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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  

622 members have voted

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

    • Love It
      54
    • Satisfied
      132
    • On Edge
      265
    • 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
      82
    • 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
      133
    • Crusader
      55
    • Paladin
      105


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2 hours ago, TWICE said:

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.

Wut?

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3 hours 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.

Same can be said for ASL.

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15 minutes ago, yellowghetto said:

Same can be said for ASL.

What can be said for ASL?        Each team has a different goal.  CTF and ASL are completely different animals.

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2 minutes ago, wolverine848 said:

What can be said for ASL?        Each team has a different goal.  CTF and ASL are completely different animals.

I misread the part about different goals. 

But still, both teams need to carry flags at long distance. Unless you have a Crisis, which I don't, I don't even bother with this map. Most of the time I see this map, I don't even care. I just leave regardless of the mode.

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Heeeey Yellow you said that Berlin is hard to capture the flag, well? Ok in ASL only one team suffer in capturing the flag and the other just have to stay in the base. 

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55 minutes ago, yellowghetto said:

I misread the part about different goals. 

But still, both teams need to carry flags at long distance. Unless you have a Crisis, which I don't, I don't even bother with this map. Most of the time I see this map, I don't even care. I just leave regardless of the mode.

I can understand that.  IMO these maps are not suited for 7-minute battles.  10+ or remove them.

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43 minutes ago, asem.harbi said:

Heeeey Yellow you said that Berlin is hard to capture the flag, well? Ok in ASL only one team suffer in capturing the flag and the other just have to stay in the base. 

Delete ASL. Problem solved. I honestly don't get what is fun about this mode.

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8 hours ago, wolverine848 said:

Wut?

7-min >  closer game

big map > Defenders get more time and space to chase the carrier

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6 minutes ago, TWICE said:

7-min >  closer game

big map > Defenders get more time and space to chase the carrier

It may be a closer game because it takes forever to cap. That is NOT a ringing endorsement.

Also takes forever to see enemies.  By the time you maneuver into a decent position the battle is half over.

Those super-large maps are terrible for 7-minute battles.

If I ever enter a battle on those maps and it's already 1-0 for other team - adios muchachos.

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12 hours ago, wolverine848 said:

It may be a closer game because it takes forever to cap. That is NOT a ringing endorsement.

Also takes forever to see enemies.  By the time you maneuver into a decent position the battle is half over.

Those super-large maps are terrible for 7-minute battles.

If I ever enter a battle on those maps and it's already 1-0 for other team - adios muchachos.

What about decreasing a couple of players from the big maps. I don't see any reason to see 16 v 16 in the game.

 

It makes MM more consistent. Consistenly poor.

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20 minutes ago, yellowghetto said:

What about decreasing a couple of players from the big maps. I don't see any reason to see 16 v 16 in the game.

 

It makes MM more consistent. Consistenly poor.

16 vs 16 is too many.  14 vs 14 or even 12 vs 12.

But that still does not solve the problem of such a large map and only 7 minutes.  Driving time is disproportinately high.

Dusseldorf is even worse as you can't see anyone with all the buildings.  Half your players are shafts or Gauss that sit where they spawn and target an alley.

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5 minutes ago, wolverine848 said:

16 vs 16 is too many.  14 vs 14 or even 12 vs 12.

But that still does not solve the problem of such a large map and only 7 minutes.  Driving time is disproportinately high.

Dusseldorf is even worse as you can't see anyone with all the buildings.  Half your players are shafts or Gauss that sit where they spawn and target an alley.

Make the radar (bottom right next to Supplies) have a bigger radius or decrease map size maybe? If they decrease map size, it should be lowered to 14 v 14 or 12 vs 12. 

 

16 vs 16. Who asked?

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7 minutes ago, wolverine848 said:

or Gauss that sit where they spawn

Gauss isn’t that effective as it is in other battles, it takes too long to snipe effectively coz all the alleys are too small and enemies can easily escape into other alleys. Railgun s and Shafts are the best there. Maybe Ricochet too with the MFS alt.

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Aftet the critical hit update, I'm finally having some good fun. 

