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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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9 minutes ago, TheCongoSpider said:

Yes, they botched the Hopper nerf (just as I expected). They completely removed Wasp's retention period with ease in 2019. It pisses me off that Hopper still has one even though it's supposed to be like Wasp now. I don't see what's so different in 2021.

The retention period for Hopper now is a very neglectable and wont work except if you died immediately after you used it, so you will remain something from your OD. The same with Viking

But for sure it's not frustrating with Hopper as the same frustration of Viking, because Viking is too slow in charging.   I don't see any more nerf required for Hopper in charging, the nerf should be in the OD itself.

But what Hopper was, it was really frustrating and a real farce before the nerf. I was use the OD for a while before I die, and it remain for me a high portion of my OD. I really exploit this in many ways, like igniting the enemies every time before I die. Oh and capturing the flag with the OD was charge your OD immediately for 50% or more !! while in this old version of Hopper, Mystic and Yellow wasn't see it as OP.

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On 3/27/2021 at 4:10 AM, poke971 said:

2,147,483,647 is the 32 bit integer limit, so it's very likely the highest ammount of XP possible in Tanki.

Honestly, it is still pretty funny.

 

On 3/27/2021 at 4:09 AM, BloodPressure said:

after reaching 10730 you do not get any more crystals or experience required for a new rank, instead you are confronted with the amount of time which you've thrown away in your life 

LOL

 

On 3/27/2021 at 4:00 AM, Spy said:

We have tested it and Legend 10730 is the highest you can get. 

I wonder if @Boris4311 will ever get here.

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Berlin is also unbalanced for the attacking team in Assault and maybe it's the worst ASL map

There are just a few semi-balanced ASL maps for the attacking team like Red-Alert, Bobruisk, Bridges, Cross..

By the way honestly ASL mode in its natural is a really unbalanced for the attacking team in whatever map.. A team who have just a mission of defending/camping. And the attacking team is composed of attackers / medians / defenders(?).  Imagine the blue team (defending) just have to stay to grind kills, but the attacking team who have to fight and suffer.

If the MM players weren't bots, and they did what they have to do in every mode. All of the players in defending team will just stay in the base, and literally no win for the attacking team in any battle. We will not see any won for the attacking team in whatever map, if the players in the defending team played correctly and stayed all in the base.  such a stupid mode

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If you came near that rank, you may ask the developers to increase the limit for you?

And pray for me maybe I will be dead at that time?

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1 hour ago, asem.harbi said:

Berlin is also unbalanced for the attacking team in Assault and maybe it's the worst ASL map

There are just a few semi-balanced ASL maps for the attacking team like Red-Alert, Bobruisk, Bridges, Cross..

By the way honestly ASL mode in its natural is a really unbalanced for the attacking team in whatever map.. A team who have just a mission of defending/camping. And the attacking team is composed of attackers / medians / defenders(?).  Imagine the blue team (defending) just have to stay to grind kills, but the attacking team who have to fight and suffer.

If the MM players weren't bots, and they did what they have to do in every mode. All of the players in defending team will just stay in the base, and literally no win for the attacking team in any battle. We will not see any won for the attacking team in whatever map, if the players in the defending team played correctly and stayed all in the base.  such a stupid mode

Straight quit if I am placed in a Berlin ASL.  It's okay to play RGB/CTF/TJR there, but not ASL.

 

The defending team could be wiped out by a few Magnum/Thunder/Striker shots (don't forget Viking, Hunter, Hornet, Mammoth, Crusader and Ares ODs) if they stay close together in the base in most of the ASL maps.  At least 30-40% of the defending team should push to the Attacking side to spawn kill the attackers, and stop Hoppers before they can directly jump to the base.

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27 minutes ago, TWICE said:

Straight quit if I am placed in a Berlin ASL.  It's okay to play RGB/CTF/TJR there, but not ASL.

 

The defending team could be wiped out by a few Magnum/Thunder/Striker shots (don't forget Viking, Hunter, Hornet, Mammoth, Crusader and Ares ODs) if they stay close together in the base in most of the ASL maps.  At least 30-40% of the defending team should push to the Attacking side to spawn kill the attackers, and stop Hoppers before they can directly jump to the base.

