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I've got a deal 200K damage in any mode (for 1312 crystals) top-tier daily mission on my WO4 account. Might do it just to see how long it takes, might take less time than 100 kills

 

Have 160K in CTF in top-tier on this account

Edited by SporkZilla

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So I just played against a Freeze, using a long range weapon (which has the slowest turret rotation speed. That nerf is too much tbh. I barely noticed a reduction in my turret rotation speed. It may as well be non-existent on melee-ranged turrets. 

Same experience, I played Rico against a Freeze and it was so hopeless. It was successful in circling me with the help of RK but I just turned around and wiped it off. Felt bad for it, a close range turret can't even compete a mid-range weapon at it's best and desireable position.

Edited by iWillHealYou
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Same experience, I played Rico against a Freeze and it was so hopeless. It was successful in circling me with the help of RK but I just turned around and wiped it off. Felt bad for it, a close range turret can't even compete a mid-range weapon at it's best and desireable position.

I'll let you know how Smoky v Freeze goes (I have four accounts and only use Smoky / Hunter). Should have buffed Juggernaut instead of nerfing Freeze.

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Oh hi! I'd like you to try Damage Missions anyway, even if you don't like them, and share how they go in comparison with Frag Missions.

This will help us to balance them out, thank you :)

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Oh hi! I'd like you to try Damage Missions anyway, even if you don't like them, and share how they go in comparison with Frag Missions.

This will help us to balance them out, thank you :)

Got to do 120000 damage in RGB for some speed boosts, changed it.

 

and please change this

If i did 90% damage n somebody else destroyed that tank; I get 5 score n he/she 15. 

Edited by The_Pakistani

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Damage missions seems like good idea, but maybe it’s too easy at low ranks and too hard to complete at higher ranks.

 

Is it damage points or just damage?

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Damage missions seems like good idea, but maybe it’s too easy at low ranks and too hard to complete at higher ranks.

Is it damage points or just damage?

What the difference between damage and damage point?

It is most likely the value displayed by the damage indicator.

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Oh hi! I'd like you to try Damage Missions anyway, even if you don't like them, and share how they go in comparison with Frag Missions.

This will help us to balance them out, thank you :)

They're quite hard for the close range and splashless turrets. But very easy for the splash turrets. I got 80,000 dmg in ASL mission and i very easily finished it with Gauss just within 2 battles and without scoring much points for the team.

 

Also, it should only be available in DM and TDM modes. Why would someone in ASL red team try to cap flags when they got a mission like this.

Edited by iWillHealYou
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Oh hi! I'd like you to try Damage Missions anyway, even if you don't like them, and share how they go in comparison with Frag Missions.

This will help us to balance them out, thank you :)

Ruins any mode other than DM or TDM - all this msison does is promote camping.  And good luck to short-range weapons on large maps.

 

And definitely encourages spawn-killing - easiest way to do damage.  Lame missions IMO.

Edited by wolverine848
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eah time i log in the new HTML version with all browser i got kicked for unknown reason

expect of for firefox it loads then the screen becomes purple

and also warrnter officer 1 can join pro battles so why it's writen in HTML5 warrnter officer2 with a picture of warrnter 1

pleas fix it before december 2020

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"Freeze now does 20% freezing"

 

And now we will wait 2+ years for freeze to get balanced properly. Actually, no, it'll be OP for a week and then properly balanced. 

 

 

Stop playing these petty games Hazel-rah, we can see right through them.

 

nvm....  :unsure:

Edited by Guest

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"Freeze now does 20% freezing"

 

And now we will wait 2+ years for freeze to get balanced properly. Actually, no, it'll be OP for a week and then properly balanced. 

 

 

Stop playing these petty games Hazel-rah, we can see right through them.

You are wrong.  R-O-N-G ... wrong.     

 

Will be at least three weaks of OP-ness after coughrebalancecough before they reign it in.

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Ruins any mode other than DM or TDM - all this msison does is promote camping.  And good luck to short-range weapons on large maps.

 

And definitely encourages spawn-killing - easiest way to do damage.  Lame missions IMO.

 

You're probably right. It's probably not good in the current form of Tanki.

 

But if modes would encourage team and mode objectives play, like giving less battle points for kills and more for accomplishing goals, then removing Ovedrives, then it may work... I know, I'm asking too much, forget it.

