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Important changes to the game


theFiringHand
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However, there is a small problem. When healing allies with Isida there is a glitch. That is a bug that causes Isida to not give points to the healer player. For example, when healing a Vulcan player who is constantly taking overheating damage, the Isida healer players don't earn and experience points when they heal the overheating Vulcan.

 

In addition to that, when capturing points in Control Point battles, quite often players that captures Control Points in CP mode battles don't earn any experience points. This bug mostly happens when two or more players on the same team captures the Control Points.

 

Isida will not get XP because you could just go in to a PRO battle, get an over heating vulcan and heal it - its a part of the Anti-power leveling system.

Same thing with the CP issue, you'll not get XP if a point is almost captured and then you just come in and capture it.

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Change in the distribution of weekly mission rewards. Previously, completing all 3 tasks awarded 6 regular containers and 3 weekly ones. This has now been reversed — 6 weekly containers and 3 regular ones.

 

Ridiculous...

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Are you serious? Why would ANYONE spend money on a GAME? Like that's just too much. Spending money on a game is useless...

Edited by sarim2345_the_master
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Tankers!

 

With the server restart at 02:00 UTC on January 25th (tomorrow), we’ll be implementing an important update that will include changes in the characteristics of some turrets and alterations, as well as some other balance fixes.

 

Shaft

 

Reload time after sniper shots is 1 second faster for all modifications.

 

Weekly missions

 

Change in the distribution of weekly mission rewards. Previously, completing all 3 tasks awarded 6 regular containers and 3 weekly ones. This has now been reversed — 6 weekly containers and 3 regular ones.

 

Highway Map (Matchmaking)

 

Reduced the length of the map to make it more balanced for mid-range players.

Shaft is better now, but I wish that reload boost happens to arcade shot. Making it even more effective in close range combat.

 

6 weekly containers?! Now I can save those containers easier. But the regular ones.... RIP.

 

Highway change? Not bad to be honest for me as a Shaft. That allow me to use arcade shot more effective and troll other Shafters. Shafts, get ready to get trolled by me LOL!

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Magnum

Okay, this one is a really bad one, magnum is already deadly, and decreasing the reloading time? Seriously tanki...

Ever since magnum got the nerf back in October, I stopped using Magnum protection. I used to have it almost all the time, but since October I think I only used it in a couple games. Magnum is pretty weak now and not many players seem to use it.

 

Striker

Are you kidding me? The rockets are SO SLOW with this alt, and increasing reloading time? What the...

There are many players who adapted to the slow rockets so much that it's barely an issue for them. I think this was a necessary change and I'm not even sure if it's enough. Doesn't seem like much.

 

Thunder

NO JUST NO, THUNDER is the most effective weapon in long range, and now you trying to make it deadly at short range also? 

Don't forget that this is only a nerf for the one alteration. So you can either have a slow long range Thunder, or a fast short range one. I think it should be fairly balanced.

 

 

Highway Map (Matchmaking)

I guess it's fine but Highways was made for long range...

MM maps are all supposed to be similar in size, so that every turret will be playable on every map. yes, Highways is a long range map and I have no idea why it was added to MM in the first place, but at least this change should make it a bit better for MM maps.

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So, Cheating Supporters..

 

I got even closer with my Thunder M4 and sledghammer, or whatever it is called. And I explode better than my adversaries due to self damage.

 

WHY????

Edited by ukras001

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This is not power levelling at all. Isida is supposed to earn XP by healing Vulcan players in matchmaking battles. For CP battles, experience points must be given to players to capturing it. If multiple players on the same team captures a control point, the number of experience points must be shared between each of the players according to how much in percentage of the control point the players captured.

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So, Ceating Supporters..

 

I got even closer with my Thunder M4 and sledghammer, or whatever it is called. And I explode better than my adversaries due to self damage.

 

WHY????

You should watch your distance more carefully. I'd recommend using a faster hull so that enemies can't drive up to you and push against you. Also make sure you use a Thunder module.

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Cheat Sponsors.

 

I try to do what you say. With my Thunder m4 and standart equipment, I get 50, 100, max 200. Damage per shot.

 

To kill an adversary with 3000 armour in a single CQB, supposing none of us is using DA, DD, and with so slow reloading time, how many HOURS do I need shooting him?

 

WHY?

 

WHY Do I never win, even when I have the upper hand? (That is I shot first about 2 times before get hit first time from Hammer, Isida, Firebird, Magnun, Railgum, Vulkan....)

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Please can you developers consider on thinking about buffing up juggernaut's armor. Its too weak. Multiple tanks on the battlefield attack juggernaut at the same time and destroys it too quickly. Juggernaut's armor must be buffed up because it needs a buff.

