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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  

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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36 minutes ago, NikmanGT said:

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. 

Finally, a mod that makes sense and understands the situation.

 

13 minutes ago, TheCongoSpider said:

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

What’s the source on this?

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3 hours ago, TheCongoSpider said:

Critical hits will start one-shotting unprotected medium hulls with Viking's Overdrive

Um... does it really matter?  Would be shocked if anyone was able to get just one shot on the target while the OD is active... ?

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7 minutes ago, wolverine848 said:

Um... does it really matter?  Would be shocked if anyone was able to get just one shot on the target while the OD is active... ?

In specific or minute instances like those, it would reduce the shots-to-kill for that player allowing you to move on to someone else before the Overdrive ends. Moatly applicable when the target is very protected. 

 

I make sure to specify under which conditions the actions are performed. For instance, those that are under the "against unprotected X hulls" category trickle down onto the interactions with damage reducers. Taking Blunderbuss as an example, it gets to one-shot unprotected heavy hulls, which when trickled down with a common damage reducer Booster Armour supply, allows it to one-shot light hulls that have it activated. It is implied. 

 

14 minutes ago, wolverine848 said:

 Would be shocked if anyone was able to get just one shot on the target while the OD is active... ?

Not sure if you misunderstood what that line meant. What I meant by that is a maxed Smoky's critical hit damage will be above 3,000 when Viking's Overdrive's damage boost and Booster are applied to it. Going into specific numbers, it would deal 3,230 damage. 

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With regards to the groups of esports players capping lots of flags before most of teams have loaded, the devs could have easily fixed this by increasing the 7 flag requirement, but instead they chose not to change this in the capture modes...

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4 minutes ago, LambSauce said:

With regards to the groups of esports players capping lots of flags before most of teams have loaded, the devs could have easily fixed this by increasing the 7 flag requirement, but instead they chose not to change this in the capture modes...

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.

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6 hours 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.

This is a big one, I actually started replying that maybe instead of GS score for users we should be getting an EXP score and then I though , oh yeah, that's what a rank is supposed to do ?

It crazy they managed to screw up something like ranks ie experience "earned"

I have been thinking maybe something like a half time in battles, have a 1 minute interval maybe give teams a chance to discuss tactics, might be beneficial for newer guys to get an idea of what's needed or let someone say I need someone to help somewhere because i'm getting wrecked on this side of map or whatever, might help bring back team element to the game. Different languages I know but is it that hard to translate nowadays? (It could be I genuinely don't know but might even let people communicate with others of own language, something better than nothing)

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28 minutes 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.

True, however it’s better than ignoring the problem.

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13 minutes 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.

No, or would you prefer "know". the problem with CTF and TO as a whole is down to the developers, so saying THEY should not "overlook" it tells me you have no idea at all about the developers and their motives behind what they do. THEY implement the updates and no full well what any specific update will do, which is always bad news for the majority of players.

The flag limit is fine by the way, its the OP trash that is not, regardless of what mode is played. 

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2 hours ago, TheCongoSpider said:

Not sure if you misunderstood what that line meant. What I meant by that is a maxed Smoky's critical hit damage will be above 3,000 when Viking's Overdrive's damage boost and Booster are applied to it. Going into specific numbers, it would deal 3,230 damage. 

Oh I understood.

And I was mostly joking in that once Vikings OD kicks in, it's like trying to hit one enemy with one bullet from a Tommy gun on full auto. 

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20 minutes ago, Dayzed said:

This is a big one, I actually started replying that maybe instead of GS score for users we should be getting an EXP score and then I though , oh yeah, that's what a rank is supposed to do ?

It crazy they managed to screw up something like ranks ie experience "earned"

I have been thinking maybe something like a half time in battles, have a 1 minute interval maybe give teams a chance to discuss tactics, might be beneficial for newer guys to get an idea of what's needed or let someone say I need someone to help somewhere because i'm getting wrecked on this side of map or whatever, might help bring back team element to the game. Different languages I know but is it that hard to translate nowadays? (It could be I genuinely don't know but might even let people communicate with others of own language, something better than nothing)

At the very least I'd like the 30 second lobby TX had... where it collected players for the battle, showed the map.

Then teams could start even - instead of the ridiculous situation where a player caps before any opposition has loaded and it's 1-0 to start the battle.

And... no more Nuclear boxes dropping in the first 30 seconds of a battle.  It's just silly as an enemy approaches your base 15 seconds into the battle and already has an OD primed. Good luck in stopping that Paladin from making it 1-0 before the ice is dry.

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52 minutes 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.

I agree. There needs to be something like a 1 minute period at the start of the match before the flags spawn, to allow teams to load in. Once the score is 3-0 or 4-0 before the enemy team is even there, the game is over. Especially because the rest of the players leave.

This YouTuber event has shown clearly the serious problems CTF has in Matchmaking with groups - we need a fix ASAP, something like what you and others have suggested. No other mode can be over faster, or be so quickly decided before one team loads in.

Edited by DestrotankAI9
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1 minute ago, DestrotankAI9 said:

I agree. There needs to be something like a 1 minute period at the start of the match before the flags spawn, to allow teams to load in. Once the score is 3-0 or 4-0 before the enemy team is even there, the game is over. Especially because the rest of the players leave.

This YouTuber event has shown clearly the serious problems CTF has in Matchmaking with groups - we need a fix ASAP, something like what you and others have suggested. No other mode can be over faster, or be so quickly decided before one team loads in.

Yup.  I just leave those battles immediately.  I won't endorse them by sticking around.

There needs to be fairness to start a battle.  No one agrees to a hockey game by spotting opposing team a goal.  Why should we allow it in an online game when it could be controlled.

Same issue for Assault and Rugby - thought the Assault one is a little easier to overcome.

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12 minutes ago, wolverine848 said:

At the very least I'd like the 30 second lobby TX had... where it collected players for the battle, showed the map.

Then teams could start even - instead of the ridiculous situation where a player caps before any opposition has loaded and it's 1-0 to start the battle.

And... no more Nuclear boxes dropping in the first 30 seconds of a battle.  It's just silly as an enemy approaches your base 15 seconds into the battle and already has an OD primed. Good luck in stopping that Paladin from making it 1-0 before the ice is dry.

Isn't it so ironic that TX, a game that was never as popular or as developed as TO, a game with a smaller dev team and much shorter lifetime, got so many things right that TO didn't, and yet it died because the devs couldn't be bothered to continue releasing more content for it.

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.

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1 minute ago, LambSauce said:

Isn't it so ironic that TX, a game that was never as popular or as developed as TO, a game with a smaller dev team and much shorter lifetime, got so many things right that TO didn't, and yet it died because the devs couldn't be bothered to continue releasing more content for it.

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.

It dies for a few reasons...

1) most of the progression paths were tied up in random blueprints ... that were in... containers.   LOL

2) Few maps

3) the flagging of players for leaving battles.  It just does not work.

4) League system - which was terrible for casual players

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5 minutes ago, wolverine848 said:

It dies for a few reasons...

1) most of the progression paths were tied up in random blueprints ... that were in... containers.   LOL

2) Few maps

3) the flagging of players for leaving battles.  It just does not work.

4) League system - which was terrible for casual players

True, TX didn't get everything right.

But it actually managed to attract those elusive NEW PLAYERS.

Also I remember checking out the TX forums back in the day and the majority of the playerbase seemed overall much happier with the way the game was developing.

Edited by LambSauce
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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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