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Hey Tankers, seems to be a lot of matches when a number of one team leave the match midway. Can't be good for the game as people leave when they are unhappy. Why are these people unhappy ?

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People want to win, so they leave when their team starts to lose. Power balance in battles is often far from perfect, so unfortunately a lot of the time forces are skewed and the battle isn't fun to play. Playing for the losing team is still worth it due to the decent reward you can get, compared to what the losing team used to get a few years ago, but people don't want to stay when they literally can't do anything against the much more powerful enemy.

 

This happens more often in CTF and RGB battles, less in ASL, TDM and CP battles and rarely in DM and JGR, since in solo game modes there are no teams and no "bad teammates".

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I can't speak for other players, so I'll speak for myself.

 

1...When our team is out gunned and out drugged

2...The opposing team has 2 or more Mags with pinpoint accuracy and the rest of the opposing team is there to clean up the pieces

3...Our team is losing because they are playing TDM instead of instead of paying attention to the battle objective

4...When it's clear that nearly half the team has turned to multing

5...From the beginning of the battle our team goes on the defensive and never leaves the base, never pursues the opposing flag bearer, ball carrier, etc.

 

There's other reasons, but I think those are the most important to me. 

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M3's vs M2's - that is such bad matchup- not sure what Tanki was thinking there. Always going to be stronger tanks but there seem to be common themes here as to why people leave. the games are quite short and can take a while to get into. When 1 team is absolutely smashing the other I can see why people leave or pause... but it makes for a rubbish game for both sides when there is no contest ...
 

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Getting droppped into a game where most of 1 team are all fully drugged all the time, only a few in your team - just leave - waste of time.
If i'm not happy with the game - I don't spend $.
Would think tanki would get the message!

Also hate 2-3 M3's all drugged all game and smashing M2's - thats just not a fair game balance.

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I leave 60% of the battles, I kinda see it as a strategy to earn more crystals per hour.

WOW.  I mean, just WOW.  Seriously dude?  That's just wholly, and completely, wrong.

 

I'll leave only if my team is down by a 3 or more and it's clear MM is not loading more players in fast enough.  If I endure 2 minutes of a beat down and nothing can sway the battle and were down by that much, I will leave.  As far as I'm concerned though, I think there should be a penalty for leaving battle after a certain grace period amount has been extended on a timed basis.  You can only leave 2 battles an hour, and then doing so will allow you, but you cannot join a battle (MM), until 30 minutes has expired.  It's happening a lot, and I think it's Clans and (splitterpoint).

 

They make friend lists, 4 at a time, then all enter MM at the same time, many of them, and when luck aligns, The strongest side is assessed quickly, and that one stay, and the other friend list all drop, effectively leaving that team down four almost immediately.  I've seen those numbers happen too often to think other wise, it's planned.  There are of course the opposite, where maybe to friend lists of a clan land on the same side and just dominate, in which cases casual players (and splitterpoint) will leave on self interest alone.

 

On the flip side, during Star Hunts, less players on your team mean better chances of collecting more stars, which I have done as well, if I am confidant I can not have my K/D ruined in just one match.

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On the flip side, during Star Hunts, less players on your team mean better chances of collecting more stars, which I have done as well, if I am confidant I can not have my K/D ruined in just one match.

You meant 'On the Wasp side' because Wasp is Flip Hull xD

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Magnum is perhaps the only turret where you can survive a blowout with a positive k/d. For example in the re-worked sandbox, position yourself in a corner and mine both entrances. Apply DD and just fire over the wall at the enemies.

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Magnum is perhaps the only turret where you can survive a blowout with a positive k/d. For example in the re-worked sandbox, position yourself in a corner and mine both entrances. Apply DD and just fire over the wall at the enemies.

Also Thunder and Smoky. They are OP because they have 50% weak damage so they can kill enemies across the map while they have more DPS than Rail which makes them able to counter close range turrets effectively.

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Also Thunder and Smoky. They are OP because they have 50% weak damage so they can kill enemies across the map while they have more DPS than Rail which makes them able to counter close range turrets effectively.

Smoky, maybe. But definitely not thunder. When you're being spawn camped, the self damage from splash just adds acid to the wound for you. Smoky has a much better chance of fending for itself than thunder, it's just fact.

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WOW.  I mean, just WOW.  Seriously dude?  That's just wholly, and completely, wrong.

 

I'll leave only if my team is down by a 3 or more and it's clear MM is not loading more players in fast enough.  If I endure 2 minutes of a beat down and nothing can sway the battle and were down by that much, I will leave.  As far as I'm concerned though, I think there should be a penalty for leaving battle after a certain grace period amount has been extended on a timed basis.  You can only leave 2 battles an hour, and then doing so will allow you, but you cannot join a battle (MM), until 30 minutes has expired.  It's happening a lot, and I think it's Clans and (splitterpoint).

 

They make friend lists, 4 at a time, then all enter MM at the same time, many of them, and when luck aligns, The strongest side is assessed quickly, and that one stay, and the other friend list all drop, effectively leaving that team down four almost immediately.  I've seen those numbers happen too often to think other wise, it's planned.  There are of course the opposite, where maybe to friend lists of a clan land on the same side and just dominate, in which cases casual players (and splitterpoint) will leave on self interest alone.

 

On the flip side, during Star Hunts, less players on your team mean better chances of collecting more stars, which I have done as well, if I am confidant I can not have my K/D ruined in just one match.

Haha a penalty? No way man, that will be an absolute miserable experience. You can just leave battles as soon as you spot they'll become blowouts. I used to do the same thing in the battle list but there I had to do the work myself. Matchmaking will search battles for me and I prefer starting a new one in lets say like 1 minute average waiting time; than to sit there on a losing team grinding my time away. I'll sometimes stay but pick up the Magnum and start blowing myself up in their faces so they don't get score either.

 

Nah you can't get around the blowouts. Better avoid them before they're about to happen. It's so convenient. If anything they should reward you for staying in a streak of battles, not penalise you for leaving.

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I leave if my team is being spawn camped.

 

I also leave if the battle I was put in is full of players with m3s or m4s. One or two players with m3s or m4s is fine, but not when it's full of them especially since at the moment I have m2.2s. <_<

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I was invited to a group, I was 1st from the beginning on a battle and the one who invited me was 3rd, then 5th, then s/he left the battle and we were winning from beginning to end.

 

I think some leave when they know they can't make it to the first places, I guess for their Finish 1st missions, because I saw this player in another battle right after.

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They leave because they see how terrible the balance is and that devs only care for their "simulations" :lol:  :lol:  :lol:  :lol:

Edited by SIMOKO1000
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