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[Special] Deconstructed: The All-New Repair Kit


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Hello there readers, and welcome to yet another special article based on the recent changes in the game. This time, I'll be going deep under the surface on the subject of Repair Kits and the alterations they have undergone.

 

So without further ado, let's jump right into the article! 

________________________________________________________________________________________

 

So what's changed?

 

A lot; and believe me when I say 'a lot', I mean a LOT. What's more is that these changes have not only modeled previous strategies and unfolded them into new ones, they have completely changed the flow of battles, and probably even the main team strategies. Additionally, these changes also attacked some parkour tricks, making them highly difficult or even impossible to do now. 

 

So with that being said, let's take a look at the changes made to the Repair Kit:

 

 

 

163px-Inventory_first_aid.png

 

 

The General Concept/Working:

Previously, when this tertiary supply was activated, it began restoring two hundred health points per second, while removing burning and freezing effects over a course of two seconds. But now, the Repair Kit instantly restores a thousand health points instantly and reduces burning and freezing effects, while restoring three thousand more over a course of three seconds. To make matters more interesting, if you get shot while applying the Repair Kit, it will stop working - that is, the process of healing will terminate, even if you see the indicator still flashing on your tank. However, if you do manage to fully heal yourself, the process will only terminate once you have achieved full health.

 

Sounds intriguing?

 

Well, this was all in the name of balance. Everything's cool when you're shooting other people and making them fail at using their Repair Kits- a.k.a all is fun until you become the victim. See the balance here?

 

Changes to Active/Cooldown Times:

Let's not forget here, the Repair Kit was also targeted by a balancing missile. In serious words, the developers have made the Repair Kit more balanced and have potentially eliminated the huge unrest of 'drugging' between buyers and non-buyers. If buyers have any real advantages now, they're from buying product kits at an early stage or things like Premium Account and so on.

 

Here's what has changed:

  • Active Time/Duration - As aforementioned, the Repair Kit now has an active time of three seconds. A thousand health points gets generated instantly as you activate the supply. The rest three thousand however, get generated in a time of three seconds. This is highly opposing as to the previous system of restoring two hundred health points per second.
  • Cooldown - The cooldown time for the Repair Kit is now set at thirty seconds. This means that whenever you activate a Repair Kit, you'll not be able to use it again for thirty second (after the Repair Kit indicators stops flashing).
  • Smart Cooldowns - The smart cooldowns regarding the Repair Kit have been decreased by 50%. This is pretty much self-explanatory.

________________________________________________________________________________________

 

Now, let's take a look at some of the major changes the changes to the Repair Kit have caused in the game; they're somewhat fascinating!

 

The best turrets are not the best anymore.

 

Yes, you heard that right - and no, I don't mean that those turrets have lost their power, damage or livability; well, you can say that they have, but only when you take this new Repair Kit into account. Remember the strongest turrets? Hammer? Thunder? Magnum, etc.? Good. 

 

The aforementioned turrets still do a lot of damage and can still take a lot of people out, but you'll see that most of those people would be non-supply users, or use little. In fact, facing a supply-spamming user is like facing one of Godmode's minions.

 

Why? Let's see.

 

The most drastically hit turret is probably Shaft. In the time it hits a person and reloads, that person he/she hit would've already used a Repair Kit and gotten most of their health back. Magnum is still okay, as its huge damage makes up for it. Turrets that weren't hit that hard are the likes of Smoky, Hammer, Ricochet and Striker - all of which, as you might have noticed, have very little delay time between a shot. This little delay time makes for the next shot as quickly as possible, stopping the repairing person in front you from healing any further. However, certain turrets have became highly over-powered thanks to this update - and these are Firebird, Freeze, Isida, Twins and Vulcan. Note the similarity in them? Yes, they fire forever, and you'll know how energy turrets can fire "forever" now.

 

Firebird has the capability to deal damage in afterburn. Now, do you remember that any sort of damage inflicted to you terminates the healing action? Well, the afterburn also does that - meaning that once you're in the range of a Firebird, you're a goner. What about Freeze? Freeze has enough energetic ammunition to take you out while firing continuously, even if you repaired in the middle of all that chaos. To make matters even worse, by the time you repair yourself, the Freeze would already be drifting past you in circles. Lesson? Don't solo with a Freeze anymore. Moving on to Isida, a turret that can literally leech out all of the health in a tank in seconds (thanks to the buff it got previously). With this update, you'll be dead before you even know it. 

 

That isn't all though, as next up, we have two turrets that can practically fire continuously until their satisfaction hits it limits. Yes tanks and tankeresses, they're Twins and Vulcan. They will terminate your repairing action at the second you repair, and they will kill you...

