Just drug up and win.  Is that what you wanted to do?  You ruined Tanki.

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Make overdrive timer doesn't reset after connection errors

I'll start with an example. You are playing and your overdrive charge is at 90%, suddenly the "an error has occurred" or similar popup shows up, you have to reload the page to re-enter in the battle but when the game works again the overdrive charge was reset. Very frustrating, especially if you receive lots of errors (like me). I'm asking to simply store the charge level so if an error occurs you don't lose the possibility to use overdrive.

Edited by Eithern
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You ruined Tanki by adding a permanent Overdrive.

 

I hope that get's better, when each hull has a separated overdrive functionality.

 

Then it will be better, because not everyone will have the chance to activate all supplies for all team members in range, but only those who own the tank that will keep this feature.

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If you press 1, and a person shoots you, the Repair Kit stops working. This is too imbalanced for certain turrets like Firebird, Freeze, Isida, Twins, Vulcan and even Smoky and Ricochet. Because they can keep shooting and your Repair Kit won't work against them.

 

Isn't this too OP for the aforementioned turrets? Hazel Rah once said that he wants to make the game balanced by making sure every turret is being used. But now, people will start to use the aforementioned turrets more than the other turrets, making them obsolete.

 

In the light of the statements above, what do you think? Should the Repair Kit changes be altered?

 


 

Another thing is that once your Repair Kit stops healing you (when someone shot you in the middle of your healing), the green light and the Repair Kit indicator keep flashing. This is misleading and should be changed so that when the Repair Kit stops healing you, the indicator stops flashing.

 

Can this be forwarded to the developers for their opinions?

 

Thanks,

Hexed.

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Wow..Repair is a joke now  :) :D     You "heal" yourself with BUTTER when someone is attacking you with a KNIFE. 

 

But I feel sometimes sorry for all these buying druggers, they now are killed too easely.  They had their time (wasted). In the past they slaughtered everyone and other players (non-druggers) were like butter to them.
Time has changed.

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If you press 1, and a person shoots you, the Repair Kit stops working. This is too imbalanced for certain turrets like Firebird, Freeze, Isida, Twins, Vulcan and even Smoky and Ricochet. Because they can keep shooting and your Repair Kit won't work against them.

 

Isn't this too OP for the aforementioned turrets? Hazel Rah once said that he wants to make the game balanced by making sure every turret is being used. But now, people will start to use the aforementioned turrets more than the other turrets, making them obsolete.

 

In the light of the statements above, what do you think? Should the Repair Kit changes be altered?

Topic merged

 

The idea of the current repair kit is that you don't use it while you're in a fight with someone. Close range turrets have limited ammo, so every second of their fuel is precious. If you're REALLY desperate when facing one of those turrets, then you can still use the repair and get at least 1000 hp back, but ideally when you let a close range turret get close to you and start attacking - you either give up and accept your defeat, or kill it and repair after, not during, the fight.

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Honestly, repair kit is not worth 150 crystals anymore.

I agree.

 

Topic merged

 

The idea of the current repair kit is that you don't use it while you're in a fight with someone. Close range turrets have limited ammo, so every second of their fuel is precious. If you're REALLY desperate when facing one of those turrets, then you can still use the repair and get at least 1000 hp back, but ideally when you let a close range turret get close to you and start attacking - you either give up and accept your defeat, or kill it and repair after, not during, the fight.

But in a DM, all you are is in fight with someone.

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I haven't noticed significant comments about the new supply times.

 

30-seconds on, with 30-second cooldown. So, at most, I can spend half the time with supplies.

 

It sure makes the pickups more important. It certainly nullifies the strategies and tactics I've been using effectively for the last several months.

 

Just another update that penalizes the highly-skilled most. 

 

Now I will have to experiment to learn what works best, and then get good at doing so. In the meantime, the low-skill players have an easier time of it.

 

The objective of most updates in the last 10 to 12 months seem to have been primarily intended to do just that. The aim of the updates is to reduce the effectiveness of highly effective players and improve the effectiveness of the least effective players.

 

Whiners keep whining about supplies, but the truly skilled players are the ones who keep suffering.

I noticed that and made a comment ages ago, drugs get spent real quick, but i dont care anyways.

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Wow..Repair is a joke now  :) :D     You "heal" yourself with BUTTER when someone is attacking you with a KNIFE. 

 

But I feel sometimes sorry for all these buying druggers, they now are killed too easely.  They had their time (wasted). In the past they slaughtered everyone and other players (non-druggers) were like butter to them.
Time has changed.

 

I dont feel sorry for myself, I like a challenge, I pay to have fun, not win everytime easily unlike other buyers.

ps, a recent battle today in non-pro DM, with isida ofc since i know what to use,

MMxWBBpTRsiNCJT-2xQ6Pg.png

 

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I agree.

 

But in a DM, all you are is in fight with someone.

Therefore in DM you should use repairs less and die more. More deaths = more fund :)

 

Repair kits are now a very specific and valuable supply which you activate not whenever you have low health and it's available (not recharging), but also when there is no one near you and you have an opportunity to take cover and heal up.

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Therefore in DM you should use repairs less and die more. More deaths = more fund :)

 

Repair kits are now a very specific and valuable supply which you activate not whenever you have low health and it's available (not recharging), but also when there is no one near you and you have an opportunity to take cover and heal up.

I agree. WHy are tankers so averted to death? It happens. Yes, death is poop. But it is a part of the game. EMBRACE THE DEATH

 

Now I am one to talk, my KDR is terrible. But I still have 25000 kills. I still put on over 1200 exp a day. In half of my games, I have a kdr of >1. The lust to have a KDR of 5 or 9 is driving a desire to be OP and to rule over others. It makes the game not fun. I get into the top 5 and win games by being balls out. I also use Isida. Neither of those tactics are good for a KDR, but it is better to have 30 kills/27 deaths than 8 kills 0 deaths.

Edited by bozo88
Removed profanity
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The announced hull-specific overdrive functionality is something only four-year-old kids can possibly want. How can the devs fail to see that? Looks like they have a four-year-old-kid mentality.

lot's of games provide special abilities for certain kind of equipment. That's a .. hmm.. let's call it "proven concept".

imho it is a good idea (far better then giving supply overdrive to all tanks on the battlefield).

 

Of course it is hard to tell how well each of those effects will suit into this game.

We are at the risk that Tanki makes the effects too strong.

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"Overdrive" might just be the final nail in the coffin of TO, for me.  It comes at the end of a long string, ever the years, of horrible updates that have slowly chipped away at the game.  And now this - I think this is it.  Finito.

 

"Overdrive" makes it impossible to play if you don't want to drug.  It's good for revenue ... But do you want to know what is bad for revenue?  When players abandon TO entirely.  

 

Goodbye.  It was really fun, for a long time.  I am sorry you had to wreck it.

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