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8 minutes ago, the_real_one said:

Did someone vomit in here?

yes
 

If you guys want fast points, play ASL attacking team. If you get defending team, I highly recommend using Esc+Enter

 

Edited by yellowghetto
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34 minutes ago, yellowghetto said:

This experiment is basically asking players to leave. Just being honest. Nobody wants to play a game for hours just to get some really bad rewards. I only play for Daily Missions, but when I'm done, I don't want to waste my time playing anymore. You barely earn any battle score from battles. That's my criticism

How do I rate the experiment? 2/10. A 2 is being generous.

Now see I have had the opposite experience with score. I've been getting 400 xp and 500 crystals per game so that 100 per minute, so in an hour that is 6000 crystals.

My problems are that it is way to hard to kill tanks except with melee turrets. I just tried freeze and jeez is it and fire powerful. they doubled its damage so unlike other turrets, the short ones dont mind the extra HP

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This time you made me angry tanki online ...
First ... your update is bad, it's hard to destroy tanks.
Part of the entertainment of this game is kill and kill!

And the worst!

When will matchmaking be resolved in battles?
9999 vs 3000-4000

This is no longer fun, the lower ranks just can't compete against a 9999 tank.
Wake up Tanki!

 

 

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I've played under this huge new "experiment" for a few days now, and I have a few findings to share, as well as some advice on how to tweak this experiment to make it a bit better.

Starting off, let's review the things I think are positive coming out of this update:

  • Removal of larger MM maps - I never used to finish battles when I was put in a map such as Brest or Massacre, but with this update, this is no longer an issue. I would go out on a limb, and assume that a higher percentage of players enjoy more engaging combat, as opposed to camping in one place and sniping opponents, so this update is perfect for that.
  • Reduction of battle time to 5 minutes - Ever since Challenges required 3,000 stars to complete, it's been kind of hard for anyone who missed a few days of Daily Missions to catch up on their missing stars, but because battles are now a couple minutes shorter, you can pump out more battles within any given time amount. For example, say I have exactly 35 minutes to play Tanki before I have to attend a school class; under this new "test," I can play seven battles, whereas I used to only be able to play five, so I can earn up to 12 stars more.

Now that we've covered what I like about this test, let's talk about what I don't like about it/think could be changed to be improved. For these, I will state my proposed changes in bold so Developers are more likely to see what I am trying to convey. Here we go:

  • Either return tank's HP amounts back to normal, or buff all turrets' damage - The biggest issue I've seen related to this is with Vulcan users. Vulcan (the stock turret, not factoring in augments) is already a fairly weak turret, as it only does around 70 damage per pellet, but since hull health has been doubled, Vulcan takes even longer to kill opponents (it's basically the equivalent of having Vulcan Mk4 in Mk7 battles prior to the test). This is just one turret too; others have similar issues. Besides the turrets that received a buff in energy levels (Firebird, Freeze, Isida, Ricochet, and supposedly Twins), all the other turrets are comparably very weak under this test, and that needs to be fixed, either by returning tank HP back to normal, or buffing turret damage by multiplying it anywhere from 1.5x to 2.0x the current damage.
  • Impose some sort of "penalty" on people who leave battles before they conclude - Since battles only have six players per team, now more than ever can we see the problems that arise when a member of a team in an MM battle leaves. My proposition to fix this issue? Impose a penalty on anyone who leaves a battle before it concludes. This penalty could entail a reduction in crystals earned from the next battle that person completes (as a sort of "tax"), or causing a timer to start that makes it so that players can't join another battle (regardless of whether it is MM or Pro) for the duration of time left in the battle that person left. I don't think battles should return to be 8v8 combat as it causes battles to be quite congested, but something has to be done about people leaving battles because it is basically sabotaging the team they were a part of.
  • Reduce the active time of Viking Overdrive to what it used to be - As long as turrets are buffed or hull health is nerfed a bit, Viking's original Overdrive is not weak in any regards. Because of this test, however, Viking's Overdrive has become undoubtedly the most powerful, as the length of time it lasts for is straight insane; it lasts long enough that you could activate it and kill someone immediately, and kill that same person again after they respawn before it ends. That's all I have to say on this subject.

Overall, I would say this test is a wonderful step in the right direction, and if appropriate changes are made in a good manner following players' feedback, there's strong opportunities to lie ahead in this game's future. Thank you for taking the time to read through my response!

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2 minutes ago, Mr.Nibbles said:

I've played under this huge new "experiment" for a few days now, and I have a few findings to share, as well as some advice on how to tweak this experiment to make it a bit better.

Starting off, let's review the things I think are positive coming out of this update:

  • Removal of larger MM maps - I never used to finish battles when I was put in a map such as Brest or Massacre, but with this update, this is no longer an issue. I would go out on a limb, and assume that a higher percentage of players enjoy more engaging combat, as opposed to camping in one place and sniping opponents, so this update is perfect for that.
  • Reduction of battle time to 5 minutes - Ever since Challenges required 3,000 stars to complete, it's been kind of hard for anyone who missed a few days of Daily Missions to catch up on their missing stars, but because battles are now a couple minutes shorter, you can pump out more battles within any given time amount. For example, say I have exactly 35 minutes to play Tanki before I have to attend a school class; under this new "test," I can play seven battles, whereas I used to only be able to play five, so I can earn up to 12 stars more.