 

They finally fixed Cryo Rounds (which was supposed to be the way it currently is since January) and I can now use it as both an offensive tool and a defensive tool. Smoky critical hits now ignore protection modules, so my Supercumulative Rounds Smoky isn't as impractical against protection modules as it was before. 

 

Healing Juggernauts with the new healing critical hits has never felt so rewarding to me. I now enjoy healing Juggernauts even more. 

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A good idea for the developers:

Stop making new buyer augments and random status effect augments for turrets that don't even belong with certain status effects.

Stop randomly changing up certain mechanics of the game that people had ZERO problems with just to "fix" the aforementioned buyer augments and random status effect augments that nobody but a few random super lucky and super rich souls own in their garages.

 

 

Instead, give us some new turrets. 

Fix game balance and make everything as equal in power as closely as possible.

And work on HD skins for the M0, M1, M2 versions of the equipment. Or if you want, make a new skin for the Mk1, Mk2, Mk3, Mk4, Mk5, and Mk6 versions. Than release those skins as default skins for the turrets and hulls that change as you upgrade said turrets and hulls.

 

Oh yeah and #BringBackAlterations

 

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Welp, my post got duplicated. Darn Internet.

A good idea for the developers:

Stop making new buyer augments and random status effect augments for turrets that don't even belong with certain status effects.

Stop randomly changing up certain mechanics of the game that people had ZERO problems with just to "fix" the aforementioned buyer augments and random status effect augments that nobody but a few random super lucky and super rich souls own in their garages.

 

 

Instead, give us some new turrets. 

Fix game balance and make everything as equal in power as closely as possible.

And work on HD skins for the M0, M1, M2 versions of the equipment. Or if you want, make a new skin for the Mk1, Mk2, Mk3, Mk4, Mk5, and Mk6 versions. Than release those skins as default skins for the turrets and hulls that change as you upgrade said turrets and hulls.

 

Oh yeah and #BringBackAlterations

 

Edited by Tanker-Arthur
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@wolverine848 using hunter hull, but it doesn't matter. 

By forbidden I mean if you shoot over an obstacle, your shot will probably have zero effect. I shot 10 times in a row and got the direct hit but zero effect.

As soon as I went around the obstacle and shot again, it had an effect. So that's the forbidden part. Now if we go to the ******ed part, it's that someone thought it would be great to limit magnums to shooting directly and not over like other turrets. But here's the thing. If I want to come out of the hiding, I need seconds to come out and turn, seconds to aim and launch and that shot then needs another two seconds to land. Every other turret can move in all directions, so hull can come out of the hiding for a second only and you can already shoot. Plus, the game is even helping with your aim. Thus you get no skilled gamer easily defeating highly skilled magnum user. 

Not to mention the time needed to reload. Every turrent will destroy magnum in seconds, magnum needs 15 second to destroy any other tank, of course, is his shots have an effect at all. I used to have from 5 to 10 to 1 ratio in most games, now I am lucky if I am even. I can shoot at certain tanks all game and have zero effect. 

This is one of the most low IQ changes in this game. 

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On 3/15/2021 at 10:13 AM, asem.harbi said:

Striker and Vulcan requires much more skills to use than Magnum

You obviously haven't played magnum. 

Vulcan auto aimes and is not able to shoot nonstop plus has a ricochet. It cen destroy my tank in two seconds. There's nothing you can do with magnum in two seconds. And comparing magnum vs vulcan skills is a joke. With magnum you have to quickly change the aim, choose the right power and anticipate shot seconds in advance, with vulcan you just point and shoot. With magnum game deliberately changes your aim and makes it worse. for same setup on 3 exactly the same shots if will give you 3 different lenghts so much apart, that only one will cause damage to the target. Not to mention that nerfing where it causes no damage at all despite the perfect shot.

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3 hours ago, triglav said:

You obviously haven't played magnum. 

Vulcan auto aimes and is not able to shoot nonstop plus has a ricochet. It cen destroy my tank in two seconds. There's nothing you can do with magnum in two seconds. And comparing magnum vs vulcan skills is a joke. With magnum you have to quickly change the aim, choose the right power and anticipate shot seconds in advance, with vulcan you just point and shoot. With magnum game deliberately changes your aim and makes it worse. for same setup on 3 exactly the same shots if will give you 3 different lenghts so much apart, that only one will cause damage to the target. Not to mention that nerfing where it causes no damage at all despite the perfect shot.

