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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  

621 members have voted

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

    • Love It
      54
    • Satisfied
      132
    • On Edge
      264
    • 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
      74
    • Freeze
      65
    • Isida
      27
    • Hammer
      82
    • Twins
      31
    • Ricochet
      60
    • Smoky
      59
    • Striker
      66
    • Vulcan
      137
    • Thunder
      54
    • Railgun
      81
    • Magnum
      96
    • Gauss
      161
    • Shaft
      77
    • Tesla
      94
    • Scorpion
      48
  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
      48
    • Dictator
      38
    • Ares
      64
    • Titan
      47
    • Mammoth
      22
    • Hopper
      132
    • Crusader
      55
    • Paladin
      105


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4 hours ago, asem.harbi said:

The journey to legend is too long. 

I reckon if i wanted to i could go from recruit to legend in 1 month, way quicker if i discarded my brain and bought from the shop and got loads of augments.

Without buying and playing about 3/4 hrs day i reckon 6 weeks, tops.

Getting to legend is not hard. Getting to legend with a 9999 G/S is the hard part unless your a brainless buyer.

Legend rank like the gizmo before it should mean something, it should be a achievement which SHOULD take at least 1 year to get to with a good reward for doing so.

Legend rank means nothing now, the developers devalued it's status along with just about everything else for the OP trash gimmicks we now see. 

A great game that turned to rat #### as soon as the developers started to introduce the OP buyer only trash that most players don't want.

The journey to legend is not long, just a boring grind with scant rewards, and since the latest update the developers have robbed players of even earning a few thousand crystals, which at least was something (not much though) to look forward to when you did rank. Sorry @asem.harbi but you got this one wrong.

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4 hours ago, Matt_Black said:

The way it's going now is like rolling a turd in glitter and calling it a jewel. It might look good on the outside but it's still a turd.

What a very fitting analogy, BRAVO. 

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29 minutes ago, YANUKFIN said:

I reckon if i wanted to i could go from recruit to legend in 1 month, way quicker if i discarded my brain and bought from the shop and got loads of augments.

Without buying and playing about 3/4 hrs day i reckon 6 weeks, tops.

Getting to legend is not hard. Getting to legend with a 9999 G/S is the hard part unless your a brainless buyer.

Legend rank like the gizmo before it should mean something, it should be a achievement which SHOULD take at least 1 year to get to with a good reward for doing so.

Legend rank means nothing now, the developers devalued it's status along with just about everything else for the OP trash gimmicks we now see. 

A great game that turned to rat #### as soon as the developers started to introduce the OP buyer only trash that most players don't want.

The journey to legend is not long, just a boring grind with scant rewards, and since the latest update the developers have robbed players of even earning a few thousand crystals, which at least was something (not much though) to look forward to when you did rank. Sorry @asem.harbi but you got this one wrong.

I don't like the xp boost, and I don't want to go from recruit to legend in one month.  But I see players nowadays aren't interested in taking it. With a small playerbase, playing for 50 hours to reach WO1? With M0 equipment before they have any upgrades? In the old system.  Seems repellent for new players.

1 hour ago, wolverine848 said:

Player is "very small" partly because new players don't stick around.  The boost has been around for quite some time.  They are not leaving because progress is too slow.  They are leaving for other reasons.

They will even leave more quickly if xp rate was like the old one. From recruit to master-sergeant 20,000 xp? And they still very new, seems huge with the old system.  Reasons are cumulative. But XP boost is one of the solutions.

4 hours ago, Matt_Black said:

Rank everyone up 3 times faster

The xp boost is around x6 times faster

Edited by asem.harbi

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Just came to comment on the mine situation... so there are 2 drones that affect your mines. The "Miner" defense drone that allows your mines to be active even after you get destroyed. And the "Saboteur" defense drone that when you place a mine, it adds other mines in the area, like a cluster of mines. Firstly, you can have only one drone right? So how are there people that fill the field with mines, even when you destroy them, they are still active? There's no way they putting down that many 1 by 1. 

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1 hour ago, Generalissimo said:

Just came to comment on the mine situation... so there are 2 drones that affect your mines. The "Miner" defense drone that allows your mines to be active even after you get destroyed. And the "Saboteur" defense drone that when you place a mine, it adds other mines in the area, like a cluster of mines. Firstly, you can have only one drone right? So how are there people that fill the field with mines, even when you destroy them, they are still active? There's no way they putting down that many 1 by 1. 