Now that we've covered what I like about this test, let's talk about what I don't like about it/think could be changed to be improved. For these, I will state my proposed changes in bold so Developers are more likely to see what I am trying to convey. Here we go:

  • Either return tank's HP amounts back to normal, or buff all turrets' damage - The biggest issue I've seen related to this is with Vulcan users. Vulcan (the stock turret, not factoring in augments) is already a fairly weak turret, as it only does around 70 damage per pellet, but since hull health has been doubled, Vulcan takes even longer to kill opponents (it's basically the equivalent of having Vulcan Mk4 in Mk7 battles prior to the test). This is just one turret too; others have similar issues. Besides the turrets that received a buff in energy levels (Firebird, Freeze, Isida, Ricochet, and supposedly Twins), all the other turrets are comparably very weak under this test, and that needs to be fixed, either by returning tank HP back to normal, or buffing turret damage by multiplying it anywhere from 1.5x to 2.0x the current damage.
  • Impose some sort of "penalty" on people who leave battles before they conclude - Since battles only have six players per team, now more than ever can we see the problems that arise when a member of a team in an MM battle leaves. My proposition to fix this issue? Impose a penalty on anyone who leaves a battle before it concludes. This penalty could entail a reduction in crystals earned from the next battle that person completes (as a sort of "tax"), or causing a timer to start that makes it so that players can't join another battle (regardless of whether it is MM or Pro) for the duration of time left in the battle that person left. I don't think battles should return to be 8v8 combat as it causes battles to be quite congested, but something has to be done about people leaving battles because it is basically sabotaging the team they were a part of.
  • Reduce the active time of Viking Overdrive to what it used to be - As long as turrets are buffed or hull health is nerfed a bit, Viking's original Overdrive is not weak in any regards. Because of this test, however, Viking's Overdrive has become undoubtedly the most powerful, as the length of time it lasts for is straight insane; it lasts long enough that you could activate it and kill someone immediately, and kill that same person again after they respawn before it ends. That's all I have to say on this subject.

Overall, I would say this test is a wonderful step in the right direction, and if appropriate changes are made in a good manner following players' feedback, there's strong opportunities to lie ahead in this game's future. Thank you for taking the time to read through my response!

I just want to disagree on the penalty for players leaving part. If a team is dominating, let them win. No one wants to just sit and get wrecked. The penalty system in Tanki X if you had ever played let a lot of salt in player's mouths and in general is a negative feel to the game. It is pretty obvious Tanki has lost its popularity, but a penalty system is just another thing to make players not wanting to head into battles anymore.

Edited by yellowghetto
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41 minutes ago, Potdindy said:

Now see I have had the opposite experience with score. I've been getting 400 xp and 500 crystals per game so that 100 per minute, so in an hour that is 6000 crystals.

My problems are that it is way to hard to kill tanks except with melee turrets. I just tried freeze and jeez is it and fire powerful. they doubled its damage so unlike other turrets, the short ones dont mind the extra HP

Thought they were doubling the energy pool - which eventually allows it to do 2x the damage... but not DPS.

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1 hour ago, Mr.Nibbles said:

I've played under this huge new "experiment" for a few days now, and I have a few findings to share, as well as some advice on how to tweak this experiment to make it a bit better.

Starting off, let's review the things I think are positive coming out of this update:

  • Removal of larger MM maps - I never used to finish battles when I was put in a map such as Brest or Massacre, but with this update, this is no longer an issue. I would go out on a limb, and assume that a higher percentage of players enjoy more engaging combat, as opposed to camping in one place and sniping opponents, so this update is perfect for that.
  • Reduction of battle time to 5 minutes - Ever since Challenges required 3,000 stars to complete, it's been kind of hard for anyone who missed a few days of Daily Missions to catch up on their missing stars, but because battles are now a couple minutes shorter, you can pump out more battles within any given time amount. For example, say I have exactly 35 minutes to play Tanki before I have to attend a school class; under this new "test," I can play seven battles, whereas I used to only be able to play five, so I can earn up to 12 stars more.

Now that we've covered what I like about this test, let's talk about what I don't like about it/think could be changed to be improved. For these, I will state my proposed changes in bold so Developers are more likely to see what I am trying to convey. Here we go:

