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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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1 hour ago, LambSauce said:

Instead they shifted all their focus to adding crappy P2W nonsense to TO and seemingly learn NOTHING from the successful and well-received innovations of TX.

Well, TX made no revenue for them, and it was on life support for most of its lifetime.

It seems like they DID learn something from this, that's why they went into 100% P2W... they saw that cosmetics alone bring no profit.

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32 minutes ago, 2shots2kills said:

It seems like they DID learn something from this, that's why they went into 100% P2W... they saw that cosmetics alone bring no profit.

They seemed to learn nothing gameplay-wise.

The thing is, Alternativa ARE making a hefty profit from TO, even as were are communicating on this forum.

That begs the question, why is development so painfully and pathetically slow?

Is it because of the dev team size?    I highly doubt it. The whole TX team moved to TO, supposedly to speed up development of the latter.

Is it because the dev team are simply too lazy?    I doubt that too. The Vlogs make a point to show the whole team "hard at work". Whether that is completely true or not, I cannot judge.

So at this point, my only conclusion is that there must be something else behind the scenes, something which is hindering development progress significantly. Could that be some sort of money laundering business? Who knows... I wouldn't put it past them but that is of course nothing more than mere speculation at this point.

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54 minutes ago, LambSauce said:

Is it because of the dev team size?    I highly doubt it. The whole TX team moved to TO, supposedly to speed up development of the latter.

Agreed. Plus another thing to consider is if its so small then how or why are they going out of their way to use up their time, effort, and resources to implement changes that nobody even asks for? Shouldn't they focus on more important developments?

So this means that the claim that "the dev team is small" doesn't hold water.

1 hour ago, LambSauce said:

Is it because the dev team are simply too lazy?    I doubt that too. The Vlogs make a point to show the whole team "hard at work". Whether that is completely true or not, I cannot judge.

At this rate, a lazy dev team would do so much better.

1 hour ago, LambSauce said:

So at this point, my only conclusion is that there must be something else behind the scenes, something which is hindering development progress significantly. Could that be some sort of money laundering business? Who knows... I wouldn't put it past them but that is of course nothing more than mere speculation at this point.

Correct, the majority of the changes over the years were simply ways for devs to increase their revenue. Even ridiculous changes.

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3 hours ago, Rutgers said:

Most games in MM are decided within the first 30 seconds. One reason for this is due to the groups of 4 with 9999 GS absolutely pounding the imbalanced enemy team. We know it when we see them. Usually the first ones to load in, and have the pricey augments. Now I'm not saying groups shouldn't be allowed in the game but, in my experience, the teams that have to fight these groups are not only very likely to lose, but lose by a landslide. This is because the disparity in power is just too great. Usually their GS is too underwhelming.

 

And if the team I'm given doesn't want to put any effort into the game, and/or is ill-prepared to handle these groups, then why should I? ?‍♂️

Groups should only fight other groups.

They say this is true but in-battle evidence suggests it is NOT true.

They could prove it by tagging groups just like they tag clans.  But they refuse.

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9 minutes ago, wolverine848 said:

Groups should only fight other groups.

They say this is true but in-battle evidence suggests it is NOT true.

They could prove it by tagging groups just like they tag clans.  But they refuse.

I believe this might make MM having long queues and can't seem to think how will this work out. For let's say 4v4 groups are tagged together, they can only fight in sandbox or any small maps, not other maps as long and medium maps would be boring as it will be clan fighting clan in a sole map just like you said. It would be more chaotic & boring if the group is 3v3 or 2v2. I thought about this a lot, but I fear this can't be changed.

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18 minutes ago, NikmanGT said:

I believe this might make MM having long queues and can't seem to think how will this work out. For let's say 4v4 groups are tagged together, they can only fight in sandbox or any small maps, not other maps as long and medium maps would be boring as it will be clan fighting clan in a sole map just like you said. It would be more chaotic & boring if the group is 3v3 or 2v2. I thought about this a lot, but I fear this can't be changed.

So what if their queues get longer - that's the price they pay to play on same team.  No one is forcing them to choose that.

What we have now - status quo - is NOT working.  This is why so many players leave battles and why so many battles are just utter crap.  Every time I see clan tags on the other team I exit.  and every time MM places me on the losing team because players exited a battle due to groups/clans I exit.

Chaotic and boring for whom?  The groups?  TO obviously doesnt care about the average player who does not regularly play in groups.

well guess what - Tanki will continue to lose players every month because the battle experience is awful

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On 2/3/2022 at 10:14 AM, 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. 

