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Episode 165 of the V-LOG is now live!


r_Nives5
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They wanted feedback from us, so we all gave them negative feedback, hopefully they will listen and that goes to you too Mr Pony Tail Hazel.

 

Sorry, this bunch of incompetents only put in the things that the community give negative reviews and hate. Especially Pony Tail Boy. Edited by Dliver
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I think you have misunderstood what I was trying to say. (My apologies for the long post)

 

Let’s take an example.

 

Scenario 1

Player X on the red team got the blue team’s flag and drove back to its own base. Player A on the blue team noticed that and run to the red base, destroy X and return the flag.

 

Scenario 2

Player X got the blue team’s flag again but immediately got destroyed by Player B, B then return the flag which is close to the blue team’s base obviously.

 

From the scoring system in TX, the score rewarded for returning the flag is based on the distance between the flag and the base. i.e. Player A will get huge amount of points while Player B will get dramatically less.

 

Now guess who will be Player A? The light hulls, the flag carriers of course. Who will be able to get to the enemy base in time besides them? In fact, sometimes they are just going to get the enemy flag and in coincidence, the enemy just carries their own flag to them. I can tell you without a doubt, the score rewarded to Player A is enough for him to climb from the bottom of the of the list to the top.

 

And who will be Player B? Mostly the flag defender, who are usually heavy hulls and, as you mentioned, not able to, and should not leave its own base, or Isida who are healing the defenders. They got the minimum amount of score.

 

This is happening right now in TX, that’s why no one is playing heavy hulls in TX. And from the way the devs describe the new scoring system, they are going to implement the same, or at least very similar system to TO.

 

In TO, I used to see a Freeze + Mammoth defending the blue team’s flag in Highland, it just sprays its saliva to everyone drive past. In that 15 min, no one, I repeat, no one is even able to touch the blue team’s flag. It’s safe to say that he is the MVP of the team. But guess what did he got rewarded? He is NOT the player with the highest score in the team, although he is the MVP.

With the coming scoring system update, it will only get worse.

 

p.s. I’m not toxic or salty as I am usually in the top 3 of a CTF match even though I seldom return the flag (which I’m too slow to do so) and nearly never capture a flag (except mission). But I doubt am I able to maintain the performance after the update.

Edited by Aegis
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I think you have misunderstood what I was trying to say. (My apologies for the long post)

 

Let’s take an example.

 

 

 

Scenario 1

Player X on the red team got the blue team’s flag and drove back to its own base. Player A on the blue team noticed that and run to the red base, destroy X and return the flag.

 

Scenario 2

Player X got the blue team’s flag again but immediately got destroyed by Player B, B then return the flag which is close to the blue team’s base obviously.

 

From the scoring system in TX, the score rewarded for returning the flag is based on the distance between the flag and the base. i.e. Player A will get huge amount of points while Player B will get dramatically less.

 

Now guess who will be Player A? The light hulls, the flag carriers of course. Who will be able to get to the enemy base in time besides them? In fact, sometimes they are just going to get the enemy flag and in coincidence, the enemy just carries their own flag to them. I can tell you without a doubt, the score rewarded to Player A is enough for him to climb from the bottom of the of the list to the top.

 

And who will be Player B? Mostly the flag defender, who are usually heavy hulls and, as you mentioned, not able to, and should not leave its own base, or Isida who are healing the defenders. They got the minimum amount of score.

 

This is happening right now in TX, that’s why no one is playing heavy hulls in TX. And from the way the devs describe the new scoring system, they are going to implement the same, or at least very similar system to TO.

 

In TO, I used to see a Freeze + Mammoth defending the blue team’s flag in Highland, it just sprays its saliva to everyone drive past. In that 15 min, no one, I repeat, no one is even able to touch the blue team’s flag. It’s safe to say that he is the MVP of the team. But guess what did he got rewarded? He is NOT the player with the highest score in the team, although he is the MVP.

With the coming scoring system update, it will only get worse.

