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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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Interesting how instead of addressing the actual proposal, the focus shifts to what turret I use, how I play, or assumptions about my intentions.

So let’s clear a few things up - not just for @TheCongoSpider , @Krysburger , and @Positive , but for anyone else reading:

  1. I play Shaft - and maybe, I play it wel.
    That doesn’t disqualify my feedback. Precision-based players contribute to matches in a different but equally valuable way by picking off key targets, defending, supporting from distance and stopping pushes.
    Just because I don't throw myself onto a glowing point 20 times per match doesn't mean I'm not helping my team win.

  2. This proposal isn’t about “my style” - it’s about fair progression for all styles.
    I’m suggesting a reward system that acknowledges both objective play and combat efficiency. Why is it controversial to say that 30 kills and 1 death should be worth more than 10 kills and 25 deaths, just because the latter stood on a capture zone?

  3. K/D isn't everything – but pretending it's meaningless is dishonest.
    Someone who stays alive and consistently eliminates opponents is directly contributing to team stability and victory.
    In real matches, those are the players holding the team together. If that's not worth extra crystals, what is?

  4. “You already earned a lot of crystals” is not a counterargument.
    Yes.. I’ve earned them. Slowly. Without premium.. Through constant performance.
    That only strengthens my point: if even high-performing players struggle with progression, imagine how bad it is for casuals.

  5. The system isn’t balanced – it’s diluted.
    It tries to please everyone and in doing so, it disrespects players who actually dominate the battlefield. “Everyone gets something” is not balance.. It's compromise.

So next time someone has a counterargument.. I welcome it. But please, make it about the idea, not about my turret, stats, or assumptions.

This post was made to raise a discussion about progression, not to feed egos or provoke pettiness.

Let’s try to keep it on that level.

– GhostLynx ?️

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On 6/28/2025 at 4:24 PM, GhostLynx said:

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

Agree, but not quite in the way you are describing.

 

On 6/28/2025 at 4:24 PM, GhostLynx said:

and rewards brainless gameplay like running into the point over and over.

You mean it rewards playing the "OBJECTIVE" which is fair enough.

I will skip commenting on everything and instead will keep it short and to the point.

On 6/28/2025 at 4:24 PM, GhostLynx said:

Fix the system.

 ? Not a chance in hell of that ever happening.

 

On 6/28/2025 at 4:24 PM, GhostLynx said:

Respect the grind

I refer you to the above post.

 

On 6/28/2025 at 4:24 PM, GhostLynx said:

Reward the skill. 

I will give you hazel's answer to that one-"show me your cash" first.

 

On 6/28/2025 at 4:24 PM, GhostLynx said:

Respect your most dedicated players.

That would be the buyers and hazel still craps even on them.

 

On 6/29/2025 at 1:31 PM, GhostLynx said:

Precision-based players contribute to matches in a different but equally valuable way

Totally agree.

Camping is an art if It's done properly.

 

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On 6/28/2025 at 1:43 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. 

Dude found a turret that works for their style of play.

That doesn't make his idea invalid.

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On 6/29/2025 at 8:11 AM, GhostLynx said:

Whether someone plays Shaft, Smoky, Firebird, or Gauss shouldn't disqualify their feedback

On 6/29/2025 at 2:45 PM, Jeers4U said:

Dude found a turret that works for their style of play.

That doesn't make his idea invalid.

I did not say it should be discarded. I'm pointing out that a player whose sole experience throughout the game is on the turret most known and despised for lazy, across-the-map gameplay is demanding that high K/D be the defining factor in a player's earnings in battle. It's insensitive at best and selfish at worst. And responding to this will need to have multiple things cleared up first. 

On 6/28/2025 at 11:24 AM, GhostLynx said:

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. 

Your account has Oracle so the earliest it was created was 2024. If so, you would have gotten 7 days of premium which would run out far faster than most if not all of the players you would be fighting against at Legend. So you feeling like you're lots of crystals behind people at the end of battles in recent times is not a p2w thing. Your account simply was not old enough to get premium for as long a duration as the other players in your lobbies. 

