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Ideas for Matchmaking System!


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Hi, please post 1 idea per topic as per the I&S rules, from next time onwards.

Furthermore, I removed your same post in the Ques to Devs topic because this isn't exactly a question, but a suggestion aimed towards Devs and the Game, which rightfully fits in this subsection of the Forum rather than ques to devs.

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On 7/21/2025 at 7:30 PM, NikmanGT said:

Hi, please post 1 idea per topic as per the I&S rules, from next time onwards.

Furthermore, I removed your same post in the Ques to Devs topic because this isn't exactly a question, but a suggestion aimed towards Devs and the Game, which rightfully fits in this subsection of the Forum rather than ques to devs.

alright boss, thanks

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Placing mines with saboteur / miner augment should be rewarded with battle score! How many times did you use saboteur drone and miner drone to protect your base in MM, but no enemies came to steal the flag, or somehow they missed stepping on your mines or survived the mines and you are nearly the last place in the team while you are playing a very important role in the team... protecting the base! This is my suggestion on how to reward people who are placing mines on the battlefield with saboteur drone / miner augment (or you get reward if you use them together)

Reward after placing mines:

1 mine = +1 battle score = A maxed saboteur drone placing 6 mines = +6 battle scores

Could be limited to "place the mine near your point". If you are in CTF you need to place them around your flag in a 60m range or so

Miner augment could give extra score after killing someone with a mine!

Additional score after killing an enemy with a mine = +10 battle score

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Wait, why should you be rewarded for capturing the flags. Because you see, placing mines is not the objective here, but capturing the flag is. 

Being a miner or using such drones is your own will to defend the base and get free kills along the way. How would this work in other modes, do you wish to see it implemented the same way in RGB or asl, or how would it work in case of JGR.

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On 8/11/2025 at 6:27 PM, NikmanGT said:

Wait, why should you be rewarded for capturing the flags. Because you see, placing mines is not the objective here, but capturing the flag is. 

Being a miner or using such drones is your own will to defend the base and get free kills along the way. How would this work in other modes, do you wish to see it implemented the same way in RGB or asl, or how would it work in case of JGR.

Sure! then I am also fine with just a bit more score after killing someone with mines ? +10 score / kill with mine

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On 8/10/2025 at 7:50 PM, Isshiki said:

Placing mines with saboteur / miner augment should be rewarded with battle score!

yes because a thing that makes the last 5 people that still attack in the big year of 2025 stop attacking and effectively making literally everything TDM should be rewarded even more. outrageous.

Edited by Positive
Stay on topic please
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Give extra points when killing a person who's resistant to your turret/crit, based on how resistant they are, crit kills do not count unless the enemy has crit resistance instead.
some examples:
Killing an enemy with thunder while they have 10% thunder resistance: 10 --> 11
Killing an enemy with thunder while they have 50% thunder resistance: 10 --> 15
Killing an enemy with a crit while they have 50% crit resistance: 10 --> 15
Killing an enemy with a mine/grenade while they have 25% mine/grenade resistance: 10-->12
Killing an enemy with any turret while they have 20% global resistance: 10-->12
 

it rewards the person for managing to take someone who had an upper hand against your turret.
an additional idea:
increase all non-heal points by 10% when you are initiating content with no modules at all (minimum of 1 points otherwise).



 

Edited by Acecaddy

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I think it would add some more spice to the patch notes posts if you guys can actually add what changes you are working on in the future, atleast as a little hint, because, so far, your recent Patch notes have been BLAND, at this point people are gonna predict your posts being the equivalent of "Oh, there's probably nothing interesting, just another patch with a bug fix of sorts, maybe they added last month's augment to the chest, and probably the first comment that is suspiciously almost always praising the devs for the patch"

 

Edited by Acecaddy
almost always

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On 11/21/2025 at 8:16 PM, Acecaddy said:

your recent Patch notes have been BLAND, at this point people are gonna predict your posts being the equivalent of "Oh, there's probably nothing interesting..."

Patch notes are just public records of changes in the game, for users' reference and information. They're not meant to be promotional or entertaining, so I don't understand your point here.

