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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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47 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.

Agreed, K/D would normally mean nothing. However its sad that the game has gotten to the point where players would rather focus on improving their K/D than play the objective.

Edited by BruhBruhThingThing
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I wonder how the matchmaking works. Is it just broken? Is it bad intent? Look at this - it's not enough that there are quitters in my team. Well, we have already started losing to the other team and in comes karen92. On their side! Is that because now the algorithm fills up teams until the sum gear scores are similar? I don't get it. Should I play with worse equipment then? No, that would now be punishable by law.  

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Edited by PengDerPirat
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On 2/12/2022 at 9:46 PM, wolverine848 said:

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

Is KD even an indication of anything if we don't figure in repair kit consumption? So I would probably have to add the 108 times I used a repair kit to the miserable 17800 times I actually died in the game. Just because I would assume I pressed the "1" key sensing I was about to be killed, so I had a near-death experience which might as well be counted as having been killed.

Edited by PengDerPirat

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10 hours ago, PengDerPirat said:

Is KD even an indication of anything if we don't figure in repair kit consumption? So I would probably have to add the 108 times I used a repair kit to the miserable 17800 times I actually died in the game. Just because I would assume I pressed the "1" key sensing I was about to be killed, so I had a near-death experience which might as well be counted as having been killed.

Don't even need to figure RKs into the equation.

KD means absolutely nothing.

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I don't how this game is fair to anyone because first there are buyers and it's not fair to non-buyers to have to compete with buyers and there are those with higher ranks with a Gear Score of like 6k or 5k and there are others who have like 3k to 4k unable to compete in battles which are usually at times at least 5k and above sometimes so explain to me what fair is when you have tankers fighting against other tankers that have better GS better MK equipment and rank?

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I wished they got rid of the activation delay for OD's, at least for Mammoth. As a heavy hull it relies on its health as its advantage, and the OD was a large part of that. With the delay you often need to activate it too early so you make less use of your possible health, and enemies can also escape easier.

Also, about heavy hulls overall, I think they have slightly too little health to justify their slower speed.

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The game is once again a mess. Deplorable game balance. Our lifeline in the form of normal container rewards has been cut. Current Ultra Containers are a steaming pile of garbage from the ~650 I've opened since the update. New status effect augments are coming out with little in the way of downsides and will be utilised by those spending money and using meta drones, such variety of equipment. The QOL and comfort in the game is going downhill. 

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2 hours ago, TheCongoSpider said:

The game is once again a mess.

Once again a mess? Its been a mess for a long while. The only difference between then and now is that now the mess has gotten so much worse in such a short span of time.

2 hours ago, TheCongoSpider said:

Deplorable game balance.

Also has existed for just as long.

2 hours ago, TheCongoSpider said:

New status effect augments are coming out with little in the way of downsides and will be utilised by those spending money and using meta drones, such variety of equipment. The QOL and comfort in the game is going downhill. 

Again nothing new. The devs have been greedy for money like always.

2 hours ago, TheCongoSpider said:

Our lifeline in the form of normal container rewards has been cut. Current Ultra Containers are a steaming pile of garbage from the ~650 I've opened since the update.

This is the only thing here that's new. Basically another strategy to profit. Wreck the income of those under you sort of deal.

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On 2/27/2022 at 1:36 AM, TheCongoSpider said:

The game is once again a mess. Deplorable game balance. Our lifeline in the form of normal container rewards has been cut. Current Ultra Containers are a steaming pile of garbage from the ~650 I've opened since the update. New status effect augments are coming out with little in the way of downsides and will be utilised by those spending money and using meta drones, such variety of equipment. The QOL and comfort in the game is going downhill. 

A massive difference I am noting is that, compared to last year, it takes significantly longer to find a battle in a particular mode, even at the Legend ranks.

Idk about statistics but it really does feel like the playerbase has shrunk.

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On 2/27/2022 at 1:36 AM, TheCongoSpider said:

The game is once again a mess. Deplorable game balance. Our lifeline in the form of normal container rewards has been cut. Current Ultra Containers are a steaming pile of garbage from the ~650 I've opened since the update. New status effect augments are coming out with little in the way of downsides and will be utilised by those spending money and using meta drones, such variety of equipment. The QOL and comfort in the game is going downhill. 