Def not CTF. If you can play CTF there, you can play ASL there.

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Well, the game's gone full-circle.

Gauss is OP because it's just too strong. 

Magnum is OP because you can abuse the quick reload of the Mk7 and 8 versions.

Shaft is OP because it does too much excess damage on it's sniping damage.

 

And now Railgun is OP because half of it's shots can pierce through Railgun Modules, as well as do massive damage.

 

Congratulations, all four long-range turrets are OP compared to the other 10 turrets. (Gauss is still King, however)

 

Edited by Tanker-Arthur
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1 minute ago, yellowghetto said:

Def not CTF. If you can play CTF there, you can play ASL there.

In Berlin CTF, some players will go for attack and thus less players are defending the base.  But in Berlin ASL, campers in the defending team can hide and aim at the few entrances making the attacking side almost impossible to reach the base.

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7 hours ago, yellowghetto said:

Def not CTF. If you can play CTF there, you can play ASL there.

Disagree.

In Berlin Assault you have a long way to go to reach your objective.  Too much travelling time, and wasted if killed 3/4 of the way there.  In that map there are enough defenders to cover the cap-point AND spread out to kill enemies mid-way.  Attackers get no points for killing those mid-fielders but defenders do.  It's similar to Assault on Highways, but worse.  large maps favor the defenders.

CTF is different.  Neither team may cap much - but they both have the same conditions and same goal.  No unbalance.

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25 minutes ago, wolverine848 said:

It's similar to Assault on Highways, but worse.  large maps favor the defenders.

Berlin isn't similar to Highways, it's waay more worse.. In Highways you can move from the ground under the bridges, and you can capture the flag way easier. But in Berlin you have to cross over the crowded heathland of enemies

VoYwboh.jpg

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8 hours ago, Tanker-Arthur said:

Well, the game's gone full-circle.

Gauss is OP because it's just too strong. 

Magnum is OP because you can abuse the quick reload of the Mk7 and 8 versions.

Shaft is OP because it does too much excess damage on it's sniping damage.

 

And now Railgun is OP because half of it's shots can pierce through Railgun Modules, as well as do massive damage.

 

Congratulations, all four long-range turrets are OP compared to the other 10 turrets. (Gauss is still King, however)

 

Actually Gauss is kinda trash in its sniping mode because the radius got cut down to the radius of 3. 

Edited by MysticBlood
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Just now, MysticBlood said:

Actually Gauss is kinda trash in its sniping mode because the radius got cut down to the radius of 3. 

Yeah, but it's just the radius.


Meaning against groups of enemies, it's nerfed....

But its still strong enough to outclass a Thunder, Striker, and maybe Shaft in a 1v1....

Along with every other turret with limited range.

 

Nothing about the actual damage and reload and aim time is changed, so Gauss is still OP in 1v1 scenarios and such. It's still the same as before, but it's just not as good at team-wiping entire teams.

Edited by Tanker-Arthur
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Ops now I noticed that the splash damage now for Gauss is between 1 to 6m radius.  When I see these nerfs I just wonder about one question ! why this direct nerf? why they did that suddenly ! why it is not a reworking or some balance buffs/nerfs or a slight nerfs, why it's really huge nerf ?? ! 

That's just indicate directly that the developers buffed Gauss intentionally villainy for two years with the disgusting 20m radius, and they now just decided to balance it directly as they know from the past it's OP and not a reasonable ever a 20m radius

Disgusting situation of the game???

Edited by asem.harbi
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Just now, asem.harbi said:

Ops now I noticed that the splash damage now for Gauss is between 1 to 6m radius.  When I see these nerfs I just wonder about one question ! why this direct nerf? why they did that suddenly ! why it is not a reworking or some balance buffs/nerfs or a slight nerfs, why it's really huge nerf ?? ! 

 

Doesn't matter, Gauss is still the most OP turret.


You see, it still can wipe out it's enemies fairly easily. None of the actual damage or reload was nerfed. At all.

it just makes it less powerful in modes like Siege, CP, and attackers in ASL, but it's still a killer turret that can win in most 1v1 situations, provided it keeps a medium range.