 

You appear to be looking at this issue from the perspective of the crystals gained and strongly factoring in premium to that. The way the fund works is every action that takes place (kill, assist, objective captured/assisted) adds an amount to the fund. The fund is then distributed to the players in the lobby in proportion to the amount of reputation points they earned in battle when it finishes. If the teams draw, it's an even split of the fund depending on the reputation points of each player. If a team is victorious, the winning team receives 25% more fund than the losing team. 

If someone is getting more crystals than you then it is because they had more reputation points in battle than you. A f2p player and someone who buys only epic keys every week would get the same number of crystals if they both finished on the same number of reputation points on the same team. 

 

So in actuality, what you have a problem with is the distribution of reputation points between the actions in the battle. Opex said in the past exactly what Positive mentioned. He wants as many people as possible to feel comfortable playing the game the way they want to be playing it. I.e he wants both major ends of the spectrum to have potential positive returns for the user - K/D farmers and those who focus on the battle objectives. Moreover it was stated many times that containers are meant to be the primary source of crystals to spend, not battles. Now why would someone want it to be like that specifically? 

 

 

You claim that you're getting lots of kills with few deaths and that those with "less deaths" are getting more crystals than you. I've already cleared up the misconceptions you had with the distribution of the fund so we will work from there. Suppose that no one in the battle has premium and everyone will be getting the base x1 crystals. Let us suppose you, Ghostlynx, get 28 kills and 6 deaths by the end of a CTF battle. You placed second with 465 reputation points. The person above you got 15 kills and 23 deaths with 510 reputation points. Why could this have happened? Because they got those kills while also capping 3 flags, directly progressing your team towards victory. They are the one that progressed your team towards getting 25% more crystals than the enemy team? Why do you think you, having the the most kills with the fewest deaths, are deserving of a higher share of the fund than someone who directly placed above you? 

Let's suppose your suggestion gets implemented in the form of shifted reputation points distribution for actions, for example 20 points for a kill, 5 points for an assist and 25 points for capturing a flag. Bonus points for getting 5, 10, 15, 20, 25+ killstreaks. What implications do you think this will have on player behaviour over time? Players see that they get almost nothing for playing the objective compared to just farming kills. Now add the bonus points for high killstreaks and K/Ds. Why would players go towards the objectives? Furthermore, why would players want to play melee and shorter range turrets? It's clear from the scoring system that farming kills with few deaths is the most convenient way for solo efficiency. You cannot do that easily if at all on a melee turret. When all of this has time to settle, why even play melee turrets in maps like Highways, Massacre, Lost Temple, Berlin, etc.? 

 

The objective of a battle is to win. To win, you interact with the objective. By default and by logic, playing the objective should reward a substantial amount of points. It's what you want to encourage, otherwise every game mode turns into TDM, effectively shutting out a lot the equipment in the game. Lots of equipment sacrifice damage to gain a utility. 

Again, ignoring that it is intentional for most of the resources to be found in containers rather than battles, properly implementing your suggestion would require an overhaul of many things, and then further controversial changes due to the changes in player behaviour thereafter. And the rationale for that overhaul is fundamentally flawed. 

 

On 6/29/2025 at 8:31 AM, GhostLynx said:

The system isn’t balanced – it’s diluted.
It tries to please everyone and in doing so, it disrespects players who actually dominate the battlefield.

It really doesn't. Many people who have overtuned augments and focus on kills still easily get more score than those playing to progress the actual objectives allowing their team to win. I'm certain if you were playing Tesla all this time instead of Shaft, your outlook on this would be very different. 

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I for one am absolutely against such KD rewarding mechanisms. People already annoyingly play TDM in every mode to preserve their precious little KD ratio and will hide all games. Sure that is a skill of it's own, but I still wish the game would reward objective pushing a lot more.