 

So, be ready.

 

 

Similarly, the best modules aren't the best anymore.

 

Now as you guys might now, when a certain turret isn't being used that much in a battle - or isn't present in it at all, you really don't have to equip a module with protections against it. This is the same case. Turrets that don't prove to be much effective regarding this Repair Kit update will die out, while the turrets that got more powerful will start to become more and more popular.

 

Hence, it is necessary for one to buy new modules and safeguard the other ones, because who knows, some other update might make those turrets more powerful once again.

 

If someone is looking for new modules to protect themselves, I'd highly suggest the following modules:

 

1. Badger T-F (Firebird, Freeze and Twins)

2. Badger T-H (Firebird, Isida and Freeze)

3. Shark T-D (Twins, Thunder and Vulcan)

4. Shark T-G (Ricochet, Striker and Thunder)

5. Kodiak T-G (Firebird, Twins and Railgun)

6. Kodiak T-F (Railgun, Thunder and Ricochet)

 

Do note that you're not limited to these modules only. If there are different turrets being used in the battle, switch to other modules without any hesitation.

 

 

Attacking strategies are now completely different.

 

We all know the attacking strategy we have been practicing for years, or ever since the Repair Kit came out in Tanki Online. You know, the usual 'Go in, grab the flag, activate the Repair Kit and go out'. Well, it doesn't work like that anymore, because now, the defenders will know that the Repair Kit stops healing you if they inflict damage; and they will do just that. 

 

Because you see, the instant thousand health points is a full life for let's say, a Hornet M1. But for a supply-spamming Viking M4 rushing in your base to get the flag, it is barely anything.

 

Combine these facts with the ones regarding turrets, and the defenders will become a group of mean, green killing machines. In other words, defenders will know how to use turrets like Firebird, Freeze, Isida, Twins and Vulcan to their full potential now, making it almost impossible to grab flags; which paves way to my next point:

 

 

What's the biggest counter?

 

Isida. Yes, you saw that right, Isida. This health-generating turret is now the biggest, and only counter to this Repair Kit update. Like, literally, if you want to do anything without getting your repairing action terminated, an Isida behind you is the only answer.

 

Want to go on a multikill in a TDM? Take an Isida. Want to capture a flag in CTF? Take an Isida. Though CP mode will not be that grueling, it is still advisable to take an Isida with you.

 

This counter also works a treat in parkour mode. So if you want to do a trick which requires a lot of mines or hits, you can actually feature an Isida in the group which will heal the jumper. In the worst case scenario, the jumper will have to spam his Repair Kits.

 

Hence, Isida all the way.

 

________________________________________________________________________________________

 

So, there it is - a short review of the new Repair Kit changes previously implemented in the game through Patch Update #469. Well, time to share your opinions and comments down in the comments below. Do you like this change? Do you think it has successfully relieved the "drugging" problem once and for all? 

 

See you in the battle!

 

 

 

 

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Edited by Hexed
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Hello readers! Here is yet another special article coming hot off the rollers; and this time, I was reviewing the new Repair Kit mechanics recently implemented in the game. Hope you enjoy this one! (Don't forget to leave your opinions below!)

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This is a HORRIBLE article. This is not about the changes to the RK., It is an opinion piece on the patch. Opinions and future predictions are presented as fact. The author assumes everyone plays TO the exact same way he does.

 

What facts are in there are wrong. The old RK did not heal 200 HP for 2 seconds. That's only 400 HP total.  

 

Capturing a flag is impossible now? Wow. The blind leading the blind. If you cannot imagine new approaches to the game why to you presume to write an article to "educate" the gaming community?

 

"The changes to Smart Cooldowns dont need comment". In an article like this, yes they do. More facts, not opinion.

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This is a HORRIBLE article. This is not about the changes to the RK., It is an opinion piece on the patch. Opinions and future predictions are presented as fact. The author assumes everyone plays TO the exact same way he does.

 

What facts are in there are wrong. The old RK did not heal 200 HP for 2 seconds. That's only 400 HP total.  

 

Capturing a flag is impossible now? Wow. The blind leading the blind. If you cannot imagine new approaches to the game why to you presume to write an article to "educate" the gaming community?

 

"The changes to Smart Cooldowns dont need comment". In an article like this, yes they do. More facts, not opinion.

You missed an update, it's 2000 HP for 2s. Unless you want to go even deeper in the past.

 

And yes an article can be an opinion piece. If you have read his previous articles you would have seen that it is his writing style.