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eah time i log in the new HTML version with all browser i got kicked for unknown reason

expect of for firefox it loads then the screen becomes purple

and also warrnter officer 1 can join pro battles so why it's writen in HTML5 warrnter officer2 with a picture of warrnter 1

pleas fix it before december 2020

Firefox is not supported for HTML5, you must use a Chromium based browser such as Google Chrome or Opera.

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Oh hi! I'd like you to try Damage Missions anyway, even if you don't like them, and share how they go in comparison with Frag Missions.

This will help us to balance them out, thank you :)

Hey Hazel-Rah, while you are here would you be able to address some of the player concerns in relation to the new Freeze changes?

 

With a reduction on the maximum turret freezing value from 90% to 20%, this parameter has been reduced to effectively 22.2% (20/90 x100%) of its original value. That is a colossal change, 20% turret freezing practically makes zero difference and as such Freeze has had one of it's main mechanics which has existed from the beginning removed and taken a massive hit. I personally didn't think Freeze was overpowered to being with, and having tested it I have to say it is now probably the weakest turret. The ability for Freeze to avoid damage has been totally removed.

 

I think this is a very extreme and unnecessary change, I don't think it is needed but if the developers do want nerf Freeze in this manner then please give it at least 50% maximum turret freezing as it must have at least that to retain it's original mechanics in any way. This is not only a question of balance, but to remove a turret's key mechanics removes variation and makes all turrets more similar and makes the game more boring as a result.

 

I would like to recommend that the Tanki devs do not make such drastic and high-valued changes to the game such as this, doing things like nerfing something to 22.2% of its original value risks causing it to become useless, as well as undermining player confidence (and buyer confidence) in investing our time and money in the game when things can change so dramatically seemingly at random. Especially when this is a core mechanic which has remained untouched for years, and is not suddenly effectively removed.

 

An example of another bad and extreme change you made was the time you nerfed all Vulcan's damage when overheating to 30%, in order to fix the Incendiary Brand alt - when Vulcan was already underpowered aside from the alt. You then had to make 2 corrective changes to this, and now Vulcan is in a good place. However any change as dramatic as this is usually risky, and in almost every case I can remember such huge changes have not been good for the game.

 

An example of a good change is when you nerfed Uranium striker reload by 10%, and then another 10% later on. SMALL CHANGES, please, not massive gigantic nerfs that will take something from useful to useless.

 

If you wanted to nerf Freeze for the sake of the new Team Juggernaut, there is absolutely no point in doing so when you could simply make changes to that mode. Just give the Juggernaut resistance to having it's turret (and perhaps hull) frozen by 50% or so and there you have it. No need to remove the freezing ability across all match ups.

 

So I re-iterate, please either reverse this change, or give Freeze a minimum of 50% turret freezing. And in future, make smaller balance changes and not such gigantic ones, and you will do a much better job with game balance and retaining player confidence in the team.

 

PS: Regarding the new missions you asked about - personally I think they are OK although sometimes the damage values are quite hard to reach for single-target turrets. The "complete battles in a mode" missions encouraged players to play the objectives, whereas these missions encourage them to go after kills/damage. So I am afraid I have to say the complete battles/battles in a mode missions are better. Interesting idea though - I think this mission is good in Team Juggernaut at least "deal a certain amount of damage to the Juggernaut" might be interesting.

Edited by DestrotankAI9
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Also, having tested it seems the Freeze nerf also applies to Dictator overdrive and (although I can't test it), I am assuming the Cryo-Rounds smoky alt.

This is a shame, just like Freeze now an interesting mechanic for counter plays has been removed. You can no longer use the overdrive at opportune times to avoid enemy damage, nor circle the enemy with Cryo rounds to avoid damage. After this nerf Cryo Rounds is pretty underpowered, and certainly the Shock Freeze alt is basically useless. In terms of gameplay fun, not just for Freeze - these are not good changes.

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I appreciate the inflict-damage mission. Good addition, at least if you watch it carefully and tweek it. (I hope it will encouarage some balance. Too many want to hide and snipe or hang back and wait.)

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I appreciate the inflict-damage mission. Good addition, at least if you watch it carefully and tweek it. (I hope it will encouarage some balance. Too many want to hide and snipe or hang back and wait.)

You actually think this mission will discourage campers?   

 

In a CTF battle, EVERYONE with this mission will just camp.  Battles will end 0-0.