I've always disregarded my KD ratio and put the team objective over everything and as a result of playing aggressively with a fairly weak combo in terms of HP and defensive attributes since I never change prot, this reputation to crystals is far better.

And yes, KD players still often outscore objective players in this economy.

Examples:
 

Spoiler

image.png

Top guy was just spamming Uranium in the base whilst attackers still struggling to get through the base that still have people on the other sides of the base that can easily still defend well. It was very tight and I have clips from this showing my caps were not against empty bases meaning the kills done by our top, did not actually help our caps directly fully since the other 2/3 entries were blocked and an enemy uranium was also constantly spamming rockets on the cleared side and that was easy enough to make any cap on that side not work still. Me and my mate managed to pull 2 caps in the last timeframe, through a path the fragger was not able to empty because we decided to use the enemies confidence against themselves.

I was trying to destroy their hornet players who kept having their radars on and foiling all attack attempts because they could see everyones aura, naturally the top fragger did not kill those nor was he aware of those. So please do not associate high KDs with skill because high KD's in most objective based games, often shows more selfish play than anything else. Such play will be rewarded if you have a stronger team that will focus on the object and/or has a better gear.

Needless to say, like already stated, you already do get rewarded pretty well for kills. Currently the assist reputation system could potentially use another rework if anything at minimum to help players that get their kills stolen.

Spoiler

image.png

example here, alex got 18 kills as well as arav, but arav actively pushed for flags and worked together to help get a return.

The system here in most cases will still benefit higher kill players, KD should not be relevant because that also puts support players, i.e isidas that don't play offence and the similar in a bad rewarding spot.

I can find several more images, so can everyone else.

By all means, the only thing left right now, to help your case, is show gameplay and let 'everyone decide' if you were 'unfairly' given less crystals

On 6/29/2025 at 1:31 PM, GhostLynx said:

 

  1. K/D isn't everything – but pretending it's meaningless is dishonest.
    Someone who stays alive and consistently eliminates opponents is directly contributing to team stability and victory.
    In real matches, those are the players holding the team together. If that's not worth extra crystals, what is?

I assure you, there are many times where these players do not actually contribute to the team stability.

Oftentimes players get these higher kill counts by targeting players who are easier to kill, that's natural, not saying theres anything wrong with it, but it doesnt help the team get to victory a lotta times than you think. In cases where your team is weak and can't get to points, yeah, do what you need to, to secure your score and fund for the game.

How do I know this? I often get the most deaths in the game, not due to reckless attacks, but often because I play a light combo and often aim to target the actual stronger players in the game, yes, those with prot and defenders and heavier combos of the lot. I prefer slowly shaving away what I can, if it can help the team destroy such stronger players a lot more easily, the weaker players, unless they are aiming to capture much and do not contribute to their team a lot, I will ignore them because this will give 0 motion value for the actual game because my weaker allies, should be able to kill them.

Now as for support, yes there are times where KD players do help, I.e tdm, asl defence and other modes where you kill tanks and it directly contributes to help the teammates secure an objective or protect an objective. By all means, it is not easy to reward for that sort of assist.

There are acts in the game that also often go unrewarded, including but not limited to protecting allies via say domes, dictator overdrive, paladin overdrive, hornets radar helping everyone see positions etc.

Also another being taking hits for allies to ensure they don't die. naturally this wont work against hyperspace rail or heavy splash builds but such exist. If you've never seen people take hits for others in this game, I honestly don't think you understand how important that is as a teambased play and sure I have enough clips showing such smart teamplay that often can turn the tide.

On 6/29/2025 at 1:31 PM, GhostLynx said:


Just because I don't throw myself onto a glowing point 20 times per match doesn't mean I'm not helping my team win.

  1. This proposal isn’t about “my style” - it’s about fair progression for all styles.
    I’m suggesting a reward system that acknowledges both objective play and combat efficiency. Why is it controversial to say that 30 kills and 1 death should be worth more than 10 kills and 25 deaths, just because the latter stood on a capture zone?

