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What Is Your Opinion About the Current State of Tanki Online?


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Thoughts on the current state of Tanki Online  

619 members have voted

  1. 1. What is your opinion about the current state of Tanki Online?

    • Love It
      54
    • Satisfied
      131
    • On Edge
      263
    • Hate It
      169
  2. 2. Which turret(s) is/are the best in this current meta? (Performance and Effectiveness based off of Standard MM Battles) Please do not put your favorite turret.

    • Firebird
      73
    • Freeze
      65
    • Isida
      26
    • Hammer
      83
    • Twins
      31
    • Ricochet
      59
    • Smoky
      59
    • Striker
      66
    • Vulcan
      137
    • Thunder
      53
    • Railgun
      81
    • Magnum
      96
    • Gauss
      162
    • Shaft
      77
    • Tesla
      94
    • Scorpion
      49
  3. 3. Which Hull(s) is/are the best in this current meta? (Performance and Effectiveness based off of Standard MM Battles) Please do not put your favorite Hull.

    • Wasp
      37
    • Hornet
      75
    • Viking
      148
    • Hunter
      46
    • Dictator
      38
    • Ares
      64
    • Titan
      47
    • Mammoth
      22
    • Hopper
      131
    • Crusader
      55
    • Paladin
      106


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3 hours ago, D.A.R.K.N.E.S.S said:

Decreased acceleration is a downside, albeit very little. Still something compared to the immunities.

Sure - but it seems to be insignificant, and it's top speed is not affected.

They've ruined the game with immunities.

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On 8/6/2020 at 11:57 PM, KamiGT said:

In fact, to add onto your point @yellowghetto, you can have a completely winning strategy that is super low skill these days!! All you do is equip your 20/20 Defender drone, your maxed out hornet, 50% protections, and max Firebird with incendiary mix, and drive around spamming the 3 then 2 on your keyboard and proceeding to kill everyone in front of you. Of course, make sure to pick a mode like CP or Siege. Then you can simply press shift and drive over and annihilate everyone by the point, even when they are under a Titan dome!!

This strategy would probably work for anyone who has played for more than 10 hours. It'll even net you upwards of 350 battle points each match, and hundreds of crystals!!

Isn't it GREAT to see what Tanki's gameplay has come to?!

Angel of paradise is currently using this combo but in more than cp or siege. Skills or no skills is debatable, just superior equipment for sure. 20 + kills each match. Success even in big maps like massacre. You would think your team would be smart enough to pick him off before he gets to your base.

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5 hours ago, NooNooHead said:

Angel of paradise is currently using this combo but in more than cp or siege. Skills or no skills is debatable, just superior equipment for sure. 20 + kills each match. Success even in big maps like massacre. You would think your team would be smart enough to pick him off before he gets to your base.

Yes I agree about all of this. The reason I picked "no skill" in my approach is mainly because Firebird is considered (by the devs themselves in the little charts in the TO mobile garage) to be a low skill turret, or at least lowest relative to others. That is why I picked this combo. Also, it is one that I have used for these exact purposes before. I would argue it definitely is plug and play, there isn't much skill to it.

 

Now that I think about it, imagine a buyer gets the hornet fire kit for tankoins at whatever rank it becomes available, buys defender, and maxes everything, plus whatever prots they can get (and incendiary mix). This would probably net 30+ kills per game on average, far past what any of us probably consider possible (maybe 40)...

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Have you guys seen the new homepage beta? Looks pretty sick. Now that they've done that, PLEASE MOVE ON to something like the Tesla turret, reworking supplies, developing TO Mobile iOS or just "finish HTML5" like they said in the V-LOG. AND DROP developing skins. NO ONE CARES

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3 minutes ago, yellowghetto said:

Have you guys seen the new homepage beta? Looks pretty sick. Now that they've done that, PLEASE MOVE ON to something like the Tesla turret, reworking supplies, developing TO Mobile iOS or just "finish HTML5" like they said in the V-LOG. AND DROP developing skins. NO ONE CARES

Riddler does.

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I hope they will stop with the stupid skins already. They come in absolute last on my list of interests... I like the standard look on m3's more than most of them anyway. Select few I like being fire xt, thunder xt, hornet xt, viking xt, rail xt (don't even use rail), and isida xt. Basically all the old skins that were around for so long before they screwed alot of stuff up...

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2 hours ago, KamiGT said:

I hope they will stop with the stupid skins already. They come in absolute last on my list of interests... I like the standard look on m3's more than most of them anyway. Select few I like being fire xt, thunder xt, hornet xt, viking xt, rail xt (don't even use rail), and isida xt. Basically all the old skins that were around for so long before they screwed alot of stuff up...

As long as people buy them i don’t think they’ll stop.

