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Matchmaking, Missions and Non-Buyers


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i play non-pro only for missions, they're not really fun mostly, because you can get stuck with a team that doesn't use supplies, and just get spawn-killed over and over again.

Exactly, overdrives bring in multiple tanks to your base on full drugs and they start spawn killing all over the place; hence the dry-up on one side. The influence of the current overdrive in a battle is just too big.

It's good to see that they'll bring in variation in overdrives for different hulls. Making an overdrive that enables all supplies was a bad move in the first place. 

 

Supplies are overpowered. I am simply using them to cancel out other supplies used against me.

I think it's an unnecessary and annoying feature in this game.

 

you underestimate the number of xp/bp players

Yeah, if I liked them I would play them. 

The XP/BP community is toxic and I don't like Railgun so I barely visit them.

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Yeah, if I liked them I would play them. 

The XP/BP community is toxic and I don't like Railgun so I barely visit them.

Not everyone is toxic , i am a non-buyer who has a good M2 garage for my rank , and plays XP/BP battles

I have seen many toxic players ,but you cant forget the good honest players out there like me 

Edited by gokuMI6
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Will matchmaking stop clan takeovers / takeovers in general? I hope so, but then again I'm going to start playing pro battles more often.

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Exactly, overdrives bring in multiple tanks to your base on full drugs and they start spawn killing all over the place; hence the dry-up on one side. The influence of the current overdrive in a battle is just too big.

It's good to see that they'll bring in variation in overdrives for different hulls. Making an overdrive that enables all supplies was a bad move in the first place. 

 

Supplies are overpowered. I am simply using them to cancel out other supplies used against me.

I think it's an unnecessary and annoying feature in this game.

 

Yeah, if I liked them I would play them. 

The XP/BP community is toxic and I don't like Railgun so I barely visit them.

I've been back and forth on TO supplies. They are not clever designs that is for sure. But I will credit them with one thing. They cover up the imbalance issues somewhat. A less-skilled player or a player using less-powerful weapons can still win occasionally when they catch the better tank w/no supplies active. The powerful DA/DD effects tend to mask smaller imbalances inherent in designs.

 

I've never played BP/XP because I do not own a Rail > m0. Might I ask what you mean by 'toxic'?

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They cover up the imbalance issues somewhat. A less-skilled player or a player using less-powerful weapons can still win occasionally when they catch the better tank w/no supplies active. The powerful DA/DD effects tend to mask smaller imbalances inherent in designs.

I find that it is the opposite, they emphasize imbalances more often than they mitigate them. A player with more powerful equipment becomes even more powerful.

Edited by ThirdOnion
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Can any1 explain in short? :P

When Matchmaking is implemented you'll be unable to pick and choose the map to play a regular battle. I'm suggesting that we can prepare for that with the kind of equipment we select, and maybe even have more than a combo (hull/turret), so we can adapt to the needs of different maps when we need to.

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I find that it is the opposite, they emphasize imbalances more often than they mitigate them. A player with more powerful equipment becomes even more powerful.

Obviously when the better tank has the supplies advantage it wins. The point is It wins when it the supplies advantage is even. If there were not supplies the weak tank loses. But because these DA/DD supplies are OP they allow even the worst tank to win a few.

 

Or consider perception. Most players agree Magnum is OP. But it cannot be drugged up all the time. I suspect (but cannot prove) that were there no supplies in TO the OP nature of Magnum would be so constant and widespread the outrage against it would have force TO into some action by now.

 

I just ffe this way of looking at the matter as food for thought.

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I've been back and forth on TO supplies. They are not clever designs that is for sure. But I will credit them with one thing. They cover up the imbalance issues somewhat. A less-skilled player or a player using less-powerful weapons can still win occasionally when they catch the better tank w/no supplies active. The powerful DA/DD effects tend to mask smaller imbalances inherent in designs.

 

I've never played BP/XP because I do not own a Rail > m0. Might I ask what you mean by 'toxic'?

I deeply disagree that skill difference is an imbalance issue. Skill does not come from thin air, it requires work and dedication. Thus it is fair that a more skilled player wins. Also due to the nature of tanki game mechanics, equipment is not a limiting factor since said skill can cover up the difference in gear. Moreover, the skill level is very average between players in such a way that it provides an enjoyable yet chalenging gaming experience. Drugs compleatly mess everything.

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Will matchmaking stop clan takeovers / takeovers in general? I hope so, but then again I'm going to start playing pro battles more often.

You might have many battles start with battle-group vs random mixed - results will be pretty predicatable.

 

But it might be harder for a "battle-group" to enter an ongoing battle unless a bunch drop out at once.

