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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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9 minutes ago, DarkPredator said:

SOME THINGS ARE GETTING ANNOYING ON TANKI ONLINE !

tanki online should explain them selves

P8Fqc5e_GDyxS6ufLZZAzbA2L97Xu-OvP46XPKjd

 

zAAH6lv.png

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1 hour ago, yellowghetto said:

Nerf Railgun crit chance.

Or

Don't give Railgun any critical hit and just make every shot infict the status effect, but make the effects themselves very weak.

 

That way, the augments won't be OP AND Smoky gets to keep it's critical hit as it's special ability.

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

Or

Don't give Railgun any critical hit and just make every shot infict the status effect, but make the effects themselves very weak.

 

That way, the augments won't be OP AND Smoky gets to keep it's critical hit as it's special ability.

if you know every shot of your rail-gun will inflict a stun - even if it's only 1 second - there will be a lot more Rails in Assault.  Good luck trying to cap a flag with 2 or 3 rails "Defending".

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Just now, wolverine848 said:

if you know every shot of your rail-gun will inflict a stun - even if it's only 1 second - there will be a lot more Rails in Assault.  Good luck trying to cap a flag with 2 or 3 rails "Defending".

So just make it so the stun effect on a railgun doesn't drop balls and flags

And just reduce the stun to 0.5 seconds

What I mean is, just keep tweaking the parameters till it's good. No need to change up the entire game.

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2 minutes ago, Tanker-Arthur said:

So just make it so the stun effect on a railgun doesn't drop balls and flags

And just reduce the stun to 0.5 seconds

What I mean is, just keep tweaking the parameters till it's good. No need to change up the entire game.

So you want the "stun" effect for Railgun to be different from the stun effect for every other turret?  I don't see that happening.

Plus, no matter how how short you make the effect, 2s, 1s, 0.5s... it still brings the target to a complete stop. Being guaranteed to do that against flag or ball carrier with 100% certainty is just too much.

But I do agree 5s is too much.  That's longer than Hunter, and Hunter can't do it every 4 seconds, nor from a distance.

 

These status effects (along with a few of the other recent changes) are why I've stopped playing.

The game is no longer fun to play.

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3 hours ago, DarkPredator said:

SOME THINGS ARE GETTING ANNOYING ON TANKI ONLINE !

tanki online should explain them selves

9hiMDqDOh1wV_Hvxt_n_JrdPFWDNMXz5Evd59F7q

 

Add a bigger picture.

 

7 hours ago, LambSauce said:

The devs gave up on adding the night theme to all the maps as far as I remember. Didn't they also say the night mode wouldn't work well in MM or something?

Didn't see that.

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4 hours ago, wolverine848 said:

So you want the "stun" effect for Railgun to be different from the stun effect for every other turret?

 

Exactly

I have no idea why they all use the same code.

  • Hunter should keep it's stun for now, but only because there's a bunch of overdrives that is more OP than it is.
  • Smoky's Paralyzing Stun should keep it's duration, but not drop balls/flags
  • Striker's Stun Missiles should not drop flags or balls, and it needs either...
    • a) The stun lasts for only half a second
    • b) Be reworked so the firing rate is much slower
  • Railgun's Stun Rounds can go back to what it was before, where every shot could stun...but...
    • Stun duration is reduced to 0.5 seconds
    • Firing rate goes back to normal, so it won't be a copy of Large Caliber Rounds
    • Damage is heavily reduced to compensate for the constant stun.
  • Hopper gets it's stun removed.



Same goes for the burning effect. Firebird (or rather, Compact Fuel Tanks Firebird) should have the "best" burning effect in the game and everything else should do less damage, unless directly specified by the Alteration. Also, the code for Vulcan's overheat should be seperate, or else everytime the devs wanna buff Firebird's afterburn, they end up nerfing Vulcan. And every time they wanna buff Vulcan and reduce the overheat, they end up indirectly nerfing Firebird.

Other games I play have separate stats for each unit's effect. For example, in a certain game I play, there are two things that inlflict a burning effect, but one does 200 damage per second and the other does 150 damage per second. It's not the same for everyone, which brings up more opportunities to balance things out and make each unit more unique.

Oh, and the same also goes for the Freezing effect.

Stop making these things the same with each other because it just ruins the game balance and the logistics don't make sense. I have no idea why Hopper's afterburn is just as good as Firebird's, even though Firebird can light you on fire much longer than a Hopper's insta-jump can.

 

4 hours ago, wolverine848 said:

Plus, no matter how how short you make the effect, 2s, 1s, 0.5s... it still brings the target to a complete stop. Being guaranteed to do that against flag or ball carrier with 100% certainty is just too much.

