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Marcus
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so when will the normal people that dont want to spend 130 euros on a virtual tank hull get acces to this hull?

i dont see it anywhere in the post, you guys only care about the money.

 

same with this vulcan with incendiary band with an hull with heat immunity, you should have fixed this by now its way to op.

and they should not work together even according to your own website. a con for the incendiary band alt is that it IGNITES ONLY WHEN SELF-HEATING, and they dont self-heat with the heat immunity hull alt. maybe yall are just waiting till enough people have bought vulcan kits and alts to nerf it and then make something else op so they will buy that? thats how you guys work right? you are losing players rapidly.

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6 hours ago, cool12345 said:

What do we know about the new "Flying Tank"? (Besides that it never existed on any battlefield) It cost $139.00 U.S. dollars so anybody can now own an "Authentic" Flying Tank!  ? LOL!

Remove the 35% sale and it's 200 usd

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This hull is complete b.s. If you want to have a hull like this in the game, you also need to have it only for special battles and leave regular battles to the rest of us oldtimers. This is a joke.

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2 minutes ago, RIDDLER_8 said:

I see that the red banner at the top of this page is gone. Does that mean that the game servers were fixed?

Depends what you mean "fixed". After all, the Devs decide what is fixed and what is not.

Edited by Aegis
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2 hours ago, RIDDLER_8 said:

I did not get Hopper from my 6 containers. That really sucks.

What a surprise!!!

BTW, the chance of getting a random Exotic rarity reward from 6 containers, not necessary the Hopper, is about 2.4%.

Edited by Aegis

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In the days I started playing Tanki, (back around 2013-2014) it was, I can safely say, one of the best browser games that I had played. Keep in mind, that these were the days before the game was saturated with buyers, before the server merge, before matchmaking, before overdrives, and before ares.The list I gave could go on, but the removal of the events given were, in my judgement, detrimental to the game overall.

The increase in buyers made playing effectively as a non-buyer very challenging in ranks above WO5. I have nearly stopped playing the game entirely with this account as a result of this: my activity is almost exclusively confined to the forum. What can I say about matchmaking? I have seen some players posting on the forum that it was a good update, and while this may be possible from their viewpoint, I find it hard to agree. Matchmaking battles are shorter than regular battles, and cannot be created by players. The main drawback(s) I see, however, are the following: Players have no choice what map or what team they are dropped into. My frustration with this is that a good portion of the time, I am placed in a map that I am either terrible or marginally OK at playing in, and on the losing team.

Overdrives, while not all bad, have, in my opinion, brought the skill of even the best Tanki players down to the lowest common denominator of the lowly noob. While I may sound extreme, consider that overdrives such as Hunter's (pulse) allow the most unskilled player to easily eliminate the best player in the other team. The same goes for wasp's OD. While my "unfair advantage" argument may be refuted by some, consider that this is a game, and not a real war. In games, the ability of a player should be determined by their skill and equipment that they have worked for to purchase, not an Overdrive.

The last point I want to discuss is Ares. Frankly, it is the most unmaneuverable, immobile, slow, and bulky lumbering behemoth of a "hull" that I have ever played. Not only does it break the definition of a true tank, but it is also hard to play with effectively. Attempting to drive up slopes is most telling of its ability, especially when there is another player in the way. 

I'm not trying to say that all updates implemented into the game have been bad. I enjoy playing with the newer turrets magnum and gauss (in lower ranks at least). While striker is not my favorite, I don't believe it has negatively affected the game to the extent that I have seen some players claim. When containers were implemented, I was rather excited to be honest. While they are somewhat challenging to obtain, I think they are good for incentivising players to complete their daily and weekly missions (perhaps what the devs had in mind) and some of the rewards have been worth the effort for me. I also like the new HTML5 format. It loads faster than the old flash for me, and the overall layout is convenient. I have not had any of the bugs that I have seen other players complain about either (I'm not saying that they don't exist).

When fastforwarding 7 years from the time I first started playing Tanki, I can see that it is not the same game. What is very striking, is that nearly all of the friends (about 95% of them) that I played with regularly in earlier years have quit. I am not attributing this exclusively to frustration with the game, but I have no doubt that it was a contributor in some cases. Even I, in this account, have unofficially quit actively playing the game. My only active accounts are lower ranked ones, Suvurov and ETO_PYCCKNN. At my rank in this account, 2nd Lieutenant, playing the game has been made extremely challenging by the mass influx of buyers. At WO3 I was playing against fully upgraded m2 players, (before the new nomenclature system) while I still had M1 equipment. Earning crystals to buy m2 equipment was impossible at this point, especially as a high school student with other, more important priorities. Now, the devs have implemented a literal jump hacking hull into the game, which means I as a non buyer do not even have a good chance at taking gold boxes, or even boost boxes in many battles. With a price tag of around $153.00 this hull is clearly marketed to buyers. This update is yet another example of why I am frustrated with Tanki. While I am not advocating a complete removal of all updates that have been put in place over the last 6 or 7 years, over half of them could probably be eliminated without much complaint. To the devs, let me give you a little advice: listen to the wishes of your player base. If an update is unpopular, consider removing it. Poll ALL players before springing a new update that only a handful have requested. when you do that, I may consider playing regularly again.

 

 

 

 

Edited by dupuy
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The Hopper can be great for trolls. They take the ball or flag, use the overdrive and place it on top of a building. Now everyone waits for the timeout so that the ball or flag will reset.

