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


TheCongoSpider
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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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Hah!! what is this lie?!

I was just looking around on the forum when I read this on the augments page:

"Augments are modifiers that allow a player to alter gameplay features of turrets and hulls while keeping them within the overall game's balance. For example, an augment can weaken one characteristic in favor of strengthening another one."

 

So, the wiki writers/devs/whoever promotes this rhetoric claim that the augments actually keep balance...

What is the drawback of fire immunity??

What is the drawback of the adrenaline augment, which is simply a direct buff to damage?

The only "weakness" of these augments is the fact that you are potentially not using an EVEN LESS BALANCED ONE.

I.e. using the adrenaline alt on Firebird as opposed to using the incendiary mix alt which is arguably the most broken with Firebird when paired with Hornet OD or just in general (500 damage per tick roughly with DD).

 

By the way, at full value, Firebird M4 with DD and Incendiary Mix does 2100 dps. In the ten seconds of shooting time it gets, it can go through five heavy hulls.

Edited by Spy
Kindly refrain from using inappropriate language.
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6 minutes ago, KamiGT said:

Hah!! WTF is this lie?!

I was just looking around on the forum when I read this on the augments page:

"Augments are modifiers that allow a player to alter gameplay features of turrets and hulls while keeping them within the overall game's balance. For example, an augment can weaken one characteristic in favor of strengthening another one."

 

So, the wiki writers/devs/whoever promotes this rhetoric claim that the augments actually keep balance...

What is the drawback of fire immunity??

What is the drawback of the adrenaline augment, which is simply a direct buff to damage?

The only "weakness" of these augments is the fact that you are potentially not using an EVEN LESS BALANCED ONE.

I.e. using the adrenaline alt on Firebird as opposed to using the incendiary mix alt which is arguably the most broken with Firebird when paired with Hornet OD or just in general (500 damage per tick roughly with DD).

 

By the way, at full value, Firebird M4 with DD and Incendiary Mix does 2100 dps. In the ten seconds of shooting time it gets, it can go through five heavy hulls.

That was the description of Alterations. The only thing that changed was Alterations -> Augments.

 

A supposed drawback of hull augments is that you can only choose one. If you choose Heavyweight, you will take full damage against afterburn. If you choose Heat Resistance or Heat Immunity, you will face the full brunt of being frozen, being susceptible to impact force or getting the full effect of Hunter's OD. Those are gameplay drawbacks rather than statistical drawbacks like the turret augments. 

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12 hours ago, Viking4s said:

All his proposal is pure fantasy, there are so many changes it makes it a whole new game, and it would take years to balance it.

Here is an idea, how about balancing the game as you go along,like not giving 1 particular hull OP abilities in the first place. Like getting MM and the rank balance sorted before implementing it. Sounds like a good idea to me. BUT we no that was not the devs intentions. As far as the devs are concerned it worked out just fine, make a hull OP and the kids will buy it,say the new CRISIS drone is only available in ultras and the kids will buy it, give gauss the ability to disarm any combo in battle and the kids will buy it, you seeing a pattern here because i am. And as for saying it would take years, load of rubbish, they could start with the OP MURDER HORNET and steadily rework the system. We all have our own opinion on how TO could be made a whole better for the majority of players, sadly the devs don't really care as long as the buyers keep buying, and their contribution is enough to fill the coffers of TO. 

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17 minutes ago, cosmic666 said:

Here is an idea, how about balancing the game as you go along,like not giving 1 particular hull OP abilities in the first place. Like getting MM and the rank balance sorted before implementing it. Sounds like a good idea to me. BUT we no that was not the devs intentions. As far as the devs are concerned it worked out just fine, make a hull OP and the kids will buy it,say the new CRISIS drone is only available in ultras and the kids will buy it, give gauss the ability to disarm any combo in battle and the kids will buy it, you seeing a pattern here because i am. And as for saying it would take years, load of rubbish, they could start with the OP MURDER HORNET and steadily rework the system. We all have our own opinion on how TO could be made a whole better for the majority of players, sadly the devs don't really care as long as the buyers keep buying, and their contribution is enough to fill the coffers of TO. 

