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Quitting MMS battles before they are finished?


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Quitting MMS battles before they are finished?  

41 members have voted

  1. 1. What share of MMS battles you are assigned to do you quit before they are finished?

    • I quit less than 10 %
      18
    • I quit between 10 % and 30 %
      13
    • I quit between 30 % and 60 %
      5
    • I quit more than 60 %
      5

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  • Poll closed on 06/30/2020 at 09:59 PM

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4 hours ago, wolverine848 said:

This is part of the reason why the rank-brackets are so wide and why we can have longer loading times.

There are too many battle-modes splitting up the decreasing numbers of players.

I must admit that the rank bracket issue is not something I experience myself, since I only play on my main account. But I do know it exists.

For the record, I agree that adding too many modes will dilute the player base and worsen the aforementioned problems, and I think it would be good to have something like LTMs, where the less popular modes are rotated every week or so, one at a time.

It's just that @DieselPlatinum in particular seems to be very focused on this issue of too many game modes to a point where it stands out ?

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1 hour ago, Maf said:

I must admit that the rank bracket issue is not something I experience myself, since I only play on my main account. But I do know it exists.

For the record, I agree that adding too many modes will dilute the player base and worsen the aforementioned problems, and I think it would be good to have something like LTMs, where the less popular modes are rotated every week or so, one at a time.

It's just that @DieselPlatinum in particular seems to be very focused on this issue of too many game modes to a point where it stands out ?

It doesn't take rocket science (just common sense) to know that the wide rank spread, long wait times, and other imbalance anomalies are largely due to having too many game modes which are hogging a good chunk of the remaining player base.

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On 5/31/2020 at 8:57 PM, von_Cronberg said:

So do I and probably everyone else. But why on earth do you use this noob "Quick Battle" button at all instead of just choosing the mode you want to play? I think I never used this "Quick Battle" button ever, for exactly this reason. When I play in a group and the host uses this button (which has some stretch of justification for groups, because waiting time is much longer than for single players), it was the last time I accepted a group invitation from that person. If I had a say in Tanki development, the abolishment of this button would be the first thing I would do.

There are more modes that I would rather play on than modes I would rather not. TDM is too bland so I won't pick that. And I won't pick ASL. That leaves me with 5/7 modes that I wouldn't mind playing in. That is a good chance to join a mode that I wouldn't mind playing in. Any of those 5 modes will do. If I choose one, I will likely have to wait long. Not exactly great if I'm strapped for time. So I click Quick Battle so I can get into one of those 5 modes quicker. 

 

On 5/31/2020 at 8:57 PM, von_Cronberg said:

The third and last legitimate reason to quit a battle, in my opinion, is being sent to a battle in the late stages and getting destroyed by a Hornet on overdrive during spawn protection three times in a row. Not once, not twice, but three times in a row. That in my view is sufficient indication that the cause is lost.

That's...specific. Usually when there is an EMP Gauss on the enemy team, the battle is in the Gauss' favour. It takes away something crucial for victory, and thanks to its buff, it can keep you without supplies as long as it wants before you die, unless you get to cover. And even if you get to cover, just getting a hint of their splash damage if they target someone else will still disable your supplies. There aren't many safe spots. 

 

Or Hornet Vulcans. When the enemy team has two of those, the battle is instantly lost unless our team has one or two. 

 

Based on personal experiences for players, they can deduce whether a cause is lost or not depending on their recent experiences. If they notice the pattern and it repeats, they'll act accordingly. A casual player's lost cause has less requirements than the lost cause of a player who takes each battle with a hint of seriousness and tries their absolute best. Sometimes controllable variables hold you back. Sometimes uncontrollable variables hold you back. It's all random. 

 

In the case of me being a Support Nanobots Isida loading in at the start of a battle and seeing meme teammates spawning, I'd know it would be nothing but frustration trying to get score. If I leave as early as possible, someone can join them. Lots of times a team that scores first in Siege wins. Lots of times I, as Support Nanobots, spawn first and only until near 20 seconds later, my teammates spawn and start moving. By that time, many enemies already made it to the point and captured. I can't do anything because my entire ammo clip isn't even enough to kill a medium hull practically, far less multiple enemies who probably have protection against me and are using ranged turrets to kill me before I even come to contest the point. That in my opinion is a lost cause, proven by the team that captured starting to spawnkill mine. 

 

What I will say though, is that there were battles where I decided to stay and we either almost made a comeback, or we made one in the last few seconds. The main reason being that we were lucky in some aspect. Either the enemy team mismanaged their Overdrive usage; someone crucial on the enemy team lagged out; a crucial enemy was flipped due to two tanks accidentally colliding with each other with one going atop the other (I've had many battles lost because of this); the enemy team losing sight of the objective and allowing someone to sneak past and capture multiple times (to this day it still amazes me how this happens) But it's not all positive, because those things also happen to my team at times and worsen the problem. There are so many factors that can randomly pop up and inconvenience players. And those with a shorter fuse will be likely to leave quicker. It could be that battles generally aren't worth staying in for a lot of players.