Miner drone allows the cooldown of mines to be reduced when manually activating supplies or picking up drop boxes. A Miner that manually activates their supplies in optimum order can place around 10 mines per minute. This is assuming it is not Interrupted by enemies during the creation of the minefield. If there is a player on your team using Supplier drone, they can assist the Miner user in decreasing their cooldown on mines. 

 

Sabotuer can place a ring of mines every 35 seconds approximately. When you join a battle you can place your first ring immediately and the next one 35 seconds later. If you leave a Saboteur player alone they can make around 5 rings in just over 2 minutes. If you see some mines are still staying after the death of these players then there could be multiple of them on a team. 

 

Look at the pattern of the mines that are laid. If they are in wide rings like these, they are from a Saboteur drone.

 

Screenshot-2022-01-06-00-53-40-492-com-t 

 

These are from a Miner drone. As you can see, they are littered disorderly around the base. 

 

Screenshot-2022-01-29-12-45-02-142-com-t 

Edited by TheCongoSpider
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4 hours ago, Generalissimo said:

Just came to comment on the mine situation... so there are 2 drones that affect your mines. The "Miner" defense drone that allows your mines to be active even after you get destroyed. And the "Saboteur" defense drone that when you place a mine, it adds other mines in the area, like a cluster of mines. Firstly, you can have only one drone right? So how are there people that fill the field with mines, even when you destroy them, they are still active? There's no way they putting down that many 1 by 1. 

Miner speeds up your mine cooldown by a lot, and also your mine cooldown will be re-set after activating any supply - or after running over any on-map supply. So you can generate a loooot of mines with it these days - and when maxed out it retains up to 100 after death. So it is very possible to lay a huge amount of mines with Miner. Personally, I think that the Miner drone is superior to Saboteur these days.

If you want to counter a Miner user, try using Hunter or Paladin - the Jammer effect from their overdrives will disable their drone, and when you kill them the mines will be destroyed. However, they can counter this by using Jammer immunity. In that case, you will need to kill them twice within 30 seconds (although they can "counter" this by staying in the garage for this time or on pause - this should certainly be fixed). If they are forced to equip Jammer immunity, then they have at least been forced to equip what is the weakest immunity augment, overall - and you could then equip an augment or turret with a different status effect.

EDIT: And CongoSpider also gave a more interesting answer when I was typing this :P

Edited by DestrotankAI9
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On 2/4/2022 at 6:53 PM, DestrotankAI9 said:

this should certainly be fixed

No.

They shafted all those drone users by making the mines disappear.  That's totally against why the drone was created and why players bought it.

 

On a side note can't find a single decent CTF battle.  Every single one of them is already 2-0 (or much worse) when I get placed there.

And guess which hull is doing all the capping... 

Edited by frederik123456
Please refrain from using inappropriate language.
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On 2/5/2022 at 3:13 AM, wolverine848 said:

No.

They shafted all those drone users by making the mines disappear.  That's totally against why the drone was created and why players bought it.

That's a fair point, I also dislike that Jammer totally destroys miner drone, and also severely interferes with some other drones - while having little or no effect on others. But Miner is surely hit the hardest of all by Jammer. I do think it is rather awkward that you have to do something like sitting on pause or in the garage for 20 seconds to counter it though, certainly way to "get around" the problem with Jammer.

The other solution is to wear Jammer immunity when you are using this drone (if you have it). Does mean you have no options to counter other status effects, but you won't have to worry about Jammer destroying all your mines. I don't have a well upgraded miner drone on my main account - but that is what I do on alt accounts that use it.

If I see a miner drone user causing problems these days, I very often equip either Hunter or Paladin and proceed to ruin their day by killing them while under Jammer effect. Feel kind of bad for doing it (because I agree it shouldn't really be possible), but certainly works to clear out the mines lol.

Edited by DestrotankAI9
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5 minutes ago, Incorp said:

Just asking, but why does my ideas always take like 17 to 20 hours for a mod to give it a status and unhide it? Just curious 

We acknowledge the Idea, discuss the best possible solution for it, try to look for any duplicates in the past, and then officiate it.

