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Mad Tanks!


Marcus
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1 hour ago, a-pr0-from-greece said:

It doesn't worth the 5 min battle and 6 vs 6 players because all of tanki players can do 1-10 kills while older I personally did 20 to 40 kills in every battle, so anyone now can't fix his K/D.

If you kill less but also die less doesn't your K/D remain the same?

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Really amazing update. Finally you staff made a sensible decision. This must have been done long ago. I no longer get OHKO spawn killed by shaft, magnum and railgun.

Before this update upon respawning, I used to activate speed boost and get killed before activating double armour. Now I can activate speed boost, actually cover 10 meters and then still "exist" to activate double armour.

Now we can actually believe tanks are tanks and not just modified cars retrofitted with overpowererd weapons 

Keep up the good work.

 

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I already play three battles with this new system with Ricochet M7-20, so I might change my mind with time, but I'm feeling like is taking ages to kill anyone. It feels like an undergrade even when already it felt kinda weak against other turrets. In my first battle I took 1 kill and I chased almost everyone, it was like you get into the battle and you are not producing any damage till you refresh, just like that. 

I think the 7min battle was perfect as it was, this is way too short. Specially when you don't stop to get into already started battles with 2min left, at least with 4min left you can gain some crystals. Like this is kinda pointless.

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18 minutes ago, KamenRider said:

Now we can actually believe tanks are tanks and not just modified cars retrofitted with overpowererd weapons 

Try killing  a heavy hull with maxed Defender drone.  You might get it done 2 minutes into the battle with sustained fire.

How many hits from a 120mm cannon do you think modern main battle tanks can sustain?  If you want tanks to feel like tanks... this is not it.

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On 11/3/2020 at 2:04 PM, Marcus said:

 

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

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

3. How did the importance of team gameplay change? 

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

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

1. Yes there is a very noticeable decrease in instances where the scoreboard for some players read 0 -10, 0-15, etc. Staying alive longer helps in so may ways.

2. It changed for the better. For example in Seige, I use dictator and the higher heath allows me immediately use speed boost upon respawning and manage to reach the point alive(even without double armour) to activate my overdrive near my teammates. Then the titan activates his dome (because I boosted his overdrive charge) and we proceed to capture/counterattack. Before the update, if I try to rush to the point activating just speed boost, I would get killed instantaneously.

3. Teamplay has become more important. It is more challenging to kill enemies by yourself. So players form groups like Titan-Dictator, Wasp-Hunter to combine their strengths. 

4. Yes, positively due to reasons mentioned above.

5. Yes indeed. Increase radius of Dictator's overdrive so we can be more useful to farther teammates.

People who are reading this, please like and share ? and hopefully the staff will make the changes permanent.

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21 minutes ago, KamenRider said:

Really amazing update. Finally you staff made a sensible decision. This must have been done long ago. I no longer get OHKO spawn killed by shaft, magnum and railgun.

Strong disagree. Back then, I don't even need Double Power to score a kill with my Mk7+ HC Shaft but now I have to spam my DP to the same, which I am not willing to do. I don't want to constantly spam 1 to 5, it's skill-less unless I absolutely need to.

Edited by FrozenRailgun
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Tanks in their low-HP state were very unrelated to real-life tanks. If you ask me, what you call a tank should not be destroyed in one shot. For this reason, high-HP tanks are a bit more realistic.

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Esta é a pior atualização que já vi até hoje, a diversão do jogo é destruir o maior número de tankers possível, mesmo que você tenha que morrer algumas vezes para isso. Temos menos opções de mapas, que já eram poucas, também temos poucos jogadores nas batalhas. Você perde muito tempo para poder destruir um inimigo, o suprimento de vida agora é inútil, pois não restaura se você estiver sendo atacado. Essa atualização também tornou torres inúteis como o canhão elétrico, Shaft e Gauss, a diversão dessas armas é justamente destruir o inimigo com apenas um tiro, cascos de vida dupla tornam isso impossível mesmo usando drones que aumentam os danos, além de Shaft pequenos mapas também não é bom. Resumindo, essa atualização não é boa de forma alguma, espero que não seja implementada no jogo, já que não tenho mais interesse em brincar com essas mudanças no jogo.

At least the jugger event looks like it will be a lot of fun.

Edited by Matezzo
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I'm a simple man , I will play tanki for the next 13 days and then quit again , Why? 

A player with magnum who is the god of the match : 1 shoots everyone , no brainer , spawn killer , and makes people crush their keyboards.

Now low rank players wont have to worry about buying protection or a defender drone for the cost of his dads salary just to survive gauss with booster 

Now a juggernaut guy wont dominate a battle earning all the score and crystals easily , made it a little harder for the juggernaut aswell

Some players with gauss's EM salvo and booster can't die because a player facing him is useless even with 50% protections , extra health is too handy

Smoky , Thunder , Railgun , Magnum , the meta turrets will now be less used , thats better than nerfing them completely

I usually mock tanki updates , helpers commenting about how cool are those updates , but yeah I'm honest this update is cool.

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There's no way I'm playing defense in Assault modes.

Until you have OD charged there's not a chance you can stop the attackers - they have way too much health.

