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What are your favorite matchmaking modes?  

57 members have voted

  1. 1. What are your favorite matchmaking modes?

    • TDM
      20
    • CTF
      35
    • CP
      29
    • RGB
      9
    • TJR
      19
    • SGE
      15
    • ASL
      8
  2. 2. What are your least favorite matchmaking modes?

    • TDM
      12
    • CTF
      7
    • CP
      4
    • RGB
      19
    • TJR
      20
    • SGE
      20
    • ASL
      24
  3. 3. How satisfied are you with the current state of matchmaking?

    • Very satisfied
      1
    • Satisfied
      7
    • Neutral
      7
    • Unsatisfied
      12
    • Very unsatisfied
      29
    • I don't play matchmaking battles
      1


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Bots are one of the worst things right now!?
Sometimes, they are too many and our own team bots take our paths leaving us no way to move. ?
Even more, they take all the supplies on the way as if they where members of the enemy.?

This makes no sense at all!

 

I think that we should have an option in MM to choose if we want to play with bots or not.

And definitly they should reduce and limit their number. 

Edited by cx2014
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Just got put in a game where the score was 64 - 10 (against).

No less than 4 human tanks circling my base.

LOL, good one, tanki. You think I'm wasting my time playing THAT match...?

Lmaooo

Edited by Jeers4U
hahahaha!!

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"Matchmaking is horrible for midgame players"
brah matchmaking is horrible for endgame players too lol

hell i am a 9999gs cancer with OP toys and its barely playable even for me. dont want to imagine what your average midgame joe is going through LMFAO. 

im forced to use basically 1-2 combos for the game to be playable or youll be playing respawn simulator. Got bored of the same OP combo or its a combo you dont like or you didn't pull the new toy? well boy do i have news for you! respawn respawn respawn respawn.

got your OP toy? well here you go 4-8 lifeguard flying monkeys (wish i was kidding) every battle. have fun!!

what a broken system.

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  • Agree 1

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New Status effect: Acid

Mechanics: Acid is a status effect that disables repair kit supply, also cannot be healed by any healing turrets or overdrives, and deactivates all hull augments for the entire duration of the status effect.

Protection: Juggernaut, Mammoth's Overdrive, Paladin's Overdrive (Polarizer), Dictator's Overdrive (Negative status effect cleanse), Spawn Immunity.

Additional Information: Picking up a repair kit box removes the Acid effect and heals the tank.

How to Introduce Acid: 1. New Turret OR New Hull with the Overdrive to apply Acid 2. Slowly add them to all turrets as augments

Status effect active time: If it was applied by the New Hull OD: 10s, the New Turret: depends on the reload but stackable up to 10s, Turret augments: depends on the reload of the turret, but critical hits/salvo/sniping/lightning ball... apply them.

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On 8/11/2023 at 2:24 PM, Eminem said:

Honestly CP mode is so trash for some reason, lets say blue team control the points for 80% of the game making a score of 80 - 10

And suddenly the red team captures some points for a few minutes the score goes to 80 - 70 and in the last 10 seconds they win somehow ?

Its so annoying to be controlling the whole map and 1 second we lose it they win so easily ? Developers need some brain training cuz the mode is rigged

 

On 2/24/2024 at 3:09 PM, AzaborBR said:

The "Assault" game mode needs to be reworked. It's really boring to play in this mode!

Or the blue team can capture the flag very easily and win the game in less than 5 minutes.

Or the red team can easly defense and it's impossible to get to them, leaving a long 100/0 match.

And if the game is balanced (this balance is very difficult to be), if one or 2 players go into the garage to buy something or change equipment, the blue team can easily capture 4-5 flags!

Handing the game over to the blue team.

The choice of maps that have the "Assault" mode is also very bad, sometimes they feature extremely large maps, the blue team will never reach the flag, you kill a player from the red team while you are going to capture, before getting there, this The same player can spawn and kills you... You have to kill the player twice! Now multiply this across the entire team...