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4 hours ago, dupuy said:

In the days I started playing Tanki, (back around 2013-2014) it was, I can safely say, one of the best browser games that I had played. Keep in mind, that these were the days before the game was saturated with buyers, before the server merge, before matchmaking, before overdrives, and before ares.The list I gave could go on, but the removal of the events given were, in my judgement, detrimental to the game overall.

The increase in buyers made playing effectively as a non-buyer very challenging in ranks above WO5. I have nearly stopped playing the game entirely with this account as a result of this: my activity is almost exclusively confined to the forum. What can I say about matchmaking? I have seen some players posting on the forum that it was a good update, and while this may be possible from their viewpoint, I find it hard to agree. Matchmaking battles are shorter than regular battles, and cannot be created by players. The main drawback(s) I see, however, are the following: Players have no choice what map or what team they are dropped into. My frustration with this is that a good portion of the time, I am placed in a map that I am either terrible or marginally OK at playing in, and on the losing team.

Overdrives, while not all bad, have, in my opinion, brought the skill of even the best Tanki players down to the lowest common denominator of the lowly noob. While I may sound extreme, consider that overdrives such as Hunter's (pulse) allow the most unskilled player to easily eliminate the best player in the other team. The same goes for wasp's OD. While my "unfair advantage" argument may be refuted by some, consider that this is a game, and not a real war. In games, the ability of a player should be determined by their skill and equipment that they have worked for to purchase, not an Overdrive.

The last point I want to discuss is Ares. Frankly, it is the most unmaneuverable, immobile, slow, and bulky lumbering behemoth of a "hull" that I have ever played. Not only does it break the definition of a true tank, but it is also hard to play with effectively. Attempting to drive up slopes is most telling of its ability, especially when there is another player in the way. 

I'm not trying to say that all updates implemented into the game have been bad. I enjoy playing with the newer turrets magnum and gauss (in lower ranks at least). While striker is not my favorite, I don't believe it has negatively affected the game to the extent that I have seen some players claim. When containers were implemented, I was rather excited to be honest. While they are somewhat challenging to obtain, I think they are good for incentivising players to complete their daily and weekly missions (perhaps what the devs had in mind) and some of the rewards have been worth the effort for me. I also like the new HTML5 format. It loads faster than the old flash for me, and the overall layout is convenient. I have not had any of the bugs that I have seen other players complain about either (I'm not saying that they don't exist).

When fastforwarding 7 years from the time I first started playing Tanki, I can see that it is not the same game. What is very striking, is that nearly all of the friends (about 95% of them) that I played with regularly in earlier years have quit. I am not attributing this exclusively to frustration with the game, but I have no doubt that it was a contributor in some cases. Even I, in this account, have unofficially quit actively playing the game. My only active accounts are lower ranked ones, Suvurov and ETO_PYCCKNN. At my rank in this account, 2nd Lieutenant, playing the game has been made extremely challenging by the mass influx of buyers. At WO3 I was playing against fully upgraded m2 players, (before the new nomenclature system) while I still had M1 equipment. Earning crystals to buy m2 equipment was impossible at this point, especially as a high school student with other, more important priorities. Now, the devs have implemented a literal jump hacking hull into the game, which means I as a non buyer do not even have a good chance at taking gold boxes, or even boost boxes in many battles. With a price tag of around $153.00 this hull is clearly marketed to buyers. This update is yet another example of why I am frustrated with Tanki. While I am not advocating a complete removal of all updates that have been put in place over the last 6 or 7 years, over half of them could probably be eliminated without much complaint. To the devs, let me give you a little advice: listen to the wishes of your player base. If an update is unpopular, consider removing it. Poll ALL players before springing a new update that only a handful have requested. when you do that, I may consider playing regularly again.

 

 

 

 

All overdrives should be scrapped, then the players with skill will invariably win the day in battle. The way it should be.

 

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I really enjoyed the Hopper + Railgun mode/event. I honestly think that the game mode should be permanently added to the game. You could make it DM but also two teams fighting against each other, a bit like XP/BP. Hopper can only be used here and nowhere else (except maybe Parkour). Letting players use it in MM is a HUGE mistake. 

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Just now, Knights said:

I personally enjoyed the new hopper mode. It was so fun and ranked up about 5 times and too over 70 golds.

If they left it with hopper only usable in that mode, it would be fine. I rather enjoyed the mode myself. It's the fact that Hopper is going to be in MM battles that bugs me.

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4 hours ago, dupuy said:

If they left it with hopper only usable in that mode, it would be fine. I rather enjoyed the mode myself. It's the fact that Hopper is going to be in MM battles that bugs me.

Yeah, i guess that could be a problem to some people including myself.

Edited by Knights
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On 9/20/2020 at 7:38 AM, Russty said:

I think that they changed the maps FOR Hopper. Hopper can jump over the barriers into those new places. Maybe the devs thought that it'd make Hopper more special if it was the only hull that could go on/around the borders.

Well, they changed maps for magnum (all those extra barriers it can hide behind but still shoot) so might as well do so for Hopper... ?

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12 hours ago, dupuy said:

Overdrives, while not all bad, have, in my opinion, brought the skill of even the best Tanki players down to the lowest common denominator of the lowly noob. While I may sound extreme, consider that overdrives such as Hunter's (pulse) allow the most unskilled player to easily eliminate the best player in the other team.

 As a Hunter user, I will readily admit that the Overdrive is easy to use but not the easiest ( ahem, Hornet, Wasp, Viking ). 

But this game is a drug-fest, and it is so unbalanced with OP turrets and Drones ( almost all Drones, but especially Defender, Booster, and Saboteur ), that there isn't really such thing as a skilled player anymore. Sure they exist, but it's hard to gauge unless the player uses something balanced.

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