Just played two battles (both in Rio oddly enough) and the battles were not close at all.  Something like 60-10 each time.

5-0 on attacking in Assault.  It's so easy it's a complete joke.  Wish I still had a mission on scoring goals.

Edited by wolverine848
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Hey one more thing.  Can you please increase the charge for vulcan as well? Just like firebird and isida, make it shoot for 5 more seconds before overheating. Thanks a lot!

Looking forward to more such updates.

Dear people, please like and share this so the staff will implement it. ?

Edited by KamenRider
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3 hours ago, wolverine848 said:

There's no way I'm playing defense in Assault modes.

Until you have OD charged there's not a chance you can stop the attackers - they have way too much health.

Just played two battles (both in Rio oddly enough) and the battles were not close at all.  Something like 60-10 each time.

Exactly, Assault was imbalanced before, being way too hard to attack. Now it's the exact opposite. 

Edited by 2shots2kills
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26 minutes ago, KamenRider said:

1. Yes there is a very noticeable decrease in instances where the scoreboard for some players read 0 -10, 0-15, etc. Staying alive longer helps in so may ways.

2. It changed for the better. For example in Seige, I use dictator and the higher heath allows me immediately use speed boost upon respawning and manage to reach the point alive(even without double armour) to activate my overdrive near my teammates. Then the titan activates his dome (because I boosted his overdrive charge) and we proceed to capture/counterattack. Before the update, if I try to rush to the point activating just speed boost, I would get killed instantaneously.

3. Teamplay has become more important. It is more challenging to kill enemies by yourself. So players form groups like Titan-Dictator, Wasp-Hunter to combine their strengths. 

4. Yes, positively due to reasons mentioned above.

5. Yes indeed. Increase radius of Dictator's overdrive so we can be more useful to farther teammates.

People who are reading this, please like and share ? and hopefully the staff will make the changes permanent.

You couldn't be more wrong - on almost everything - even if you tried.

Or maybe you DID try and you are just trolling...

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2 hours ago, Don_Of_Tanki said:

Ricochet dealing normal damage as before. It should deal x2 damage as it says but why dealing normal damage?

No turret damage has been changed. It's actually the amount of energy that has been doubled. Energy represents how long you can maintain continuous fire, for turrets having a continuous fire. (Except for Twins where the energy indicator simply paces the shots as it is the case for all other turrets)

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3 hours ago, 2shots2kills said:

Honestly, the game balance is an absolute mess. You can't make an experiment like this out of the blue without any testing beforehand. Just like I thought, Light hulls (especially hoppers) with defender are extremely OP and can capture flags and points like there's no tomorrow. 

 

In the last battle I was defending in Assault and this Hopper Mk8 with defender just came in, jumped and captured every time without even shooting back.

 

A good thing to do, and I am quite a seasoned player I think, would be to increase hull health by 50% instead of doubling it. Then nerfing every OD and making them more tactical instead of a NUKE button. Also, some drones need reworking to make them less impactful on the battle (defender, booster, you know those ones). 

And, something that would actually be good, IMHO, would be to decrease every protection module to 30% MAX but to increase the protection slots to 5. 

This would limit the frustration when you face someone with 50% prot, and would still allow you to make an impact on the battle. Turrets like Thunder would actually be playable again...

that would be perfect

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6v6 is totally fine.

But increasing the hulls health really limits the choice of turrets especially when playing on small maps and in PRO battles like Sandbox.

I hope that you do NOT implement these changes as they will kill the game.

Another very important thing, when you collect data or players feedback, try listening to players who know the game very well and have been active for years. i think their opinion is more valuable than newbies who will play the game for a few months (if not less) and then just quit.

Edited by YA-MAMA
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3 hours ago, Maf said:

Guys I get it now. We have to play with fewer people per map due to social distancing requirements!

Kind of a late response on behalf of devs, but I repect them for taking active steps towards keeping the players safe! 

Dear Maf,

Look some of my photos on juggernaut on my low account before the update:  https://prnt.sc/vdktc4https://prnt.sc/vdktqhhttps://prnt.sc/vdkty8https://prnt.sc/vdkuol,

https://prnt.sc/vdkv03

Do you undrestand why I don't prefer the new update?

Because now (after update) I can do the maximum 10 kills.

This can be a cause for me to leave Tanki Online. ( No, I am a bit undue. I will  never leave tanki whatever update Tanki does )

I believe you will take your mind my review.

Thanking you in advance!

Respectfully yours,

a-pr0-from-greece

 

 

Edited by a-pr0-from-greece
spelling mistake
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6 hours ago, Kinderfanger said:

Nah its probs like the hopper rail event, gs doesnt matter

 

yes but the on the Hopper Rail event they told us. Now they don't so I guess GS might matter in this mode but I surely hope not ?

 

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Horrible update. What  were the developers even thinking?? They threw the game balance off the roof. 

I appreciate the small maps, fever players and the lesser battle time. But the double HP is really bad, combat takes 10x more time, you can now run with light hulls and never be destroyed, and you can have same HP as juggernaut while using  heavy hulls... 

What was the thought process of pushing this update? Terrible. 

without mentioning xpbp its now ruined lmao

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