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Are you ready for Siege?


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8 hours ago, DieselPlatinum said:

2) teamwork is literally non-existent in siege.

Teamwork is difficult in tanki in any mode given 7 minute battles and many times when someone says "all attack" they get "cton Hy6Tbl xaxaxaxaxax" in response, so idk what to do.

 

That being said, in the games I've played in siege lately, lots of players rush to hold that position...really cool stuff

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32 minutes ago, Potdindy said:

Teamwork is difficult in tanki in any mode given 7 minute battles and many times when someone says "all attack" they get "cton Hy6Tbl xaxaxaxaxax" in response, so idk what to do.

 

That being said, in the games I've played in siege lately, lots of players rush to hold that position...really cool stuff

For now. But in the long run, I bet most will just stay back and let one player cap the point.

1 hour ago, a7x_Pedro48 said:

1) Just play "quick battle" if you don't want to wait.

 

2) We don't wait a long time because of all the new modes. We wait a long time because the maximum number of players online at the same time went from 40K in January to 16K now.

 

1) then we find ourselves most likely in a game mode that we don't like playing.

 

2) but we can't just ignore that having too many game modes is thinning out whats left of the player base.

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20 minutes ago, a7x_Pedro48 said:

Balanced? Hunters ruin my battle for pretty much 20 seconds every time since I can't move and then I can't use my supplies.

Unless you are playing DM, then Overdrives in battle are always (or have the potential to be) fully balanced. In team battles, your team can have equal numbers of any hull as the other team, making the battle just based on skills in the battle, not the number of specific Overdrives.

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11 minutes ago, Mr.Nibbles said:

Unless you are playing DM, then Overdrives in battle are always (or have the potential to be) fully balanced. In team battles, your team can have equal numbers of any hull as the other team, making the battle just based on skills in the battle, not the number of specific Overdrives.

A hornet with OD and Double Damage activated practically makes any protection pointless, titans can plop their domes anywhere even in enemy base basically without consequences, wasps dominate the beginner and low ranks and in ASL and siege.

 

I don't think this is really balanced.

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3 minutes ago, DieselPlatinum said:

A hornet with OD and Double Damage activated practically makes any protection pointless, titans can plop their domes anywhere even in enemy base basically without consequences, wasps dominate the beginner and low ranks and in ASL and siege.

 

I don't think this is really balanced.

No matter what the circumstances of the other team are, the same circumstances can be duplicated within your team. That, to me, seems perfectly fair.

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Hornet-Rail are cancer. They just camp and wait to one shot everything.

 

Overdrive are never fully balanced in battles, stop the lies. Battles are never balanced in the first place. Have you ever noticed how a team has 6 premium players and the other team only one or two? Therefore, team with 6 premiums loads OD faster. So yeah, not balanced at all.

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2 hours ago, Mr.Nibbles said:

No matter what the circumstances of the other team are, the same circumstances can be duplicated within your team. That, to me, seems perfectly fair.

If the only counter to hornets OD is to use hornet as well, that's not solving the problem.

 

If the only counter to an army of titans plopping down domes is to become titan, that's not solving the problem.

 

If the only counter to swarms of wasps bombing your base is to do the same thing to their base, that's not solving the problem.

 

Nothing that you have said here solves any of the problems listed, just makes them worse because then you're becoming part of that problem.

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4 hours ago, a7x_Pedro48 said:

Balanced? Hunters ruin my battle for pretty much 20 seconds every time since I can't move and then I can't use my supplies.

Hunters are the worst. 20 (or more?) seconds is WAY too long.

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Those first two missions are my first Siege missions, ever since the siege game mode has been released, a few days ago.

 

Siege-Missions.png

 

I can't believe it took so long for Siege missions to show up.

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14 hours ago, a7x_Pedro48 said:

Balanced? Hunters ruin my battle for pretty much 20 seconds every time since I can't move and then I can't use my supplies.

Yes, hunters OD is good,  but don't forget that if you was killed when activating the OD, you lost it. 

 

14 hours ago, Mr.Nibbles said:

Unless you are playing DM, then Overdrives in battle are always (or have the potential to be) fully balanced. In team battles, your team can have equal numbers of any hull as the other team, making the battle just based on skills in the battle, not the number of specific Overdrives.

No, I'm not a lonely player, mostly I play in team. Thats true when one team has many dictators and titans, The dictators speed up the titan overdrive, and you can see many domes under the battle, but if you are in the other team, using hunter or hornet with a charged OD, you can easily get kills. 

 

I wrote ODs are balanced, because every overdrive can be deactivated by other overdrives, for examle hunter can stopped before activated, and you even shouldn't have to use other overdrive, viking can stopped by hunter/hornet/mammoth or maybe dictator, and so on. 

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6 hours ago, a7x_Pedro48 said:

But what can stop Hunter's OD?

You kill it when the overdrive is activated, but it's effect didn't spread jet.  Or just run away ?

 

Edit: Now,  I'm mostly playing with rail, and I kill many hunter who has just activated their overdrive, but the effect didn't spread . That can stop hunter. 

Edited by mjmj5558
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6 hours ago, a7x_Pedro48 said:

But what can stop Hunter's OD?

Also another Hunter Overdrive. If both Hunters activate their Overdrive, and one zaps the other, then the one that was zapped completely loses its Overdrive; it resets to 0%. Which is why it's risky to challenge another Hunter to this duel.

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20 hours ago, a7x_Pedro48 said:

 Have you ever noticed how a team has 6 premium players and the other team only one or two? Therefore, team with 6 premiums loads OD faster. So yeah, not balanced at all.

Premium doesn't affect Overdrive at all.

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5 minutes ago, The_Pakistani said:

OMG: RIP Titan. tanki destroy its own things. ?

Well the dome will charge noticeably faster. 

And seeing that this change is being made, I believe this is called for: 

 

When two opposing Titans with their Overdrives ready see each other on the Siege capture point:

 

VWnB3MF.png

 

Their teammates waiting for protection: 

 

9rA7Qth.png

 

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So Team red dome will canal team blue's dome?

It would be nice if opposite team player come under dome he/she get damaged.

I think all of this is being tested in test server right now, but I'm lazy to check it out.

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41 minutes ago, The_Pakistani said:

OMG: RIP Titan. tanki destroy its own things. ?

QnTpK9H.png

Well,  the main problem with this update is that titan ODs main function was to heal the titan, and it needs protection because only healing would be weak compared to other ODs. 

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