 

I deeply disagree that skill difference is an imbalance issue. Skill does not come from thin air, it requires work and dedication. Thus it is fair that a more skilled player wins. Also due to the nature of tanki game mechanics, equipment is not a limiting factor since said skill can cover up the difference in gear. Moreover, the skill level is very average between players in such a way that it provides an enjoyable yet chalenging gaming experience. Drugs compleatly mess everything.

I think you mis-read the post.

 

Pretty sure the "imbalance" refers to equipment/rank imbalance, which is not same as "skill".

 

A player with < rank/equipment camping with shaft could pop a DD and destroy in one shot someone with >> ranks and >> equipment due to the +100% enhancement of the DD. Same as going from m0 (1500 dmg) to m4 (3000 dmg).

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You might have many battles start with battle-group vs random mixed - results will be pretty predicatable.

 

But it might be harder for a "battle-group" to enter an ongoing battle unless a bunch drop out at once.

 

I think you mis-read the post.

 

Pretty sure the "imbalance" refers to equipment/rank imbalance, which is not same as "skill".

 

A player with < rank/equipment camping with shaft could pop a DD and destroy in one shot someone with >> ranks and >> equipment due to the +100% enhancement of the DD. Same as going from m0 (1500 dmg) to m4 (3000 dmg).

Well maybe idk. As it has been said a player using drugs to make up for m1 vs m3s is a very rare occasion. What happens most of the time is m3s using drugs to become super op (invincible in fact). So in general drugs create much more imbalance than they fix.

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The game is easily playable as a non-buyer. In fact, right now, it's easier than ever. Look at me, I am a non-buyer and I still own 8 M3s. 

 

I think Matchmaking will be good for the game simply because I think the game is much more engaging when you join when the game is 0-0 and it remains a close battle the entire match. 

 

Missions, well I have to appreciate the update because I would have broken my streak right now since I was out for an entire last week. However, it is questionable because now many players won't be motivated to play everyday.

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The game is easily playable as a non-buyer. In fact, right now, it's easier than ever. Look at me, I am a non-buyer and I still own 8 M3s. 

 

You're playing since 2014, or maybe before that.

Much of your income came before the bad updates.

 

It is harder nowadays than before to have multiple hulls and turrets, all microupgraded.

 

Matchmaking will only make it more difficult.

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Much of your income came before the bad updates.

Gaining crystals was harder before. It is easier now, but that also means it is easier for buyers and druggers and the like.

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I deeply disagree that skill difference is an imbalance issue. Skill does not come from thin air, it requires work and dedication. Thus it is fair that a more skilled player wins. Also due to the nature of tanki game mechanics, equipment is not a limiting factor since said skill can cover up the difference in gear. Moreover, the skill level is very average between players in such a way that it provides an enjoyable yet chalenging gaming experience. Drugs compleatly mess everything.

I did not say one tank having an advantage to skill was "unfair". I meant a player with greater skill will win much more often. Fair or unfair is not the point.

 

If I am running a game company I want players to stick around to give the game a chance. If new players get pounded over and over they might not stick around long. The powerful DD/DA in this game let new player to clobber some enemies from time to time. That might encurage more players to stick around a bit longer than a steady diet of getting pned.

 

As I said offered as food for thought.

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I got everything that I have now in half a year, I have only just come back. You have to work very hard but it is possible as a non buyer to get decent.

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MM will save the game because it will place noobs with noobs and druggers with druggers. Mostly.

​Simply logic that everyone can understand  :lol:

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MM will save the game because it will place noobs with noobs and druggers with druggers. Mostly.

OR...

 

MM will place ( noobs + druggers/skilled/>rank )  versus  ( noobs + druggers/skilled/>rank )  -->   [balanced teams]

 

Good luck if you are the "noob" half of either side of that equation.

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OR...

 

MM will place ( noobs + druggers/skilled/>rank )  versus  ( noobs + druggers/skilled/>rank )  -->   [balanced teams]

 

Good luck if you are the "noob" half of either side of that equation.

I'm on the noob half....  :unsure:

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OR...

 

MM will place ( noobs + druggers/skilled/>rank )  versus  ( noobs + druggers/skilled/>rank )  -->   [balanced teams]

 

Good luck if you are the "noob" half of either side of that equation.

Unless Tanki allows friends in the same team, or the same battle.

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OR...

 

MM will place ( noobs + druggers/skilled/>rank )  versus  ( noobs + druggers/skilled/>rank )  -->   [balanced teams]

 

Good luck if you are the "noob" half of either side of that equation.

When many players are laying the game the MM system will be able to fill games mostly with similar players. During times when few are online the MM system will have to place a wider range of players into the same battle. As for a noobs go it is good for a game to give players room to learn. But at some point it is up to noobs to stop being noobs.

 

As the line from the movie Cloud Atlas goes, "The weak are meat and the strong do eat".

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