This is precisely the issue here, rewarding both types.

You choose to preserve your KD, others choose to try ensure the team can win. Now if you're actively ensuring they can capture a point, surely such players wouldnt be also dying much right? Unless they're trying to distract enemies well enough such that you can take the final shot and reward yourself well. You should not be complaining if an ally is able to ensure you can win as a team, if YOU are not willing to go out of your way to capture this point.

Plot holes, plot holes.

 

If you want this game to solely reward kills to an even higher standard, I pray you only end up in games where your whole team is aiming to do the gameplay you want to and the enemy is able to continually capture the objectives freely often as a result of switching and tanking and pushing points none of you want to. And yes, these games, though very rare, exist.

Do note, you're here wanting to shift everyones gameplay, to yours. All because you seem to believe your style is not rewarded enough.

On 6/28/2025 at 4:24 PM, GhostLynx said:

 

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. ?️

'fair for everyone' I do not see how such would be fair to many weaker players either.

respect the grind, sure,

respect the skill, where displayed sure,

respect the most dedicated players? you mean those who play for the team and sacrifice themselves to try make sure the team can win, by all means I already do.

 

Everyone will have a difference viewpoint, as it stands, this game is still behind objective rewarding because people abused such systems, i.e asl phoenix farming. Can't win them all, but this solution, honestly bro, is not it, unless you want people to mainly get their funds from keys rather than the games they play.

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Focusing entirely on K/D as a metric for performance is a terrible idea.

What about an Isida who spent the entire game mainly healing the Juggernaut and defending it from enemies? Does that player deserve less rewards despite arguably performing a vital role on the team than the Wasp that kept making kamikaze runs on the enemy Juggernaut to bomb it?

 

Does the Magnum that spent the entire game hiding behind a wall on the far corner of the map deserve the biggest reward because they technically never died and got the most kills without dying?

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Posted (edited)
On 6/29/2025 at 8:45 PM, TheCongoSpider said:

I did not say it should be discarded. I'm pointing out that a player whose sole experience throughout the game is on the turret most known and despised for lazy, across-the-map gameplay is demanding that high K/D be the defining factor in a player's earnings in battle. It's insensitive at best and selfish at worst. And responding to this will need to have multiple things cleared up first.

 

And?

Still not hearing a valid reason why he can't express his opinion.

Shafts are just doing what shafts were created to do.

Is that tragic?

Edited by Jeers4U
still being followed by you...

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Posted (edited)

Here's a funny one for all to see:

image.png

No, we did not have the stronger team, as much as the score seems to dictate, we went for the win, enemy top 5 maintained camping and didnt seem to want to cap after a while. Guess who got the most fund? Not the people who aimed to win the war, those who played solo instead. (Just incase anyone calls out less players, no some just ran due to us getting another cap, enemies had more than enough capacity to camp, they just didnt even move out of their half of the base)

Spoiler

image.png

image.png

Winning 3-0, but despite having half the score a tdm player does, still get considerably less fund at the end.

There are clear flaws showing how KD players are already favoured, now please bring further images for this discussion.

I will be waiting.

Edited by Akame
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the only problem i see with this is that completing objectives is the entire point of any game mode. killing juggernauts is the point. capturing points is the point. 

im sure you've never faced this issue in TDM.

BUT. i have seen players who clear up the battlefield allowing their teammates to complete objectives with ease. such players should be rewarded. but this almost never happens. it's so rare to see someone snipe an enemy sniper who's about to destroy a flag-bearing teammate. nope, i (mostly) see a random enemy tank getting destroyed just cuz it was easier to yeet off the map. 

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On 7/1/2025 at 8:13 AM, Venerable said:

i (mostly) see a random enemy tank getting destroyed just cuz it was easier to yeet off the map. 

You mean a flipped enemy tank. So your shaft teammate destroy him for a faster respawn!?

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On 6/30/2025 at 3:01 PM, Jeers4U said:

And?

Still not hearing a valid reason why he can't express his opinion.

