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add turret quotas (per battle)


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some maps are just full of certain turrets , I was playing polygon CP (pro) today and they enemy team had about 4 firebirds , we could not even get near the point because they were defending it and wherever we spawn they kill us immediately . another time I played Aleksandrovsk and it was full of ricochets . 

 

some maps are full of railguns

 

so I suggest that you limit the number of each turret in a map for each team , so you wont have to fight OP teams full of thunders or drugging smokies which cant be beaten , for example in highways only allow 3 shafts in each team so you will have just a slight chance of passing through them instead of being shot down every time you move

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Declined

 

I see the frustration where you are coming from.

 

The game offers the protection module system to increase the turret diversity on the battle field. Once you reach Legend ranks, you will see how frustrating it is to pick the best turret for a map, just to realize that the enemy team has an average protection of 40%+ vs your turret -.- ).

 

But the protection module system has issues as well:

 

 

- on one hand they clearly overshoot it when they go past 35% up to 50%

- on the other hand this mechanism only works if players can afford modules.. and many players avoid to purchase single and double modules.. and so save their crystals for tripple modules that last in higher ranks as well.

 

 

 

 

So you you raised a fair issue.. but this proposal creates a lot of new troubles and swaps out one frustration vs another ones:

 

 

  • will lead to unbalance and frustration, as the players that got in first and managed to get the top-performing turret in this map, will lead the scoreboard > get most crystals > and not because of skill but because of simply being first. So players will enter + leave a lot, until they can play the real good turrets for the maps.
  • will take away half the choice of free players that have only two good turrets.
  • Maybe they end up with no turret to pick from at all (they have only fire and rail; the limit is 4 same turrets; there are already 4 fire + 4 rails.. so this new player can play his hull only to push the opponents from the bridges..
  •  ..

 

 

 

 

I think the issue is more a problem of the maps: If the maps in tanki would offer good chances for most turrets then this issue would be as critical as it is today.

 

So your idea is declined for the moment.. but stays open for discussion as the issue itself is a solid one.

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Declined

 

I see the frustration where you are coming from.

 

The game offers the protection module system to increase the turret diversity on the battle field. Once you reach Legend ranks, you will see how frustrating it is to pick the best turret for a map, just to realize that the enemy team has an average protection of 40%+ vs your turret -.- ).

 

But the protection module system has issues as well:

 

 

- on one hand they clearly overshoot it when they go past 35% up to 50%

- on the other hand this mechanism only works if players can afford modules.. and many players avoid to purchase single and double modules.. and so save their crystals for tripple modules that last in higher ranks as well.

 

 

 

 

So you you raised a fair issue.. but this proposal creates a lot of new troubles and swaps out one frustration vs another ones:

 

 

  • will lead to unbalance and frustration, as the players that got in first and managed to get the top-performing turret in this map, will lead the scoreboard > get most crystals > and not because of skill but because of simply being first. So players will enter + leave a lot, until they can play the real good turrets for the maps.
  • will take away half the choice of free players that have only two good turrets.
  • Maybe they end up with no turret to pick from at all (they have only fire and rail; the limit is 4 same turrets; there are already 4 fire + 4 rails.. so this new player can play his hull only to push the opponents from the bridges..
  •  ..

 

 

 

 

I think the issue is more a problem of the maps: If the maps in tanki would offer good chances for most turrets then this issue would be as critical as it is today.

 

So your idea is declined for the moment.. but stays open for discussion as the issue itself is a solid one.

you make a fair argument . 

hopefully the matchmaking can slove this issue even if just a little bit .

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Wasp makes some valid points, but the biggest issue is that such a system simply doesn't fit in with Tanki.

 

The difference between Tanki and other games, where such a system already exists, is the fact that in those other games you are able to choose any character to play with and don't actually need to purchase it to play it. So it's not just a case of players being frustrated because all spots for their favourite turret have been occupied, but a lot of players won't be able to join battles at all due to them not owning the right equipment. And that is bad for everyone - battles will take longer to fill up and finding a suitable game will be harder.

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