Sometimes, none of the curators may be available at the moment, so it may take some time

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Just now, NikmanGT said:

We acknowledge the Idea, discuss the best possible solution for it, try to look for any duplicates in the past, and then officiate it.

Sometimes, none of the curators may be available at the moment, so it may take some time

Wow! A lot of work. Well, no problem! :)

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4 hours ago, Incorp said:

Just asking, but why does my ideas always take like 17 to 20 hours for a mod to give it a status and unhide it? Just curious 

It used to take up to a month sometimes ?

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On 2/3/2022 at 6:14 PM, 2shots2kills said:

Back in the day, it took ages to reach the Marshal Rank (which was the top one). Now, imo, the road to Legend is way too fast. 

Low rank gameplay is the best and most relaxing, with few p2w augments and overpowered equipment.

By ranking up too fast, players are going to be facing 9999 p2w tankers with full status augments, while they are stuck in the 7k GS (or even less if they have purchased a lot of equipment) and no drones.

What would such players do? A: quit the game; B: create a new account to start again at low ranks, C: buy to try and compete against OP tankers, just to discover that even paying is useless.

Most of them will quit, and luckly only a few will waste money in this sinkhole of a game. 

Well said. Getting to the high ranks was a job that took a lot of work. You bring over all the experience and skills you gained in the early ranks and throughout your entire career but nowadays it's not really needed. Reaching the high ranks doesn't feel like an achievement anymore. On my first and main account, it took me years to get to the top ranks and it actually meant a lot to me. It's your time to shine and beat those that who have trained to be the best as the years go on. It feels like a long journey and story which you're building as you go on.

However, with my second account, it took a lot less time to be thrown into the Legend ranks and I was out there fighting with an average GS of 6.3k. Now on my second account my average GS is 7.4k. I find it so difficult to get to the level of the 9999 GS players because I don't retreat to the shop every time I lose a game. What makes it feel worse is that these 9999 GS players don't even have the skills you once needed to be the best of the rest. You're literally ranking up every week or every other week - What's the point? I won't ever forget my final rank ups on my first account. Gathering all your friends together, having a huge party and reaching the goal you've been working towards for years. 

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3 hours ago, Russty said:

Well said. Getting to the high ranks was a job that took a lot of work. You bring over all the experience and skills you gained in the early ranks and throughout your entire career but nowadays it's not really needed. Reaching the high ranks doesn't feel like an achievement anymore. On my first and main account, it took me years to get to the top ranks and it actually meant a lot to me. It's your time to shine and beat those that who have trained to be the best as the years go on. It feels like a long journey and story which you're building as you go on.

However, with my second account, it took a lot less time to be thrown into the Legend ranks and I was out there fighting with an average GS of 6.3k. Now on my second account my average GS is 7.4k. I find it so difficult to get to the level of the 9999 GS players because I don't retreat to the shop every time I lose a game. What makes it feel worse is that these 9999 GS players don't even have the skills you once needed to be the best of the rest. You're literally ranking up every week or every other week - What's the point? I won't ever forget my final rank ups on my first account. Gathering all your friends together, having a huge party and reaching the goal you've been working towards for years. 

I was against hovering hulls and against many assistants in mobile version. But XP Boost, nope. I saw it as a very important decision. I believe there is no one interested in taking this journey.  I strongly believe this XP Boost help Tanki to gather more new players more than the double compared to old XP rate.

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47 minutes ago, asem.harbi said:

I was against hovering hulls and against many assistants in mobile version. But XP Boost, nope. I saw it as a very important decision. I believe there is no one interested in taking this journey.  I strongly believe this XP Boost help Tanki to gather more new players more than the double compared to old XP rate.

Having fast XP boosted experience punishes lower ranked players that don't have proper equipment. Even if they did buy, it would be rendered meaningless since the players they might face have max mk 7 equipment.

Edited by MysticBlood
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2 hours ago, asem.harbi said:

I was against hovering hulls and against many assistants in mobile version. But XP Boost, nope. I saw it as a very important decision. I believe there is no one interested in taking this journey.  I strongly believe this XP Boost help Tanki to gather more new players more than the double compared to old XP rate.

It all depends on the Journey, not on the destination itself.