Edited by Viking4s
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This is a HORRIBLE article. This is not about the changes to the RK., It is an opinion piece on the patch. Opinions and future predictions are presented as fact. The author assumes everyone plays TO the exact same way he does.

 

What facts are in there are wrong. The old RK did not heal 200 HP for 2 seconds. That's only 400 HP total.  

 

Capturing a flag is impossible now? Wow. The blind leading the blind. If you cannot imagine new approaches to the game why to you presume to write an article to "educate" the gaming community?

 

"The changes to Smart Cooldowns dont need comment". In an article like this, yes they do. More facts, not opinion.

These are not opinions, neither facts. They're statements regarding this update, which itself is based on changes to the Repair Kit. So you're wrong here.

 

The older Repair Kit did do that, please do some research before you present numbers.

 

That scenario is presented in an ideal situation, where all teams are balanced and not like one team dominating the other. And "impossible" is not in the sense of "you can't do it, no matter what", but in the sense of "very hard". If you want to know what I mean, try a non-supply or a "drug war".

 

They don't need comment because what explaining does "50/2 is 25" do? It's common sense that if 50 is reduced by 50%, it becomes 25.

 

Also:

 

 

And yes an article can be an opinion piece.

Furthermore, this article is not an opinion piece; it may look like one to you, but it isn't.

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Hazel said,

"The old repair kit was breaking the roles of the turrets.

It allowed long range turrets to get into duels with close combat turrets on their territory.
And that wasn’t a good thing."
 
So why wasn't it a good thing? Surely if this was the concern, maybe the best way to go would be to limit the damage rates long-range turrets can have over short distances. This way, if a long range turret player decided to go off-piste and tackle close combat turrets on their territory, he'd come off second best.
 
Changing the mechanic to something this drastic without explaining properly WHY, just rubs people up the wrong way and players are left to come to their own conclusions and end up leaving.
 

peak server loads as per homepage numbers

14/07/2016, 51410
15/07/2016, 50135
16/07/2016, 50638
17/07/2016, 49350
18/07/2016, 48049
19/07/2016, 45966
20/07/2016, 44787
21/07/2016, 45403
22/07/2016, 44230

14/07/2017, 31972
15/07/2017, 31316
16/07/2017, 32359
17/07/2017, 30978
18/07/2017, 31639
19/07/2017, 31474
20/07/2017, 31429
21/07/2017, 30998
22/07/2017, 29563

 

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definitely, the old way, even hornet user like me has no fear of fire, freeze if I got repair kit,

 

as they can't do instance kill, and their killing speed is predicatable, I can comfortable activate repair kit at last point of health, and run out at full health,

 

and those fire and freeze already run out of energy and can;t do anything and just watching me run away,

 

---------------

 

same thing, those Thunder and Hammer drugger can fearlessly go solo into enemy base and keep killing everyone around, and active health kit, and do another round of free killing.

 

and twin on heavy hull is unstoppable on full drug, and the health kit can save them back to fresh, and their heavy hull health can last till next repair kit ready to use, which is truly Godmode_on,

 

----------

 

now, people will think twice before charging into fire and freeze, viking drugger will not be able to do 2nd round of solo in enemy base,

 

twin on heavy hull wont be unstoppable.

 

--------------

 

However, isida population now double in battle field, and those drugger can;t do solo, but half of the drugger will become drugging isida.

 

which means, drugging team still will win, as long as they got isida, which means more diversitity in drugging stlye at least.

 

-----------

 

old days, when drugger has repair kit, they would say "why 2 isida"

now they will say "we need more isida"

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^ I agree, especially with the fact that with energy-based turrets (Firebird, Freeze and Isida), you can shoot the opponent constantly and not stop when they activate their Repair Kit, because if you keep firing, they will only get 1000 HP and not more.

Edited by Hexed

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peak server loads as per homepage numbers

 

14/07/2016, 51410

15/07/2016, 50135

16/07/2016, 50638

17/07/2016, 49350

18/07/2016, 48049

19/07/2016, 45966

20/07/2016, 44787

21/07/2016, 45403

22/07/2016, 44230

 

14/07/2017, 31972

15/07/2017, 31316

16/07/2017, 32359

17/07/2017, 30978

18/07/2017, 31639

19/07/2017, 31474

20/07/2017, 31429

21/07/2017, 30998

22/07/2017, 29563

 

 

Hmm try adding roughly another 5 000 to each total for each day in 2017. You seem to have either missed / recorded before peak times.