 

4 hours ago, wolverine848 said:

These status effects (along with a few of the other recent changes) are why I've stopped playing.

Honestly, the stun effect is really cool.

it's one of the trinity of status effects that most games have. Said trinity being "Fire/Burning (Damage over Time), Ice/Freezing (Movement and/or Attack Slowdown Effect), and Electricity/Stunning (Complete Halt)"

 

The stunning effect would be cool if the developers implemented it properly. Back in 2017, when I wanted a new turret that could stun, I honestly thought 0.1, 0.5, or 1 second stuns were "good enough". And the turret that could stun would take a while to stun, like say, it needs to fire a "salvo" shot to stun, or else it won't reliably stun. And I never thought stuns were supposed to drop balls and flags. It would only halt movement and reload.

 

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

Honestly, the stun effect is the worst mechanic ever conceived, and is horrible regardless of what game it is present in.

Fixed it for you.

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Just now, ThirdOnion said:

Fixed it for you.

It's basically just an alteration of the freezing effect, in most games besides Tanki that is.

  • Reduces movement and reload by 100%
  • Much shorter duration than freezing/slowdown debuffs

But obviously, Tanki's stunning effect is ruined because some stuns last near or well over 4 seconds, which is the maximum the freezing effect can do.

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Oh everyone write about augments. So do I)

Recently I wach some videos with EMP-Rail. This augment seems so boring... Unlike Smoky's it impose the effect really rare. And with Rail's still insane critical in some cases just kill tanks, not weakanen them.

I think, that this problem works and for other recent crit-based augments.

My suggestion for EMP/AP/STUN aka. stronger SE:

Normal damage > Critical damage

Of course, normal one just a bit shy higher than average beetween them. With this you couldn't one-shot tanks, that you try to weaken. Also it'll be somewhat a debuff, 'cause we have a lot of Falcon modules.

Duration > Recharge

Mk1 Rail have insane 5.5 seconds between shots, Mk8 OOH just 3.7. So we need at least 6 seconds of AP/EMP to work (now 7 and 10 seconds with 1.1 warmup). 3 sec of stun will be more than enough.

Chanses

Interesting part! I think, that Initial chance needs to be set to 100%. So you'll have some consistansy (Smoky don't need that, 'cause shoot faster and impose quicker). Than it probably goes somewhear ~ zero and less, and than slowly crowl to some constant value, so critical will be ~ each 5-6 shot (3.7×4=20 or so seconds without effects).

For burning and freeze make a good agument is not a problem at all. You can change their power. Soo... IDK why Cryo and Incredictary rounds are Ctrl+C from EMP.

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As I said in another topic I bought Booster immediately after the supplies update, as there is no chance for playing without drones anymore.

I just stunned when I realized that I have to wait more than 5 days to upgrade my Booster to level 5, and when I checked the wiki I realized it's a full of 208 days, and the last upgrade alone last 20 days.

Am I don't have a life to wait 20 days for a one upgrade. I think all of the MU's in the game shouldn't pass more than a day, this wont stop the buyers from using the speed ups. And will restrict the F2P from abusing the upgrades in discounts if there was no time. So one day is a reasonable.  Imagine growing up a year from your age just to upgrade your drone.

Edited by asem.harbi
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5 hours ago, asem.harbi said:

As I said in another topic I bought Booster immediately after the supplies update, as there is no chance for playing without drones anymore.

I just stunned when I realized that I have to wait more than 5 days to upgrade my Booster to level 5, and when I checked the wiki I realized it's a full of 208 days, and the last upgrade alone last 20 days.

Am I don't have a life to wait 20 days for a one upgrade. I think all of the MU's in the game shouldn't pass more than a day, this wont stop the buyers from using the speed ups. And will restrict the F2P from abusing the upgrades in discounts if there was no time. So one day is a reasonable.  Imagine growing up a year from your age just to upgrade your drone.

LOL welcome to the Drones club. :-)

Took like 2 mil for a ma Hyperion

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5 hours ago, asem.harbi said:

As I said in another topic I bought Booster immediately after the supplies update, as there is no chance for playing without drones anymore.

I just stunned when I realized that I have to wait more than 5 days to upgrade my Booster to level 5, and when I checked the wiki I realized it's a full of 208 days, and the last upgrade alone last 20 days.

Am I don't have a life to wait 20 days for a one upgrade. I think all of the MU's in the game shouldn't pass more than a day, this wont stop the buyers from using the speed ups. And will restrict the F2P from abusing the upgrades in discounts if there was no time. So one day is a reasonable.  Imagine growing up a year from your age just to upgrade your drone.

That's the way they push you to spend on speed ups. ?