I don't know man. I created several new accounts to test progression in this game, BEFORE THE CONTAINERS UPDATE.

My 100% F2P alts, (currently of writing this post). 

@yellowghetto2 Reached Legend at 9.2K GS, and

@yellowghetto3 Currently at Lieutenant Colonel at 7.1K GS. Which is better than many Legends I see today in matches.

I thought the progression was pretty fair. Playing just a couple matches a day for daily shards, and free Conts. Now, I understand if people have lower GS because of the nuke to Containers, but before, it wasn't totally unfair, and that difficult to reach high GS as a f2p. 

If anyone is wondering, the only account I have spent money on is my MAIN account, which is the one I am writing this post on.

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29 minutes ago, yellowghetto said:

I don't know man. I created several new accounts to test progression in this game, BEFORE THE CONTAINERS UPDATE.

My 100% F2P alts, (currently of writing this post). 

@yellowghetto2 Reached Legend at 9.2K GS, and

@yellowghetto3 Currently at Lieutenant Colonel at 7.1K GS. Which is better than many Legends I see today in matches.

I thought the progression was pretty fair. Playing just a couple matches a day for daily shards, and free Conts. Now, I understand if people have lower GS because of the nuke to Containers, but before, it wasn't totally unfair, and that difficult to reach high GS as a f2p. 

If anyone is wondering, the only account I have spent money on is my MAIN account, which is the one I am writing this post on.

Yep, I did the same with a couple of F2P accounts and I was doing great, but you see, we are experienced players. I came up on top of the leaderboard in basically every single game, and with a good margin. I bought only one combo per account and maxed out Brutus as soon as possibile.

But we should consider the matter when thinking of a new Player who makes mistakes and does not play that well. He will most likely struggle. (and now, with the rank up and container update, it will be even harder for them)

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37 minutes ago, 2shots2kills said:

Yep, I did the same with a couple of F2P accounts and I was doing great, but you see, we are experienced players. I came up on top of the leaderboard in basically every single game, and with a good margin. I bought only one combo per account and maxed out Brutus as soon as possibile.

But we should consider the matter when thinking of a new Player who makes mistakes and does not play that well. He will most likely struggle. (and now, with the rank up and container update, it will be even harder for them)

Ig you do have a point about the experienced part. 

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18 hours ago, frederik123456 said:

I do not think that would have helped much. Once the score is 0:4 It would be very hard to turn it around, regardless the flag limit.

The problem with CTF is a serious one and should not be overlooked by developers.

theres is no problem with ctf the problems are: paladins and status effects

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3 minutes ago, Poeiaah said:

theres is no problem with ctf the problems are: paladins and status effects

There ARE problems with all the cap battle-modes.  Have you not been reading posts?

Teams are able to cap before enemy opposition has loaded = NO DEFENDERS.

You don't think that is an issue?

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52 minutes ago, wolverine848 said:

There ARE problems with all the cap battle-modes.  Have you not been reading posts?

Teams are able to cap before enemy opposition has loaded = NO DEFENDERS.

You don't think that is an issue?

if you call this a issue then you have to mention all modes

 

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2 hours ago, Poeiaah said:

if you call this a issue then you have to mention all modes

 

All modes dont have the same goals do they?

If opposition has not loaded in TDM, the other team isn't getting free kills, are they?

And though Paladins are still OP in other modes, the degree of OP-ness is not as great in the other modes as it is in CAP modes.

 

But we agree on one thing - Paladins need to be nerfed.

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On 2/8/2022 at 1:55 AM, wolverine848 said:

But we agree on one thing - Paladins need to be nerfed.

Into the ground topped with a layer of concrete on top.

Now that's what i call a good UPDATE. 

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On 2/6/2022 at 6:14 PM, Rutgers said:

Most games in MM are decided within the first 30 seconds. One reason for this is due to the groups of 4 with 9999 GS absolutely pounding the imbalanced enemy team. We know it when we see them. Usually the first ones to load in, and have the pricey augments. Now I'm not saying groups shouldn't be allowed in the game but, in my experience, the teams that have to fight these groups are not only very likely to lose, but lose by a landslide. This is because the disparity in power is just too great. Usually their GS is too underwhelming.

 

And if the team I'm given doesn't want to put any effort into the game, and/or is ill-prepared to handle these groups, then why should I? ?‍♂️

It is important to recognize this early on. The first thing you should do is check the team composition. If the group is on the other side, I'll say 'Hi' and 'Bye'. Of course, if they are on your side,  you probably won't get top 3 but you will have an easier time conserving your resources. One thing I noticed is that even if you have two powerful groups in the battle, once a side gets on top, the other side will fold. Even p2w don't like getting owned. 

