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Ideas for Matchmaking System!


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On 2/17/2026 at 10:43 PM, fire199 said:

@Marcus see ^^ ty for your screenshot, now lets just hope the devs do somthing about this in the next patch note. 

 

No need to ping marcus for that.

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On 2/18/2026 at 6:15 AM, NikmanGT said:

No need to ping marcus for that.

i was trying to ping you but i cant @NickmanGT it comes up with 2 other names or should i ping @Spy it lets me do them. 

 

edit: sorry i didnt read your name properly @NikmanGT i can ping you, sorry my brain just read nick 

Edited by fire199
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On 2/17/2026 at 10:47 PM, fire199 said:

i was trying to ping you but i cant @NickmanGT it comes up with 2 other names or should i ping @Spy it lets me do them. 

 

edit: sorry i didnt read your name properly @NikmanGT i can ping you, sorry my brain just read nick 

Its fine, no need to ping anyone, your feedback is being noticed without needing to ping someone.

cat-thumbs-up-thumbs-up.gif

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I think the easiest solution is to make matchmaking based on GS and block changing equipment during battle so players can’t manipulate their GS.

Edited by Noob_001

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On 2/18/2026 at 6:39 AM, Noob_001 said:

I think the easiest solution is to make matchmaking based on GS and block changing equipment during battle so players can’t manipulate their GS.

quickest solution but that would punish everyone isntead of the select few tankers in legend rank with KD below 0.3. it will make the gane more fun for them too to play against lower ranks until thier kd increases. 

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🤦‍♂️

Sums up the current ideas being put forward to solve the dire MM problem.

And yet my solution which would indeed 100% solve the problem gets a 👎 from a former mod, mafff and a active mod, nikmangt who agreed with the former mods post, that my idea was basically "silly" and would not work. 

On 2/17/2026 at 5:39 PM, Noob_001 said:

I think the easiest solution is to make matchmaking based on GS and block changing equipment during battle so players can’t manipulate their GS.

🤦‍♂️

Try and guess why this idea is "silly".

The devs will never adopt any changes to the woeful MM system unless it coincides with them making cash from it.

All ideas both "silly" and reasonable don't even get looked at, and if they do, get dismissed asap.

As for trying to get the attention of marcus 🤣 like he cares what players think.

 

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It is just a waste of time....

We all know how a fair match making system should be made, and that likely includes the studio. But, let's be honest, that will never happen, not until this game has the business model changed.

The ultimate goal is to make the buyers feel privileged and powerful, so that they will think their money well spent; on the other hand, it also urges those who are F2P to spend on the game in order not to get rekted.

 

Remember, for a freemium model, i.e. this game, if you are not spending, then you are not a customer, but merely part of the product just here to entertain the customers.

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On 2/18/2026 at 4:46 PM, POWER-OF-ONE said:

🤦‍♂️

Sums up the current ideas being put forward to solve the dire MM problem.

And yet my solution which would indeed 100% solve the problem gets a 👎 from a former mod, mafff and a active mod, nikmangt who agreed with the former mods post, that my idea was basically "silly" and would not work. 

🤦‍♂️

Try and guess why this idea is "silly".

The devs will never adopt any changes to the woeful MM system unless it coincides with them making cash from it.

All ideas both "silly" and reasonable don't even get looked at, and if they do, get dismissed asap.

As for trying to get the attention of marcus 🤣 like he cares what players think.

 

what if we allow equipment change, but it costs 100 tankoins? maybe they'll like it 

Edited by Noob_001

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This buyer @Alkline who won the previous game against me in TJR by using motar's grenades non stop, in a 6v6 where i had a magnum camper team. he changed equipment after i killed him just once lol and they won. 

 

Anyways the next battle we meet again in TDM and this time, this guy refreshed 7 times this one battle lol, as you can see in the screenshot below he has the highest KD in his team and only died 5 times instead of 12/12  just to not die to me and also the rest of my team, since i had the better team this time.

He also had shaft stellarator and crusador. Luckily this time i had a good team and we still won. but again @NikmanGT ask the devs to punish players score - 20 score each time they refresh, its the second time a shaft stellarator crusader i have met that has done this to not die to me. and its plain stupid if they dont get punished for refreshing 7 times in TDM mode it affects the battle. 

2hJK7tG.png

let me quote the previous player that also did this: which the devs have yet to resolve. my solution is -20 score. open to ideas. but i want them punished... it affects the game score not too mention its super petty. 

On 2/9/2026 at 3:27 AM, fire199 said:

this dude in MM refreshed to not die after using shaft stellarator with a 20-0 KD when i finally used paladin od on him after cathing him he refreshed so i coudlnt get a kill on him personally https://ratings.tankionline.com/en/user/Purple.Roland make it so that if you refresh you automatcally exit the battle, this is only for MM not pro battles, or find some other way to deal with people who do this im open to ideas. 

 

Its super annoying when they KD farm you and then refresh so you dont get a single kill on them entire battle. 

