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Zero damage respawning, perhaps one of tanki's better updates?


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No damage can be dealt to a tank which has just respawned  

42 members have voted

  1. 1. What do you think of this new update attempting to prevent spawn killing?

    • Awesome!
      11
    • Very good, though I'd suggest a few tweaks
      11
    • Mediocre
      3
    • Didn't meet its expectations
      5
    • Just another bad update..
      12


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I honestly never expected tanki to take measures to prevent spawn killing, so this came as a pleasant surprise to me. I also didn't see others talking about this.

While it may not solve the issue of spawn kills completely, it has the potential to greatly hinder them and limit their effectiveness, giving loosing teams a much better chance to fight back.

 

What do you guys have to say?

 

Edited by Michael828
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It's a good and long-awaited feature. I haven't had a chance to test it yet, but looking forward to when I can, hopefully tonight. Based on the info I have, it seems to be pretty smart - they even accounted for the possibility to abuse it. Since the timers for the two types of spawn protection are independent, you can't just stay semi-visible by going inside a teammate and then materialise at the enemy base and kill everyone while you're invulnerable. It won't work because spawn protection timer starts after you spawn and ends X seconds later, rather than being dependent on when you stop being transparent.

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Whoever voted for "just another bad update" must've been really salty that they can't spawn kill as effectively anymore. Poor butt hurt kid.

 

 

I think it was long overdue. They even made some nerfs to titans dome, also pretty good. I would say this is the first good balance changes that happened all year.

 

 

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3 hours ago, Maf said:

It's a good and long-awaited feature. I haven't had a chance to test it yet, but looking forward to when I can, hopefully tonight. Based on the info I have, it seems to be pretty smart - they even accounted for the possibility to abuse it. Since the timers for the two types of spawn protection are independent, you can't just stay semi-visible by going inside a teammate and then materialise at the enemy base and kill everyone while you're invulnerable. It won't work because spawn protection timer starts after you spawn and ends X seconds later, rather than being dependent on when you stop being transparent.

I assume the "spawner" also does 0 damage until the few seconds are up?

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This is  not helping, just dumbing down the player base. Spawn killing might be a problem but usually this due to tbe map set up (eg archipelago) and spawning points.

It happens that you had to fight hrd to get to the ennemi base, and you face tanks that are indestructible. You lose fire power and OD for nothing.

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4 minutes ago, Viking4s said:

This is  not helping, just dumbing down the player base. Spawn killing might be a problem but usually this due to tbe map set up (eg archipelago) and spawning points.

It happens that you had to fight hrd to get to the ennemi base, and you face tanks that are indestructible. You lose fire power and OD for nothing.

Spawn-killing was happening long before archipelago was introduced.  ODs have just made it more easy to do.

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1 hour ago, TheCongoSpider said:

The player spawning will deal full damage to the enemy. 

Yeah... just worked for me.  And... wow.  

 

In non-spawn-killing situations, that's unfair.  My smoky was dealing damage to enemies on other side of map and they could not touch me.  Don't think that was the intent.

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OK, I tested it and I must say it's quite underwhelming. The concept is good, but two major flaws:

  • Time is too short - I'm pretty sure it's less than 2 seconds
  • There is no visual indicator. I want to know exactly when a player is vulnerable so I don't waste my Magnum/Shaft/Railgun shot.

So definitely needs improvement.

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19 minutes ago, Maf said:

OK, I tested it and I must say it's quite underwhelming. The concept is good, but two major flaws:

  • Time is too short - I'm pretty sure it's less than 2 seconds
  • There is no visual indicator. I want to know exactly when a player is vulnerable so I don't waste my Magnum/Shaft/Railgun shot.

So definitely needs improvement.

Spawn-killer found... ?

But wouldn't the red outline give it away?

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1 minute ago, Benefactor said:

Spawn-killer found... ?

But wouldn't the red outline give it away?

Red outline? Is that a fancy HTML5 thing that I'm too boomer to understand?

  • Haha 1

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23 minutes ago, Maf said:

There is no visual indicator. I want to know exactly when a player is vulnerable so I don't waste my Magnum/Shaft/Railgun shot

Rail has a 1.1-second shot delay. Just wait one second (just for security) and the charge. 1 second isn't long unless you're up in their face or they're heading to cover with your presence unbeknownst to them. 

 

For Shaft, you just have to be observant if you're sniping from far away. 

 

I have little problem with it as Magnum, but all of this is just from my experience with it. I don't have much of a problem with any of those 3 weapons.