I agree, sometimes ALL the tanks in the battles go after Juggernaut, its pathetic trying to see those nub freeze always trying to kill Juggernaut. But sometimes JGR turns into DM and the Juggernaut itself survives the WHOLE battle.

 

Well atleast tanki did not go down the drain, they gave us a discount weekend: http://en.tankiforum.com/index.php?showtopic=379240

:D  :D  :D

Edited by sarim2345_the_master

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I feel like you are destroying Isida because you make less money with tanks that heal.

 

Can I return my Isida now for a Magnum? Its really sad and makes people less enthusiastic about this game. Isida creates loads of strategy options that now will not be available.

 

Also, why hasnt twins gotten a boost in attack power. All these other guns have gotten them. You'll killed one of my fav turrests and made one weaker by making many others more powerful.

 

Absurd.

Really bad.

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Tanki before releasing the update of the new chain mechanism for missions,promised that the regular container's rewards will be increased from 4 to 6.

Now you decrease them even lower?

Just give 4 regular containers and 6 weekly containers. Everyone will be happy this way.

Missions got changed a lot in the past 2 years. At first we had no mission chains at all. Then mission chains got added. Then chain rewards got increased 3x for the duration of summer, which ended up getting extended to almost 8 months. Then rewards went back to 2x the normal amount, and 3 containers were added, then 3 containers turned into 4. Then it got changed to the 10-week chain system and finally to the weekly missions system. So it greatly depends on what you compare it to.

 

Having this is obviously better than having no weekly rewards at all, and it's also better than the initial chain rewards (though you do need to work more to get them). It probably isn't better than the 3x rewards or what we have right now, but I always thought that those rewards were really generous so let's just say - it was fun while it lasted.

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You should watch your distance more carefully. I'd recommend using a faster hull so that enemies can't drive up to you and push against you. Also make sure you use a Thunder module.

I move from the long time used Hornet M3 to the more recent Viking M4. I went all the way up with Hornet M3, (not YET fully upgraded) to almost "Legent 1" rank only with Thunder M4 using as low as possible the supplies. It was a long journey. But it is becoming worst...

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Well, a lot of important changes here.

 

Duplet, Sledgehammer and Uranium alts' nerf is good, even though it does mean I can no longer enjoy easily getting 50 kills in every DM battle :wacko:

Those alts are extremely OP, and I'm honestly not sure if this nerf will make them that much more balanced. Will test tomorrow.

 

Magnum and Shaft reload buffs are good - I avoided playing with them due to the long reload times before, but I might get back into it now.

 

Isida changes are interesting. The nerf seems pretty huge, so I guess Hazel really wants to get rid of those indestructible Isida trains in team battles. This should do the trick (unless they all start using the support alt). I love playing the attack role with Isida, especially with the new instant reload alt, so that should be fun after the update.

 

Now, as for the missions - obviously the change is bad for those wanting to get special paints and other cosmetics, but it's good for higher ranks and peope who don't care about fancy paints, since the rewards from containers will now be more stable. Getting 60 of every supply (20 RK and 10 batteries) is better than getting 125 speed boosts or mines half the time and only occasionally being blessed with a non-common reward.

 

Highways change sounds good, though I feel like the whole map simply doesn't belong in MM.

Magnum and shaft agreed .

Striker and Hammer , i cant say its unexpected ... which doesnt mean i like it . Lets see how they work tomorrow .

Isida , idk , i got 1 and if i fit it i use it mainly as attack weapon so this might be my next weapon of choice for short range .

Highways change , i agree , i got the same feeling as you .

Missions , good for high ranked players ? How do you explain that ? Yes income is stable , but income is always stable and expectable . The containers brought something extra , could have been more mines to throw on the big pile but could be a paint or premium , of crystals . For high rankers income plays less role then for lower ones . Im only a few million away from full m4 account , after that i do not need the crystals anymore and i can start sending Blue Spheres around just for the fun of it . If you are lower ranked , crystals play a big role , but then again , i never heard somebody saying they want more weekly containers while everybody is looking out for the surprise of whats inside the regular container . 

Even if you see a container drop instead of a GB , people are much more crazy about it then for a standard GB , while the chance of getting more then 1k is actually not that big ( 10% maybe? ) .

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I feel like you are destroying Isida because you make less money with tanks that heal.

Actually, Isidas are bad for players too. If tanks don't die as quickly due to being healed, the battle fund grows slower and therefore everyone gets less crystals at the end of the battle. Less Isidas = higher rewards.

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time to say my peace

 

first missions cutting back is unfair .. we mainly wanted the missions changed not the rewards . seeing some of us are still not finishing the 15 top 3 winning places on a winning team . mine has been in place since the day it first changed . giving us less to do mission rewards leaves players not wanting to play . this also includes pro battles . less crystals we receive we can't afford to buy passes.. RIP Tanki..

