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Episode 147 of the V-LOG is here!


r_Nives5
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Thought the spread on Legend-created games was 8...  I see Brigadiers in my battles sometimes.

 

FYI... MatchMaking once implemented will have a much narrower rank-spread than we saw in testing. Actually it seemed like there was NO rank-spread during testing = free-for-all.

i think they changed that in some unannounced update; now legends can only play with field marshals lowest. of course you see brigadiers, you are not a legend. one rank later and you won't be playing with anyone lower than fieldmarshal. do you ever see rank brackets from legends to anyone below fieldmarshal nowadays?

 

i know about rank spread for random but you can form battle froups with anyone of any rank, even legends

 

 

cherish your final days as generalissimo, when you do rank up one last time you'd be down on your knees begging with me for matchmaking to be implemented asap ;)

 

Edited by GuidoFawkes

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I have several questions about these Overdrives.

Will higher modification hull's Overdrives be stronger than lower ones? Say a Mammoth M0 and a Mammoth M4 collide with their Overdrives activated. Who dies?

Will Titan's shields completely remove damage, or will they knock off some of a turret's damage value? Say a Rail gun shoots through it and it takes off 20 - 25%? How long will the shield last? Will it follow the user? What's its radius? Won't blue domes obstruct player view? Why not give the tanks affected a simple blue shine and a dome stationary where activated?

With Viking's over drive, how much of a reload time decrease are we looking at? 10%? Viking Twins users who have been here since last October's rebalance will surely enjoy the old firing rate of Twins. I'm sure Smoky users would also love this.

With Hornet's overdrive, is there a limit as to how many walls that can be between you and an enemy to see them? Imagine you and an opponent being on opposite sides of a map, seeing through all walls, beams, bushes and buildings? Will the enemy's tank fade more as more items come between you and them? Will this allow you to see their mines, too, if any?

This is pretty much all I got.

Edited by Sliced
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On the subject of Hunter and Dictator, what happens in a no supply battle? Their overdrives become useless.

Most no supply are also no overdrives, thankfully

 

That's actually pretty telling - when given a choice, players generally opt for no supplies, no supply drops, no friendly fire, and no overdrives. Conversely, those same players generally opt for gold box drops, alterations, and micro upgrades enabled.

 

Food for thought.

Edited by austen_pierce
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The OD is for the new players (and future players), they will be fostered in the new system (Tanki 3).

For the experienced player, the one that played the game for years the Tanki 1, that would be either you like it or you leave or you play pro-battle.

Tanki 1 will be dead soon. Long live Tanki 3.

That is the truth. But even then Overdrive for new players or new accounts will still suck, unless you are in a clan and have friends to setup a coordinated team.

 

Tanki only cares about money, it doesn't care about players one bit, whether they invested money or time.

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That is the truth. But even then Overdrive for new players or new accounts will still suck, unless you are in a clan and have friends to setup a coordinated team.

 

Tanki only cares about money, it doesn't care about players one bit, whether they invested money or time.

When you start a game, especially with so many keys to control, you are always going to struggle. It took me a long time to manage to turn the turret, learn the different map layout (now i play without the drops zone mark) and manage the gold box hunt. Playing with friends or clanmates or family members is always going to be more fun for sure.

 

Tanki only cares about money, it doesn't care about players one bit, whether they invested money or time

hear, hear, ikr, TANKI ONLINE = Illuminati confirmed

Edited by Viking4s
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On the subject of Hunter and Dictator, what happens in a no supply battle? Their overdrives become useless.

It can deactivate the supplies of Dictator's and his friends' overdrive drugs... at least.

 

But as austen_pierce said, luckily most of the nondrug battles are without ODs. I consider me more as a nondrugger than as a drugger, but I still perceive drug+OD battles as better balanced than nondrug+ODs battles.

Edited by Tani_S

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I have several questions about these Overdrives.

 

Will higher modification hull's Overdrives be stronger than lower ones? Say a Mammoth M0 and a Mammoth M4 collide with their Overdrives activated. Who dies?

 

Will Titan's shields completely remove damage, or will they knock off some of a turret's damage value? Say a Rail gun shoots through it and it takes off 20 - 25%? How long will the shield last? Will it follow the user? What's its radius? Won't blue domes obstruct player view? Why not give the tanks affected a simple blue shine and a dome stationary where activated?

 

With Viking's over drive, how much of a reload time decrease are we looking at? 10%? Viking Twins users who have been here since last October's rebalance will surely enjoy the old firing rate of Twins. I'm sure Smoky users would also love this.

 

With Hornet's overdrive, is there a limit as to how many walls that can be between you and an enemy to see them? Imagine you and an opponent being on opposite sides of a map, seeing through all walls, beams, bushes and buildings? Will the enemy's tank fade more as more items come between you and them? Will this allow you to see their mines, too, if any?

 

This is pretty much all I got.

Great questions. Or put another way, here are some of the worms in the Overdrive can.