Before, we had to unlock Turrets by ranking up (Thunder WO1, Freeze WO2, Ricochet WO3...) we had the old M0-1-2-3 system (with dedicated Skins), we had unique garage Paints with their own protection and unlock system, and we had Maps that were unlocked by Ranking Up (yes, some maps were not available to lower ranks)

There was an actual sense of progression, rank meant something, and it was awesome seeing your progress towards the ultimate goal.

 

Now, Tanki has lost all of its soul, everything has been dumbed down to the lowest possibile level, both the gameplay and the game itself. 

Turrets and Hulls are (almost) all immediately available or found in containers, there is only one skin for Mk level, there are countless paints with 0 meaning behind them (most of them do not even have a description), there is no sense of progress or improvement. 

I don't blame new Players that get bored easily, the boosted experience is now mandatory due to the game being soulless, and, at the same time, its harmful to those players and to the game itself.

There is nothing we can do, Tanki has been destroyed through the years and that's a fact. 

Edited by 2shots2kills
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2 hours ago, MysticBlood said:

Even if they did it for that, wouldnt that be pointless since buyers of lower ranks also got nerfed hard due to the mk system? To me exp boost just made it worse for lower ranks if they were buyers or not. Thus also causing wide rank spreads. So buyer or not, it mostly punished lower ranks.  

If the buyers keep ranking up, then they would be forced to keep buying in order to have the constant upper hand over the f2p players. The recent changes to containers I think would further solidify this theory.

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9 hours ago, 2shots2kills said:

Before, we had to unlock Turrets by ranking up (Thunder WO1, Freeze WO2, Ricochet WO3...) we had the old M0-1-2-3 system (with dedicated Skins), we had unique garage Paints with their own protection and unlock system, and we had Maps that were unlocked by Ranking Up (yes, some maps were not available to lower ranks)

 

As I said in previous page, ranking to WO1 with 50+ hours with no upgrades is a very boring and repellent for new players, so I think the Mk system is good at this point (I changed my opinion from this post on about Mk conversion).  Agree with you for the rest of your post, from some months I'm thinking suggesting and idea about increasing the rank limits about many things, and making some turrets like Shaft don't unlock before WO4.

10 hours ago, MysticBlood said:

Even if they did it for that, wouldnt that be pointless since buyers of lower ranks also got nerfed hard due to the mk system? To me exp boost just made it worse for lower ranks if they were buyers or not. Thus also causing wide rank spreads. So buyer or not, it mostly punished lower ranks.  

No there are drones like Crisis unlocks from the first ranks for buyers. And turret and hull augments are unlocked from recruit also for buyers.  Buyers haven't affected by anyway from XP Boost, except in-game experience (skills), which isn't the biggest factor nowadays. Non-buyers have affected way more from this.

Edited by asem.harbi

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1 hour ago, asem.harbi said:

As I said in previous page, ranking to WO1 with 50+ hours with no upgrades is a very boring and repellent for new players

So you say.  I don't believe this.

Wasn't boring for me when I had the "slower" rank system.

And... the rapid exp boost is not working like you say it is.  The game is not retaining new players.  They have probably quit out of frustration because they were thrown into the shark tank before they were ready.

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That is a major issue I believe, which happened with the XP boost, you rankup too quickly, now this may sound good for players already at Legend rank since they don't have anything new to face, but this is a disadvantage for low ranks players. Your speed of ranking up will be too fast in comparison to upgrading your equipment. Hence, players face issue with dealing with new and High ranks players at first due to the lack of proper enhancement of your turret and hull.

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4 hours ago, asem.harbi said:

No there are drones like Crisis unlocks from the first ranks for buyers. And turret and hull augments are unlocked from recruit also for buyers.  Buyers haven't affected by anyway from XP Boost, except in-game experience (skills), which isn't the biggest factor nowadays. Non-buyers have affected way more from this.

Even if low ranked buyers are able to get status augments and even have crisis as a possibility or Armadillo, they would only be able to max according to their ranks due to restrictions from the mk system. As I said before, low ranked buyers or not they are punished by higher ranks that have maxed gear score due to EXP Boost. Plus the recent container nerf wouldn't even be worth buying for even buyers knowing how the rewards odds are worse. 