Spoiler

Aysqyab.jpg

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10 hours ago, Tanker-Arthur said:

It's basically just an alteration of the freezing effect, in most games besides Tanki that is.

  • Reduces movement and reload by 100%
  • Much shorter duration than freezing/slowdown debuffs

But obviously, Tanki's stunning effect is ruined because some stuns last near or well over 4 seconds, which is the maximum the freezing effect can do.

I remember when shock freeze first came out. It froze you completely for about 2 secs, after 2 secs you could move slightly and try and deal with the freeze.

The point i am making is that shock freeze was a powerful alt and superb for defending the base, but the downside was that damage was reduced by quite a bit.

Conclusion, it was a very good alt but also very balanced due to the big damage nerf.  

Tanki today does not have anything anywhere near as good, are as balanced as that alt back in the day before this P2W, OP nonsense went into meltdown.

 

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18 minutes ago, antillis said:

I remember when shock freeze first came out. It froze you completely for about 2 secs, after 2 secs you could move slightly and try and deal with the freeze.

The point i am making is that shock freeze was a powerful alt and superb for defending the base, but the downside was that damage was reduced by quite a bit.

Conclusion, it was a very good alt but also very balanced due to the big damage nerf.  

Tanki today does not have anything anywhere near as good, are as balanced as that alt back in the day before this P2W, OP nonsense went into meltdown.

 

Back then those items were called "Alternations", not Augments.  They didn't even want to hide the money-grabbing intentions when they changed alts to augments.

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1 hour ago, TWICE said:

Back then those items were called "Alterations", not Augments.

 

Edited by LambSauce
Correct spelling
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2 hours ago, antillis said:

The point i am making is that shock freeze was a powerful alt and superb for defending the base, but the downside was that damage was reduced by quite a bit.

Plus... you have to be in melee range.  meaning danger.

All these long-range turrets now with stun and freezing can do so from afar, out of danger.  It's just dumb.

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1 minute ago, wolverine848 said:

All these long-range turrets now with stun and freezing can do so from afar, out of danger.  It's just dumb.

The game barely has any strategy left at all, so many status effects and debuffs. In many modes it's just press Shift and you win, pretty much.

Edited by LambSauce
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1 hour ago, DarkPredator said:

check this out

 let me know if you like it or not.

be honest !

Looks Great!        ("Sorry, we can't show this content because you do not have permission to see it")        LOL

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1 hour ago, DarkPredator said:

check this out

 let me know if you like it or not.

be honest !

It seems it's not your first time to do this ?   BTW, I think your topic is pending approval so we can't see it

On 4/7/2021 at 8:01 AM, DarkPredator said:

check this out ?

 

 

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6 hours ago, antillis said:

I remember when shock freeze first came out. It froze you completely for about 2 secs, after 2 secs you could move slightly and try and deal with the freeze.

The point i am making is that shock freeze was a powerful alt and superb for defending the base, but the downside was that damage was reduced by quite a bit.

Conclusion, it was a very good alt but also very balanced due to the big damage nerf.  

Tanki today does not have anything anywhere near as good, are as balanced as that alt back in the day before this P2W, OP nonsense went into meltdown.

Exactly XD

 

And the sad thing is, around half the so-called "Augments" are still "Alterations" today.

Meaning, since they didn't buff stuff like Shock Freeze to be a "true augment", as in a "True upgrade", it's still an "Alteration" and will have a relatively hard time fighting against Freeze users who are using "true Augments", such as Adrenaline, which have no downsides and are "true upgrades".

So there's literally three separate tiers of turret Augments, regarding their power.

  • We have the S-Tier Augments which have no downsides and are direct upgrades. An example of this is Armor Piercing Core for Magnum. And all the Adrenaline Augments.
  • We have the A-Tier Augments which have very..... "negligible" downsides and still count as direct upgrades. A good example of this is EMP Gauss. It has "downsides", but those do nothing at all to nerfing the Augment. Same with the new Vampire Isida. No one cares about a healing nerf if default Isida itself isn't that good at healing anyway.
  • And then we have the F-Tier Augments. These augments are by far my favorite because most of them were the OG Alterations from 2016-2018 and thus they are literally still just "Alterations" because the developers never bothered to buff them to become "Augments", aka, "Upgrades". A good example would be most of Firebird, Striker, and Smoky's Augments. Yes, even the new Smoky Augments are relatively F-Tier because they aren't 100% upgrades, especially Paralyzing Rounds with it's massive 50% nerf to critical chance AND damage :D. Which is why they are awesome. You can still use the default version of the turret because the default version is basically a jack of all trades compared to it's Alterations. No need to spend 245,000 crystals here.
Edited by Tanker-Arthur
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