Topic merged

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The presence of bots in the game is massive, there comes a point in the match where there are 10 players on each team, and before you know it there are 6 or 7 bots on each team... besides the fact that bots are massively present in the game, they are still extremely powerful, with a universal protection module against all turrets still with 50% protection, which makes battles against these bots difficult to fight and have a minimum chance of winning, my suggestion is to just give a certain randomness with the protection modules, even with the percentage, making it more natural in battles... an example.

Module 1 (Gemeos) - 15% protection.

Module 2 (Ricochet) - 10% Protection

Module 3 (Electric Cannon) - 30% Protection.

Module 4 (Flamethrower) - 40% Protection

Something like this can make the randomness of the matches more natural and fun, since it is not impossible to fight and there is no disparity.

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Are bots that difficult to fight with ? 

Sure the modules make killing them a bit harder, but they have a pretty straightforward playing pattern, not unlike actual players. Or maybe Legend ranks have it easy with upgraded equipments. I don't have experience in dealing with bots on middle or low ranks.

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Posted (edited)
On 3/27/2025 at 7:06 PM, NikmanGT said:

Are bots that difficult to fight with ? 

Sure the modules make killing them a bit harder, but they have a pretty straightforward playing pattern, not unlike actual players. Or maybe Legend ranks have it easy with upgraded equipments. I don't have experience in dealing with bots on middle or low ranks.

Not difficult, just plain annoying
you basically have walking trash cans that sometimes shoot which always receive halved damage, clutter areas, act as a feeding source for team DM and assault mode's defense side (basically free win for defenders because of the abundance of bots in those) and on top of ALL OF THAT, you get 1/3rd of the rewards you would get out of killing a real player and like a single point for assist kills (in case if someone or the enemy bot managed to kill it first)

 

Edited by Acecaddy
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@Acecaddy In fact, they are annoying, and very poorly programmed, they have no sense of movement, if I have my MK6-10 electric cannon, and my MK6-10 Viking, the BOT comes to my side to heal me with Isida and starts pushing me off the wall, if it has a heavier body, it pushes me, and it is a short time to be killed by a player or even a bot from the enemy team.@NikmanGT 

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On 11/22/2024 at 3:29 AM, Invocation said:

Make it so that instead of there being a timer that resets you, make it so that your health deteriorates exponentially after pressing the reset button. This way, players can still kill you and there's an opportunity for slightly more points ?

 

 

On 1/25/2025 at 3:09 PM, Acecaddy said:

Why is that, you might ask?
Simply because these bots tend to hinder the movement of players from the same team, blocking your path, even clogging certain entrances at time, it becomes a nuisance.
 

 

On 2/19/2025 at 3:06 AM, AcnoIogia said:

New Status effect: Acid

Mechanics: Acid is a status effect that disables repair kit supply, also cannot be healed by any healing turrets or overdrives, and deactivates all hull augments for the entire duration of the status effect.

Protection: Juggernaut, Mammoth's Overdrive, Paladin's Overdrive (Polarizer), Dictator's Overdrive (Negative status effect cleanse), Spawn Immunity.

Additional Information: Picking up a repair kit box removes the Acid effect and heals the tank.

How to Introduce Acid: 1. New Turret OR New Hull with the Overdrive to apply Acid 2. Slowly add them to all turrets as augments

Status effect active time: If it was applied by the New Hull OD: 10s, the New Turret: depends on the reload but stackable up to 10s, Turret augments: depends on the reload of the turret, but critical hits/salvo/sniping/lightning ball... apply them.

Topic merged

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On 2/8/2025 at 5:15 AM, cx2014 said:

Bots are one of the worst things right now!?
Sometimes, they are too many and our own team bots take our paths leaving us no way to move. ?
Even more, they take all the supplies on the way as if they where members of the enemy.?

This makes no sense at all!

 

I think that we should have an option in MM to choose if we want to play with bots or not.

And definitly they should reduce and limit their number. 

 

P2hK5Iz.png

 

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On 6/1/2025 at 2:10 PM, Jeers4U said:

 

P2hK5Iz.png

 

And why do they have ENG names, not typical Russian ones like 254785558 or tshopinsentre?

