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What Do YOU Want in TO 2020?


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12 hours ago, sensei_tanker said:

I just want TO's playerbase to be restored back to 100 000 on the weekends.

same, I will still pray for TO, even during the days when this game makes me really mad.

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3 hours ago, yellowghetto said:

same, I will still pray for TO, even during the days when this game makes me really mad.

We'll see, new html5 with new interface, redesigned graphics, upcoming new features and they need to advertise the game.

I hope that 2020 will be great and Tanki will shine again. ?

 

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11 hours ago, nidjo said:

We'll see, new html5 with new interface, redesigned graphics, upcoming new features and they need to advertise the game.

I hope that 2020 will be great and Tanki will shine again. ?

 

agreed. They need to use their money revenue to advertise the game maybe on YouTube. Get more EN community managers/reviewers to do voice overs for ads. They could really pull in new players. Honestly, I do not feel this game is pay to win. It is just that most common players left and the majority of players are people who HAVE spent money, but since they do, they keep on playing, and the free to play player base is getting smaller and smaller. Not because of major pay to win, but a lack of players nowadays.

 

X

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Get rid of notifications and other clutter on the game screen. I can barely see what I'm doing.

Chose some different colours other than baby Blue and Pink. 

Gauss may as well replace thunder. Thunder and sub caliber rounds alt has the same firing rate as unaltered gauss for 200hp less per shot.

Reduce the max damage range of all the turrets. Maps are now so small I get hit from the other side of the map with full force from Twins FFS.

Rico has a Min damage range but the alts do not. please make the alts have a minimum damage range for Rico. Oh while you're working on Rico I have noticed a bug where players can turn their turrets. It must be so frustrating for them as they slam into the side of my tank with their finger jammed down on the space bar for me to move around them.

Can we please have self damage on Hammer! Sick and tired of no skill hammer jockeys two shotting me from point blank, and from over 60M away if I'm honest. How OP?

I like the new siege mode, campers paradise, thanks very much ?

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Can't tell if you're joking or not, but: 

 

1 hour ago, Matt_Black said:

Gauss may as well replace thunder. Thunder and sub caliber rounds alt has the same firing rate as unaltered gauss for 200hp less per shot.

Subcalibre Rounds does not have an increased firing rate. And if you're talking about projectile speed, then Subcalibre Rounds has way faster projectile speed. 

 

1 hour ago, Matt_Black said:

Reduce the max damage range of all the turrets. Maps are now so small I get hit from the other side of the map with full force from Twins FFS.

Rico has a Min damage range but the alts do not. please make the alts have a minimum damage range for Rico. 

That isn't Twins' maximum damage range hitting you. That is its minimum damage range. 

 

All of Ricochets alterations follow the same principles and parameters as Stock Ricochet unless stated otherwise. All Ricochet alts except Minus-Field Stabilisation utilise Stock Ricochet's minimum damage range, which in Ricochet's case, is how far the projectile can travel before disappearing. For MFS, it doubles the minimum damage range. 

 

1 hour ago, Matt_Black said:

Can we please have self damage on Hammer! Sick and tired of no skill hammer jockeys two shotting me from point blank, and from over 60M away if I'm honest. How OP?

It already has self damage. 

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Sorry the first one was a mistake on my part. I meant small calibre charging machine alt. Has the same firing rate as stock Gauss. 

 

Twins (unaltered) max damage range is 60m so it's more than capable of hitting me across lots of the maps with max damage. 

 

Rico's counter is to get in close (the same with firebird) as they do much less damage close in. Some if not all the alts still do max damage at point blank range. As it's the go-to turret for no skill players I encounter them a lot. Most can't turn their turrets and unaltered will just crash into you firing, wondering why they are doing next to no damage. Altered Rico with a skilled player can just run rings around you close in and 3 or 4 shots and it's all over.

 

Hammer does self damage against a wall or obstacle but I've yet to see one kill themselves when hitting me from point blank range. Counter for Thunder/Gauss/Magnum is get in close and let them kill themselves with splash damage trying to kill you. The same tactic with Hammer just gives them an easy kill.

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wow, Thunder actually got buffed and Gauss nerfed; but it is such weak changes! Thunder needs a faster reload! and Gauss still needs a nerf. (I already posted in Ideas and Suggestions Forum). I also kinda want a Hunter OD buff. Range is a tad bit too short.

 

They really need to reduce the price on Repair Kits in Garage and Shop deals. 

