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Marcus
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One good advantage about this experiment is that I have noticed that I have more chances of finishing 1st or in the top 3 places. That's good to better complete missions in the top 3 places.

Experiment-1st-place.png

In this battle I had only four players on my team and six on the enemy team. I managed to win.

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Ok my first impression:

I like the increase in wasp bomb damage, you should keep it that way ?

I think you should not double the health of each hull but instead increase it by 1.5 times the original amount

It is good to see that Isida healing has been increased

Viking overdrives should be reduced to 10s

The charge rate for freeze and fire are good ? 

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Now Juggernaut ( hp = 20 000) is useless. Imagine Viking with double armor plus modules plus drones like defender. It will be more than 20 000 hp plus repair kit. On the other hand battle crystals will be less because of less killing and less time. Battle crystals is our biggest income if we are none buyers. More effort less reward.

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I will not wait 3 to 4 days to answer the following questions. I am already aware of the changes.

Questions:

1. Do you think that there were less occasions when you were destroyed where you spawned and were consequently completely useless to your team?

Answer 1. Yes, there we less occasions when I was destroyed by using Wasp and Hornet with 4000 HP of health. Other hulls like Mammoth should have double HP of health as well. I have always complained about turrets and hulls being too weak in general for MK7, so now is the right time to double the armor and firepower of all MK7 equipment.

2. How did the benefit of well-timed overdrives and drones change?

Answer 2. I did not notice much change apart from the advantage of doubling the damage of Wasp's bomb and Viking's overdrive active time. Those overdrive time increase were positive. I hope that those changes remain permanently.

3. How did the importance of team gameplay change?

Answer 3. Team gameplay is not much different than now, but it is easier to complete most battles in the top three places due to less players on each team. Most of the time, I finish first on any team. That is good news for completing the mission in the top three places easier. This can benefit for weekly missions in the top 3 places which is annoying to complete successfully.

4. Could this experiment change your interest in the game?

Answer 4. This experiment has its advantages and disadvantages like all Tanki Online experiments in general. The greatest disadvantage of this experiment is the fixed battle time. It would be better if this experiment allowed players to customize battle time length like in pro battles. That would make matchmaking battles more flexible.

5. Do you have any suggestions on how to improve these changes?

Answer 5. Yes, I do have suggestions on how to improve these changes. They are, double all the HP armor health of all hulls. Double all the damage of all turrets. That would be best for the MK7 (top) modification of all turrets and hulls. Add more small maps to the map pool. Good small maps to add are, Island, Archipelago, Ping-Pong, Arena, Valley and Zone. Those maps would work best for 6 vs 6 battles and would bring more differentiation in matchmaking battles players play. Playing on the same maps over and over again is annoying and makes matchmaking battles feel boring and too much the same.

I have answered all the five questions from this experiment. I am RIDDLER_8 from Tanki Online and I hope developers and the community agree with my suggestions and feedback I have given you.

Edited by RIDDLER_8
I have added a new sentence to Answer 1.
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20 minutes ago, kumee said:

Now Juggernaut ( hp = 20 000) is useless. Imagine Viking with double armor plus modules plus drones like defender. It will be more than 20 000 hp plus repair kit. On the other hand battle crystals will be less because of less killing and less time. Battle crystals is our biggest income if we are none buyers. More effort less reward.

Juggernaut had already no chances against viking OD.
Yes less kills = less crystals, but also less xp.

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1 minute ago, Viking4s said:

you could always leave these battles...

Exactly

And I like both of those maps when you get good teams, I'll stick to blaming campers / baseliners instead of those maps

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2 minutes ago, SporkZilla said:

Exactly

And I like both of those maps when you get good teams, I'll stick to blaming campers / baseliners instead of those maps

never stay that long in these map to find out... ?‍♂️

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I do not like this experiment.

It is good that you are experimenting with matchmaking balance and trying out new stuff, but for me this experiment seems like a cheap, quick solution to the known problem of teamplay. Yes, you increased the HP of every hull, but with this update modes like TDM and TJR lost their sense completely. Tanki Online is based on fast gameplay, quick descision making and dynamic action. Now, the game lost it. If you want teamplay which is close to games like Counter-Strike, Overwatch, Valorant etc. you are doing a wrong thing. In the V-LOG you said that after the update, it will be even more important to play as a team, and not as an individual. Sorry, but Tanki Online is not ready for it yet. You just jumped over a lot of steps. 