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Matchmaking - can you make the system of additional players join both sides simultaneously (this means an equal number in teams), today I had a situation twice where the system added one more player to the opposing team, and we did not get a player for about 3 minutes, it is not possible to play like this, e.g. flag mode, the team is pushed to the defensive, moreover, players often leave such a team, because in most cases defense is associated with a large amount of destruction, and consequently also losses in resources (where we mostly get speed from crates) and a negligible chance of winning.

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I'm sure it's a familiar problem to newer players at least, when a team has a player controlled Jug they hide and get protected but when a team has an AI controlled one it just commits suicide by rushing right into the enemy side of the map, often right into a wall from my personal experience.

 

The balancing of TJR is entirely based on which side has more bots, because less players means more chances for the Juggernaut to throw.

 

The easiest solution is the most obvious one: Prioritize players becoming the Juggernaut or outright remove the ability for bots to play as it. Will this break the mostly bot lower rank lobbies? Absolutely, but I think it would also teach newer players the meta sooner rather than later.

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Fully agreed. I really hate it when my bot Juggernaut goes to enemy base and get killed pretty quickly, especially after ruining that combo (Juggernaut).

It would be way better if normal players would become Juggernauts more often or only them becoming it. Maybe low-ranked players won't get points that easily, but at least they'll be teached how it is with real players as Juggernauts and how real battle looks like (at least a bit).

 

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Let’s be real.. the current crystal reward system is broken.

It punishes tactical, skill-based players and rewards brainless gameplay like running into the point over and over. In several matches, I’ve scored 30+ kills with only 1 or 2 deaths. I’ve killed multiple Juggernauts in a single match. I carry the team, I dominate the battlefield, and yet I walk away with a few hundred crystals while players who died 20+ times get 3–4x more. 

Does this mean that you get a higher reward if you die many times on the battlefield?
 

Examples from my own games:

– 37 kills / 2 deaths = 1177 crystals
– 29 kills / 1 death = 737 crystals

Meanwhile someone with 18+ deaths and lower kill count gets over 3000 crystals because they sat on the point like a bot. How is that even close to fair?

This is not just unbalanced, it’s insulting to skilled players.

 

NOW LET's TALK ABOUT REALITY FOR NON-PREMIUM PLAYERS:

  • We don’t get doubled crystals

  • We get no extra bonus for performance

  • We grind for hours just to afford a single drone or (whatever) upgrade

  • It takes tens of thousands of crystals just to level up ONE module

  • The system is designed to slow our progress to keep us playing longer

And worst of all? Even if we play 10x better than the rest of the lobby.. we still get short-changed.

 

? Logic:

  1. Shouldn’t the guy with the most kills, highest accuracy, and best K/D get the highest reward?
  2. Shouldn’t Juggernaut kills, killstreaks, zero-death matches, or MVP status actually count for something?

Instead, we’re stuck with this outdated formula that barely differentiates between skilled play and average participation.

 

THIS IS MINE SUGGESTED SOLUTION: Performance-Based Crystal Rewards

The game should reward performance, not passive participation. Here’s a simple proposal:

  • Tank Kill: 100 crystals (per tank destroyed)

  • Juggernaut Kill: 300 crystals

  • Killstreak Bonuses (5/10/15): 200 / 400 / 800

  • No deaths in match: 500 crystal bonus

  • K/D Ratio above 10: 800 bonus

  • MVP (top 3 performers): +25% of total

  • Match victory bonus: +15%

  • Objective-based rewards: still included, but not the main source

Premium users can still get their x2 ? that’s fine. But non-premium players who play smart, survive, and dominate should not be left behind.. give us something that makes sense for our grind. It’s not a “free-to-play” model when you're giving players free-to-suffer mechanics.

 

Tanki is a skill-based game.. Then why does the system reward us like we’re bots?

We don’t mind grinding.. but we want respect for the way we play.. This isn’t just about crystals.. It’s about fairness, respect and making the game rewarding for those who actually take the time to master it. If a player with 29 kills and 1 death is getting less than someone who died 27 times, then the system is fundamentally flawed. We don’t want handouts... We want recognition for the skill, precision and strategy we bring to the battlefield. Either you start rewarding actual effort and performance, or you’ll continue losing players who are tired of being ignored just because they don’t swipe a card.

