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War Herald, Issue #1


r_Nives5
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The disbalance you talk of that has been brought to tanki because of supplies is really not that horrible. Supplies a few years ago were harder to get, and they were more terrible. Remember when the repair kit kept healing you without anyone being able to damage you? That was actually terrible for non buyers. Supplies will keep going through change, like how the supplies cooldowns and speed boost going to 40%+ and the repair kit update in the last couple of years (that I remember from the top of my head), it's all working towards a much better system for the supplies. Do you think the developers are giving us many ways to get supplies nowadays because they are money hungry and like to spoil the fun for those that don't want to take advantage of all or some of those ways? While the first part is true to some extent, it is also true that the more people use them, the easier it is to find defects with it. I have to say that Tanki team's reaction time is very slow, but I don't blame them since they are not a super big multimillionaire company stuff. 

 

If everyone in a battle from both team are skill-full with supplies, it will be more or less balanced. The problem that many people face is whether they should use them or not, like me. I've got well over 1k of each, nearly 2k for some, yet I don't usually deploy all of my supplies within the first 25 seconds of being spawned in. This is because 1) I fear I'm gonna end up using a lot of my supplies in a battle and yet end up losing the battle and getting terrible crystal rewards, which would feel like a huge loss for me knowing the price of RK is 150 cry and the other supplies is 50, lets say I've done well in a battle myself but my team didn't and I end up getting only 300 crystals in a 15 min battle where I spend 5 supplies every 40 seconds, 2) Enemies from the other team will leave because they are noob and sometimes I feel sorry for them (this rarely happens now since everyone always has at least 1 drug activated), 3) I am not entirely sure how to use them effectively enough and I don't know each cooldowns by heart. The unbalance is not caused because of the way the supplies work, its the way the players work around the supplies.

 

Blaming the overuse of supplies is stupid. Using supplies effectively does require concrete knowledge of each cooldowns and it also requires the mindset that you have to use up your supplies regardless of the overall loss in income. The weekly chain reward and the containers give good enough rewards to make up for crystals (containers are not always that rewarding but 10k-25k is pretty good). As littlewillie said, if you play non-pro battles a lot per day, you might as well invest in a supplies kit, whether its the one in the garage or shop. If you have time and think that it is necessary for you to understand the current mechanisms of supplies, maybe have a walk through the wiki page about supplies or try to find the latest review of the supplies in the newspaper section (I don't check it often so I can't really give any indications). If you don't want to do that, if you play a lot per day, you might as well invest 5k each month to get a pro pass and play in pro battles where supplies can be disabled and battles are as balanced as you wish them to be (if you can't invest 5k each month, maybe look for a clan since clan players can join pro battles without buying a pro pass). 

 

 

 

Oh god I didn't realize how long I'd been writting, sorry man. :P Anyways, that's all I had to say about the current supplies situation, and sorry for the extreme lack of succinct expressions, I'm not the best at english.

 

Man who's gonna read all that? :P

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Man who's gonna read all that? :P

I sure am not reading it again myself.  :lol:  :lol: I could bother to make it shorter, but ehhh.  :ph34r:  Should I just hide that post?

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  Should I just hide that post?

Might not be a bad idea as no-one will even think about reading it. I read a part, and wow, nothing but things I already know and that I have taken into account. Trust me, you won't have to teach me how to use supplies smart, but using supplies smart against players overusing them is a lost case, whichever way you look at it. You too are not commenting on my initial point... It's like I ask for your age and you answer by giving your name.

 

I'll ignore any more posts on my opinion unless your post comments on the point of my opinion and not something that has to do with drugs in general. We have a different topic to discuss drugs.

Edited by falcosenna1

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No one is asking you to play for 48 hours straight. The event is based on K/D, so more kills does not necessarily mean a higher chance of victory. You could play for only a little and as long as you get a good K/D, you are contributing to your team's victory.

Or by ... contributing to enemy team deaths ;)  coughalternateaccountusesdifferentpaintcough

 

Thinking about how k/d contributes to team victory - not a fan.  Gives advantage to users of turrets like Shaft & Magnum.

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Hello !

 

This new event promises to be a great experience, mind you.

 

But please let me express my deepest sorrow:

The pics shown above let the iron clads appear like mobile national flags, ain't it ?

 

National flags shooting one another

will cause bad emotions,

no doubt about that.

 

And -

must I remind you of the Firebirds

burning them down in everyone's mind eyes ?