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Posted (edited)
Description:
The current Matchmaking (MM) system can feel repetitive, often leading to predictable strategies based on dominant drone/augment combinations . To solve this and inject high-density tactical variety into battles, I propose a new feature: Matchmaking Mutators.

How it works:
During the 15-second loading/lobby screen before any standard Matchmaking battle, the game presents 3 random gameplay modifiers (Mutators). Players in the lobby have a short window to vote for one. The modifier with the most votes becomes active for that entire match.
Example Mutators to introduce:
  1. No Augments & No Drones (Pure Skill Mode): Completely disables all equipment modifications and drones . It returns the game to classic, raw physics and geometry of fire (highly requested by the veteran and esports community, reminiscent of XP/BP formats) [tankiwiki.com].
  2. Adrenaline Rush (Faster Overdrive): Increases Overdrive charge generation rate by a specific percentage per kill/assist, rewarding aggressive, high-performance gameplay .
  3. Volatile Core (Explosive Enemies): Defeated tanks detonate upon destruction, dealing splash damage to nearby allies and enemies. This perfectly counters base-camping clusters and shakes up objective control modes like CP and CTF .
  4. Heavy Caliber (Increased Global Damage): Amplifies all base damage by a set margin, shifting the game into a fast-paced, high-stakes tactical shooter.
    and also yall can add more if want to , but its your decision not mine
Why this benefits Tanki Online:
  • Dynamic Replayability: No two matches will feel the same, drastically increasing player retention .
  • Tactical Adaptation: Players must quickly adjust their hull/turret setups in the garage during the countdown based on the winning vote.
  • Community Balance: It bridges the gap between players who enjoy heavy augment/drone metas and those who miss old-school, skill-based tank combat
Edited by Fr0st1

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I'd rather have mutators introduced as a separate mode, it sounds cool.

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I haven't found the right section for my idea but here's what I want to suggest:

New status effect:
Description:

A status effect that reverse the controls when applied to a tank, the right becomes left, the left becomes right, the forward becomes backwards, and likewise for mouse controls.

Appearance:

I would suggest an odd color than the existing ones we have.

The icon I'd suggest the question mark " ❓" which is the reaction of players receiving this effect.

Source: 

I've got my idea from a racing video game "beach buggy 2" and thought it's definitely gonna work in Tanki online. There's couple more things in that game that could be added to Tanki itself since hazel gets his inspiration from other video games.

You're welcome for the awesome idea hazel 😂

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The TDM meta is so prevalent because power crept augments dealing lethal damage in fewer and fewer time means any lone tank can be a powerhouse and alone dictate matches. Some of these players take it further and disrespect everyone by taking objectives hostage and farming spawn kills. Spawn protection isn't enough anymore -- it's only delaying the inevitable. You need to be able to defend yourself.

The biggest issue is that when you are being spawn camped, the enemy almost certainly has all their supplies active, while you have none. 1.5 seconds of immunity means the best scenario to get yourself out of this loop is by using double damage and using that 1.5s to be able to shoot first guaranteed. 

If you do not kill them in those 1.5s, you basically die again. 

You do not have double armor. They do. 

My proposal is to give all tanks that transition from ghost phase to immunity a free instance of double armor, double damage, and speed boost. It does not get consumed from your supply. It is automatically applied to you the instant you materialize and get immunity. You get a 100% effect increase to double armor and double damage, like you have an upgraded Brutus drone. The effects last the default 45s a consumed supply would. After that time, your tank will not be reapplied the same effect. During any of those 45s, you can cancel the effect by pressing any supply button to "reactivate" your drone.

Meaning if for example, you had Booster equipped and want to take your chance of killing your attacker with its double damage ability instead, you can press your double damage button to only get Booster's double damage -- you ended the spawn protection ability, thus your double armor and speed boost effects become disabled. 

This quality of life rework to spawn protection will increase the likelihood of your survival by having "basekit Hyperion" activate when you materialize. It will also present a risk vs reward scenario to the spawning tank: do you risk activating -- let's say Booster -- immediately to try for a quick kill, or do you keep all your spawn protection supplies on for a better fighting chance?

What are your thoughts? Do you have any questions?

 

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I'm kinda skeptical about this; if this is the basekit hyperion mechanism then Hyperion technically becomes ineffective for people having other drones because they can avail this mechanism every 45s.

  • All the supplies activated and not your drone do not guarantee your livelihood because games are also heavily affected by augments these days and despite having all the supplies you will still die to their augments, if they overpowered your team so much that all that lead to spawn camping.

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On 7/12/2026 at 6:58 AM, NikmanGT said:

I'm kinda skeptical about this; if this is the basekit hyperion mechanism then Hyperion technically becomes ineffective for people having other drones because they can avail this mechanism every 45s.

  • All the supplies activated and not your drone do not guarantee your livelihood because games are also heavily affected by augments these days and despite having all the supplies you will still die to their augments, if they overpowered your team so much that all that lead to spawn camping.