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4 hours ago, KamiGT said:

I hope they will stop with the stupid skins already. They come in absolute last on my list of interests... I like the standard look on m3's more than most of them anyway. Select few I like being fire xt, thunder xt, hornet xt, viking xt, rail xt (don't even use rail), and isida xt. Basically all the old skins that were around for so long before they screwed alot of stuff up...

I mean we can rarely get a skin .the chances are like 1 in 1000 .That's why i love COD . You can get legendary skins by completing a few missions per month or 2 weeks .Rare ,uncommon and epic skins are acquired in an even easier way

 

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8 hours ago, yellowghetto said:

Have you guys seen the new homepage beta? Looks pretty sick. Now that they've done that, PLEASE MOVE ON to something like the Tesla turret, reworking supplies, developing TO Mobile iOS or just "finish HTML5" like they said in the V-LOG. AND DROP developing skins. NO ONE CARES

 

Their 3 main priorities should be: Ares, HTML5 and the IOS version of the game.

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On a whim I decided to try Hornet-Rail on my alt that has everything, and my god...

Who knew what's classified as a "light hull" has so few weaknesses? It needs something, maybe a decrease in turning speed or turret rotation, because I should not be able to spin around 180 degrees in two seconds and kill a flanking medium tank in one hit. That's ridiculous, even in the context that I was fully souped up on my OD and some DD.

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1 hour ago, The-Operator219 said:

On a whim I decided to try Hornet-Rail on my alt that has everything, and my god...

Who knew what's classified as a "light hull" has so few weaknesses? It needs something, maybe a decrease in turning speed or turret rotation, because I should not be able to spin around 180 degrees in two seconds and kill a flanking medium tank in one hit. That's ridiculous, even in the context that I was fully souped up on my OD and some DD.

And target was equipped with defender drone + a 50% module and sitting inside a Titan dome - oh and it was also re-spawning.

Edited by wolverine848
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2 hours ago, The-Operator219 said:

Who knew what's classified as a "light hull" has so few weaknesses? It needs something, maybe a decrease in turning speed or turret rotation, because I should not be able to spin around 180 degrees in two seconds and kill a flanking medium tank in one hit. That's ridiculous, even in the context that I was fully souped up on my OD and some DD.

The biggest problem is the Overdrive itself. Holy crap that toy is so OP that I can insta-kill anything (weakened Juggernaut as well) with HC + Brutus + DP.

It either need to deactivate DP and cannot pick up supply crate counterpart upon Radar activation.

Or....

Simply make spawn defence and modules (could be partially by additive) immune to Hornet OD. 

OR/AND

Render your own defence completely exposed to full damage by any types of tanks (it was suggested by one of the forumer).

 

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2 hours ago, FrozenRailgun said:

The biggest problem is the Overdrive itself. Holy crap that toy is so OP that I can insta-kill anything (weakened Juggernaut as well) with HC + Brutus + DP.

It either need to deactivate DP and cannot pick up supply crate counterpart upon Radar activation.

Or....

Simply make spawn defence and modules (could be partially by additive) immune to Hornet OD. 

OR/AND

Render your own defence completely exposed to full damage by any types of tanks (it was suggested by one of the forumer).

 

Agree with your last point,it should also suffer self damage if equipped with magnum, thunder, or gauss. 

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2 hours ago, FrozenRailgun said:

The biggest problem is the Overdrive itself. Holy crap that toy is so OP that I can insta-kill anything (weakened Juggernaut as well) with HC + Brutus + DP.

It either need to deactivate DP and cannot pick up supply crate counterpart upon Radar activation.

Or....

Simply make spawn defence and modules (could be partially by additive) immune to Hornet OD. 

OR/AND

Render your own defence completely exposed to full damage by any types of tanks (it was suggested by one of the forumer).

 

Honestly, I have a much more interesting idea: Implement one of those changes, most likely the vulnerability on the user, but also swap Hunter and Hornet's overdrives.

Imagine how much more useful being able to stun/disable enemies would be for a flag-runner and scout like Hornet, whereas having the ability to perfectly track enemies would more benefit something named "Hunter". I also think Titan and Mammoth's ODs should be swapped since they're the opposite of how I play both of those hulls. When I'm in Titan I prefer to actively prowl mid and engage enemies with my health pool and sheer battlefield presence. Most of the time I have Rail or Thunder on it, so enemies like to get in close. Being able to ram into things would be a welcome addition to this playstyle, since it would allow Titan to take the forefront of a charge and give it more survivability akin to when the bubble healed everyone inside it.

 

Meanwhile with Mammoth, on the rare occasion when I use it, I just camp in one spot and act as a meat shield/diversion for enemies to take out before they can get to the objective, so a defense buff would fit it perfectly.

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V-LOG and game foreshadows:

  • Tanki is going out. Damn straight.
  • Special Mission: Hell. -_-
14 hours ago, Russty said:

Their 3 main priorities should be: Ares, HTML5 and the IOS version of the game.

