Jump to content
EN
Play

Forum

Complaint Book


theFiringHand
 Share

Recommended Posts

4 hours ago, spiderman1000 said:

no he started in front of me within a few meters. he shot me before i can say shaft.

Depends on the mk-level.  Mk4 or better is < 2 seconds.

Share this post


Link to post
Share on other sites

5 hours ago, spiderman1000 said:

no he started in front of me within a few meters. he shot me before i can say shaft.

Then Viking's Overdrive? What was his Augment if he had any? What hull were they using? Did they have DD equipped? Did you have DA equipped? 

Share this post


Link to post
Share on other sites

27 minutes ago, wolverine848 said:

Sir - you did not specify which account in your other post.

But then I looked at 24-carrot... and... you use ricco exclusively.  So how is that any different than Bydo account?

You need to get close to enemies so you are of course more vulnerable.  Hornet excels with long-distance high-damage turrets.  You are not using the hull to it's full potential.

And you have a bunch of drones but are not using them.  I bet your enemies are using drones.

Hard to tell what modules you use recently - but 441 hrs on badger module?  Why?   One of the least-used turrets in the game...   Same with Isida and Striker.   Your choice of modules to equip seems... less than optimal.

yes I realized it that I forgot to mention which account I was on.. Bydo is only a legend 5 which 24-carrot is a legend 8 .. I also use one of the ricochet  minis field stabilization which makes me  not have the advantage of getting up close and personal to other tanks, meaning that I can shoot as far as a shaft in battles.. sure reload is slower but you have advantageous over others when a fire is coming to you . he ends up being destroyed before you do in most cases..

yes most players do use drones , mine are not fully upgraded and I find there weak for now. i'm waiting for them to be fully up graded before I waste my battery's .

the modules are mostly used fire / freeze / isida .. i have been having issues finding one to use seeing every battle is different and picking the right one seems to end up being the wrong one in the end..

Edited by Bydo

Share this post


Link to post
Share on other sites

7 hours ago, At_Shin said:

I really love the 2 second wait for my gauss. Enemy high-modification Gauss's often end up sniping me while my spawn protection is on. And my gauss has an advantage over an mk7+ enemy who spawned at the same time as me and started aiming at me at the same time I started aiming at him. His shot lands before my spawn protection wears out and mine lands a few milli seconds after his spawn protection wears out.  I get to deal damage and he doesn't...lol.

It is also good thing that I don't need to worry about spawn protection of any other enemy. 

I should check out Gauss micro upgrades to know the level at which this aforementioned strategy will fail. ( Because of lesser aiming time).

To me this only proves that zero damage when re-spawning is crazy and should be gotten rid off.

Share this post


Link to post
Share on other sites

As Tanki brought up (rather strangely, but insightfully nonetheless) while changing augments, Railgun has a bit of a problem on its hands: Falcon (rail protection) modules are worn very frequently by many (if not most) players. It's not at all uncommon to enter a battle with Railgun and see six or more Falcon modules on the opposing team.

The turret on its own, as evidenced by its popularity and winning tendency with Hornet (which has an overdrive that ignores the modules in question), is quite clearly overpowered in comparison to other turrets. Why would everyone be wearing modules if it wasn't? It's effective at any range, can skewer multiple tanks, has no chance of self damage, packs a high impact force - pretty much the perfect storm. Several of its augments are also very powerful, one of the most popular being Scout.

The end result is that Railgun is too effective in comparison with other turrets when paired with Hornet, but is very hard to use effectively with other hulls because of the widespread protection. (It may be more powerful than other turrets, sure, but it isn't 35%-50% more powerful as the module use would require it to be).

Why doesn't Tanki fix this? They just had a rebalance where they corrected several similar issues, such as the Vulcan imbalance, and the prevalence of the Shark module declined to normal levels shortly after that. Not only could they balance Railgun better, but they could make people more free to use their modules for protection against problematic turrets for them instead of generally OP turrets like Railgun.

*I'm looking for your honest opinions here (or an answer from someone affiliated with Tanki); I don't mean for this to be a thread to respond with more complaining.