First.. Welcome back

Honestly I forgot what I have wrote..   It seems that you obviously haven't played with any turret than Magnum.. From our profiles it seems we have approximately the same time in the game, but the difference you play 99% with Magnum and I play almost with every turret. So I can somehow know which is harder or easier..

Definitely Magnum is hard to use, but Vulcan and Striker are also hard to use (regardless of which is harder because it's impossible to determine).. Vulcan is really hard to use while you move and will cause to you a lack in driving.. Striker is really hard when you want to land the Salvo rockets. Magnum honestly, have 20m splash-damage radius, which have cut out a large portion of its difficulty. You can land your shot anywhere, and you guarantee that your shot is success with the large splash radius. If Magnum was required to land the shot on the enemy directly without splash-damage, I agree with you it's the hardest turret.

Oh Magnum is also a long-range turret, so you don't have to expect it to be like the Twins to react in two seconds. No long-range turrets like Shaft-Railgun require a long reload,  umm except if we want to talk about Magnum which allow you somehow to shoot in two seconds.

You don't have to talk about the no-damage lag, because it's only lag and glitch from the game which need a fix. It happen also with approximately every turret but maybe your 561hrs with Magnum have blinded your eyes from the other turrets.. Btw, we talk about the statistics not about the no-damage glitch.

Edited by asem.harbi
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10 hours ago, E_polypterus said:

Gauss isn’t that effective as it is in other battles, it takes too long to snipe effectively coz all the alleys are too small and enemies can easily escape into other alleys. Railgun s and Shafts are the best there. Maybe Ricochet too with the MFS alt.

Striker:

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6 hours ago, Tanker-Arthur said:

A good idea for the developers:

Stop making new buyer augments and random status effect augments for turrets that don't even belong with certain status effects.

Stop randomly changing up certain mechanics of the game that people had ZERO problems with just to "fix" the aforementioned buyer augments and random status effect augments that nobody but a few random super lucky and super rich souls own in their garages.

 

 

Instead, give us some new turrets. 

Fix game balance and make everything as equal in power as closely as possible.

And work on HD skins for the M0, M1, M2 versions of the equipment. Or if you want, make a new skin for the Mk1, Mk2, Mk3, Mk4, Mk5, and Mk6 versions. Than release those skins as default skins for the turrets and hulls that change as you upgrade said turrets and hulls.

 

Oh yeah and #BringBackAlterations

 

New Turrets: More Augments

 

46 minutes ago, asem.harbi said:

First.. Welcome back

Honestly I forgot what I have wrote..   It seems that you obviously haven't played with any turret than Magnum.. From our profiles it seems we have approximately the same time in the game, but the difference you play 99% with Magnum and I play almost with every turret. So I can somehow know which is harder or easier..

Definitely Magnum is hard to use, but Vulcan and Striker are also hard to use (regardless of which is harder because it's impossible to determine).. Vulcan is really hard to use while you move and will cause to you a lack in driving.. Striker is really hard when you want to land the Salvo rockets. Magnum honestly, have 20m splash-damage radius, which have cut out a large portion of its difficulty. You can land your shot anywhere, and you guarantee that your shot is success with the large splash radius. If Magnum was required to land the shot on the enemy directly without splash-damage, I agree with you it's the hardest turret.

Oh Magnum is also a long-range turret, so you don't have to expect it to be like the Twins to react in two seconds. No long-range turrets like Shaft-Railgun require a long reload,  umm except if we want to talk about Magnum which allow you somehow to shoot in two seconds.

You don't have to talk about the no-damage lag, because it's only lag and glitch from the game which need a fix. It happen also with approximately every turret but maybe your 561hrs with Magnum have blinded your eyes from the other turrets.. Btw, we talk about the statistics not about the no-damage glitch.

Vulcan is pretty easy to use. The amount of bullets show where you are hitting. Just stay focused on your enemies and don't own sticky keys.

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