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On 11/21/2025 at 5:16 PM, Acecaddy said:

I think it would add some more spice to the patch notes posts if you guys can actually add what changes you are working on in the future, atleast as a little hint, because, so far, your recent Patch notes have been BLAND, at this point people are gonna predict your posts being the equivalent of "Oh, there's probably nothing interesting, just another patch with a bug fix of sorts, maybe they added last month's augment to the chest, and probably the first comment that is suspiciously almost always praising the devs for the patch"

 

In reality they should actually do less of that and be more careful with what they say and how they phrase it in their Vlogs and official statements, especially with their track record of promising stuff and then not deliviring the promise (like that laughable statement about delivering Tanki Classic this year xD). And as for patch notes they should not be about teasing stuff, but about actually implementing changes. If you want teasers watch the Vlogs or check the Wiki page for development plans. 

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Why are a lot of the bot names not Russian? This is a game developed in Russia and wondered about this.

Idea: Add more Russian bot names

 

ps: Also try to improve their AI, like shooting ducks...

 

 

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Overdrives (All additional features work if player isn't equipped legendary turret augment except Phoenix):

  • Wasp ー detonates ally wasp N-2 bomb (this action gives both or more players reputation points).
  • Hopper  ー the hull is unflippable during flight after overdrive activation. This effect is active untill Hopper user will land;
  • Hornet Jammer disables blaster lifeguard. Radar gives more helpful signs for hornet user to survive easier and help allies better:
  1. Widening and narrowing vision angle depending on how fast is hornet user rotates turret and camera angle (if camera is upon, vision angle stays wide). The same thing works while rotating shaft during aiming mode;
  2. Show locations of saboteur user mines and saboteur users themselves, enemies overdrives charge percentage 90-100%, aiming shafts and their lasers, magnums projectiles and mortar grenades bombarding zone, aiming scorpions and their warheads and warning about how close to hornet user, aiming gauss and indicate time left before salvo and when it's interrupted, safe distance from melee ranged turrets (including with viking overdrive if enemy is using), other overdrives, blaster augment, bomb and tsar grenades;
  3. Allow hornet user to aim scorpion warheads without looking outta the cover;
  4. Loudly signalize to hornet user and allies about nearby enemies using overdrives beginning from delay warning to usage warning, ares BFG cannon plasma ball location and safe distance from it.
  • Viking Berserk-reactor is unstoppable and not interruptable using Stun;
  • Crusader Cryo blaster Armor-piercing status-effect don't apply to Crusader itself if distance wasn't safe;
  • Hunter EMP:
  1. Disables grenades and following hull augments during EMP status-effect: engineer, driver, lifeguard, blaster, miner. Tesla lighting balls can be used to increase EMP range, for example a further distance or to reach enemies behind corner. EMP explode lighting balls and it deal damage and apply status-effects depending on augment;
  2. Detonates ally wasp N-2 bombs (this action gives both or more players reputation points).
  • Paladin polarizer disables enemies Camper, blaster and lifeguard augment, gives critical damage immunity;
  • Dictator overdrive after activation and during "Supercharge" effect:
  1. Instantly reloads firebird, freeze, isida, hammer, ricochet, scorpion, gauss, railgun and shaft;
  2. Give +1 supply to Repair kit, DA, DD, Speed boost and Mine if one of them was already using when overdrive is activated;
  3. 4000 HP heal with 1 second polarizer duration instead of 0.5;
  4. +80% boosted armor (+33% from additional DA supply if Defender drone is equipped);
  5. +20% boosted damage (+50% from additional DD supply if Booster drone is equipped);
  6. +40% boosted speed (+40% from additional Boosted speed if Trickster drone is equipped);
  7. 5 additionall mines witch places instantly;
  • Dictator user get reputation points from allies actions using it's "Supercharge" effect.

       P.S Dictator gives nearby allies only 4000 HP heal with 1 second polarizer duration instead of 0.5, 5 additionall mines witch places instantly and instantly reloads firebird, freeze, isida, hammer, ricochet, scorpion, gauss, railgun and shaft. Visual change to dictator overdrive activation effect 👉👈, make it blue instead of green. Dictator is biggest easiest noticeable target and this hull is medium... It's overdrive is such a shame. It should allow user to stand a chance at least alone in worst scenarios.