Edited by kydapoot

Share this post


Link to post
Share on other sites

2 hours ago, Bydo said:

yes I realized it that I forgot to mention which account I was on.. Bydo is only a legend 5 which 24-carrot is a legend 8 .. I also use one of the ricochet  minis field stabilization which makes me  not have the advantage of getting up close and personal to other tanks, meaning that I can shoot as far as a shaft in battles.. sure reload is slower but you have advantageous over others when a fire is coming to you . he ends up being destroyed before you do in most cases..

yes most players do use drones , mine are not fully upgraded and I find there weak for now. i'm waiting for them to be fully up graded before I waste my battery's .

the modules are mostly used fire / freeze / isida .. i have been having issues finding one to use seeing every battle is different and picking the right one seems to end up being the wrong one in the end..

Even with MFS augment ricco is not a great match with hornet.   From range Ricco does not do enough damage quickly enough - the target has time to hit DA or RK or an OverDrive or even hide. 

The turrets that are successful with Hornet OD have one-shot kills or kill very quickly (vulcan).

You will be way more successful with Hornet if you equip Gauss or Hammer-duplet or Rail or Magnum or Vulcan

1 hour ago, kydapoot said:

As Tanki brought up (rather strangely, but insightfully nonetheless) while changing augments, Railgun has a bit of a problem on its hands: Falcon (rail protection) modules are worn very frequently by many (if not most) players. It's not at all uncommon to enter a battle with Railgun and see six or more Falcon modules on the opposing team.

The turret on its own, as evidenced by its popularity and winning tendency with Hornet (which has an overdrive that ignores the modules in question), is quite clearly overpowered in comparison to other turrets. Why would everyone be wearing modules if it wasn't? It's effective at any range, can skewer multiple tanks, has no chance of self damage, packs a high impact force - pretty much the perfect storm. Several of its augments are also very powerful, one of the most popular being Scout.

The end result is that Railgun is too effective in comparison with other turrets when paired with Hornet, but is very hard to use effectively with other hulls because of the widespread protection. (It may be more powerful than other turrets, sure, but it isn't 35%-50% more powerful as the module use would require it to be).

Why doesn't Tanki fix this? They just had a rebalance where they corrected several similar issues, such as the Vulcan imbalance, and the prevalence of the Shark module declined to normal levels shortly after that. Not only could they balance Railgun better, but they could make people more free to use their modules for protection against problematic turrets for them instead of generally OP turrets like Railgun.

*I'm looking for your honest opinions here (or an answer from someone affiliated with Tanki); I don't mean for this to be a thread to respond with more complaining.

People ARE free to use their modules for protection against "problematic turrets".

It's just that many players consider Rail one of those "problematic turrets".  Plus there are so many of them.

Stock Rail is not a huge issue.  It's the augments - which TO seems to want to be OP (so players will spend a mint to get them).

  • Like 1

Share this post


Link to post
Share on other sites

1 hour ago, wolverine848 said:

Even with MFS augment ricco is not a great match with hornet.   From range Ricco does not do enough damage quickly enough - the target has time to hit DA or RK or an OverDrive or even hide. 

The turrets that are successful with Hornet OD have one-shot kills or kill very quickly (vulcan).

You will be way more successful with Hornet if you equip Gauss or Hammer-duplet or Rail or Magnum or Vulcan

 

yes I have tried so many different turrets but seem to go back to the Ricochet.. also just ranked to legend 9 .. will keep plugging away at this game .. but not impressed also when your pulled into battles when its near the end or you have over powered teams that you can't win against..

Share this post


Link to post
Share on other sites

28 minutes ago, Bydo said:

but not impressed also when your pulled into battles when its near the end

I agree - I just exit those battles.   MM sux.

I was placed into one battle recently where enemy team was winning 4-0.  Before I could finish spawning for first time battle ended 5-0.

  • Like 1

Share this post


Link to post
Share on other sites

Hornets OVERDRIVE and MM are the 2 biggest drawbacks in TO. One has a huge advantage over every other combo, and the other invariably does not work. Solution, just leave both as they are and give the players more turrets and updates, and just mabey they will forget about these 2 miserable failures that have unbalanced the game for months. Proper solution, get rid of overdrives and rework MM so players with MK4 (USUALLY WO4/5) do not go up against brigs and even lieutenant generals (MK6/7)  AND GET OBLITERATED. Personally i don't give a rats anymore, as i no longer play on either of my mains or my marshal account. I might do the odd mission on my brig account, but as for playing regularly again......NAH not gonna happen. 