Yeah, it's becoming really tiring to play this game. Sometimes I just don't get enjoyment from it anymore. I'm a really experienced player and have developed many new skills over time, but I can easily be defeated by newer players who have just got a lot of money to waste. It's not how I want to lose.

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On 2/18/2022 at 9:41 PM, PengDerPirat said:

Is KD even an indication of anything if we don't figure in repair kit consumption? So I would probably have to add the 108 times I used a repair kit to the miserable 17800 times I actually died in the game. Just because I would assume I pressed the "1" key sensing I was about to be killed, so I had a near-death experience which might as well be counted as having been killed.

You repair to show your team you care. Stay in the match longer. 

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On 2/26/2022 at 5:36 PM, TheCongoSpider said:

The game is once again a mess. Deplorable game balance. Our lifeline in the form of normal container rewards has been cut. Current Ultra Containers are a steaming pile of garbage from the ~650 I've opened since the update. New status effect augments are coming out with little in the way of downsides and will be utilised by those spending money and using meta drones, such variety of equipment. The QOL and comfort in the game is going downhill. 

I recently pulled Armadillo from the Ultra Containers. Do you think there are pity rates or really straight up 0.5% every Ultra Container?

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On 2/28/2022 at 1:21 PM, Russty said:

Yeah, it's becoming really tiring to play this game. Sometimes I just don't get enjoyment from it anymore. I'm a really experienced player and have developed many new skills over time, but I can easily be defeated by newer players who have just got a lot of money to waste. It's not how I want to lose.

Yeah I don't get much enjoyment from it either. So many one-sided games.

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So it seems that the devs really are considering getting rid of equipment changes during battles.

I was initially for the idea, now I am slightly on the fence, but we’ll see how things play out.

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I was indifferent to 15 minute battles, but now they're just incredibly boring. Most battles leave me waiting for the whole thing to be over when there's about a third of the time left. 10 minutes should have been the maximum limit.

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6 hours ago, Okami said:

I was indifferent to 15 minute battles, but now they're just incredibly boring. Most battles leave me waiting for the whole thing to be over when there's about a third of the time left. 10 minutes should have been the maximum limit.

Agreed, 15 min battles are way too long, especially for DM mode which doesnt have battle objective limits and we are forced to wait for the whole 15 min to be done.

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17 minutes ago, numericable said:

Agreed, 15 min battles are way too long, especially for DM mode which doesnt have battle objective limits and we are forced to wait for the whole 15 min to be done.

I'm mostly fine with 15min battles,but DM mode at it's current state is indeed too long.

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Changes that need to happen:

 

- Ricochet buff

- Thunder damage, reloading speed buff, impact force nerf

- Striker stunning missiles: Nerf to the ground, this is broken

- EMP twins critical chance nerf

- Wasp Overdrive reload nerf (Takes longer to recharge) - In  Assault mode it's a nightmare for the defending team

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On 12/30/2019 at 6:44 PM, MonkeyMagic said:

WOW what went wrong with this game. It is now worse than I could possibly ever have imagined. What a tragic waste, of what was one of the best games ever. RIP Tanki.

In some bizzaro quest to "improve" the game over the past decade-plus they managed to nerf most of the qualities that made it a challenge to play. Now it's a game mostly geared toward repetition rather than raw skills, power ups rather than strategy, buying rather than earning.  Long long gone are the days of sniping silently from across a map, knowing where boxes might fall without noob markers, hulls that didn't defeat the purpose of many of the game's obstacles, and the relatively recent and god-awful balance algorithms that pit 4k tanks loaded with enhancements against sub 1k tanks.

Now it's just a game to kill some time now and again. I preferred pre-2010 Tanki far more than the current version.

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11 hours ago, jomama_tanker said:

In some bizzaro quest to "improve" the game over the past decade-plus they managed to nerf most of the qualities that made it a challenge to play. Now it's a game mostly geared toward repetition rather than raw skills, power ups rather than strategy, buying rather than earning.  Long long gone are the days of sniping silently from across a map, knowing where boxes might fall without noob markers, hulls that didn't defeat the purpose of many of the game's obstacles, and the relatively recent and god-awful balance algorithms that pit 4k tanks loaded with enhancements against sub 1k tanks.