 

The comebacks were very enjoyable battles, but they aren't common enough to consider. 

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57 minutes ago, TheCongoSpider said:

And even if you get to cover, just getting a hint of their splash damage if they target someone else will still disable your supplies.

The augment alteration is bad enough.  The fact they allow splash damage to remove supplies adds insult to injury.  Should only occur on the prime target of the snipe.

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I have mentioned this many times before. Whenever I see matchfinding (puts you in a random started battle where the team is losing), I instantly hit Esc + Enter. I also leave mid game if my teammates are just stupid/garbage equipment. I stay if Matchmaking actually starts, creates decently fair teams, game is intense, or I am playing with my group of clan-mates. If it is matchfinding and the team is winning with the battle is about to end, then I might as well try to reap some battle fund. Since MM is still slow and buggy, I'm not sure, but I feel that I have left more than 30% of random MM battles.

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Quit when

More campers in team

Hardcore buyer group clans in rival team

Team not performing good

Lots of titans n hornets in rival team

(Don't care about rewards, I'll quit if even I'll have 10000 score)

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11 hours ago, The_Pakistani said:

Quit when

More campers in team

Hardcore buyer group clans in rival team

Team not performing good

Lots of titans n hornets in rival team

(Don't care about rewards, I'll quit if even I'll have 10000 score)

This captures the main points of why I quit also. My biggest beef is with campers. If you see teammates going to the back corner of the map or up the towers the minute they spawn, leave right away. Two enemies with close to max GS is also another clue. You may be able to deal with one but 2 or more indicates a team.

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2 hours ago, NooNooHead said:

This captures the main points of why I quit also. My biggest beef is with campers. If you see teammates going to the back corner of the map or up the towers the minute they spawn, leave right away. Two enemies with close to max GS is also another clue. You may be able to deal with one but 2 or more indicates a team.

Yeah - the Titan-Shafts that head off to a corner to pump up their K/D don't help your team much in CTF.

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On 6/1/2020 at 12:12 AM, TheCongoSpider said:

There are different reasons I'd leave a MM battle. 

 

In summary:

  • My mood at the time
  • The account that I'm playing on (differing equipment between them)
  • The game mode I'm placed in
  • The map I'm placed in
  • The difference between my teammates and enemies
  • The flow of the battle
  • Enemy team has an Electromagnetic Salvo Gauss

Those above are controllable situations. There are uncontrollable ones such as me needing to do something away from the game that will take more than 2 minute and me lagging out and not being able to get back in in time. 

 

Mood: Sometimes I just don't want to play for long and would rather be doing something non-Tanki related, but gotta do those missions because of how valuable containers are to those who can't spend real money. If I enter the battle and see one of the other 3 listed happening then there is a higher chance I'd leave the battle. 

 

Differing Accounts: Each of my accounts specialise in a certain combination of a turret and hull, or maybe two turrets with one hull, or one turret with two hulls. So being a melee turret and getting placed in a map like Highways or Stadium won't sit well for me. The map requirements are different for each account and I have differing tolerance levels for each depending on the turret I use. 

 

Map and Game Mode: I like being in some modes and dislike being in others. One in particular I dislike is Assault. If I queue for Quick Battle and get put in Assault while having no relevant missions (I always change Assault missions but end up getting another one anyway and wasting the free change), I leave immediately. At the very least it is at the very start of the battle, before I spawn. 

 

This is further amplified depending on the map I'm placed on. I can get a bad map (imo) for my favourite game mode and leave (also taking into account my account's equipment). Unless I have a mission and/or an account is comfortable playing there, I leave. Examples are:

 

Spoiler
 
 
 
 
 
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  • Stadium SGE
  • Stadium TJR 
  • Stadium ASL 
  • Massacre ASL
  • Massacre TDM 
  • Massacre CP
  • Massacre TJR 
  • Future ASL
  • Wolfenstein TDM
  • Wolfenstein ASL
  • Wolfenstein JGR
  • Brest SGE
  • Brest TDM
  • Brest ASL
  • Chernobyl TJR
  • Chernobyl ASL
  • Highways TDM
  • Highways TJR
  • Molotov ASL (red team)
  • Yorkshire TDM

 

 

Difference between teammates and enemies/Flow of the battle: Let's say the map passes all of the previous requirements. I'm good to go. Next step, I look at my teammates' equipment and whatever enemy is nearby at the start of the battle.Two of my accounts use Support Nanobots Isida, whose success depends almost entirely on its teammates. If your teammates aren't good, chances are you'll do badly. I'm looking at my teammates and seeing 4 undergraded light hulls. Some of them aren't moving their turrets. Their protections don't help them from getting one-shotted. I can't get proper score if my allies are being one-shotted. They have combinations of augmented turrets and hulls which generally don't go well together and has more flaws than other combos. These people can't protect me. But that's ok for now, let's take a look at the enem...5 powerful players able to one-shot half of my team if they so choose. If not that, then their equipment choices are far, far, far better than my team's equipment choices. 