 

Most no supply are also no overdrives, thankfully

 

That's actually pretty telling - when given a choice, players generally opt for no supplies, no supply drops, no friendly fire, and no overdrives. Conversely, those same players generally opt for gold box drops, alterations, and micro upgrades enabled.

 

Food for thought.

Where do you find these no-drug battles. Are the also XP/BP stuff? Because whenever I look at teh 'pro' list I see Parkour, XP and those, and then a bunch of games with 0, 1, or 2 players per team. There are almost never any medium to large team games on medium sized maps when I look.  Drug, no-drug does not matter when there are no games of either type to choose.

 

How am I supposed to find these no-drug games that supposedly exist? 

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How am I supposed to find these no-drug games that supposedly exist? 

yeah the only no drug battles i ever see are island, polygon, hill and noise. I have really been wanting to have a shaft war at highways without drugs but I've never gotten a single chance to do that.

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yeah the only no drug battles i ever see are island, polygon, hill and noise. I have really been wanting to have a shaft war at highways without drugs but I've never gotten a single chance to do that.

I guess when the Pro Pass is junked I will have a chance to look again.  But honestly if I hae to click on 100 battles and look at 100 groups of icon I will not bother.  There has to be a way to FIND these games in less time than it takes to PLAY these games.

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Great questions. Or put another way, here are some of the worms in the Overdrive can.

 

Where do you find these no-drug battles. Are the also XP/BP stuff? Because whenever I look at teh 'pro' list I see Parkour, XP and those, and then a bunch of games with 0, 1, or 2 players per team. There are almost never any medium to large team games on medium sized maps when I look. Drug, no-drug does not matter when there are no games of either type to choose.

 

How am I supposed to find these no-drug games that supposedly exist?

EN2

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do you mean EU2?

Yup.

 

And if you don't see the map you want, hey, guess what, we're talking PRO battles so go ahead and *create* one ;). On EU2 folks will join, if only to see if you are dropping gold. :ph34r:

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Yup.

 

And if you don't see the map you want, hey, guess what, we're talking PRO battles so go ahead and *create* one ;). On EU2 folks will join, if only to see if you are dropping gold. :ph34r:

EU2 is for legends. most of the pro battles for our ranks are at EU5. and all of the non parkour no drug battles are island, hill, noise or polygon. pro pass is too expensive, i have never ever bought one before. but wheneve i get premium i create highways no drug battles and not a single person has ever joined.

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Great questions. Or put another way, here are some of the worms in the Overdrive can.

 

Where do you find these no-drug battles. Are the also XP/BP stuff? Because whenever I look at teh 'pro' list I see Parkour, XP and those, and then a bunch of games with 0, 1, or 2 players per team. There are almost never any medium to large team games on medium sized maps when I look.  Drug, no-drug does not matter when there are no games of either type to choose.

 

How am I supposed to find these no-drug games that supposedly exist? 

You might find more Pro-Battles when the 3x mission reward ends.  many that play Pro-battles are collecting the extra rewards (crystals).

I even gave up my Pro-Pass for the summer - did not play enough to warrant it's cost.

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Yup.

 

And if you don't see the map you want, hey, guess what, we're talking PRO battles so go ahead and *create* one ;). On EU2 folks will join, if only to see if you are dropping gold. :ph34r:

EN2 is where I have looked and find all the tiny 1 or 2 players battles.  But I have not tried for a long time to create a batle.  Well it will have to wait for Matchmaking or when I win the occasional 3 hr Premium Pass form a mission.

 

You might find more Pro-Battles when the 3x mission reward ends.  many that play Pro-battles are collecting the extra rewards (crystals).

I even gave up my Pro-Pass for the summer - did not play enough to warrant it's cost.

Personally I firmly believe the 3x missions will never end. With it going for a half-year the company has acclimated the player base to a new norm.  

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Personally I firmly believe the 3x missions will never end. With it going for a half-year the company has acclimated the player base to a new norm.  

The 3x force us to play Standard battles, because if we don't do missions we'll be at a disadvantage to others that do. People who only play PRO Battles and are not Legends should be pissed about the 3x. Personally I would prefer the 3x to end.

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I wonder what kind of mechanic that they could implement to prevent having too big domination of one team spawn killing the other, because of the overdrives...

 

Or another question which may be linked to this, do you expect that the coming overdrives will cause more lopsided battles than the Overdrive battles that we see right now, though less Overdrives will be shareable?

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I wonder what kind of mechanic that they could implement to prevent having too big domination of one team spawn killing the other, because of the overdrives...

 

Or another question which may be linked to this, do you expect that the coming overdrives will cause more lopsided battles than the Overdrive battles that we see right now, though less Overdrives will be shareable?

Possibly - but not enough detail yet.

 

The OD for hornet for example... "crystal ball" = 'radar'?  "Protection"... what kind of protection and how much?

 

Viking (better re-load?)... seems weak compared to Dictator, unless it lasts longer and is significant in %.