 

p.s. I’m not toxic or salty as I am usually in the top 3 of a CTF match even though I seldom return the flag (which I’m too slow to do so) and nearly never capture a flag (except mission). But I doubt am I able to maintain the performance after the update.

 

 

This is the way I see it as well.

Each player on team plays a part.  The "all stars" are not going to win the game by themselves.  How can they cap the flag if, when they get to their own base, the other flag is already on it's way to enemy base?

 

But with the larger maps being used, the heavier hulls will suffer if the scoring is changed drastically.

 

In Tanki-X Hornets dominate - big time.  My guess is that 50% (or more) of the hulls being used are light.

 

I really don't want to see TO evolve to Tanki-X.

Edited by wolverine848
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I think you have misunderstood what I was trying to say. (My apologies for the long post)

 

Let’s take an example.

 

Scenario 1

Player X on the red team got the blue team’s flag and drove back to its own base. Player A on the blue team noticed that and run to the red base, destroy X and return the flag.

 

Scenario 2

Player X got the blue team’s flag again but immediately got destroyed by Player B, B then return the flag which is close to the blue team’s base obviously.

 

 

From the scoring system in TX, the score rewarded for returning the flag is based on the distance between the flag and the base. i.e. Player A will get huge amount of points while Player B will get dramatically less.

 

Now guess who will be Player A? The light hulls, the flag carriers of course. Who will be able to get to the enemy base in time besides them? In fact, sometimes they are just going to get the enemy flag and in coincidence, the enemy just carries their own flag to them. I can tell you without a doubt, the score rewarded to Player A is enough for him to climb from the bottom of the of the list to the top.

 

And who will be Player B? Mostly the flag defender, who are usually heavy hulls and, as you mentioned, not able to, and should not leave its own base, or Isida who are healing the defenders. They got the minimum amount of score.

 

This is happening right now in TX, that’s why no one is playing heavy hulls in TX. And from the way the devs describe the new scoring system, they are going to implement the same, or at least very similar system to TO.

 

In TO, I used to see a Freeze + Mammoth defending the blue team’s flag in Highland, it just sprays its saliva to everyone drive past. In that 15 min, no one, I repeat, no one is even able to touch the blue team’s flag. It’s safe to say that he is the MVP of the team. But guess what did he got rewarded? He is NOT the player with the highest score in the team, although he is the MVP.

With the coming scoring system update, it will only get worse.

 

p.s. I’m not toxic or salty as I am usually in the top 3 of a CTF match even though I seldom return the flag (which I’m too slow to do so) and nearly never capture a flag (except mission). But I doubt am I able to maintain the performance after the update.

 

Let's not jump to conclusions based on the fact that what TX has same goes by TO, and atleast wait of the MM, the scoring system was explained in just 10 seconds and we can't fully understand it by so small info, there is always a way for improvements and the MM is yest not online.

 

It can be possible that we somehow got just one part of the story and not the complete detail.

Plus what you said is right, but for selected maps only, can a defender sit in KUNGUR in RED team's base like that? NO.

But in the BLUE team's base they do.... where is the balance in it?

 

Maps like Highways are always balanced so who takes the highest reward? The ishida mammoth sitting on the flag. And they said more crystals per exp, Ishidas already earn a lot more exp than all attackers, so be sure, the crystal value will be good even for defenders.

 

But think about it, the game time will be shortened, so less opportunities to attack, so if TO kept the same old system, the matches would always be tied, and who would get the most?

 

The heavy hull ishidas and magnums sitting in he bases, and my firend right now this is the exact story of CTFs.

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And I am not even whining about the fact that I am about to lose more than 100k, crystals I spent on Dictator.

The hull will lose its identity after the new update.

The only thing it was good at would be ripped from it, as it won't even make to the drop zones so the chances of gold box catching are going to drop like hell.

 

I even have a figure for it,

Women's day BB collected:2

Iron Holiday's collected:11

Halloween collected:13

New year celebration collected:7

 

the same skills, the same hull and see how badly the figures changed by a small update, so the hull is now useless.