Should be like 3k crystals for 300 repairs.

 

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17 hours ago, Matt_Black said:

Sorry the first one was a mistake on my part. I meant small calibre charging machine alt. Has the same firing rate as stock Gauss. 

Gauss' firing rate is noticeably faster during longer engagements. 

 

17 hours ago, Matt_Black said:

Twins (unaltered) max damage range is 60m so it's more than capable of hitting me across lots of the maps with max damage. 

Damn dude, what's your definition of "across the map"? 60 metres is a short distance on most of the maps I play on. From here to that wall is 60 metres.

 

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17 hours ago, Matt_Black said:

Rico's counter is to get in close (the same with firebird) as they do much less damage close in. Some if not all the alts still do max damage at point blank range. As it's the go-to turret for no skill players I encounter them a lot. Most can't turn their turrets and unaltered will just crash into you firing, wondering why they are doing next to no damage. Altered Rico with a skilled player can just run rings around you close in and 3 or 4 shots and it's all over..

Excuse me, what?

 

They do more damage the closer they are to you. The closer they are, the more room them have to work with in their maximum damage range. Are you telling me that to counter an enemy Ricochet, you go up to them at point blank? No! You're supposed to run away from them. Run out of their range. 

 

From what I'm gathering, you're upset about the Ricochets that actually hit you across the map, and that their projectiles always seem to hit you, right? Those ricochets are using Minus-Field Stabilisation. That alteration does nothing to the maximum damage range. It only extends the minimum damage range, making damage drop off much slower over longer distances. Whenever you're being hit across the map by them, they are doing less damage than they would be doing at point blank, because they are already past their maximum damage range, meaning they're doing less than 100% damage. 

 

The majority of Ricochet and Twins' range is the maximum damage range. The minimum is 70 metres and the maximum is 60 metres. Most often, you would be in their maximum damage range if they start engaging you. 

 

17 hours ago, Matt_Black said:

Hammer does self damage against a wall or obstacle but I've yet to see one kill themselves when hitting me from point blank range. 

Why should they though? 

 

17 hours ago, Matt_Black said:

Counter for Thunder/Gauss/Magnum is get in close and let them kill themselves with splash damage trying to kill you. The same tactic with Hammer just gives them an easy kill.

Those are splash damage turrets. Hammer is not a slash damage turret. 

Edited by TheCongoSpider
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17 hours ago, Matt_Black said:

Sorry the first one was a mistake on my part. I meant small calibre charging machine alt. Has the same firing rate as stock Gauss. 

 

Twins (unaltered) max damage range is 60m so it's more than capable of hitting me across lots of the maps with max damage. 

 

Rico's counter is to get in close (the same with firebird) as they do much less damage close in. Some if not all the alts still do max damage at point blank range. As it's the go-to turret for no skill players I encounter them a lot. Most can't turn their turrets and unaltered will just crash into you firing, wondering why they are doing next to no damage. Altered Rico with a skilled player can just run rings around you close in and 3 or 4 shots and it's all over.

 

Hammer does self damage against a wall or obstacle but I've yet to see one kill themselves when hitting me from point blank range. Counter for Thunder/Gauss/Magnum is get in close and let them kill themselves with splash damage trying to kill you. The same tactic with Hammer just gives them an easy kill.

Are you sure you're playing the same game we are?  TankiOnline?

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I should probably have said that I play Vulcan pretty much exclusively so I have to wear enemies down as opposed to one shotting them with massively OP turrets. 

 

I was referring to MM maps being small in general and short range turrets becoming medium and long range turrets. All of my comments are referring to MM maps.

 

Running out of Rico's range? I guess you don't play much on MM maps.  There is nowhere to run before you are dead.

 

Okay so I did some testing. Have you any idea how hard it is to get players to stand still while you shoot them from different distances?

 

Seems I was talking out of my ar$e! My cunning plan of getting in close to rico and firebird makes no difference. when I am using the turrets though I would swear that I have had instances of doing next to no damage point blank but doing plenty on the run in. The same applies to enemies, rico shoots but does little damage. I guess it must just be states of supplies or something like the really annoying Vulcan no damage glitch. I'll still charge straight at them though, half of them can't turn their turret anyway (Legends, yeah right!) and it seems to be a tactic the puts off a lot of players.