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You actually think this mission will discourage campers?   

 

In a CTF battle, EVERYONE with this mission will just camp.  Battles will end 0-0.

In my experience, the team that attacks more in CTF wins. Attack. That usually means inflicting lots of damage hustling between flag points or hunting the snit that is trying to hide your own flag.

 

In team matches, snipers like to lose, and chickens like to hide. Don't be a camper for your team. Don't be a chicken.

 

Whether it helps or not will likely make no difference overall. The average (mean) number of players per day keeps going down.

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So I re-iterate, please either reverse this change, or give Freeze a minimum of 50% turret freezing. And in future, make smaller balance changes and not such gigantic ones, and you will do a much better job with game balance and retaining player confidence in the team.

Hey, nice feedback, let me address all of your concerns :)
 
First of all, Freeze will face further changes and power balance will be addressed.
 
Regarding Freeze overall position in the game balance, there is a history to it. I do not now if you are acquainted to it but long story short — freeze got freeze problem. From the very beginning its core mechanic was, well, toxic to put it mildly. First versions of Freeze could put a 30 seconds debuff on enemy tanks. Over the years we tried to change it in various ways from not very smart, such as making it to freeze only turret but not the hull, to somewhat acceptable, such as it was before recent changes.
 
It is indeed the Juggernaut who brought this issue back to my attention. But is wasn’t enough to force changes. You see, while it’s state was ‘somewhat acceptable’ it wasn’t in a good place. Freeze balance is always limited by its freezing power in one and one direction only — if a Freeze can force enemy tank to stop it always wins regardless of its damage or energy capacity. If a Freeze can not force enemy tank to stop it is not doing its job and nobody use it. There was literally only one balance lever — how many tanks should Freeze kill, before it’s energy runs dry. You can’t make much fun out of that.
 
Current iteration of changes tackle the problem with new approach — while freeze still can make difference in base defence by slowing down enemy tanks, it can no longer render them completely useless. It is the same old problem of counterplay which is very important for pvp games — a player should have a counterplay to every mechanic that might be used against him. This is why general direction of this change will remain as it is — enemy tanks will have the option to fight back. It is not only a proper way to address counterplay but enables back all of the other levers of balance — damage, range, energy capacity. I might even consider making a full stop at max freeze.
 
I understand if you don’t like huge gameplay change that makes enemy tanks no longer powerless against your Freeze but please try to understand my concerns as well.
 
Speaking of huge gameplay changes, I need to address this concern as well.
 
You might’ve noticed that most of recent balance changes are made in small incremental way. Which makes Freeze to really stand out. Way is that, you ask. There are rather boring reasons to it. The rest of items that are being changed has its mechanics set as they are. We are only pushing balance slightly here and there to keep overall performance in check. 
 
Freeze got its mechanics changed. This is why so called shock change is used. It would make really awkward situation if every balance patch Freeze’s freeze power would go down and down with each change. Like... when are we going to stop doing this? Why are they keep making it worse? Da hell is going on in Russia, vodka rain?? This patch immediately changed Freeze mechanics and gameplay making it possible to proceed with balance from new perspective. This is why we used shock changes. We didn't wanted to nerf Freeze, this is when small incremental changes are used, we wanted to make it different.
 
There is whole another story on why Freeze changes has its influence on other freezing mechanics in the game. I’d like it to be changed as well to keep an option to make damage avoidance where it’s appropriate. For now, Freeze is in the priority.
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So far the new "Damage Missions" seem to be increasing TDM style of play in all modes. 

 

In ASL on red, I've been on teams where I was literally the only player that even picked up flag.  Damage Missions are impacting red teams chances in ASL badly

 

In CP I see my teammates blaze by the point I'm trying to turn as they make their way to a spawn point where they can spawn kill. Damage Missions are having a negative impact on CP.

 

CTF seems a bit better since all the players going for only kills kind of clear out the field for capping flags, but it is still affected negatively. 

 

Juggy has always been a bit of a mess with half the players not really grasping the idea of protecting the Juggernaut, but even Juggy seems worse in regards to the TDM effect now.

 

Rugby doesn't seem too affected by the Damage Missions.  I guess the drive to defend or deliver a ball is just too strong.  The Damage Missions seem to be OK in RGB from what I've seen so far.