No, they cannot avail this mechanism every 45s. It lasts 45s after materializing, then disappears. You will only get this effect again when you respawn. 

Are you saying that other drones would be unnecessary if they choose to die every 45s? I could see that with suicide builds (i.e. Magnum Destroyer, Wasp Blaster)... Maybe this auto-supply lasts shorter than a regular supply then? Let's say 15s?

  • You're absolutely right -- it's not meant as a guarantee to survive. A tank with all supply active Defender let's say, will beat a "all supply active mini Hyperion". It'll only increase your chances from the current mechanic which is also meant to only increase your chances. My suggestion is just a slight boost without taking the "just make immunity last longer" route. 
  • This mechanic won't change anything against the blowout matches where the whole opposing team has you all in a spawn kill loop. I'm envisioning its purpose for those "uncommon-but-kind-of-common" situations where there is 1 top fragging Tsunami Duplet in your spawn that your team can't kill for several minutes. You know what I'm talking about?
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On 7/6/2026 at 9:40 AM, ok_hand said:

 

My proposal is to give all tanks that transition from ghost phase to immunity a free instance of double armor, double damage, and speed boost. It does not get consumed from your supply. It is automatically applied to you the instant you materialize and get immunity. You get a 100% effect increase to double armor and double damage, like you have an upgraded Brutus drone.

 

https://en.tankiwiki.com/Trooper?attempt=1

I remember this, this used to be my goto drone from the starter three, paired with freeze viking. Spawn encounters were very very free.

Any buff for a weak player, also means a buff for the stronger player. Be careful what you wish for.

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45s is too much. 

In even battles, or even dominating battles, someone gets killed, spawns with all supplies active, goes to steal the enemie's Flag in Sandbox while camping teammates spawn kill the enemy, captures that Flag in less than 20s, goes for the enemy's Flag again, captures it in another 20s, and has 5s remaining to thank you.

Maybe 2s of 100% inmunity, then 2s of 75%, then 2s of 50%, and finally 2s of 25%... and if you remain in the same spot; we could see like a dome similar to when we activate DA, but it wouldn't move, like Titan's OD dome.

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On 7/12/2026 at 11:40 PM, THRN said:

 

Maybe 2s of 100% inmunity, then 2s of 75%, then 2s of 50%, and finally 2s of 25%...

That is a lot of tapered protection, allows user to spawn with damage and get their armor next and then speed to complete the combo. Not sure I'm liking how complex and weird this is becoming.

The only way to fix spawn camping games is to bring back early finish in some form. But then again, KD players are not gonna be able to farm their KD's from bots if this is implemented.

I mean the amount of screenshots I see where people seem to enjoy farming weaker players, is so common.

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What Tanki really needs is dedicated spawn areas, so that there's no such thing as literally spawn camping, and there's no situation where you're genuinely playing the game (like on Sandbox CTF) and an enemy uses spawn protection to kill you while you can't damage them.

But I'm afraid it's too late, since it would require reworking every single map to create dedicated spawn zones, inaccessible to enemies.

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On 7/12/2026 at 11:37 PM, Akame said:

That is a lot of tapered protection, allows user to spawn with damage and get their armor next and then speed to complete the combo. Not sure I'm liking how complex and weird this is becoming.

The only way to fix spawn camping games is to bring back early finish in some form. But then again, KD players are not gonna be able to farm their KD's from bots if this is implemented.

I mean the amount of screenshots I see where people seem to enjoy farming weaker players, is so common.

lt couId be 2s 100% and 3s 50% too.

On 7/13/2026 at 5:58 PM, Maf said:

What Tanki really needs is dedicated spawn areas, so that there's no such thing as literally spawn camping, and there's no situation where you're genuinely playing the game (like on Sandbox CTF) and an enemy uses spawn protection to kill you while you can't damage them.

But I'm afraid it's too late, since it would require reworking every single map to create dedicated spawn zones, inaccessible to enemies.

l was only taIking ShieId, no extra Damage. 

But l think what wouId make it different is (new idea) for this to become effective only when your team is Iosing. Winning teams couId get haIf the Spawn Protection, same for even.

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On 7/13/2026 at 5:37 AM, Akame said:

 

The only way to fix spawn camping games is to bring back early finish in some form. But then again, KD players are not gonna be able to farm their KD's from bots if this is implemented.

 

I still sit by this.

Buffing spawn immunity will still make stronger players even stronger too. And on small maps, good luck. On big maps, the poor magnums will be seeing a lot of 0 damage counters.

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On 7/16/2026 at 1:56 AM, Akame said:

Buffing spawn immunity will still make stronger players even stronger too. And on small maps, good luck. On big maps, the poor magnums will be seeing a lot of 0 damage counters.

Tanki needs to be balanced with the strongest in mind; not the weakest.

Currently the immunity duration is the same on all maps, but maybe it's time it gets shortened on small maps? 

I don't think you understand. I'm only proposing a short instance of active supplies when you materialize. I am not proposing extending immunity. 

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