 

Here is the peak players for 22/7/2017:

 

jypTlzj.png

 


 

Nice article Hexed! :)

Edited by lukey0
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old days, when drugger has repair kit, they would say "why 2 isida"

now they will say "we need more isida"

Nowadays I usually play Rail/Hornet, but yesterday I went for a stroll in the park with Viking/Isida, and that was amazing. You're still easy target (and favorite target, maybe because I was a low rank too) for long range weapon, but hide and RK and you get all strength back.

 

With these changes there is some impact on the game play, but adapt and carry on. Those who don't adapt will be at lower advantage. Those changes on RK brought less changes than the introduction of the 2 new deadly long range turrets.

The 25% effective time reduction of the DD, SB and DA are huge changes too, but with the summer x3 weekly chain rewards and shorter cool-down it's perfectly manageable.

Edited by Viking4s

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I LOVE THIS ARTICLE AND THIS UPDATE!! 

So, let me explain... I never had a lot of RK's anyway. My peak was just about 200 RK'S and before the June sales my D/K ratio had dropped below 1.36 from 1.41... But, look at me after this update... I rule battles with legends in it, destroy everyone that comes in my path and watch as they hopelessly try to spam their RK against me :D. True, short ranged turrets especially firebird and twins have gotten immensely stronger (heck, half my team in Kolhoz was full of them smh), but its a big update to stop the rule of druggers in the battlefield. I myself have stopped swearing in battles and I rarely do so now. This game has become fun for me again and Im just loving it :) 

 

 

take a look at my profile and you'll know why I love this update xD

 

 

 

Also, you said that "Previously, when this tertiary supply was activated, it began restoring two hundred health points per second"

I dont think this is accurate, I remember it giving us 2k HP/Sec.... unless you're talking about the Rk before last year's rebalance

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Hmm try adding roughly another 5 000 to each total for each day in 2017. You seem to have either missed / recorded before peak times.

 

Here is the peak players for 22/7/2017:

 

jypTlzj.png

 

Why should I add anything to the numbers shown on the homepage?

The numbers on this graph are elevated compared to that given in the homepage.

 

There is information contained in the homepage that can be used as a general indicator.

It not only gives you the numbers that are online but also the numbers that are in battles.

 

ThiK9mNESIWI-CWyVONR_g.png

 

 

hJUySaoQTIu-XwLegYVnvQ.png

 

So I'm using their numbers. I'm not making this up.

 

 

Edited by AbsoluteZero
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I dont understand 1 thing, 1 thing.... Why protect them if you agree that you do not like this update?

I didn't mean that I didn't like this update openly, like every aspect of it. It caused some changes, I mean, in a player's view, they are bad; but who knows, they might be good for the future of Tanki.

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~Le information

Now I know why our numbers are different now that you have shown me where you got your numbers from. Mine counts the numbers of players on every set of servers including the Brazilian ones and any other countries own server. Yours just counts the RU/DE/EN servers. 

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Yes tanks and tankeresses, they're Twins and Vulcan. They will terminate your repairing action at the second you repair, and they will kill you...

 

 

 

That is an epic quote , specially the twins parts.

 

 

 

If someone is looking for new modules to protect themselves, I'd highly suggest the following modules:

 

1. Badger T-F (Firebird, Freeze and Twins)

 

3. Shark T-D (Twins, Thunder and Vulcan)

 

5. Kodiak T-G (Firebird, Twins and Railgun)

 

 

 

 

Come on man , don't tell other tankers to buy twins protection ... r u after twins users crystals lunch ?

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twin on heavy hull wont be unstoppable.

This may be true in ctf and cp, but in dm , the rk update made me do away with using rk's

And still have same score and same K/D. twins on heavy hull is the greatest beneficiary of this

Update specially in a dm. 

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I didn't mean that I didn't like this update openly, like every aspect of it. It caused some changes, I mean, in a player's view, they are bad; but who knows, they might be good for the future of Tanki.

I cant help them bcs they are bad.... But, I would like old RK,and new RK wont even help them bcs they are BAD !

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When I read the word rebalancing, then I know that the opposite is happening. Why? all these rebalancing acts before were exactly that: making things worse. Why should it be different this time?

tanki.online statitistcs? False. Why? Because they add the many wrong K/D rates caused by not being uploaded to a game and firing blankets, while being destroyed. False, because not uploaded quick enough to a battle, then thrown out due 'to inactivity', always losing tanks for nothing. As if anybody can be active, when not uploaded to a battle. Wrong, because battles end due to 'serious error'. The list is endless. Such statistics are totally worthless by any empirical understanding.

I alone lost at least 200 tanks this way. Add to these the many other tanks lost by other players and you end with totally wrong figures.

Such statistics are those of amateurs only. 

No, I do not trust tanki's statistics at all and contest them.

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