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Star Week begins September 25th


r_Nives5
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OK, it looks slightly better than I though. I looked at the pic of the week from the last star hunt (early September) and the screenshots shows that

 

- for team mode: to earn one star your score needs to be equal or higher than 90 regardless of the kills. 

 

- for DM mode - the lowest I saw was 6 kills minimum to earn a star. Maybe 5, need to find a screenshot or experience it in game.

https://image.prntscr.com/image/B48i8A6YSJ6G7lxLU22G2A.jpeg

I still think it is pathetic. The stated criteria is "active". If there is a lower limit, it should be stated. As OKDad70, I was just in a full flag battle where the team I was on was so dominate it was over (7-0) in less than five minutes. I managed only 4 kills. I think I had exactly 90 score. I did get a star. The two players below me on our team did not. (I didn't pay attention to the other team.)

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Kills should give less battle points in CTF and RGB. What should give more points is when a team caps a flag or scores a goal.

 

Otherwise these team battles are like TDM, during events like these many just camp and kill and not worry about flags and balls, it's frustrating if you want to really fight and win.

 

And like others are saying ASL and CP should be removed. To that I also add Juggernaut, where pros are getting thousands while others are doing pick up mission or ambushing others with Fires and Freezes. Fewer modes for fewer players please.

 

Or you can turn off autoaim in Juggernaut for tanks that are targetting other tanks and not the Juggernaut.

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Kills should give less battle points in CTF and RGB. What should give more points is when a team caps a flag or scores a goal.

 

Otherwise these team battles are like TDM, during events like these many just camp and kill and not worry about flags and balls, it's frustrating if you want to really fight and win.

 

And like others are saying ASL and CP should be removed. To that I also add Juggernaut, where pros are getting thousands while others are doing pick up mission or ambushing others with Fires and Freezes. Fewer modes for fewer players please.

 

Or you can turn off autoaim in Juggernaut for tanks that are targetting other tanks and not the Juggernaut.

Since there's only 1 flag, how are team members going to score points?  You will have a lot more fighting over the flag than currently have.

Keep in mind - you can't cap a flag you've stolen if your flag is heading toward enemy base.

Killing tanks in CTF can be just as important as capping a flag.

 

I feel that CP is still fine for MM - it is quite popular.  But ASL, RGB and Jug should be relegated to Pro-battles.

TO does not have enough players to have these "niche" modes included - they split up the players too much to implement Match-Maker.

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JGR has enough players during the day. Most of the time, I join within 20-30 seconds. The problem is later during the day.

 

As for ASL, no matter what time it is, I always wait longer than the others modes.

Edited by a7x_Pedro48

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Since there's only 1 flag, how are team members going to score points? You will have a lot more fighting over the flag than currently have.

Keep in mind - you can't cap a flag you've stolen if your flag is heading toward enemy base.

Killing tanks in CTF can be just as important as capping a flag.

 

I feel that CP is still fine for MM - it is quite popular. But ASL, RGB and Jug should be relegated to Pro-battles.

TO does not have enough players to have these "niche" modes included - they split up the players too much to implement Match-Maker.

All tanks in a team could get points when that team captures a flag or scores a goal, depending on their contribution (points). Then all tanks should get more points at the end based on flag or score diference and their contribution (points).

 

I like RGB, except when team mates don't contribute because of the flaw system and score goal missions, many times they don't help you because they want you killed so they can grab the ball and score themselves. So devs need to remove score goal missions along with capture flag mission and pick up supply missions.

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All tanks in a team could get points when that team captures a flag or scores a goal, depending on their contribution (points). Then all tanks should get more points at the end based on flag or score diference and their contribution (points).

I like RGB, except when team mates don't contribute because of the flaw system and score goal missions, many times they don't help you because they want you killed so they can grab the ball and score themselves. So devs need to remove score goal missions along with capture flag mission and pick up supply missions.

Some people are just not meant to cap flags or balls like me for example. But I just go for kills, and it benefits my team because every time I kill someone, that's one less person that my teammate has to deal with for awhile.

 

In CP, killing someone that's trying to cap point means that your teammate only has to worry about capping that point.

 

So I'd say that killing is a game saver for both the individual and the team

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when i get crystals it's always just 3500 every single time...  :( 

when i get rarer stuff it's always drugs, paints, batteries but never crystals  :angry: 

in my tanki life I have never gotten more than 3500 crystals EVER <_<

Edited by GuidoFawkes

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Today is a ridiculous day. I wait too long to join a JGR battle, so I go to CP. You can't imagine how many battles I joined with only 5-6 minutes left. I always manage to be 2 or 3. But my team loses, so I loe a huge amount of stars, smh.

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Some people are just not meant to cap flags or balls like me for example. But I just go for kills, and it benefits my team because every time I kill someone, that's one less person that my teammate has to deal with for awhile.

 

In CP, killing someone that's trying to cap point means that your teammate only has to worry about capping that point.

 

So I'd say that killing is a game saver for both the individual and the team

 

That's why with my idea the whole team benefits when a team mate captures or scores.

 

If you only camp and kill but helping the team capture or score then you'd benefit also.

 

Sometimes killing is not good, for example if you kill an enemy close to your base when one of your team mates is headed to enemy's base with the ball to score, the enemy you kill might prevent the score when it spawns there.

Edited by r_Issimo2

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That's why with my idea the whole team benefits when a team mate captures or scores.

 

If you only camp and kill but helping the team capture or score then you'd benefit also.

 

Sometimes killing is not good, for example if you kill an enemy close to your base when one of your team mates is headed to enemy's base with the ball to score, the enemy you kill might prevent the score when it spawns there.

Maybe, but you gotta defend your self and your base, right?

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Maybe, but you gotta defend your self and your base, right?

Not always, you can also distract and make an enemy waste their time without killing them right away. Or engage 1 or more enemies at a time to distract them, knowing that you'll get killed.

 

So even dying is important when you play to win battles, but with the current system many team battles are like tdm for many players.

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