Share this post


Link to post
Share on other sites

4UyE43V.png

 

2) Why is there still no compensation for late assignments? A major complaint is that players often are assigned to battles in their late stages, an issue that is caused by the aforementioned problem of quitters. Such late assignments frequently are an annoyance for a variety of reasons. There have been many suggestions on how to mitigate such annoyance, like starting with an already charged overdrive. Does anyone know why this easy step to produce fairness and avoid anger among players is not simply implemented?

When I have been in Siege trying to be on winning team for win 20 times mission.  I get put into battles that others have left and the teams unbalanced.  I am put there with 2 minutes left and not even time for overdrive to charge with he score 3 to 0.  How fair is this?  Should I do as players obviously did prior?  LEAVE?  The MM system has got to be fixed either call the battles finished when the unbalance gets over (60 percent  to 40 percent)  or ( 3 v 2, 6 v 4, 9 v 6, 12 v 8 ) at this point battle is over.  

DEVELOPERS  SOMETHING HAS TO BE DONE!!!!

Please if you are in the office at Perm or Tbilisi pass this along to someone that will work on getting a solution....Please

Share this post


Link to post
Share on other sites

On 7/19/2020 at 8:31 PM, cosmic666 said:

Because your score is over half the amount of crystals you earned. in order to get a good efficiency your crystal to exp has gotta be at least x2 if not x2.5. cry to exp is the big factor in your efficiency going up instead of down. I totally understand your frustration, the top 3 in the winning team along with the top player in the losing team should all extend their efficiency, winning team..top by a whole point..2nd 0.75..3rd.. 0.50  and the top player on losing team also by 0.50, this would be a much better way of rewarding players who don't just make an effort, but reflect that effort in their performance at the end of the battle on the leaderboard. In fact i think this should be a topic and go to the polls to see who agrees with my simpler version of earning efficiency points.  Nice win by way.

Battle score isn't the same as XP now.

  • Like 1

Share this post


Link to post
Share on other sites

13 minutes ago, cosmic666 said:

So this does not count towards xp?

unknown.png

XP is counted separately from battle score to encourage team play, for example: capturing a flag and getting a kill both give you 10 XP (unmultiplied), but the flag capture gives 75 battle score and a kill gives only 15. Battle score is the one that determines how many crystals you get (the battle result also affects it.) Getting less XP but a lot of crystals will help you stay at your low rank with better equipment.

More info can be found here: https://en.tankiwiki.com/Matchmaking_System

Edited by poke971

Share this post


Link to post
Share on other sites

12 minutes ago, cosmic666 said:

So this does not count towards xp?

Experience and battle score are not the same thing. Experience aids progressing up in Rank, battle score is required to complete certain Daily Missions.

Below is a table containing the battle points and experience earnt per action in Matchmaking battles - keep in mind that the values below do not change according to how many players are in the battle.

Action Experience Battle Score
Destroying a tank 10 15
Participating in destroying a tank Icon info.png 5 5
Self-destruction 0 -10
Healing a player with Isida 5 13
Capturing a Flag (CTF) 10 75
Capturing a Flag (ASL) 10 50
Returning a Flag 5 10
Participating in the delivery of a flag 5 25
Scoring a touchdown in Rugby 10 75
Participating in scoring a touchdown in Rugby 5 25
Participating in the capturing a control point 5 15
Participating in neutralizing a control point 5 10
Destroying a Juggernaut 15 50
Participating in destroying a Juggernaut 10 25

https://en.tankiwiki.com/Matchmaking_System

 

  • Like 1

Share this post


Link to post
Share on other sites

1 minute ago, cosmic666 said:

Then where the hell is my xp then, i obvs do get it.  

The XP count can be found in the HTML5 version when you finish a battle.

Quote

XP is counted separately from battle score to encourage team play, for example: capturing a flag and getting a kill both give you 10 XP (unmultiplied), but the flag capture gives 75 battle score and a kill gives only 15. Battle score is the one that determines how many crystals you get (the battle result also affects it.) Getting less XP but a lot of crystals will help you stay at your low rank with better equipment.