 

Perhaps I got it wrong,

I hope so.

 

Be great !

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Or by ... contributing to enemy team deaths ;)  coughalternateaccountusesdifferentpaintcough

 

Thinking about how k/d contributes to team victory - not a fan.  Gives advantage to users of turrets like Shaft & Magnum.

The problem is....KD is about the only thing Tanki could use. Most other ratings would heavily favour the larger communities.

 

Using KD as the decisive factor wouldn't be so bad if Tanki discounted the mults' scores....i.e. any score of a player below 0.8KD doesn't count towards the overall communities scores. Would more likely result in the best team winning, rather than the least mult-affected team winning as it may end up being. Would also be less punishing for those that use worse combos for KD....So rather than making a direct contribution to their communities' KD average if they're not likely to get a good KD, they could make a contribution by hunting down other communities' players and worsening their KD.

 

If Tanki includes the KD's of mults in this then the whole contest is pointless IMO....its guaranteed that some will complain about it cos they'll be seeing these inactive mults getting smashed up wearing their community paints. I just played in a couple of DM Highland rounds just now, one inactive there ended up with about a 0-120 score for the 2 rounds....Imagine what impact a few inactives like that would have on a community average KD if it was in battles for a few hours. And in DM, it wont even be breaking sabotage rules(I assume)

 

p.s...not saying 0.8KD is a mult score, can be a decent score with some combos, just an example.

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Here's an idea to (maybe) be considered. Have a outlasting war, where the number of kills to stay "alive" increases every day, and the team with the most players still alive by a deadline wins.

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Here's an idea to (maybe) be considered. Have a outlasting war, where the number of kills to stay "alive" increases every day, and the team with the most players still alive by a deadline wins.

This would be a nice idea, if it didn't favor the biggest team. There's no doubt that the four teams won't have the exact same amount of players from the start. If all teams started with the exact same amount of players, it could work.

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So, once the event is over, can we still keep the paint?

 

And,

Sees oncoming German, polish, Russian hardcore players coming my way, reaches for credit card,

becomes buyer and annihilates everything B)

 

 

Edited by R3VOLUTION

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The biggest problem in maintaining high K/D is "Titan+Magnum Team" in DM. They team up & blew everyone. I remember I got 1600+ kills in a single day just few weeks back during New Year Crazy weekend with this tactic in Highland DM and we are the top scorers as always. I feel Russians will repeat again this time. 

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I still think community vs community is very limiting. I honestly think it's better for Tanki to create their own fictional teams (I think I had mentioned this on the previous topic). Yes, the strategy part, that seems like a very nice original idea actually, wouldn't be applicable since people from all communities won't be able to communicate with each other due to language difference. We'll see anyway how good this strategy and battle system goes for this war.
 
But, this strategy-battle system and these non-fictional war teams would be traded off for more ideas on goals to reach or ideas to implement, such as one of the ideas I've seen above. 

Here's an idea to (maybe) be considered. Have a outlasting war, where the number of kills to stay "alive" increases every day, and the team with the most players still alive by a deadline wins.

Maybe they can test out an event like that in the future? 
 

And hey, if they do decide on making non-fictional teams, they might as well add some spice to their background story like they did in Tanki X. I sure liked them stories. ;) I'm obviously just kidding, that's a terrible waste of time regarding how busy tanki team is. 

 

Edited by Ishrak

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The biggest problem in maintaining high K/D is "Titan+Magnum Team" in DM. They team up & blew everyone. I remember I got 1600+ kills in a single day just few weeks back during New Year Crazy weekend with this tactic in Highland DM and we are the top scorers as always. I feel Russians will repeat again this time. 

As the 'war' is also about maintaining a high K/D, wouldn't smaller community have more of an advantage because they have less people which will have low K/D and would not heavily impact their overall K/D and vice versa.

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As the 'war' is also about maintaining a high K/D, wouldn't smaller community have more of an advantage because they have less people which will have low K/D and would not heavily impact their overall K/D and vice versa.

for example,what if there are 5 players of polish,and 10 players of russains than which will have high K/D?

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for example,what if there are 5 players of polish,and 10 players of russains than which will have high K/D?

What I'm saying is that, if all five polish players had high K/D's but the if Russians have two or more people that let them down out of the ten. Then they would have a lower K/D. Basically, there is more chance of the K/D being lower due to a larger number of players in the Russian community that could potential impact the overall K/D. Remember it is done on averages.

Edited by You.Have.to.die

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