Edited by MysticBlood
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9 hours ago, NikmanGT said:

That is a major issue I believe, which happened with the XP boost, you rankup too quickly, now this may sound good for players already at Legend rank since they don't have anything new to face, but this is a disadvantage for low ranks players. Your speed of ranking up will be too fast in comparison to upgrading your equipment. Hence, players face issue with dealing with new and High ranks players at first due to the lack of proper enhancement of your turret and hull.

Add "in comparison to skills" to that.

A lot of people underestimate the value of in-game experience, where you perfect movement (including turret), map knowledge, and how to best use the equipment you have.

The experience boost minimizes all of the above and places a tanker in situations they are not ready for.

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47 minutes ago, wolverine848 said:

Add "in comparison to skills" to that.

A lot of people underestimate the value of in-game experience, where you perfect movement (including turret), map knowledge, and how to best use the equipment you have.

The experience boost minimizes all of the above and places a tanker in situations they are not ready for.

I highly agree with that, in old times when you finally reach the High ranks (Not talking about Generalissimo but even Marshal), that meant a lot. You knew your map perfectly, how to take the perfect combo, the best tactics and the right experience for it. Now I see people at Legend ranks at either 7k GS playing properly but not able to take kills due to their low equipment meaning they ranked up too quickly while some people with Max GS crisis not turning their turret. 

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UPDATED LIST  (28/01/20022)

 

With 30 units of additional damage enhancement:

 

 

Tesla:

  • AP Tesla will be able to kill a light hull that has DA with ball + chain lightning strike. 

 

Hammer:

  • Blunderbuss will start one-shotting heavy hulls
  • AP Hammer will require only one shot to finish medium hulls after it APs them
  • It will require fewer pellets to one-shot a light hull and two-shot heavy hulls
  • Will start one-shotting unprotected heavy hulls with Viking's Overdrive

 

Ricochet:

  • Will need 1 fewer shot to kill unprotected medium hulls. 

 

 

Thunder:

  • The range at which Sledgehammer Rounds 2-shots unprotected medium hulls is doubled.
  • Will start one-shotting unprotected medium hulls with Viking's Overdrive 

 

 

Smoky:

  • Will require at least one fewer shot to kill all hulls that have DA
  • Supercumulative Rounds critical hits will start one-shotting unprotected light hulls
  • High-Precision Aiming System critical hits will start one-shotting unprotected light hulls
  • Critical hits will start one-shotting unprotected medium hulls with Viking's Overdrive

 

 

Striker: 

  • Will start one-shotting unprotected light hulls
  • Will kill heavy hulls that have DA with a salvo
  • Uranium will start one-shotting medium hulls
  • The range at which RRE will give 1,500 splash damage is increased to ~5.5 metres (out of 8)

 

 

Railgun:

  • Will start one-shotting unprotected medium hulls with the critical hit
  • Will start 2-shotting unprotected medium hulls with the normal damage
  • Round Stabilisation and AP Railgun will start one-shotting unprotected light hulls
  • AP Railgun will require one fewer shot to kill all hulls on average

 

 

Gauss: 

  • Will start 2-shotting unprotected medium hulls with the acrade shot
  • Will start one-shotting unprotected medium hulls with the arcade critical hit
  • Range of fatal splash damage for unprotected medium hulls increased from 2m to 12m
  • AP and EMP Gauss will start 2-shotting unprotected heavy hulls with salvo + arcade shot

 

 

Shaft:

  • Will start 2-shotting unprotected medium hulls with the arcade shot
  • Will start one-shotting unprotected medium hulls with the minimum sniping damage
  • Will be able to kill heavy hills with DA with arcade + fully charged sniping shot

 

 

Adrenaline:

  • Thunder will start one-shotting unprotected light hulls at 49% HP
  • Vulcan will reach 2,000 DPS at 40% HP
  • Tesla will start one-shotting unprotected light hulls at 56% HP
  • Shaft will start one-shotting heavy hulls with DA with a fully charged sniping shot at 58% HP
  • Ricochet will start taking one fewer shot to kill light and medium hulls with DA at 85% HP
  • Smoky will start one-shotting unprotected light hulls with the critical hit at 83% HP

 

Edited by TheCongoSpider
Added more interaction changes with Adrenaline that were less noticeable before but still occur near or above half HP.
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