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8 minutes ago, NooNooHead said:

It is important to recognize this early on. The first thing you should do is check the team composition. If the group is on the other side, I'll say 'Hi' and 'Bye'. Of course, if they are on your side,  you probably won't get top 3 but you will have an easier time conserving your resources. One thing I noticed is that even if you have two powerful groups in the battle, once a side gets on top, the other side will fold. Even p2w don't like getting owned. 

This is actually more evident now since the YT event started, earlier there were some moments with me when my team won against even 9999GS groups (We were not 9999 ourselves) which sometimes motivates me to stay in the battle, but now everyone is in rush of stars, so it's quite bad seeing groups of 9999 being OP everywhere. I experienced that myself when I paired up with a couple of my max GS friends, and we straight away won 7 battles and most battles were less than 3 min short.

To overcome this, I am currently switching between gamemodes alternatively to not come across 9999 groups all the time.

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On 2/6/2022 at 12:16 AM, 2shots2kills said:

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. 

I've never really thought about the soul of the game but when I look back at the past and compare it to the current game, it's evident that the soul really was sucked out of the game. Watching its downfall has been sad, but they brought the failure upon themselves. 

This game has always had a special place in my heart and I always hoped for the end of Tanki to be far, far away. However, now I'm thinking that they should just end it before it gets even sadder. If only new developers could take over and 'reboot' the game. 

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11 minutes ago, x_Sorinel_x said:

I instant "run" when I see this players in my team... I hope Tanki will delete the K/D in players profile. K/D is not important noobs. Many battles (most are CTF) I just run to get flag. Many many many times I'm in first 3 in winning team. But, kills about 5-6. Deaths ? Maybe 15-16.

Camp at 0-0 ? Ok. But, I was in some battles, enemy ahed with 2 flags (10-11 minutes left). What some noob players did in my team ? Just camped like stupids. Instant "run" from battle... My team ahead, you can camp. Enemy team ahead, stop camping and rush to get the flag.

I think kd is an important stat for those that are competitive. However, I see people with high KD but only is abusing one game mode or 2 modes which really means nothing in my opinion. If you can play any objective well,  be great at teamwork, and KD above 1 that's what I call a skillful player. (Very versatile in any mode.) If your a healer and kd above .80 its not bad either if you are  just a support type player.

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I feel like Freeze need a balance between crit damage and regular damage. The 3x difference is a huge, they have to make their numbers closer.  Now Freeze is doing unconstant damage, you see your health drain with a certain rate, then suddenly a huge chunk of your health get swallowed.  It make the game more scattered, and don't tell you when you have to use RK exactly.

I think the old random damage system was WAY better than the current farce we see.  They said they don't want more RNG in this, and they gave us the two most horriblic thing, freeze and mine crits.

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14 hours ago, MysticBlood said:

I think kd is an important stat for those that are competitive. However, I see people with high KD but only is abusing one game mode or 2 modes which really means nothing in my opinion. If you can play any objective well,  be great at teamwork, and KD above 1 that's what I call a skillful player. (Very versatile in any mode.) If your a healer and kd above .80 its not bad either if you are  just a support type player.

1) KD means nothing at all because it is so easy to pad.

2) You think healers should have a KD near 1 and that above 0.80 is ... not bad?

3) Cappers might have a very low KD.  Maybe 0.5 or 0.3 ... because they are busy completing the battle-mode requirements and don't even try to kill other tanks.  They may fail 10 ties, but their 3 successful attempts could easily be the difference between winning an losing.

 

TLDR ... KD is in no way an accurate measure of a tankers ability.

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19 minutes ago, wolverine848 said:

1) KD means nothing at all because it is so easy to pad.

2) You think healers should have a KD near 1 and that above 0.80 is ... not bad?

3) Cappers might have a very low KD.  Maybe 0.5 or 0.3 ... because they are busy completing the battle-mode requirements and don't even try to kill other tanks.  They may fail 10 ties, but their 3 successful attempts could easily be the difference between winning an losing.

 

TLDR ... KD is in no way an accurate measure of a tankers ability.

I know, that's why I also look at what game modes they play. I see it good when you are more versatile in most modes and willing to show great teamwork well being competitive. 0.80 and above is really good if the players  role is just healing the team and doing the objective. I will understand casuals will get lower, but if you are competitive those stats are great. 

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