Shafts are just doing what shafts were created to do.

Is that tragic?

Again, I did not say his opinion should be discarded. 

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On 7/1/2025 at 12:23 AM, Akame said:

image.png

 

Doesn't appear to be many short-range turrets in this battle at all.

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On 7/1/2025 at 9:50 AM, TheCongoSpider said:

Again, I did not say his opinion should be discarded. 

lol. ok.

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On 7/1/2025 at 3:17 PM, Jeers4U said:

Doesn't appear to be many short-range turrets in this battle at all.

Correct, around the middlegame just after we got the first cap, these were the short ranges:
image.png

Unsure why you mentioned it, should you not attack if you don't have a short range? Or is it just something to say at this point...?

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On 7/1/2025 at 11:42 AM, Akame said:

Correct, around the middlegame just after we got the first cap, these were the short ranges:
Unsure why you mentioned it, should you not attack if you don't have a short range? Or is it just something to say at this point...?

Just noting that it isn't beneficial to choose a short range turret any longer when you are attempting to complete game objective because kills grind more points.

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Posted (edited)
On 6/30/2025 at 1:45 AM, TheCongoSpider said:

I'm pointing out that a player whose sole experience throughout the game is on the turret most known and despised

Try aiming that criticism at the legal hack trash cans which are "THE" most hated pieces of broken gameplay in the game, along with the "despised" augments.

 

On 6/30/2025 at 1:45 AM, TheCongoSpider said:

Why do you think you, having the the most kills with the fewest deaths, are deserving of a higher share of the fund than someone who directly placed above you? 

Totally agree with this point.

 

On 6/30/2025 at 1:45 AM, TheCongoSpider said:

And the rationale for that overhaul is fundamentally flawed. 

I would say that 90% of what the devs do is "flawed". 

It is only not flawed from their point of view because what they implement into the game is for cash purposes only, nothing else.

Let's all remember that what occurs in the game is down to the devs utter greed.

This game has all to many flaws which will never get rectified, because of greed.

I would say (with complete honesty) that I am one of "THE" biggest campers in the game, have been since 2013 and I will never change my style of play.

I have been known to go for the objective, but ever since augments became a thing I refuse to engage in the objective, because for me getting killed a gazillion times (even with maxed out everything) is not fun and a total waste of resources with nothing to show for it.

Camping has become more of a thing because of primarily augments, trashcans come a close second to this.

Every team needs It's attackers. It's these players that more often than not win the battle for you.

A good, smart, strong camper will always have a part to play in helping the team, but without the attackers every battle would be a BORING draw.

KD like the ratings leader board is a thing that some players strive for, but these two really have no bearing on the outcome of battles, unless the KD anorak is very good at targeting the greatest threat from the enemy and ultimately swings the battle more often than not in their teams favour.

My take on all of this:-

If you want to play for KD then do your best to ensure your team benefits as well, I do and I could care less if I win, lose, or draw. 

It's my competitive nature to kill as many of the enemy as I can, so without being bothered about the result I inadvertently help the team I am in.

From my standpoint I call that a win win.

I still hate augments and trashcans, there pathetic.

@GhostLynx Player performance (how well you do in battle) comes in many ways and is not, and should never be based on KD.

Having said that, as a fellow hard core camper I know were you are coming from, but it still does not make your argument right.  

Edited by POWER-OF-ONE

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On 7/1/2025 at 3:23 PM, POWER-OF-ONE said:

 trashcans, they're pathetic.

  

I don't follow you so I do not know your slang but what are trash cans? 

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On 7/1/2025 at 11:43 PM, Moonglow said:

I don't follow you so I do not know your slang but what are trash cans? 

Floating hacks-flying skips-legal hacks = hover hulls.

 

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On 7/2/2025 at 1:43 AM, Moonglow said:

I don't follow you so I do not know your slang but what are trash cans? 

well its actually the "Flying Monkey" is the slang that is the original version of it. and considering it's the only feature with a slang and a bad one i think it says more than it needs to

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On 7/1/2025 at 8:18 PM, Jeers4U said:

Just noting that it isn't beneficial to choose a short range turret any longer when you are attempting to complete game objective because kills grind more points.