 

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4 hours ago, wolverine848 said:

Spawn-killing was happening long before archipelago was introduced.  ODs have just made it more easy to do.

This was just an obvious example among others. Actually this map should nit exisg at all.

Others maps are also prone to spawn killing.

Edited by Viking4s

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1 hour ago, Maf said:

OK, I tested it and I must say it's quite underwhelming. The concept is good, but two major flaws:

  • Time is too short - I'm pretty sure it's less than 2 seconds
  • There is no visual indicator. I want to know exactly when a player is vulnerable so I don't waste my Magnum/Shaft/Railgun shot.

So definitely needs improvement.

 

The lack of any visual indication is actually my main problem with it. The duration feels okay.

 

I personally don't mind wasting a shot or two on invincible enemies, because similar situations are prone to happen to them as well, so it seems pretty fair.

 

 

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The update is not fair to those who use Trooper Drone!

It wastes the first 2 seconds of the drone effect when you respawn. ?

I used to get my revenge on the spawn killer(s) when I equipped the Trooper, but I could kill one less after this update theoretically.

 

It's a real bad update in my opinion. 

The invincible period could be shortened to something around 1 to 1.5 seconds instead of 2 seconds.

Enemies couldn't hit you when you are transparent, and with this update the invincible period for a respawned tank is way too loooooonggg.

 

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2 minutes ago, TWICE said:

It wastes the first 2 seconds of the drone effect when you respawn. ?

You get double damage and speed boost as well, so it's not wasted. Before the addition of the invulnerability, you could have been one-shotted by a Railgun, Gauss, Shaft, Magnum or Duplet Hammer during those 2 seconds. 

 

2 minutes ago, TWICE said:

I used to get my revenge on the spawn killer(s) when I equipped the Trooper, but I could kill one less after this update theoretically.

How so? 

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59 minutes ago, Michael828 said:

 

The lack of any visual indication is actually my main problem with it. The duration feels okay.

 

I personally don't mind wasting a shot or two on invincible enemies, because similar situations are prone to happen to them as well, so it seems pretty fair.

That's fine with something like Twins or Firebird where it's fine if you waste your shots for a couple seconds. But it's unfair to turrets with long reload, mainly Shaft and Railgun. Imagine you time it slightly wrong and fire while they're still invincible. What should have been a one-shot ends up being zero damage. There should definitely be visual indication.

 

1 hour ago, Benefactor said:

What's boomer?

OK boomer

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10 hours ago, TheCongoSpider said:

You get double damage and speed boost as well, so it's not wasted. Before the addition of the invulnerability, you could have been one-shotted by a Railgun, Gauss, Shaft, Magnum or Duplet Hammer during those 2 seconds.

 

I could rage quit if I get one-shotted by any enemy when DA was activated (except Duplet Hammer... it's 2 shots anyway). ?? And Trooper should activate all the supplies once respawned no matter how long the invulnerability is. 

 

Quote

How so? 

 

I cannot deal damage in the first 2 seconds when stock Trooper only gives you 10 seconds of DD, DA & SB.

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Problem is that it also works in XP/BP, in which shooting a spawning player is one of the basic moves.

 

WHY do the developers tweak Railgun and game mechanics without taking XP/BP into consideration? Whenever you make such updates, please disable them for format battles.

 

EDIT: OK, it did work like that in the test server, now they removed it from format battles ?

Edited by Picassoo
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i kinda have solution for your shaft/railgun problem, if your're playing on HTML 5 as you know whenever your turret aims on enemy tank, The Game engine automatically highlights tank body as red outline. my solution is whenever they are spawning there shouldn't be any red outline after the tank is fully vulnerable then red outline should be displayed.

15 hours ago, Maf said:

OK, I tested it and I must say it's quite underwhelming. The concept is good, but two major flaws:

  • Time is too short - I'm pretty sure it's less than 2 seconds
  • There is no visual indicator. I want to know exactly when a player is vulnerable so I don't waste my Magnum/Shaft/Railgun shot.

So definitely needs improvement.

 

 

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4 hours ago, TWICE said:

 And Trooper should activate all the supplies once respawned no matter how long the invulnerability is. 

But it does. Nothing has changed with Trooper. 

 

4 hours ago, TWICE said:

I cannot deal damage in the first 2 seconds when stock Trooper only gives you 10 seconds of DD, DA & SB.

Are you spawning in the enemy base or something? Or maybe you're having this problem in the Solo JGR event going on today. If the latter, then you're attacking enemies who just spawned. I deal regular damage to enemies when I spawn with Trooper's supplies during those 2 seconds, but that is because those enemies were long spawned. 

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