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Remember the old days when everyone could create a battle with complete personalization on duration, place, mode. I think that tanki was far better in those days, the battle list has more diversity (now I see always the same 10 maps...), it was possible to play long battles and earn a lot at the end.

I like the base idea of the matchmaking system, because in the last year the game has become full of unbalanced battles (one team have 2-3 druggers and the other not), but I think they should let us decide to play with the system or choose a battle individually. Plus short battles are not very funny, you have little time to do something, but we are forced to play them because of missions.

I remember those days, and they sucked eggs. Every games was Poly CP. Good riddance.

 

 

keep quiet don't hurt sentiments of magnum haters :P

Everything he wrote is what "magnum haters" write so  . . . ;)

 

----

 

There sure is a lot of predicting the effects of the new system we know nothing about. I think there's some jumping of the gun going on.

 

One thing for sure is the current scoring system needs to be better. It is not going to get better if they never change it. I am very happy to learn they are going to try a new system.

 

As for MM the current system pretend to offer a lot of choice. But in my experience there are only 2-3 games my level bracket that are full. The rest of the games are lopsided mismatches.  But the choices persists through the 24 hours cycle. You come back an hour later and that the same three Silence games you did not want to play then are still there.

 

So with MM too I am looking forward to when it actually arrives. I hope to find good games for missions easier. And maybe there actually will be custom games worth playing - unlike now.

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Everything he wrote is what "magnum haters" write so  . . . ;)

Magnum hater, lolz no way.

You may not believe me, but I have played with my m0 mag with marshals and I loved it, even though our team lost.

If some one can give me enough crystals to buy Magnum m2, I won't hesitate for a bit.

Just because the turret gameplay is different, why would I hate it? It's unique, n that's what makes it different.

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Plus what you said is right, but for selected maps only, can a defender sit in KUNGUR in RED team's base like that? NO.

But in the BLUE team's base they do.... where is the balance in it?

Actually, the answer is YES. (Kungur is my signature map)

 

4203802_orig.jpg

 

The blue circle is only for light hulls, an aggressive approach, because the wall is just too small. 

Edited by Aegis
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I tested again and it feels different, but I can't say if it's better or worse.

 

You can test it with Railgun to have a good feel. I was doing well with Titan and Rail, Hunter and Rail feels good too, but I''m not sure about Hornet and Rail.

 

One thing I feel Hulls don't have, current and test, is a center of gravity. It feels like Hulls are sliding in a table where someone poured a lot of paper glue.

 

And I think this new Hulls dynamics will not work well with Space mode.

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For developers of Matchmaking System, I have the following questions. Thank you for your answers.

 

(1) Question in the new Matchmaking System can I follow all my friends (300+) and join them in their battle whenever and where-ever I want or when needed? In the present system I can follow my friends in every battle,trace them, follow them and help them. That is what friends are for...

 

(2) Question in the new Matchmaking System will there be a battle list with only pro-battles to choose from? Or will there be a separate button for Matchmaking PRO-BATTLES? (pro CTF, pro DM, etc.)? If not, the new Matchmaking System will get lots of bad reviews. Most players only do non pro battles for their mission chains not for fun, because they don't like druggers.

 

(3) Question: same like to, but specifically XP/BP?

 

Thank you.

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The controls are good for medium and Heavy hulls

Man the light hulls feel like it is feather 

I fell like a feather floating in air when i use my horent

In test server OFC

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The controls are good for medium and Heavy hulls

Man the light hulls feel like it is feather 

I fell like a feather floating in air when i use my horent

In test server OFC

I know right . its like were doing parkour in regular battles on top of other tanks . been seeing this since around Monday . to me i like it . only wish they would increase damage done to other tanks with a ricochet , I just find it the weakest out of all the turrets now.

 

only issue with this now is that twins can toss you around like a hot potato

Edited by Bydo
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I just tested the new controls with Titan, Hunter and Wasp M3 in the html5 testserver.