If you take a good long look at games like Clash Royale, the devs ACTUALLY are responsible about balancing the game and seek to make revenue by having a legitimately popular game. They attract players by making a balanced and fun game, and get money in small microtransactions. To juxtapose this, we have Tanki Online, in which you can spend between $50-$100 USD on a few items or even a single item. I think people are far more likely to buy a $20 USD chest bundle thing in CR as opposed to a $120 USD bundle with Ares mk2, fire/freeze resistance, and 150 ultra containers. Small transactions are probably where it's at, and Tanki largely lacks those. In Tanki, they have applied the philosophy that they will make things wildly unbalanced, and instead of selling small gameplay enhancements or aesthetic changes, they will sell massive advantages with very high price tags attached.

 

The problem with this is that although both systems have the potential to work, one actually benefits all players (promoting balance, small transactions) and one ruins the game for everyone playing except a select few who make sure to keep their "silver spoon in hand" at all times. Honestly it probably isn't even much fun for buyers anymore, as spending $50 dollars here and there really adds up and could be spent on much more rewarding things in real life. That is, unless most buyers are younger kids (8-15 ish) who aren't responsible for actually procuring any of the money they spend. Then it's all fun and games...

 

 

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1 hour ago, TheCongoSpider said:

A supposed drawback of hull augments is that you can only choose one. If you choose Heavyweight, you will take full damage against afterburn. If you choose Heat Resistance or Heat Immunity, you will face the full brunt of being frozen, being susceptible to impact force or getting the full effect of Hunter's OD. Those are gameplay drawbacks rather than statistical drawbacks like the turret augments. 

I disagree. The standard version of each piece of equipment should be able to keep up (hence the term alteration) and the fact that the statement says things will be balanced. With two Firebird/Hornets, the one with Heat Immunity is certainly far better off than the one without. Don't forget that with 6 weekly containers a week MAX, it would take 277 weeks or roughly 5 yrs to get a single stupid immunity. Doesn't seem balanced to me, certainly not in terms of economy...

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They actually announced in the Vlog #216 (Tankoin announcement) that you are supposed to be able to get any item without paying. AKA, grind for 5 years to buy one immunity. Seems a bit ridiculous to me! I guess they don't think we realize this. Not everyone who plays tanki cannot understand the implications of these things...

 

For anyone in the US, the situation with these updates seems to closely parallel the mail-in voting battle currently going on, simply a poorly made Trojan horse for voter suppression.

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31 minutes ago, KamiGT said:

I disagree. The standard version of each piece of equipment should be able to keep up (hence the term alteration) and the fact that the statement says things will be balanced. With two Firebird/Hornets, the one with Heat Immunity is certainly far better off than the one without. 

Yes, the one with Heat Immunity is much better off against a Firebird Hornet. It specifically protects against Firebirds. Change that enemy turret to an Assault Rounds Smoky and now they are going to be rattled by the immense impact force because they don't have Heavyweight Construction. Change that turret to a Shock Freeze and now they'll be slowed down with ease because they don't have Cold Immunity. Change the hull to Hunter and now they won't have protection against any of the Hunters' effects. 

 

You choose one or the other. Do you prioritise sustaining less damage from ignition turrets or do you prioritise not being slowed down for a flag or rugby capture? You can only choose one. You chose one and the others will now have free reign to rule over you with all their might because you didn't pick the augment that countered them. That's what I mean by it being a supposed downside. The same way you can't combine Slugger and High-Capacity Ammo Clip anymore. 

 

42 minutes ago, KamiGT said:

Don't forget that with 6 weekly containers a week MAX, it would take 277 weeks or roughly 5 yrs to get a single stupid immunity. Doesn't seem balanced to me, certainly not in terms of economy...

Or you could get it for free in a container. 

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Just been in a few battles were the dominant team had at least 3 hornets, they won every time by a landslide. MURDER HORNETS more than anything else in TO has ruined it. How much more OP can you get, TO has failed in about 75% of everything they do regarding balance and fair play from cash needed to keep up with the buyers to the ridiculous MM, to trying to force us to play html5 sooner than intended. I sincerely hope they go bust. 

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3 hours ago, TheCongoSpider said:

A supposed drawback of hull augments is that you can only choose one.

That's not a drawback.  It's pure bonus. 

It's like saying winning $1M in a lottery is a drawback because you could have won $2M....