Pretty much, though at some times, upon meta changes, there are rare moments when short ranges had a solid time, i.e shock therapy, meta keeps changing with all these patches and there isnt any true balance as much either

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On 7/2/2025 at 7:21 PM, Hypersomnia said:

the "Flying Monkey" is the slang that is the original version of it

Slang we dont appreciate ?

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On 7/2/2025 at 8:01 PM, NikmanGT said:

Slang we dont appreciate ?

but you know what i appreciate? ?

you ? ?

on everyones soul i say we appreciate the work you do! you may suck like adrenaline Shaft in battles..( im sorry for reporting you multiple times, thinking you were multing... ? ) ? ☺️

we love you mr NimanGT

- everyone on tanki best wishes and very big love and kiss. 

now i shall add my comment related to the topic so some evil (very bad) mods dont delete my comment (it'll never be my GOAT NkmanGT i know)

On 7/2/2025 at 6:59 PM, Akame said:

Pretty much, though at some times, upon meta changes, there are rare moments when short ranges had a solid time, i.e shock therapy, meta keeps changing with all these patches and there isnt any true balance as much either

there isn't true balance as in everything relies on a simple single condition. Easiest example being assist. I do 99.9% of the damage another person does the last 0.01% yet this person gets 10/15 score out of that tank. It should be 14/1 or 13/2. The same system is with the turrets too just different way. Melee turrets while OP on paper (ignoring the newer 'additions' to the game) are still the hardest turrets to get a kill with. So why is a Firebird user still getting the same 10 score for a kill just like a magnum behind a wall shooting blindly while being nigh immortal if its not a small map?

Sure it's harder to understand system or whatever but it already worked (dont remember much from old tanki but i was firebird main and i had no issues progressing through the game ?‍♂️) sure i was just a casual but i feel like i was getting the right score i deserve. And who cares if its a 'harder' system when it makes... sense. now i feel like im basically locked out of using half of my garage because of how horribly inefficient it is. I burn x5 amount of supplies for x5 less progress.

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On 7/2/2025 at 7:52 PM, Hypersomnia said:

 

there isn't true balance as in everything relies on a simple single condition. Easiest example being assist. I do 99.9% of the damage another person does the last 0.01% yet this person gets 10/15 score out of that tank. It should be 14/1 or 13/2. The same system is with the turrets too just different way. Melee turrets while OP on paper (ignoring the newer 'additions' to the game) are still the hardest turrets to get a kill with. So why is a Firebird user still getting the same 10 score for a kill just like a magnum behind a wall shooting blindly while being nigh immortal if its not a small map?

Sure it's harder to understand system or whatever but it already worked (dont remember much from old tanki but i was firebird main and i had no issues progressing through the game ?‍♂️) sure i was just a casual but i feel like i was getting the right score i deserve. And who cares if its a 'harder' system when it makes... sense. now i feel like im basically locked out of using half of my garage because of how horribly inefficient it is. I burn x5 amount of supplies for x5 less progress.

Yeah, I'm not a fan of the assist system either, I would certainly prefer it to be based on the proportion of HP taken away, though was it not like that in the past a long time ago? I don't remember. 15 or 10 score shared depending on %hp contribution.

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On 7/3/2025 at 7:20 AM, Akame said:

Yeah, I'm not a fan of the assist system either, I would certainly prefer it to be based on the proportion of HP taken away, though was it not like that in the past a long time ago? I don't remember. 15 or 10 score shared depending on %hp contribution.

yeah it was like that in the past or at least something very similar. Same with capturing point/flag. I remember getting 100+ XP (same as points back then) for capturing a single point if our team is getting washed in Polygon CP PRO battle tho same would be happening in normal games too just not 100 XP due to the difference in points/flags not being extremely huge

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