 

I thought this was a list of things we'd like to see in tank in 2020 so I would like to see hammer doing damage to itself at point blank range. It's probably just because I have yet to find a tactic that works against it and I'm getting fed up of being killed by viking/hammer/doublet/drone and watching the same tank just drive around one shotting all about until the drugs run out, re-spawning and doing it all again. I know it's part of the game but it's very frustrating when a couple of combo's get to maraud around the map, hammers and freezes, and pretty much all you can do is hope you'll spawn in a spot they are not in to carry on the match that they clearly think is TDM, despite everyone else chasing a ball around!

 

 

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4 hours ago, Matt_Black said:

I should probably have said that I play Vulcan pretty much exclusively so I have to wear enemies down as opposed to one shotting them with massively OP turrets. 

I was referring to MM maps being small in general and short range turrets becoming medium and long range turrets. All of my comments are referring to MM maps.

 

Running out of Rico's range? I guess you don't play much on MM maps.  There is nowhere to run before you are dead.

 

Okay so I did some testing. Have you any idea how hard it is to get players to stand still while you shoot them from different distances?

 

Seems I was talking out of my ar$e! My cunning plan of getting in close to rico and firebird makes no difference. when I am using the turrets though I would swear that I have had instances of doing next to no damage point blank but doing plenty on the run in. The same applies to enemies, rico shoots but does little damage. I guess it must just be states of supplies or something like the really annoying Vulcan no damage glitch. I'll still charge straight at them though, half of them can't turn their turret anyway (Legends, yeah right!) and it seems to be a tactic the puts off a lot of players.

 

I thought this was a list of things we'd like to see in tank in 2020 so I would like to see hammer doing damage to itself at point blank range. It's probably just because I have yet to find a tactic that works against it and I'm getting fed up of being killed by viking/hammer/doublet/drone and watching the same tank just drive around one shotting all about until the drugs run out, re-spawning and doing it all again. I know it's part of the game but it's very frustrating when a couple of combo's get to maraud around the map, hammers and freezes, and pretty much all you can do is hope you'll spawn in a spot they are not in to carry on the match that they clearly think is TDM, despite everyone else chasing a ball around!

 

Vulcan?   Well there's your problem.  Vulcan is terrible up close - rotation up close makes it impossible to track enemy.  With 50% weak damage you want to be medium distance or further.  Vulcan is much, much more effective when it has room. 

 

Yes, Twins, hammer, ricco, fire and freeze excel up close.  they need to since they can't do any damage to you from a distance.  But there's plenty of maps in MM where vulcan can shine if you use it right.  End up in a small map - you need to switch.  If you have painted yourself into a corner with just one combo - that is a strategic mistake - especially with a turret like Vulcan.

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21 hours ago, wolverine848 said:

Vulcan?   Well there's your problem.  Vulcan is terrible up close - rotation up close makes it impossible to track enemy.  With 50% weak damage you want to be medium distance or further.  Vulcan is much, much more effective when it has room. 

 

Yes, Twins, hammer, ricco, fire and freeze excel up close.  they need to since they can't do any damage to you from a distance.  But there's plenty of maps in MM where vulcan can shine if you use it right.  End up in a small map - you need to switch.  If you have painted yourself into a corner with just one combo - that is a strategic mistake - especially with a turret like Vulcan.

Yes but that's half the fun of it! Since the ubernerf of vulcan, when the incendiary band proved to be too good for Tanki's most loathed turret, nobody bothers with protection anymore. I just turn my turret and the hull at the same time to track enemies. Freeze/isida I can usually deal with up close on the rare occasion they are not on full drugs. I have 48 or so protection against fire so they are not usually a problem. Half of them can't turn a turret either so I just have to get next to them and lay on the fire.

 

I also pretty much exclusively play goal/gate keeper so I'll be up against the better players on drugs and overdrive most of the time which doesn't help ?

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What I want for 2020? Early access to Tanki Online Mobile iOS. I’d definitely prefer that over the Ares Hull. Also the new HTML5 Client fine tuned to the near same degrees as Flash. Aka Gameplay/Camera. ? 

Edited by yellowghetto

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20 hours ago, Tanker-Arthur said:

Be careful what you wish(ed) for.

He don't have to be careful, he got the alteration and see it as balanced?

Edited by asem.harbi
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2 hours ago, asem.harbi said:

He don't have to be careful, he got the alteration and see it as balanced?

Yep. EMP Gauss has barely caused any problems so far. 

  • Downsides: It doesn't do much against Juggernauts
  • Upsides: In exchange, you're OP against other players with normal equipment.

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