Pre change ... no fire immunity.  Post change... fire immunity.  I see no drawback AT ALL.  It's not like equipping fire immunity makes you more susceptible to cold damage - THAT would be strategic decisions with a drawback.

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1 hour ago, wolverine848 said:

That's not a drawback.  It's pure bonus. 

It's like saying winning $1M in a lottery is a drawback because you could have won $2M....

Pre change ... no fire immunity.  Post change... fire immunity.  I see no drawback AT ALL.  It's not like equipping fire immunity makes you more susceptible to cold damage - THAT would be strategic decisions with a drawback.

That's exactly what I am saying Congo. The devs haven't balanced the immunities against the lack thereof, which is what they should be doing. Alts/augments should alter gameplay, not improve it. That means that the standard version of any piece of equipment should be able to keep up relatively well against that piece of equipment with alterations. As of now, not at all true. Take Hammer for example. Hammer is generally far better with the slugger alteration, and now that it was given out in the challenge, it is far more popular, likely because it is a direct improvement. It has a drawback (turret rotation), but that barely affects anything. Immunities are like this but far worse.

The point I was making is not that you will still be vulnerable against turrets other than Firebird, it was that you are far better off vs players who don't have any immunity equipped.

3 hours ago, TheCongoSpider said:

Or you could get it for free in a container. 

Hmm... There are six paywall locked augments per hull. 48 in total. The chance of getting the one you want is roughly 1/48. You can get three containers a week from daily missions. According to the great DaringDeer container project, there is a 1.14% chance of getting a hull augment. This is shown at a data resolution of 2463 containers opened. I think the data may be at least slightly inaccurate because hull alts did not exist when this was started iirc.

But, we can reason from this information that with a (1/100 chance of getting a hull alt) * (1/48 chance of getting the one you want) = 1/4800 chance of getting the hull alt you want!!

Now, 1/4800 doesn't seem like the sort of odds that get you anything quickly... I mean, at 3 containers a week, it'll only take 30 years (1600 weeks) of weekly mission rewards to get the item you want!! I guess I'll get Viking Heat Immunity by the time I'm 47. Imagine how dead TO will be then ?

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17 hours ago, KamiGT said:

That's exactly what I am saying Congo. The devs haven't balanced the immunities against the lack thereof, which is what they should be doing. Alts/augments should alter gameplay, not improve it. That means that the standard version of any piece of equipment should be able to keep up relatively well against that piece of equipment with alterations. As of now, not at all true. Take Hammer for example. Hammer is generally far better with the slugger alteration, and now that it was given out in the challenge, it is far more popular, likely because it is a direct improvement. It has a drawback (turret rotation), but that barely affects anything. Immunities are like this but far worse.

 

19 hours ago, wolverine848 said:

That's not a drawback.  It's pure bonus. 

It's like saying winning $1M in a lottery is a drawback because you could have won $2M....

Pre change ... no fire immunity.  Post change... fire immunity.  I see no drawback AT ALL.  It's not like equipping fire immunity makes you more susceptible to cold damage - THAT would be strategic decisions with a drawback.

I see what you two mean and I agree. Compared to before the augments came, there isn't much that you're giving up. I should have specified that it was an artificially-made downside rather than an authentic downside like with the turret augments. 

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Containers and Supplies needs to be reworked. Commons should be Garage Paints, and All normal supplies need to be free. When you collect every garage paint from containers, it should turn into maybe crap like 1000 crystals. Yes ik pulling something like Zeus Paint repeat netting you 1000 crystals is hot garbo but in the bright side, each paint duplicate you get returns you compensation. This game is deadass impossible and will die if TO doesn't do something about their so called "economy." Supplies shouldn't even be a thing where you have to buy. They should be free. Buyers will have the unlimited advantage and the Drones just keep eating through supplies making free to play players have a MAJOR disadvantage, and promotes quitting the game. Teams will become unbalanced, MM will become more stupid with players leaving (I don't blame them). Also to balance this out, REMOVE Cooldown reduction time boosts from Drones like Defender/Booster etc. REMOVE Hyperion Drone because 2 cases, no one uses it, or it is literally a pay to win Drone. Next, hotkey supplies. When the supplies are expended (using the free and unlimited idea) their cooldowns are maybe 10 seconds longer so people don't just spam them and give a bigger purpose to Drones and ODs. Have Supply DROPS spawn more often. 