ACTUALLY, GAUSS may be STRONGER THAN BEFORE. It can now shoot enemies at closer distances without risking self-damage!!!!

Edited by Tanker-Arthur
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12 minutes ago, Tanker-Arthur said:

ACTUALLY, GAUSS may be STRONGER THAN BEFORE. It can now shoot enemies at closer distances without risking self-damage!!!!

Having a large and potent splash damage radius is infinitely more practical for a ranged turret like Gauss. The fact that Gausses had to risk self-destruction at a seemingly far distance away from the target being sniped shows how broken the splash damage distribution was before. 

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Just now, TheCongoSpider said:

Having a large and potent splash damage radius is infinitely more practical for a ranged turret like Gauss. The fact that Gausses had to risk self-destruction at a seemingly far distance away from the target being sniped shows how broken the splash damage distribution was before. 

True..

But honestly, now that Gausses can get closer a bit, they have a larger window to ram enemy Strikers and Magnums and force the turrets to self-destruct.

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2 hours ago, asem.harbi said:

Berlin isn't similar to Highways, it's waay more worse.. In Highways you can move from the ground under the bridges, and you can capture the flag way easier. But in Berlin you have to cross over the crowded heathland of enemies

VoYwboh.jpg

I did say "similar, but worse".   The similarity is size of the map.  Both have cover.  Berlin happens to be larger, so takes longer to drive there and possibly fail.   Like I said - large maps favor the defender since "attacker" wastes a lot of time driving.

Large maps should reward more points for a cap.  A lot more points.

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11 minutes ago, Tanker-Arthur said:

Doesn't matter, Gauss is still the most OP turret.

Now Magnum is the most OP turret definitely, as the Gauss had a nerf on the splash-radius. But Magnum still have 20m radius

12 minutes ago, Tanker-Arthur said:

ACTUALLY, GAUSS may be STRONGER THAN BEFORE. It can now shoot enemies at closer distances without risking self-damage!!!!

For sure No, the splash-damage is always advantage except if it was for 1m radius like the farce Twins, here it's a disadvantage.  Don't you remember how Gauss was capable of sniping 8 enemies under Titan's dome with Hornet OD! and you still think the nerfed in splash-damage is a disadvantage ?

Animated GIF

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12 hours ago, wolverine848 said:

Disagree.

In Berlin Assault you have a long way to go to reach your objective.  Too much travelling time, and wasted if killed 3/4 of the way there.  In that map there are enough defenders to cover the cap-point AND spread out to kill enemies mid-way.  Attackers get no points for killing those mid-fielders but defenders do.  It's similar to Assault on Highways, but worse.  large maps favor the defenders.

CTF is different.  Neither team may cap much - but they both have the same conditions and same goal.  No unbalance.

When I play Berlin CTF, my team either never defends, or goes for the attack, and die midway. I gave up on this map except CP. If I see Berlin, I usually insta-leave.

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@asem.harbi, looks like you were right. Gauss is HORRIBLE now.

 

I was on my Gauss account and it looks like they completely removed all of Gauss' damage as well.

Changes I noticed:

  • All damage reduced by 100%

 

 

 

 

 

 

Spoiler

Just kidding lol. I joined a battle and the no-damage glitch happened. I'll record some proper gameplay of new Gauss soon.

 

Edited by Tanker-Arthur
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10 hours ago, yellowghetto said:

When I play Berlin CTF, my team either never defends, or goes for the attack, and die midway. I gave up on this map except CP. If I see Berlin, I usually insta-leave.

Well, that's your team.  At least with CTF each team has the same goal.  That part of the battle is balanced.

But really, for maps that size more time is needed.  Those battles should be 10 min long.

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29 minutes ago, wolverine848 said:

Well, that's your team.  At least with CTF each team has the same goal.  That part of the battle is balanced.

But really, for maps that size more time is needed.  Those battles should be 10 min long.

No, playing a 7-min CTF/RGB in big map is exciting.  Defenders get more time and space to chase the carrier, thus making the game closer and more intense.

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