Lets face the facts. Most of the people who are playing the game are just casual players, they do not care about win or lose, they just play in their free time, for fun. Those players do not care about teamplay and communication. Some of them can not even move their turret, let alone give quick information in the chat. So, how to fix this problem you might ask? If you want teamplay - introduce a ranked 6v6 mode, allow group of up to 6 players. Those people will play together against other groups, they will have teamplay because they ARE a team, they are playing together and communicating through Discord for example. Random, casual players will just play in casual modes.

 Now, or even before the experiment, matchmaking teams are not real teams, they are just random players who play together not as a team, but as individuals. If you increase the HP even more, increase it 10 times, it will not change. There will be no teamplay in Tanki Online if you just change matchmaking settings. You have to introduce something new. What you did is not new. It is just messing around with numbers.

This update is good for casual players who are not good at the game, now they are dying slower. You already introduced the spawn protection for those people. Stop supporting them. If they want to play better - they should learn how to, and not wait for developers to incroduce another update that makes the game less dynamic. For me or other players who actively play the game and understand what is going on, this update just makes the game boring. Not bad, just boring. I can play a few CTFs, but not the whole day anymore. Like I used to do. I know this is only an experiment, but I do not like it. I will be happy if you remove it after two weeks and never come back to even think of something like this in the future.

Thank you.

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15 minutes ago, RIDDLER_8 said:

Answer 1. Yes, there we less occasions when I was destroyed by using Wasp and Hornet with 4000 HP of health. Other hulls like Mammoth should have double HP of health as well. I have always complained about turrets and hulls being too weak in general for MK7, so now is the right time to double the armor and firepower of all MK7 equipment.

 

Mammoth has doubled Health (8.000) every hull got doubled in Health

 

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14 minutes ago, RIDDLER_8 said:

I will not wait 3 to 4 days to answer the following questions. I am already aware of the changes.

I wish everyone would be like Riddler. Devs asked for feedback — he gave feedback. No messing around.

P.S. I'd still recommend that you keep playing and experiment with different equipment combos and game modes. Your opinion may change significantly once the novelty of this update wears off.

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2 minutes ago, Dosheg said:

 

You are wrong, the issue addressed here is not teamplay but MM queuing due to the low level of players. To overcome the increased time queuing  they are looking at artificially increase the number of battle which can be done by shorter battle and less player.  This bring new problems that they are trying to solve/reduce with smaller map and increase HP... They sold it as a team play increase and more fun time opportunity...
This is just the continuum of the players pool shrinking, 15 minutes 16x16 > 10 minutes 10x10 > 7 minutes 8x8 and now 5 minutes 6x6 

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1 minute ago, Viking4s said:

You are wrong, the issue addressed here is not teamplay but MM queuing due to the low level of players. 

MM queuing was pretty good before the update, and it is good now. Why should they change something? You can find a battle in maximum 40 seconds in every mode. It's ok. 

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@Dosheg True, I agree with it ?  I have enough experience with MM and i dont like it aswell. (Im not the only one..)

Someone understanding it.

Im not a Xp player but still with increasing the HP a hornet is now 4 shots??

 

Edited by Jumper
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8 minutes ago, Dosheg said:

MM queuing was pretty good before the update, and it is good now. Why should they change something? You can find a battle in maximum 40 seconds in every mode. It's ok. 

Because 1/ you think at peak time, there is other unfortunate players who are not playing at peak time they face queuing.

2/ the number of player is still falling. It is good to try to think early what to do.
40 second is not ok, when I join the clock is already 30 seconds engaged and still (in my case) other players not arrived and I can grab a flag and cap in no time.

Saying that there is still a possibility that there is other reason at play.

Teamplay can only be achieved when player are in a group In my opinion, because the average age of players has been going down, and don't expect random players to have enough time to coordinate in such a short time. Furthermore more mobile player in the mix that can't communicate which each other. How more HP and more damage can significantly improve teamplay with all the above hurdles.

Edited by Viking4s
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keep "testing bad updates" in "test.tankionline" and let tankers know that it was added to test tanki so they can go and try it and give feedback and not add it to the main game for 2 weeks aka people will struggle during that period at least 3 days of testing is acceptable but 2 weeks struggling to get 1k score nah g

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This new method of matchmaking is not good, as im not able to kill anyone and my score is very low?. Please rollback the matchmaking to what it was as it was very balanced and good.Thank u?

Although im quite exited about the new juggernaut festive mode??

Edit: Absolutely not liking this new update. Cya Tanki in 2 weeks.

Edited by RAILBABA

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Ah you "clever" developers! You take some points from the special missions ha ha ha. Денги нет, а?

I've got 4675 point in Hercules mission and I logged out. After login after some time I can see 4635 points are earned in the same mission!

No, no, no I'm not confused, because I write down my status. Check your code devs!

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