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Negative "side effects" of drugs


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Alot of people right now feel that drugs are OP, and, though I disagree, here is my idea for a potential way to balance them without really nerfing them. Right now, you can equip a drug and there will be no adverse effect, but my idea would change that. Say you equip a Double Power. You now take 25% more damage, as well as dishing out double. It would be the opposite with Double Armor; you deal slightly less damage. I think the other supplies are pretty balanced right now, so I will not include suggestions for them (this is totally not because I cant think of good ones.) Hopefully, if this is added, it would make people use drugs more strategically instead of just spamming them. With any luck, people would also use less and not complain as much about those "Nob byer drugers hhhhhhhhh".

 

 

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So, if I decide to turn both double power and double armor on... I would do only 1.5 times the damage and only have 1.5 times the armor? 

 

Hmm... yes I do like this. I think the negative-effects should be AFTER the supply is done being used. This idea may result in many stalemates because the only way to win a non-PRO battle is to drug more than the other team, and over-drive more. 

 

This is what I mean:

1. After the double power is used up, your damage should be decreased under the normal damage. So now, you do 25% less damage than normal.

2. After the double armor is used up, your armor should be decreased under the normal damage. So now, you have 25% less health. 

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This could maybe replace Smart Cooldowns. It would be a much better method of reducing drugging.

Nothing can replace smart cooldowns, without them buyers would totally wreck non-buyers by spamming drugs like in parkour battles. Equipment modifications wont make a difference either

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What about effects like firebird's afterburn. If I equip a double damage then will the effect of afterburn increase or will they stay the same?

I would say no, but its up to the devs :P

 

 

Most of the time, when I drug I end up dying before the drug runs out. To be fair Im not much of a camper, but I dont think your modification of the idea would really change anything. It might be different for other people though.

 

Nothing can replace smart cooldowns, without them buyers would totally wreck non-buyers by spamming drugs like in parkour battles. Equipment modifications wont make a difference either

+

 

It would be just like real life: Drugs have harmful side effects!

XD

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Supplies shouldn't be harder to use. 

They would not be harder to use, they would be slightly less OP. Is this your only account? If you are not a buyer, sooner or later you will come across a hardcore one----and be annihilated. This idea would give them a weakness.

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I like the idea of side effects for drugs but i think your way would favour turrets that can usually attaack/heal without being attacked... Like shaft, magnum, isida or ricochet. For them they wont be affected by your proposed side effects.

 

I'd suggest that the side effect would be that after the drug wears off the opposite effect would kick in for 30 seconds... and to avoid people commiting suicide to escape it we can make this 30 seconds continue even after they die and respawn again/go on pause mode. and for repair kit the health healed will be taken back away from them.

 

if they activate a drug less than 1 minute before the battle ends then the drug only lasts for half the time remaining and the side effect kicks in at the end of the other half. So if they activate it 40 seconds before the battle ends then it's 20 seconds of monster rampage followed by 20 seconds of just being a helpless loser.

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 That seems like a good idea. Sensei_tanker suggested it earlier, but you explained it better. If it continued after they die, it would still be a major changer to gameplay (maybe even TOO much...?)

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drugs are OP for now , and they deserve a nerf. but your suggestion favors some turrets over others.

 

+100% armor

+100% damage

at same time

+75% armor and damage

 

speed boost is not really bad so its okay for now

 

 

 

honestly this is a great suggestion , i would like for this to be implemented.

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"If only you saw the so called 'beautiful' 2012 of Tanki...."

 

Drugs are literally nothing compared to then. Image Parkour battles now, then put that context into 2010 - 2013 era. Drugs can't be nerfed anymore without basically becoming useless. 

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I wasnt aware, will you please explain how?

attacking turrets ,for example firebird , will be extremely weak after the Double Armor runs out , because he will be near enemy tanks and in shooting range , but campers like shaft or railgun don't necessarily have to show up , they are used in a way like Peek-a-boo ,a few moments for shooting and seconds for reloading .

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"If only you saw the so called 'beautiful' 2012 of Tanki...."

 

Drugs are literally nothing compared to then. Image Parkour battles now, then put that context into 2010 - 2013 era. Drugs can't be nerfed anymore without basically becoming useless. 

Your not wrong. If devs chose to nerf drugs, I would prefer it to be like this. I actually like them the way they are.

 

attacking turrets ,for example firebird , will be extremely weak after the Double Armor runs out , because he will be near enemy tanks and in shooting range , but campers like shaft or railgun don't necessarily have to show up , they are used in a way like Peek-a-boo ,a few moments for shooting and seconds for reloading .

Thanks for clarifying.

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"If only you saw the so called 'beautiful' 2012 of Tanki...."

 

Drugs are literally nothing compared to then. Image Parkour battles now, then put that context into 2010 - 2013 era. Drugs can't be nerfed anymore without basically becoming useless. 

You would consider something that gives you a +75% benefit useless?

 

Maybe not as useful as the +100%... but ... useless?

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They would not be harder to use, they would be slightly less OP. Is this your only account? If you are not a buyer, sooner or later you will come across a hardcore one----and be annihilated. This idea would give them a weakness.

I'm a buyer. And I think the only reason supplies are OP is because not many people have them. Only one person has to spam supplies to be OP in a battle. If everybody used supplies that one person would have no power unless he/she was very skilful so it would effect me cause I'm a Pro​.  If anything supplies should be easier to get and use. More supplies should be given in missions and kits should contain supplies as well. 

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I'm a buyer. And I think the only reason supplies are OP is because not many people have them. Only one person has to spam supplies to be OP in a battle. If everybody used supplies that one person would have no power unless he/she was very skilful so it would effect me cause I'm a Pro​.  If anything supplies should be easier to get and use. More supplies should be given in missions and kits should contain supplies as well. 

Ah that explains it :D That would be a solution to, but then there would be no point in buying drugs. Sure, buyer might have more, but free players would have all they need to compete.

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Ah that explains it :D That would be a solution to, but then there would be no point in buying drugs. Sure, buyer might have more, but free players would have all they need to compete.

Yes, it would make buyers equal. Using supplies wouldn't be useless though. Maybe in TDM battles they would be, but in Rugby mode, CTF, and ASL mode they would be useful for capturing and defending the bases/flags and ball. It's how you would use them. Spamming and running straight into the situation will get you killed. Camping will also get you killed because there's always that one guy that storms in with his teammates and takes out half the defense. You'd need to use your supplies tactically making them useful. Not all at once. 

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Drugs can't be nerfed anymore without basically becoming useless. 

DD and DA give you 200% damage or armor. Buying a turret of the next modification doesn't give you that much of an advantage. I'd say there's space for a nerf.

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My suggestion:

Feel free of modify it.

 

Double Power: Give u a double-dmg bonus but you only for X amount of shoots, the amount of shoots must fit with your turret type.

-Example: Railgun has 10 buffed shoots while Vulcan has 100 buffed shoots.

 

Double Armor: Give u a shield with (ur hull max health x5) resistance but it can be destroyed.

-Example: Hull heath max heath is 50, so this supply will give u a shield that has a health of 250. If this shield receive that dmg it will be broken.

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"If only you saw the so called 'beautiful' 2012 of Tanki...."

 

Drugs are literally nothing compared to then. Image Parkour battles now, then put that context into 2010 - 2013 era. Drugs can't be nerfed anymore without basically becoming useless. 

Ahh, yup

Good old time, rage quitting in all battles

Intense drug war with isidas + rock paint :p

I see the beauty of that  :lol:

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