Wouldn't this make the game more fun and more balanced so it is more appealing to players?

Or am I wrong because the community just sucks and the devs don't care about the players?

 

 

Edit: Is there even a point to suggest good ideas to save the game?

Edited by yellowghetto

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2 hours ago, TheCongoSpider said:

 

I see what you two mean and I agree. Compared to before the augments came, there isn't much that you're giving up. I should have specified that it was an artificially-made downside rather than an authentic downside like with the turret augments. 

Yes, pretty much it.

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48 minutes ago, yellowghetto said:

Containers and Supplies needs to be reworked.

Or am I wrong because the community just sucks and the devs don't care about the players?

Yes, and yes about the devs I think. The community for the game is pretty good though, at least on the forum.

I don't think supplies should be free, just that they should remove drones and things that make them get chewed through so fast. Playing normally (without drones) it is actually not that easy to go through a ton of supplies if you use them cleverly. The problem right now is playing normally gets you destroyed by buyers with Defender.

Hull augments - removed

Drones - removed

Augments being upgrades - removed

Game balance - unremoved

Html5 bugs - removed

Augment prices - balanced

Hornet Overdrive - balance

EMP Gauss - Added to the garage for crystals and nerfed hard.

Lower the prices in the shop and start selling only skins and aesthetic changes (paints)

Add kits back to the Garage!! Lower insane rank disparity that makes it so the midranks are impossible (kits in garage at 3 star rank, kits in shop at 2 star rank only is a better system).

 

I don't think I will ever advance my alt account because if I do the midranks are going to be a horrific grind. Kits were my savior on my KamiGT account. Pro battles are dead, and that was by far the best way to grind crystals and xp without getting murdered by buyers. Used to play tons of Polygon CP, there is usually only one going on right now, used to be about 5.

 

Edited by KamiGT
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26 minutes ago, yellowghetto said:

Wouldn't this make the game more fun and more balanced so it is more appealing to players?

Balance is more appealing in the long run yes. The people who feed off the imbalance are buyers because they can keep up and subjugate those who can't as cannon fodder. The way you attract players who are still insane buyers to play a game that isn't imbalanced is by creating features that are legitimately interesting and which everyone can take part in. People will be willing to spend money on what they enjoy. You can have fun in the game without destroying every player. The game is fun even when it is balanced, so that will bring in those willing to buy paints and spend crystals to get better faster. The keyword here is "faster". A balanced game should not allow the guy with the fattest wallet to be objectively better. It should only allow him to get to the finish line faster. 

The game is so imbalanced right now that if you are a buyer you just get Hornet/Fire immunity/Vulcan/Magnum/Gauss/Thunder/Rail and get all of the OP alts for them, buy Defender and Crisis, tons of supplies, and you automatically have an advantage not based upon experience or skill but based on parameters.

 

The way they can fix the game is by removing these cancerous updates, which will automatically alleviate some of the stress put on f2p players. I think if they do it slowly enough they won't lose their buyers either. At the same time, they need to introduce updates which make the game genuinely better. If you look WAY back in the articles on the website, you will see that years ago many of the updates were designed to fix bugs and things like cheating. They also legitimately tried to balance the game. They added new modes, like Control Points. There was even a huge rebalance where the whole garage was refunded. IT IS POSSIBLE TO RESCIND UPDATES!

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10 minutes ago, KamiGT said:

Balance is more appealing in the long run yes. The people who feed off the imbalance are buyers because they can keep up and subjugate those who can't as cannon fodder. The way you attract players who are still insane buyers to play a game that isn't imbalanced is by creating features that are legitimately interesting and which everyone can take part in. People will be willing to spend money on what they enjoy. You can have fun in the game without destroying every player. The game is fun even when it is balanced, so that will bring in those willing to buy paints and spend crystals to get better faster. The keyword here is "faster". A balanced game should not allow the guy with the fattest wallet to be objectively better. It should only allow him to get to the finish line faster. 

The game is so imbalanced right now that if you are a buyer you just get Hornet/Fire immunity/Vulcan/Magnum/Gauss/Thunder/Rail and get all of the OP alts for them, buy Defender and Crisis, tons of supplies, and you automatically have an advantage not based upon experience or skill but based on parameters.