I am not begging, I am demanding what is fair for everyone!

Fix the system.

Respect the grind.

Reward the skill. 

Respect your most dedicated players. ?️

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Hi, my original suggestion was focused on performance-based crystal rewards, especially for non-premium players. Please consider that this goes beyond basic matchmaking.. it's about proper progression for skilled players

 

Thanks for moving the thread to the appropriate "gameplay" category. I’m glad the topic is being seen.. the goal is to improve fairness and reward actual performance in battles. ?️

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There are multiple reasons why what you're suggesting wouldn't make sense, but the fact that it's coming from a person who seems to only use Shaft is pretty tragic. 

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K/d is totally meanigless, but I agree that players who contribute to the objective can be rewarded more. Afterall, objectives win games. 

But the current system is designed by intent to allow multiple playstyles (kills, objective) and still make both rewarding. I think thats a reasonable choice.

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On 6/28/2025 at 7:43 PM, TheCongoSpider said:

There are multiple reasons why what you're suggesting wouldn't make sense, but the fact that it's coming from a person who seems to only use Shaft is pretty tragic. 

I play Shaft because I enjoy a tactical, precision based playstyle that emphasizes positioning, awareness and accuracy, not mindless rushing. The proposal is not about one turret, it’s about performance being valued properly regardless of playstyle... Whether someone plays Shaft, Smoky, Firebird, or Gauss shouldn't disqualify their feedback.. The fact that I’m consistently getting high K/D ratios while supporting my team from distance is a valid contribution to victory.. just as valid as someone standing on a point and dying 20 times.

Skill comes in many forms. Dismissing someone's idea based on the turret they use says more about your mindset than about the argument itself.

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On 6/28/2025 at 8:05 PM, Krysburger said:

This is so bad opinoin, How would you choose who deserve MVP? And i am not talking about campers they got nearly 0 deaths every game + they even got OP augs, I personally think they got pretty much reward, about K/D ratio, I think its personal thing, somebody maybe prefer offensive type of play, and as i look your profile u got pretty lot crystals earned against me or others around your rank, and about that point about kills, if u play kill based mode (DM, TDM, JGR) Thats OK, but if u play SGE, CP, CTF or RGB just for kills without intension of caping or scoring u deserve earn less. 

Edit: I think devs should at least bring back 2x funds to MM battles not only event modes during weekends events when are sales to help F2P players

I actually agree that different playstyles deserve to be rewarded. That’s exactly what I’m proposing.. a balanced system where both objective players and skilled combat players are valued. But right now, if you dominate with 30+ kills, 1 death and carry your team by eliminating threats.. you can still walk away with fewer crystals than someone who died 25 times and stood on the point... That’s not balance, that’s neglecting one half of the game.

Also, MVP in this case doesn’t have to be subjective.. it can be based on total contribution (kills, assists, points captured, time on objective, etc.).. Other games already use such formulas.. It’s not rocket science. And saying I’ve earned "pretty much crystals" doesn’t negate the fact that I’ve earned them much slower, without premium and through performance which is the whole point.?️

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On 6/29/2025 at 1:18 PM, Positive said:

K/d is totally meanigless, but I agree that players who contribute to the objective can be rewarded more. Afterall, objectives win games. 

But the current system is designed by intent to allow multiple playstyles (kills, objective) and still make both rewarding. I think thats a reasonable choice.

K/D alone doesn’t define a player ? true.. But ignoring it completely is also extreme. If someone gets 30 kills and 1 death while neutralizing enemy threats, providing cover fire or stopping flag carriers, it’s not “meaningless” - it’s impactful. 

  • Kill impact (especially against Juggernauts or streaking enemies)

  • Objective contribution

  • Survival rate and assist value

  • Match victory

I agree that objectives win games, but ignoring the contribution of players who enable those objectives by protecting teammates, clearing zones, or defending from a distance is short-sighted... Also, if the current system really "supports all playstyles", then why is precision-based performance so poorly rewarded unless you’re standing on a glowing circle?

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