 

If my tank turns at full speed leftwards and I take my finger of the "turn tank left" button, the tank stops to turn almost imediatly. No inertia that keeps the tank spinning for a bit.

I like that.

 

Usually such a change should make the tank more manoverable (driving snakelines like switching from a left-turn into a right-turn all the way across the map) but I could not tell if my snake-lines were more agile as before. I lack some 1:1 comparism.. and my i5 is too low powered to keep that slow html5 browser window + a stand alone flash window opened at the same time.

 

But at least: For the moment it does not look worse then it was :P

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BlackWasp777

just did 2 accounts and found that not only is my tank way too bouncy but also hard to control with out having stability / weight to slow the fast moving tank . but also its harder to control when in a regular battles for Flag . I'm not fond to do Flag battles but I have missions to do them and had changed them from rugby mode .also battles are no longer even its over powered tanks in matches . this is also still a issues.

 

stop this madness . who cares if your servers can with stand the over load your destroying the game / battles ..this is happening all over the servers in battles there is not one balanced game . this game was just starting when I joined and was done in less then 5 minutes. no chance on getting the flag once .

 

fA53McV.jpg

Edited by Bydo

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BlackWasp777

just did 2 accounts and found that not only is my tank way too bouncy but also hard to control with out having stability / weight to slow the fast moving tank . but also its harder to control when in a regular battles for Flag . I'm not fond to do Flag battles but I have missions to do them and had changed them from rugby mode .also battles are no longer even its over powered tanks in matches . this is also still a issues.

That's interesting.

 

I tried to bounce over the end of a few ramps fwd/backwd to check if the weight has changed; and it felt like today. But I was not under heavy fire (as I wanted to check the driving primarily, I stayed away from fights).

 

In order to achieve that fast-stop-after-a-turn (what Hazel demonstrated on his turning-chair) they have two options that I am aware of:

- either the weight(mass)

- or the "Anti-inertial turning speed (deg/sec²)" parameter (you can look that up in the wiki, each hull has that one. At the moment they are all the same according to the wiki)

 

I hope they do not change the weight of the tanks, as they are already very prone to feel flimsy if under fire.

If they like to change the weight they have to adapt all other stuff around (gravity, impact force of turrets, ...). I doubt that they take that work.

 

Let's see and keep our fingers crossed ;)

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That's interesting.

 

I tried to bounce over the end of a few ramps fwd/backwd to check if the weight has changed; and it felt like today. But I was not under heavy fire (as I wanted to check the driving primarily, I stayed away from fights).

 

In order to achieve that fast-stop-after-a-turn (what Hazel demonstrated on his turning-chair) they have two options that I am aware of:

- either the weight(mass)

- or the "Anti-inertial turning speed (deg/sec²)" parameter (you can look that up in the wiki, each hull has that one. At the moment they are all the same according to the wiki)

 

I hope they do not change the weight of the tanks, as they are already very prone to feel flimsy if under fire.

If they like to change the weight they have to adapt all other stuff around (gravity, impact force of turrets, ...). I doubt that they take that work.

 

Let's see and keep our fingers crossed ;)

normally sir I would agree . but today finding my tank way to bouncy and have no control on it. my FPS is red and all I see is pixels on my screen. which might be part of my issues . and this is from tanki , not my system seeing I can't go into tanki controls to change them I only have 4 button locations in the system and they do nothing on fixing this issue.. see photo below also in lag issues .

the strange thing is its only in tanki and no place else . i also play tanki X and the graphics are great.

 

kpwqrb0.jpg

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Magnum hater, lolz no way.

You may not believe me, but I have played with my m0 mag with marshals and I loved it, even though our team lost.

If some one can give me enough crystals to buy Magnum m2, I won't hesitate for a bit.

Just because the turret gameplay is different, why would I hate it? It's unique, n that's what makes it different.

My comment meant, you said Magnum is extremely overpowered. This is the point of magnum critics.

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