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Competitive Games vs. Blowout Games


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Blowouts or Nail-biters  

52 members have voted

  1. 1. How frequently do you find the game you joined will be a blowout for one team?

    • 10% Competitive / 90% Blowouts
      9
    • 30% Competitive / 70% Blowouts
      27
    • 50% Competitive / 50% Blowouts
      8
    • 70% Competitive / 30% Blowouts
      6
    • 90% Competitive / 10% Blowouts
      2
  2. 2. I find games [more/fewer] competitive games today compared to before these two changes.

    • I find competitive game more frequently.
      5
    • I find blowout games more frequenelty.
      36
    • I have not seen a significant change.
      11
  3. 3. If i find my team is getting blown-out I generally...

    • ... leave that game to find another.
      36
    • ... stay in the game until the Crystal payout
      16


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I've seen this.

 

One theory is that tanker was 90% on overdrive when battle ended.

Stayed in same battle for next round.

OD started counting at 90% instead of re-setting to 0%.

Not sure how much fact vs fiction..

 

This must happen quite often then, as it's happened in two battles today! Half of the opposition swarmed our flag within seconds of the start all drugged up and I sniped a couple of the other teams snipers at the rear and they were un-killable too. 

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Sometimes the best answer is DM battle.

 

I only play DM when it's mission with a big enough reward to endure spawn/shoot tank in front/die/repeat. 

 

I usually play goalkeeper or XP/BP, neither of which readily translate to DM!

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Voted the same as the majority without even looking, says it all really.

 

Team battles are a car crash at the moment, just too many unsolved issues that lead to "blowouts" and frustrating game-play. Which is why I play mostly DM now and am enjoying the game more.

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Honestly, I don't join blowout games because:

 

1. The battle usually ends in about a minute after I join (time limit, all opponent leaves, max score)

2. I don't get many crystals (the OP players leading the team will receive all the crystals and I only get about 50 crystals)

3. It's not fun

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Theres an advantage to blowouts in PRO battles, you can reap most if not all of the battles fund. The losing team usually quits early, so their share of the winnings end up in the other team's hands. I just finished a battle which fund was close to 5k, both teams quit early so I took all the money home. 5k cry in 30min, not bad.

Edited by caiosilvac
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Now that the War event is over it seems like we are back to boring blowout after blowout.  There is usually only 1 or 2 games of each mode that aare of a good rank bracket and a re competitive. And these games are always full because everyone is trying to join them.

 

This is more important than a Juggernaught mode.

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I mostly play CTF and I see blowouts more often than not.

These are the three scenarios I mostly come across:

 

a.) you are on the winning team and everyone is working in a coordinated fashion, you don't even have to be there and they won't miss a beat

b.) you are on the winning team, but halfway through the game 40% or more of your team leaves (what is this???)

c.) you are on the losing team and no matter how well you are trying to close the gap in the score, your teammates are bumbling all over the place, so you leave

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The recent update in Tanki which enables the player to see the flag bearer in CTF and ASL has made these formats trash, as all the point of a stealthy entrance and exit has vanished. Players now wait for the flag bearer with DD activated and one shot kill him and return the flag.

 

RGB is different as you have to drive into the enemy's base and not drive away from it, so you can expect a more dynamic team and better support, but the idea of passing is pretty useless, as players see it as a CTF mode, and often end up getting killed while trying to score, and also the guys supporting them lose interest and go solo, which again worsens the gameplay.

 

Plus the overdrives play a vital role in gamechanger in RGB. If a team has succesfully activated an overdrive involving 4-5 players they pretty much can change the course of the game, but in small maps, it may cause in spawn killing.

 

So what I do, is choose my team in ASL and CTF wisely, based on the base design and the number of entances in and out of both team's base.

If the team's scores are balanced, you should always look at the score of both team's players, the team where more players have almost sam score has more chances of winning, as more people are playing a dynamic game, while if you see only one or two players with high scores, it is surely due to high drugging, and solo play.

 

So with that said, choose your maps and formats wisely, maps are the primary reasons of a blowout and a competetive game.

In CTF avoid large maps, as now the new update is terribly affecting the gameplay.

 

In ASL play in big maps for blue team and in maps that has more open base, in Red team.

Some ideal maps for example:

BLUE TEAM:

Kungur

Year 2042

Industrial Zone (excpt for the tunnel there is no entrance that may cause a surprise attack, effective mining will defenitely help you win)

RED TEAM:

Serpuhov (the best map for red team, with a defenseless base)

Aleksandrovsk (ideal map if you have two magnums in your team)

Barda(play only if your team is actively drugging and if the difference between you and defenders is not more than 30-40 points)

 

For RGB I say unless you have a high stock of drugs, avoid the game as me myself exhausted 1.5K+ supplies in the first week of the format's arrival to the game.

But, you may see the second best funds after CPs in RGB on a medium and small map, where both teams are actively playing and also I have playe some games that had equal scores till the last 30 seconds.

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I had some long missions today so I played in about 14 different games, every single one a blowout. 

 

Reasons- Drugs, overdrive, crap players.

 

Drugs, it's gotten to the point where if you don't constantly drug it's not worth playing unless you enjoy getting one shotted by just about any turret or freeze/firebird/isidia touch you for a second. It used to be that you could get shot by twins all day and not loose any life. M3+ twins DD = a three shot kill on an unprotected titan.

 

Overdrive, like drugs but worse not only does it give you all the drugs for 30 seconds but in that 30 seconds the drugs have cooled down so you can go straight back on them. getting killed doesn't get you an overdrive killing does and enables players to be on overdrive practically permanently.

 

Crap players. this is the one I have a hard time figuring. I'm now playing with the  top ranking players in the game and I still see tankers who can't turn their turret, Have an overdrive star but drive around teammates on the brink of death, take supply drops even if they are on full health or DD already. Charge off towards the flag without thought of defending their own, and abandon a game to try and collect a box with 1000 crystals in it when winning the game would give them a decent chunk of that anyway. I would have thought by now that the game would have weeded out these players so that the games would be more enjoyable, have an element of strategy and tactics to them. I think I can see why so many people have low ranking accounts.

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