 

The way they can fix the game is by removing these cancerous updates, which will automatically alleviate some of the stress put on f2p players. I think if they do it slowly enough they won't lose their buyers either. At the same time, they need to introduce updates which make the game genuinely better. If you look WAY back in the articles on the website, you will see that years ago many of the updates were designed to fix bugs and things like cheating. They also legitimately tried to balance the game. They added new modes, like Control Points. There was even a huge rebalance where the whole garage was refunded. IT IS POSSIBLE TO RESCIND UPDATES!

I agree, don't think you can buy crisis yet though? apart from buying ultras i should have said.

Edited by cosmic666
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1 hour ago, yellowghetto said:

Supplies shouldn't even be a thing where you have to buy. They should be free.

They are free.

I have the following...

RK = 1294  DA=27630  DD=26461  SB=35160  Mines=37796   Batteries=2340

Areas I have concern in are batteries... as you use a LOT if you equip drones.

Only way you can use those other supplies up are if you consistently try to complete Challenges - which are totally optional.

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1 hour ago, wolverine848 said:

They are free.

I have the following...

RK = 1294  DA=27630  DD=26461  SB=35160  Mines=37796   Batteries=2340

Areas I have concern in are batteries... as you use a LOT if you equip drones.

Only way you can use those other supplies up are if you consistently try to complete Challenges - which are totally optional.

This is why I wouldn't make them free. They are already very easy to get. Just remove drones and many of the supply related issues will be solved. Before drones, things were relatively balanced in terms of supply power imo.

 

Cosmic, I meant buying ultra containers to get Crisis. You buy enough, you'll eventually get it.

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10 hours ago, KamiGT said:

This is why I wouldn't make them free. They are already very easy to get. Just remove drones and many of the supply related issues will be solved. Before drones, things were relatively balanced in terms of supply power imo.

 

Cosmic, I meant buying ultra containers to get Crisis. You buy enough, you'll eventually get it.

Lol, a few years ago everyone complained about supplies. If you used many supplies in battles, you'd be called a noob P2W buyer. There weren't challenges, containers etc so they were A LOT harder to obtain. You could dominate on the battlefield just with a few. More P2W updates have come into the game and they have overshadowed supplies however supplies aren't even P2W items anymore. You get them for free nowadays. Supplies shouldn't be the main concern for now IMO.

 

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2 hours ago, Russty said:

More P2W updates have come into the game and they have overshadowed supplies however supplies aren't even P2W items anymore. Supplies shouldn't be the main concern for now IMO.

hate to admit it but this is actually true, if you have 0 supplies, first few battles might be hard, but then you eventually get some from challenges, from there you can use those wisely to do weekly missions, which in turn guarantees you enough supplies to last a full week, by then you have already done more weekly missions and challenges and it goes on

when i usually get high payouts >1k cry, i spend half of it on replenishing supplies that i used, mainly repair kits

never have i once run out of supplies, even if i burn them at a ridiculous rate i will still somehow get some back through contests or just drop golds for myself to buy them (which i get from containers, challenges or events)

 

in fact before these p2w updates i would never ever have any more than 20-30 of DA or SB (forget repair kits and DD), sure p2w updates overall made the game worse but atleast noob players like me now have a chance against full out buyers unlike 2-3 years ago

now i have plenty of all and i've noticed very gradually my supplies have only increased with time

Edited by sarim2345_the_master
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6 hours ago, Russty said:

Lol, a few years ago everyone complained about supplies. If you used many supplies in battles, you'd be called a noob P2W buyer. There weren't challenges, containers etc so they were A LOT harder to obtain. You could dominate on the battlefield just with a few. More P2W updates have come into the game and they have overshadowed supplies however supplies aren't even P2W items anymore. You get them for free nowadays. Supplies shouldn't be the main concern for now IMO.

 

I was playing then. I know. WAY back I remember many players would always say drugger or noob drugger in chat and crap like that. Nobody does that anymore, everyone is a drugger now...

That is why I say they are balanced. They aren't close to a concern compared to the garbage the devs have introduced recently. Everything is in terms of relativity to other things!

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