Now it's just a game to kill some time now and again. I preferred pre-2010 Tanki far more than the current version.

It's basically Super-Mario-Kart... designed for 10-year olds.  That's who they are catering to nowadays.

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I like some of the recent additions to the game, but I wished the game would tone down the P2W aspects, make matchmaking more fair, and make the use of supplies toned down or more equalized somehow.

Adding overdrives was a great idea in making gameplay more interesting and tactical and the hulls more unique besides speed and health. I wished they could continue that line of thinking and add more such abilities, maybe adding just varied overdrives to the turrets and maybe a third line of overdrives that can be chosen freely, and more weird things that can be added to the tank, making the player feel like they build their own unique "Frankenstein's monster" tank. That should be Tanki's schtick IMO, so they should add many more things and abilities to make the tank really unique and weird.

I think that health should re-generate automatically, as it does in virtually all modern action games. (It needs to be balanced of course.) Health re-generating ensures that a tank can keep fighting in the fighting style it's meant to be used with, and not say change fighting style because of the low health it's stuck with from that point on - e.g. a heavy hull stuck with low health for some time fights like a fragile light hull sniper.

Heavy hulls seem less popular than Medium and Light hulls, which might be because their slow speed is boring and also because the small amount of health increase (less than 1/3rd, or 2 Smoky hits) over Mediums is not worth the slow speed, which both makes gameplay easily become boring/frustrating and also makes you vulnerable in battle. If adding more health to Heavy hulls would make them OP maybe beefing up their ODs could be a balanced compensation.

One idea I've had to solve the dilemma of having Heavy hulls with enough health to live up to their name of being a worthy enemy to several lesser tanks at once (as their description makes them seem) while also balancing them with a slow speed so that they can be outflanked or avoided, without making them boring because of the slow speed, could be to make them able to go between a fast speed/low health-mode and slow speed/high health-mode - sort of like the Droideka in the Star Wars Battlefront games. This means that on large maps you wont get bored by the time it takes to drive to combat, and in combat you're balanced against your massive health by the very slow speed.

What do the other players think about what I've said?

Edited by qwds
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49 minutes ago, qwds said:

I like some of the recent additions to the game, but I wished the game would tone down the P2W aspects, make matchmaking more fair, and make the use of supplies toned down or more equalized somehow.

Adding overdrives was a great idea in making gameplay more interesting and tactical and the hulls more unique besides speed and health. I wished they could continue that line of thinking and add more such abilities, maybe adding just varied overdrives to the turrets and maybe a third line of overdrives that can be chosen freely, and more weird things that can be added to the tank, making the player feel like they build their own unique "Frankenstein's monster" tank. That should be Tanki's schtick IMO, so they should add many more things and abilities to make the tank really unique and weird.

I think that health should re-generate automatically, as it does in virtually all modern action games. (It needs to be balanced of course.) Health re-generating ensures that a tank can keep fighting in the fighting style it's meant to be used with, and not say change fighting style because of the low health it's stuck with from that point on - e.g. a heavy hull stuck with low health for some time fights like a fragile light hull sniper.

Heavy hulls seem less popular than Medium and Light hulls, which might be because their slow speed is boring and also because the small amount of health increase (less than 1/3rd, or 2 Smoky hits) over Mediums is not worth the slow speed, which both makes gameplay easily become boring/frustrating and also makes you vulnerable in battle. If adding more health to Heavy hulls would make them OP maybe beefing up their ODs could be a balanced compensation.

What do the other players think about what I've said?

I agree with a lot of what you say - except for the part about ODs being a good addition to the game.

They are just too OP, and players rely on them too much.

Besides - they are part of a positive feedback loop.  The OD gets generated by time (fine) and scoring (not so fine).  The team that is doing better will get ODs first and can use them to 1) suppress the enemy and 2) create faster battle score. The faster battle-score then allows that team to regenerate their OD even faster than the opposition.  They keep getting better and better with OD more often. Game over.

If the OD only generated with time, and both sides had an equal opportunity, the ODs might be ok. I say "might" because IMO they are still too potent.  But ODs are not generated only by time, and thus imbalance the battles even further.

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