I actually don't care about Ares. But I agree with you

 

19 hours ago, E_polypterus said:

As long as people buy them i don’t think they’ll stop.

sadly

 

18 hours ago, sharifsahaf said:

I mean we can rarely get a skin .the chances are like 1 in 1000 .That's why i love COD . You can get legendary skins by completing a few missions per month or 2 weeks .Rare ,uncommon and epic skins are acquired in an even easier way

 

I actually caught a container once and pulled Shaft XT. Newsflash! I don't use Shaft often!

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The game is getting worse and worse.  Now, with the insane amount of XP in every battle and multipliers of that XP every couple of weekends, the lower rank battles are in ruins.  They were the only part of Tanki that was even vaguely reminiscent of the Real-Tanki instead of this trash neo-tanki with it's magic hulls, ODs, alt, drones, etc.  Players rank so quickly MM has too small a player pool, so even in peak hours there are 6, 10 12 ranks within the same battle....rank4 vs rank12 is ridiculous.  That is Mk1 vs Mk4 or Mk7 as there are still many of the overly advanced player out there from the Mk conversion.  I've been matched against Mk7 equipment with my puny Mk1.  It's just stupid.  I've also been in battles as a rank4 player vs rank19 in off hours...fifteen ranks higher!

Player count keeps dropping as players get bored with the current trash iteration of Tanki or they quit out of sheer frustration.  The buyers are probably more hesitant to leave since they are invested and can buy kits, batteries, drones, etc., but my guess this drop in player numbers is a sign that even buyers are going to start dropping out as waiting times increase, rank spread increases, and blow-outs become the norm for a battle.

I know this has all been said before, but it is just a crime that the devs have purposely compromised the game for short term profits.  Maybe they realize that HTML won't really work and are trying for as much as they can squeeze  before the end of the year.  Maybe they have set their sights on the mobile market and let the PC market fall by the wayside.

It's a shame that they didn't just diversify and have a PC Tanki that was more like Tanki of 2016/2017 and this current "Legendary P2W Shooter" as a mobile game.

Rant concluded...pointless anyway.

Edited by Joeguy
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8 hours ago, Joeguy said:

The game is getting worse and worse.  Now, with the insane amount of XP in every battle and multipliers of that XP every couple of weekends, the lower rank battles are in ruins.  They were the only part of Tanki that was even vaguely reminiscent of the Real-Tanki instead of this trash neo-tanki with it's magic hulls, ODs, alt, drones, etc.  Players rank so quickly MM has too small a player pool, so even in peak hours there are 6, 10 12 ranks within the same battle....rank4 vs rank12 is ridiculous.  That is Mk1 vs Mk4 or Mk7 as there are still many of the overly advanced player out there from the Mk conversion.  I've been matched against Mk7 equipment with my puny Mk1.  It's just stupid.  I've also been in battles as a rank4 player vs rank19 in off hours...fifteen ranks higher!

Player count keeps dropping as players get bored with the current trash iteration of Tanki or they quit out of sheer frustration.  The buyers are probably more hesitant to leave since they are invested and can buy kits, batteries, drones, etc., but my guess this drop in player numbers is a sign that even buyers are going to start dropping out as waiting times increase, rank spread increases, and blow-outs become the norm for a battle.

I know this has all been said before, but it is just a crime that the devs have purposely compromised the game for short term profits.  Maybe they realize that HTML won't really work and are trying for as much as they can squeeze  before the end of the year.  Maybe they have set their sights on the mobile market and let the PC market fall by the wayside.

It's a shame that they didn't just diversify and have a PC Tanki that was more like Tanki of 2016/2017 and this current "Legendary P2W Shooter" as a mobile game.

Rant concluded...pointless anyway.

To be honest, the higher rank battles are not helped by this either. I am a Lieutenant General and I just played a match made entirely of legends, some legend rank 20 and above, with fully maxed equipment and XP in the millions. Safe to say that I was slightly outmatched. Luckily I have focussed my gameplay almost solely on one turret so I could somewhat hold my own but this difficulty curve has happened very suddenly and anyone who has not specialised I imagine would be hard pressed in this scenario. I find it strange that all Legend ranks have been classed as one rank  

Edited by OUTAMYWAY
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Right now time for my own rant.

Can someone (preferably the developers) please give me constructive and concise reasoning for why the latest update (609) has hamstrung the Shaft turrets close range combat ability:

Shaft:

  • Decreased range of max damage by 50%:
  • Decreased range of min damage by 40%:

Now I'm going to be fair and remind people that they did increase the energy recovery rate by 40% in the previous update but in situations where you need to use arcade mode, 609 turns the shaft from a bad turret, practically into a ceremonial one.