More info can be found here: https://en.tankiwiki.com/Matchmaking_System

 

Edited by poke971

Share this post


Link to post
Share on other sites

1 minute ago, Viking4s said:

Experience and battle score are not the same thing. Experience aids progressing up in Rank, battle score is required to complete certain Daily Missions.

Below is a table containing the battle points and experience earnt per action in Matchmaking battles - keep in mind that the values below do not change according to how many players are in the battle.

Action Experience Battle Score
Destroying a tank 10 15
Participating in destroying a tank Icon info.png 5 5
Self-destruction 0 -10
Healing a player with Isida 5 13
Capturing a Flag (CTF) 10 75
Capturing a Flag (ASL) 10 50
Returning a Flag 5 10
Participating in the delivery of a flag 5 25
Scoring a touchdown in Rugby 10 75
Participating in scoring a touchdown in Rugby 5 25
Participating in the capturing a control point 5 15
Participating in neutralizing a control point 5 10
Destroying a Juggernaut 15 50
Participating in destroying a Juggernaut 10 25

https://en.tankiwiki.com/Matchmaking_System

 

So how long has this been a thing?

  • Haha 1

Share this post


Link to post
Share on other sites

3 minutes ago, poke971 said:

XP is counted separately from battle score to encourage team play, for example: capturing a flag and getting a kill both give you 10 XP (unmultiplied), but the flag capture gives 75 battle score and a kill gives only 15. Battle score is the one that determines how many crystals you get (the battle result also affects it.) Getting less XP but a lot of crystals will help you stay at your low rank with better equipment.

More info can be found here: https://en.tankiwiki.com/Matchmaking_System

ok got that understand it now. just shows how much i take notice of what i call mundane stuff, all i care about when in battle is top 2 really ....ta.

Share this post


Link to post
Share on other sites

46 minutes ago, poke971 said:

Since matchmaking got released

really ....that long lol.

boy how noob am i

I am officially calling myself a complete spanner for the next 24 hrs. feel free to do the same.

Edited by Sacrifice
Posts Merged. Please avoid making so many posts on the same topic one after the other. It is considered as spam.

Share this post


Link to post
Share on other sites

1 minute ago, cosmic666 said:

boy how noob am i

 

Just now, cosmic666 said:

I am officially calling myself a complete spanner for the next 24 hrs.

Don't worry, not that many people know about it, and also let's not spam the complaint book about it, because it's actually a good feature.

  • Like 1

Share this post


Link to post
Share on other sites

When I try to chat in the lobby, I get the following message:

In order to get access to chat and forum messages, you need to play a few battles in the matchmaking mode. Battles left: 3.
If you have any problems with entering the game, drop an email to our customer support service: help@tankionline.com

I played a few matchmaking battles, but the "Battles left" counter doesn't change. What is the solution?

Share this post


Link to post
Share on other sites

11 hours ago, Viking4s said:

Experience and battle score are not the same thing. Experience aids progressing up in Rank, battle score is required to complete certain Daily Missions.

Below is a table containing the battle points and experience earnt per action in Matchmaking battles - keep in mind that the values below do not change according to how many players are in the battle.

Action Experience Battle Score
Destroying a tank 10 15
Participating in destroying a tank Icon info.png 5 5
Self-destruction 0 -10
Healing a player with Isida 5 13
Capturing a Flag (CTF) 10 75
Capturing a Flag (ASL) 10 50
Returning a Flag 5 10
Participating in the delivery of a flag 5 25
Scoring a touchdown in Rugby 10 75
Participating in scoring a touchdown in Rugby 5 25
Participating in the capturing a control point 5 15
Participating in neutralizing a control point 5 10
Destroying a Juggernaut 15 50
Participating in destroying a Juggernaut 10 25

https://en.tankiwiki.com/Matchmaking_System

 

I am not sure I understand the calculations. According to the table each shot tank is worth 15 battle points. In the image below I scored 84 points, but killed 10 tanks. Shouldn't have I received 150 points?

 

Zrzut-ekranu-2020-07-21-o-12-24-56.png

Share this post


Link to post
Share on other sites

This topic is now closed to further replies.
 Share

×
×
  • Create New...