  • Titan dome:
  1. Push enemies and enemy grenades outta the dome don't letting go into it (Mammoth activating overdrive is an exception);
  2. Dome size is increased by 20%. 
  • Ares BFG-cannon ー if it's charged but not used, only Ares can see enemies and allies location at medium range and further. Plasma ball detonates ally wasp N-2 bombs once it contacted (both gets reputation points)
  • Mammoth AT-field:
  1. Appears as a huge explosive wave, quickly destroying and push nearby enemies without a chance;
  2. Increases Mammoth max HP (for example overdrive activation at 70% of HP, it heals 30% and gives 70% left);
  3. Speed and acceleration increase +60%;
  4. Radius 15 meters;
  5. If both Mammoth users will tryna push each other, they won't deal damage to each other with AT-field.
  6. Detonates ally wasp N-2 bomb (this action gives both or more players reputation points)

Turrets:

  • Isida deal guaranteed critical healing if it heals an ally with any negative status, instantly removing it. This action gives additional 2 reputation points for 1 status-effect;
  • Increase vulcan shooting duration to overheat and projectile speed by 40%;
  • Magnum can deal critical splash and defuse mines. Magnum isn't able to rotate and change elevation angle during aiming and reload except Harpoon, Adrenaline;
  • Gauss isn't able to rotate during salvo shot couldown except Adrenaline.

Drones:

  • Mechanic:
  1. Spends 2 Repair kits only if it's activated close to nearby ally. Shared Repair kit also removes all negative status effects and heal with HP bonus, giving the same reputation points as for healing ally with isida (15). Change drone look to exactly as Supplier drone;
  2. Repair kit cooldown decreases by 5 seconds if excessive healed HP where damaged.
  • Defender ー increases resistance to impact force, recoil and critical damage by 33%. This effect works with boosted armor duration;
  • Booster ー increases projectile speed, range of maximum and minimum damage, maximum damage splash radius for splash turrets by 20%. This effect works with boosted damage duration;
  • Trickster ー allows to use first 2 supplies at a time and apply 2 seconds cooldown to the last third one. Decreases Repair kit cooldown by 5 seconds;
  • Saboteur ー give additional reputation points for placing mines at ally base territory (maximum of which is limited and it all disappear after death, not including blasted ones. Reputation for placing mines can decrease if mines were defused by grenades, magnum projectiles, Wasp N-2 bomb, Hunter EMP, Titan dome and Mammoth AT-field).

Augments (additions to advantages and disadvantages):

  • Shock freeze increases fuel tank by 20%;
  • Firebird and Freeze high pressure pump increases shooting speed by 50% and narrowing cone angle by 50%, but reload is longer by 30%;
  • Isida broadband radiators increases damage by 30%;
  • Hammer slugger decreases horizontal scatter angle by 55% instead of 75%. Impact force is not decreasing;
  • Twins heavy plasmagun decreases splash radius by 25%, but splash deal the same amount of damage as with direct shot;
  • Thunder:
  1. Subcaliber rounds increases range of minimum and maximum damage by 50%, but critical chance is decreased by 20% and impact force bonus works only at range of maximum damage;
  2. Sledgehammer rounds (complete change) ー damage is increased by 45%, impact force by 60%, splash deal the same amount of damage as with direct shot. But splash radius is decresed by 20%, the range of maximum and minimum damage is decreased by 50%, projectile speed is decreased by 20% and critical damage is disabled;
  • Magnum:
  1. Automated gunpowder loading mechanism increases reload speed by 15%. If elevation angle is 80-90%, the shot power increase time is instant. Elevation angle can't be changed during aiming and reload;
  2. Reinforced gun carriage don't decrease projectile gravitation;
  3. Harpoon inreases splash maximum damage radius by 100%.

You can recommend to correct or add something, ask questions how it works in details. If it will be an entire discussion I'm also welcome to it. Hope devs will add it part by part if not all at the time.

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Hey, thank you for taking your time to write a detailed feedback and suggestions about changes in the game.

However, do note as per the I&S rules, kindly make 1  topic per a single idea. 

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