 

Damage Missions work great for TDM ! ...and probably DM.  I try never to play DM especially since the score/points were nerfed...too much drug outlay for little return.

 

Too bad about Freeze.  Oh well my Freeze account can join my Twins account in the mothball fleet of alt accts.

Edited by Joeguy
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Hey, nice feedback, let me address all of your concerns :)
 
First of all, Freeze will face further changes and power balance will be addressed.
 
Regarding Freeze overall position in the game balance, there is a history to it...

 

Hey, thanks so much for the quick and detailed response to my feedback :) .

 

First of all I would like to point out that I am not against this change because I personally use Freeze on my main account - this, my main account is Railgun/Isida - I did try Freeze for a short period but it has not been used in several ranks and languishes in my Garage with low microupgrades. I have alt accounts with Freeze and every other turret which I play roughly equally - so in terms of personal status I am immune to any balance changes. My only concern is that the game remains fun and interesting with a diverse range of turrets and interesting mechanics - and that is why I am against this change. Tanki is a fun game and I think you guys have done a good job with some interesting updates lately (new overdrives/ alterations/ drones etc. are cool) and in my opinion the turret balance was not too bad already (with the exception of some alterations/drones), I don't like to see it watered down and interesting mechanics removed unnecessarily.

 

OK, to address each point in turn:

 

I am glad that Freeze will be seeing further changes in the future, and no I only started playing Tanki on and off in 2016 I believe - so I was not aware of any of the older iterations. But for many years certainly, it has had the freezing mechanics it has had until Friday.

 

I agree with your principle that in a PvP game every mechanic should have a viable counterplay against it, however I did feel that there were already enough ways to counter Freeze - and also while maybe the turret Freeze mechanic could do with some changes, more or less totally removing it by reducing the maximum turret Freeze to only 20% removes an interesting and unique aspect of Freeze which was not found in any other turret, and makes it more boring and less unique like every other turret. Many other turrets had high damage, firebird has damage over time effects, Isida can heal etc - Freeze's interesting and unique ability was that it could avoid damage from enemies if you got close, as well as slow hulls down. Now it has lost one of those, and lost much of it's character and uniqueness. I would much rather Freeze retains its freezing and damage avoidance ability even if it takes a nerf to damage, or to energy reserves.

 

I do agree that perhaps it is a good idea if opponents can have more ways to have a counterplay against Freeze - but in order to avoid losing Freeze's unique properties may I propose the following change instead?

 

You have a Characteristic "Rate of freezing (temp/sec)" for Freeze which defines how fast that tanks get frozen - how about splitting that into two so that you have "Rate of Hull freezing (temp/sec)" and "Rate of Turret Freezing (temp/sec)" and keep the hull freezing at the current value (0.6) but reduce the turret freezing level to 0.1 or 0.15? And then of course, bring "Freezing level of turret (%)" back down to 0.1 as it was before. Then the opponent has much longer to fight against the freeze before becoming fully frozen, but eventually the freeze can avoid damage. I think it is a shame if Freeze loses one of its unique characteristics completely.

 

Also, the alteration "Shock Freeze" is somewhat useless after this change as I mentioned, with 50% damage reduction but now no way to avoid damage. How about bringing its "Freezing level of turret (%)" back up to 0.1 instead of 0.8 as it is now, and doing the same for Cryo Smoky (if possible) and maybe Dictator to avoid unnecessarily changing those and removing all the interesting counterplay mechanics that existed before?

 

Your point about wanting to bring in changes all at once - as one nerf after the other may frustrate players even more - is a good one, I didn't think of it in that way. Understandable, thanks for the explanation anyway.

 

All the best with future balance changes - those are some of my suggestions anyway.

 

Edited by DestrotankAI9
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Patch update 10/25/2019

 

Freeze Update

 

The Patch update not only changed the performance of the freeze turret,  it also has made the Shock Freeze alteration inoperable.  The description of the alt is pretty specific;  Quickly and Effectively turns tank into solid and immoble pieces of ice.   

 

http://prntscr.com/pol5zs

 

Shock Freeze now kind of slows down tanks and they can still move and turn their turrets.  So,   was this patch update intended to nerf the 200k crystal alteration?  It would be like having magnums with the mine alt stop dropping mines. 

 

Please correct this nerfing of the shock freeze alt or make an announcement that the shock freeze alt is no longer valid and kindly refund players the 200k crystals they paid to buy said alt.

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