Like I said I want constructive feedback from others, this is a biased opinion form me (though no less frustrating) but I really don't see why this was necessary.

To make clear I am aware of Light Capacitors however: 1) that is not the point I am making, even if it is what most may say and 2) Do not even get me started (though i probably have said at some point) on why I think the high prices for augments is a bad idea. 245,000 is difficult to accumulate and I imagine that someone who is fine blowing that many crystals on testing out a new play style that may not work, probably doesn't earn the majority of their war fund.

Edited by OUTAMYWAY
To prevent suggestions about augments
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3 minutes ago, OUTAMYWAY said:

Right now time for my own rant.

Can someone (preferably the developers) please give me constructive and concise reasoning for why the latest update (609) has hamstrung the Shaft turrets close range combat ability:

Shaft:

  • Decreased range of max damage by 50%:
  • Decreased range of min damage by 40%:

Now I'm going to be fair and remind people that they did increase the energy recovery rate by 40% in the previous update but in situations where you need to use arcade mode, 609 turns the shaft from a bad turret, practically into a ceremonial one.

Like I said I want constructive feedback from others, this is a biased opinion form me (though no less frustrating) but I really don't see why this was necessary.

switch to light capacitors .way better than stock and u can fully charge a shot under 2 seconds

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1 hour ago, OUTAMYWAY said:

Right now time for my own rant.

Can someone (preferably the developers) please give me constructive and concise reasoning for why the latest update (609) has hamstrung the Shaft turrets close range combat ability:

Shaft:

  • Decreased range of max damage by 50%:
  • Decreased range of min damage by 40%:

Now I'm going to be fair and remind people that they did increase the energy recovery rate by 40% in the previous update but in situations where you need to use arcade mode, 609 turns the shaft from a bad turret, practically into a ceremonial one.

Like I said I want constructive feedback from others, this is a biased opinion form me (though no less frustrating) but I really don't see why this was necessary.

Maybe they're experimenting with the turret. It had a powerful sniping mode with the arcade shots to fall back on in the event of a close range encounter. Now, they've greatly increased its potential in sniping mode and greatly decreased its potential in arcade mode. It looks like they're making you dependent on the sniping mode. 

It honestly felt like the RFM buff was to smoothly transition to what it is now by making the arcade shots seem OP then nerfing it to what we see today. 

 

To quote the 264th V-Log: 

"We make changes when we believe things have gotten out of hand. We assess the situation not only according to your feedback, but also by checking statistics. As soon as a deviation in balance becomes obvious, and we are certain that it's not just a statistical error, or temporary phenomenon, we make changes and announce them. 

 

So from that we can assume that something with Shaft got out of hand. Which would have been the RFM buff. But that begs the question, what had gotten out of hand to make them give Shaft an unexpected large increase in the recovery rate in the first place? 

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1 hour ago, TheCongoSpider said:

Maybe they're experimenting with the turret. It had a powerful sniping mode with the arcade shots to fall back on in the event of a close range encounter. Now, they've greatly increased its potential in sniping mode and greatly decreased its potential in arcade mode. It looks like they're making you dependent on the sniping mode. 

It honestly felt like the RFM buff was to smoothly transition to what it is now by making the arcade shots seem OP then nerfing it to what we see today. 

 

To quote the 264th V-Log: 

"We make changes when we believe things have gotten out of hand. We assess the situation not only according to your feedback, but also by checking statistics. As soon as a deviation in balance becomes obvious, and we are certain that it's not just a statistical error, or temporary phenomenon, we make changes and announce them. 

 

So from that we can assume that something with Shaft got out of hand. Which would have been the RFM buff. But that begs the question, what had gotten out of hand to make them give Shaft an unexpected large increase in the recovery rate in the first place? 

It begs the question as to why MURDER HORNET is still the OP OTT (i can kill anything with 1 shot with ease) hull. 

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I find Wasps more annoying than Hornets personally. At least when a Hornet one-shots me it has to actually consume supplies and commit to shooting me. When a Wasp just exists for a minute then farts out a tactical nuke right as my team is respawning and wipes us all out it's infinitely more annoying than some meta-chasing, enjoys-unseasoned-chicken Hornet and his giant ego. Especially on ASL Blue when the spot we're defending is where we spawn in at.

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Guide for posting Ideas has been revised.

What's changed: 

  • List of Category topics Updated:
  • Visualizations/ Dead links/ Outdated topic Titles fixed.
  • Tags missing from the "List of tags" added.
  • Efficient way to use the Search function updated as per the current forum engine. 
  • Rules:
    • Rule concerning "bringing back crystal boxes" has been revoked however we still do not accept Ideas regarding bringing Crystals Boxes back for the higher ranks but are open to other suggestions.

If you have any questions/inquiries, send a PM to one of the section curators: @Maf @ControlledChaos @Thiedes @Sacrifice

13/08/2020

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