Dictator DPS is doubled and so is protection.  An increased reload of... 25%? gives you +25% DPS.  Hardly comparable.

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At the moment it looks to me, like the battles will be more loopsided.

Simply because killing tanks makes your overdrive reload faster, which enables you to kill even more tanks. It's a positive feedback loop..

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The 3x force us to play Standard battles, because if we don't do missions we'll be at a disadvantage to others that do. People who only play PRO Battles and are not Legends should be pissed about the 3x. Personally I would prefer the 3x to end.

 

When it will end, and matchmaking comes in, then there is not much incentive to play non-pro battles, because 

 

non-pro battles -> long loading time, larger rank brackets, pay-to-win because of supplies and MUs.

 

pro battles are much better.

 

Possibly - but not enough detail yet.

 

The OD for hornet for example... "crystal ball" = 'radar'?  "Protection"... what kind of protection and how much?

 

Viking (better re-load?)... seems weak compared to Dictator, unless it lasts longer and is significant in %.

Dictator DPS is doubled and so is protection.  An increased reload of... 25%? gives you +25% DPS.  Hardly comparable.

yes but in 10 minute battle i think it is difficult to activate OD more than 3 times, and now it lasts for only 30 seconds, not 40 seconds like the one in May holidays.

 

dictator needed a slight buff because viking is very strong due to its fast speed.

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Possibly - but not enough detail yet.

 

The OD for hornet for example... "crystal ball" = 'radar'?  "Protection"... what kind of protection and how much?

 

Viking (better re-load?)... seems weak compared to Dictator, unless it lasts longer and is significant in %.

Dictator DPS is doubled and so is protection.  An increased reload of... 25%? gives you +25% DPS.  Hardly comparable.

+25% Boost is ridiculous  :P it must have at least +100 %, but rather more and in overall significantly longer activation times..

 

At the moment it looks to me, like the battles will be more loopsided.

Simply because killing tanks makes your overdrive reload faster, which enables you to kill even more tanks. It's a positive feedback loop..

Yes, that seems to be case, but what exactly makes it easier to kill them? The devs said, that the Overdrive is not charging faster while the Overdrive is in its activation period (I would expect that this is applied to both, the own OD fulldrug and the shared OD fulldrug). I think that the combination of shareable ODs together with an imbalance in team sizes is often the death for the balance of a round. Hopefully the Matchmaking can improve the team size imbalances.

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Yes, that seems to be case, but what exactly makes it easier to kill them? The devs said, that the Overdrive is not charging faster while the Overdrive is in its activation period (I would expect that this is applied to both, the own OD fulldrug and the shared OD fulldrug). I think that the combination of shareable ODs together with an imbalance in team sizes is often the death for the balance of a round. Hopefully the Matchmaking can improve the team size imbalances.

someone that drugs can load his overdrive faster, and deal even more damage. A team that manages to push hard on an enemy team (by good teamwork for an instance) can load it's overdrives faster and dominate even more. And the effect of sharing overdrives was already mentioned by you.

Tanki had the chance to give hulls special abilities, and they decided to go the way to empower them temporarily, while this power is fueled by domination even faster. and by doing so they made the tactics while fighting tanks even less predictable again.

 

I would have by far preffered such a system:

 

 

 

I would by far apriciate it way more, if overdrives would be skipped and the system would be changed into permanent hull abilities.

Like a Viking would have a 10% higher firerate all the time. A Hunter would regain a certain, very low amount of health constantly. A Wasp could switch into a speed mode sacrificing fireing range by -30% and back to normal at anytime it wants. A hornet could use a 5sec Nitro at almost every time, while receiving +20% damage (if hit) during that time.

And so so.. those are just a few examples, and they are for sure not yet balanced as well. But they would make the hulls truely different during the whole battle, while at the same time the behaviour would be far more predictable then with overdrives.

 

I also hope that the Matchmaking will level the situation of loopsided battles (while I do remember wolferines comment of beeing placed in lost battles over and over again). I also found the non-pro battles more enjoyable while the matchmaking distributed the players randomly, as there was no chance for strong tankers to join winning teams primarily. Battlling felt less loopsided back then.

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There is a Hull Sale today.

 

I've decided that my sometimes-played Striker/Titan combo might work better with a medium or light hull.

 

So I ran a throw-away account to try out some Striker / hull combos at m0 level.  That has pretty much sold me on the idea of a new hull.

 

And just a day or two later Tanki has a hull sale! "Thank you Tanki!", right?

 

Wrong.

 

Overdrives are coming. So I do not know who is going to buy a hull today. Why buy the hull that turns out to have a junk Overdrive?

 

In most games when you have played enough to advance in power, you advance in power. In Tanki once you have earned the ability to advance, you sit down for a couple months until the right item  goes on sale or the right kit rotates into the shop.

 

This is simply terrible marketing. There are countless games to play.  Players will go play those other games during these months of forced delay.  And they don't come back.

 

SSDD in TO.

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