 

for Isida

The "Support Nanobots" alteration now increases repairing by 100% instead of 25%;

 

this I wonder now...more players grabbing up the nanobots and fully upgrading . its bad enough the alterations on protection for them is not strong. enough  I find myself getting killed more , even with it installed at  50% protection..

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Pls make changes for firebird and freeze turret,these two turret very very overpowered!You write tthis,"Striker

 

The "Uranium" alteration was found to be too strong." but you don't think firebird and freeze too strong!

 

And other thing is the mission"finishing the 15 top 3 winning places on a winning team" is so hard to finish,

 

Pls change it and make "finishing the 15 top 3 winning places on a winning team or losing team"

 

 

And another thing;I am a Thunder turret player,my favorite.pls reload time is too long! pls reduce reload time!

Edited by Zirhlibirlik
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Hammer changes: Good! I don't have any problem with the rapid double shot, never did, the problem was that they would reload before I can make enough damage on them. I personally think it would've been better to increase the reload, as a disadvantage, for the alteration, but this is one step to making things better, so.. change appreciated.

 

Isida changes: Good. If this change means that a vulcan backed up by an isida won't be undefeated for the whole match, then it is good. Let the isidas be able to heal somewhat, but not make the person they are healing invincible. Not sure about support nanobots though, will have a look at them later. 

 

Thunder changes: Pretty sure 90% was already more than enough. But we'll see.

 

Weekly mission changes: Unnecessary change. But it doesn't really matter anymore; the missions tabs seem to have become your experimental playgrounds. 

 

No comment on everything else. 

Edited by Ishrak

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I'm sorry but why can you not come out with an update without having something negative. Rebalance is Rebalance which was needed but touching the containers was not needed as you made us complete the most useless missions to earn those 6 containers. 

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Well, a lot of important changes here.

 

Duplet, Sledgehammer and Uranium alts' nerf is good, even though it does mean I can no longer enjoy easily getting 50 kills in every DM battle :wacko:

Those alts are extremely OP, and I'm honestly not sure if this nerf will make them that much more balanced. Will test tomorrow.

 

Magnum and Shaft reload buffs are good - I avoided playing with them due to the long reload times before, but I might get back into it now.

 

Isida changes are interesting. The nerf seems pretty huge, so I guess Hazel really wants to get rid of those indestructible Isida trains in team battles. This should do the trick (unless they all start using the support alt). I love playing the attack role with Isida, especially with the new instant reload alt, so that should be fun after the update.

 

Now, as for the missions - obviously the change is bad for those wanting to get special paints and other cosmetics, but it's good for higher ranks and peope who don't care about fancy paints, since the rewards from containers will now be more stable. Getting 60 of every supply (20 RK and 10 batteries) is better than getting 125 speed boosts or mines half the time and only occasionally being blessed with a non-common reward.

 

Highways change sounds good, though I feel like the whole map simply doesn't belong in MM.

 

Yeee... You are clear one of those guys that only play if you can win every time. For a "ONE Shot ONE kill" gun like Shaft, I don't understand why a faster reload time. To get more 1 SHOT = 1 KILL and everyone LIKE YOU come up with Shafts?

 

The same observation for Magnum... And for Hammer with duplet.

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Missions got changed a lot in the past 2 years. At first we had no mission chains at all. Then mission chains got added. Then chain rewards got increased 3x for the duration of summer, which ended up getting extended to almost 8 months. Then rewards went back to 2x the normal amount, and 3 containers were added, then 3 containers turned into 4. Then it got changed to the 10-week chain system and finally to the weekly missions system. So it greatly depends on what you compare it to.

 

Having this is obviously better than having no weekly rewards at all, and it's also better than the initial chain rewards (though you do need to work more to get them). It probably isn't better than the 3x rewards or what we have right now, but I always thought that those rewards were really generous so let's just say - it was fun while it lasted.

 

Only proves TO don't know what line of action they should follow. When I start to play this, in the beginning, I agree with whatever I found in the game. Since then, TO change the game to levels I didn't agree in the first time.

 

About 3 or 4 changes in the missions!!! They never settle for something, they never fix to get a real balance, and when they ALMOST do it, they introduce any other change that destroy everything making the game worst.

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Yeee... You are clear one of those guys that only play if you can win every time. For a "ONE Shot ONE kill" gun like Shaft, I don't understand why a faster reload time. To get more 1 SHOT = 1 KILL and everyone LIKE YOU come up with Shafts?

 

The same observation for Magnum... And for Hammer with duplet.

Yeah, you're somewhat right. I do tend to usually use the most OP turrets and alterations that exist in the game. But who doesn't?

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