 

At that point, I know it makes no sense staying in that battle. I'm gonna get steamrolled and there is nothing I can do to defend myself because my allies die too quickly and my damage is halved. I tickle anyone who has protection against me. 

 

Now, let's say the battle is more or less calm for the first minute or two, and then the enemy team initiates a push that is seemingly defendable but then starts spawnkilling us. I'm not gonna sit there getting spawnkilled for 4 minutes. I will leave. If the battle is going in a way where it is enjoyable (for whatever reason) despite me having a subpar score, then I'll stay. Sometimes the flow of the battle is heated with both sides giving their all, or on side having the advantage but their offences are getting defended at the last second. There, I would stay. 

 

Enemy Electromagnetic Salvo Gauss: Most often, if at the beginning of the battle I notice the enemy team has an EMP Gauss, I leave. Simple as that. That Augment is too cancerous. If I ABSOLUTELY have to stay in that battle for a mission, then I'll stay. But I just can't with these EMP Gausses. They take too much of a toll on me. 

 

 


 

As bad as Hornet Vulcan is to fight against at the moment, these don't usually make me leave battles. I just tough it out for the starts. Stars. Whenever the Lockdown events and Discount Weekends with increased battle funds finished and it went back to normal, I kept noticing how poor the MM rewards are without premium. So much effort exerted into that battle just for 200 crystals. Stars give me something to aim for. I've already been conditioned to play for these Challenge rewards, because without them, I don't have much motivation to do battles other than missions. 

 

Im amazed you enter any battles at all with that criteria . mine is way more simple, 1st i look at ranks 2nd i look at who has protection against me 3rd the map. i can do all of this in about 5 secs tops but only if im using FLASH. HTML5 does not give you the clarity of seeing all this in the time it takes to spawn into the battle.    

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2 minutes ago, cosmic666 said:

Im amazed you enter any battles at all with that criteria . mine is way more simple, 1st i look at ranks 2nd i look at who has protection against me 3rd the map. i can do all of this in about 5 secs tops but only if im using FLASH. HTML5 does not give you the clarity of seeing all this in the time it takes to spawn into the battle.    

I play on multiple accounts and need to complete missions on them all. Missions also motivate me to stay in bad battles. Those above are for when I'm playing on Flash for missions. When I'm playing on Mobile for missions as well, it's much less strict. I'm already at a disadvantage when I'm using Mobile so being dominated doesn't feel as bad as on Flash (where I'm at my prime). 

 

Though on Mobile, I still do leave some battles immediately, mainly Stadium battles. 

 

Even with an underpowered team, I can have fun depending on the flow of the battle. My team could be getting dominated from start to finish but could be fun in its own way such as me having a mutual rivalry with a particular enemy, me using drones like Miner to fortify a specific spot and watch enemies kill me and still die to the mines, and lastly, predicting how interactions with teammates with the enemies would go down and how screwed my team or the enemy team is in different scenarios. Sometimes stuff happens in the battle that make me laugh. I try to find as many positives as I can in all the negativity in battles.  

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13 minutes ago, TheCongoSpider said:

I play on multiple accounts and need to complete missions on them all. Missions also motivate me to stay in bad battles. Those above are for when I'm playing on Flash for missions. When I'm playing on Mobile for missions as well, it's much less strict. I'm already at a disadvantage when I'm using Mobile so being dominated doesn't feel as bad as on Flash (where I'm at my prime). 

 

Though on Mobile, I still do leave some battles immediately, mainly Stadium battles. 

 

Even with an underpowered team, I can have fun depending on the flow of the battle. My team could be getting dominated from start to finish but could be fun in its own way such as me having a mutual rivalry with a particular enemy, me using drones like Miner to fortify a specific spot and watch enemies kill me and still die to the mines, and lastly, predicting how interactions with teammates with the enemies would go down and how screwed my team or the enemy team is in different scenarios. Sometimes stuff happens in the battle that make me laugh. I try to find as many positives as I can in all the negativity in battles.  

Yip i always look at the positive side to in all battles ,ESPECIALLY if there is a true noob enemy on other team . i have acquired many on my noob account which is now at general rank and its always the same mults who come after you calling me cheat are hacker because i have maxed out combos on at MK7 with maxed out drone. i usually stay even if we are getting beat 4-0 in ctf as i nearly always come 1st due to my kill ratio. All in all its fun to go around to enemy base and take out as many as i can while team mates try get there flag. I usually don't bother with capping flag as i try to take out any shaft are magnum are gauss players and make there battle experience as horrible as i possibly can. 

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My General account just left a battle where enemy team had Gismos, Commanders and Field Marshals.  My team - we had 2 Marshals and the rest were my rank or lower.  It was ridiculous.

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