  • Either return tank's HP amounts back to normal, or buff all turrets' damage - The biggest issue I've seen related to this is with Vulcan users. Vulcan (the stock turret, not factoring in augments) is already a fairly weak turret, as it only does around 70 damage per pellet, but since hull health has been doubled, Vulcan takes even longer to kill opponents (it's basically the equivalent of having Vulcan Mk4 in Mk7 battles prior to the test). This is just one turret too; others have similar issues. Besides the turrets that received a buff in energy levels (Firebird, Freeze, Isida, Ricochet, and supposedly Twins), all the other turrets are comparably very weak under this test, and that needs to be fixed, either by returning tank HP back to normal, or buffing turret damage by multiplying it anywhere from 1.5x to 2.0x the current damage.
  • Impose some sort of "penalty" on people who leave battles before they conclude - Since battles only have six players per team, now more than ever can we see the problems that arise when a member of a team in an MM battle leaves. My proposition to fix this issue? Impose a penalty on anyone who leaves a battle before it concludes. This penalty could entail a reduction in crystals earned from the next battle that person completes (as a sort of "tax"), or causing a timer to start that makes it so that players can't join another battle (regardless of whether it is MM or Pro) for the duration of time left in the battle that person left. I don't think battles should return to be 8v8 combat as it causes battles to be quite congested, but something has to be done about people leaving battles because it is basically sabotaging the team they were a part of.
  • Reduce the active time of Viking Overdrive to what it used to be - As long as turrets are buffed or hull health is nerfed a bit, Viking's original Overdrive is not weak in any regards. Because of this test, however, Viking's Overdrive has become undoubtedly the most powerful, as the length of time it lasts for is straight insane; it lasts long enough that you could activate it and kill someone immediately, and kill that same person again after they respawn before it ends. That's all I have to say on this subject.

Overall, I would say this test is a wonderful step in the right direction, and if appropriate changes are made in a good manner following players' feedback, there's strong opportunities to lie ahead in this game's future. Thank you for taking the time to read through my response!

Reduction in battle time is terrible.  You discount the waiting time between battles which basically offsets any extra battles played. I have yet to enter a battle with 5 minutes on the clock.  So with fewer kills due to double health, reaching the 70 score threshold is much harder. Team scores an early cap because they loaded faster than opposition and battle is over.

6 vs 6 is not  good. Mults on your team (Yes, there ARE mults) hurt your team a lot more when it's 5 vs 6 as opposed to 7 vs 8.

I stopped playing TX in part because of the stupid penalty for leaving battles.  There are many reasons for leaving battles besides the score.  Penalizing players never works. Never.

Edited by wolverine848
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52 minutes ago, wolverine848 said:

Reduction in battle time is terrible.  You discount the waiting time between battles which basically offsets any extra battles played. I have yet to enter a battle with 5 minutes on the clock.  So with fewer kills due to double health, reaching the 70 score threshold is much harder. Team scores an early cap because they loaded faster than opposition and battle is over.

6 vs 6 is not  good. Mults on your team (Yes, there ARE mults) hurt your team a lot more when it's 5 vs 6 as opposed to 7 vs 8.

I stopped playing TX in part because of the stupid penalty for leaving battles.  There are many reasons for leaving battles besides the score.  Penalizing players never works. Never.

We are on the same page. Less times in battles, especially with double health tanks means less battle fund and score. Meaning, more burnt supplies, harder to complete missions. Penalizing players make the game that much more unenjoyable.

Edited by yellowghetto

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what the heck is this update? i cant even destroy a couple of tanks to get xp, viking od shoots for a minute destroying everyone is he base once and then one time after respawning, mammooth with double armor becomes godmode on. and worst of all when i join a battle on average only 30 secons is left. what the hell are the developers thinking? if they had a brain of ants they wouldnt do something this messed up. 

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This game its out of control, the developers have lost the focus about FLOW and FUN.

Edited by Spy
Kindly refrain from using inappropriate language.

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7 hours ago, wolverine848 said:

Thought they were doubling the energy pool - which eventually allows it to do 2x the damage... but not DPS.

Ahhhh right that makes sense.I think youre correct

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So it seems like there is a discussion between battle experience and battle reward. It seems many people want the more rewards from shorter games etc, but is that worth the loss in battle experience? If each game is only 5 minutes, its not basically becoming a grinding game where you are constantly grinding rewards. You cant really care about the results of the game when its over as soon as it begin.

I kinda like the idea of slowing games down, but not by doubling health. Consider this: One part of playing short range turrets is the ability to ambush someone and kill them quickly. If you cant ambush them, they will just kill you from afar...a good mechanic. Now, everyone has enough health that you can survive driving up to them and then its a race to see who does damage faster.

Same with long range: Your strategy is to use your lower overall damage to get key shots and take out enemies far away before their higher damage ends you. Now they can just drive up to you and shrug off those long shots.

Example, I just engaged a twins viking with my fat heavy and shaft...I had full supplies but they only had DD...no protections for either...so everything should line up that I could win....nope...my shots were doing basically nothing to it and I died.

I also miss the large maps as they allow for more maneuvering but that is less important

Edited by Potdindy

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not balanced matches or system. way too many OP drones in battles been complaining for months about it and now even worse

in battle players and final scores

1BFVYTZ.png

g661Hf4.png

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11 minutes ago, Bydo said:

not balanced matches or system. way too many OP drones in battles been complaining for months about it and now even worse

in battle players and final scores

1BFVYTZ.png

g661Hf4.png

Yeah clearly look at how they distribute players, all those 9000 gear score tankers put into one team??!!

Edited by The_one_and_only
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Just now, The_one_and_only said:

Yeah clearly look at how they distribute player, all those 9000 gear score tankers put into one team??!!

yupe and the twin player was way too OP that even in normal set up it was impossible to destroy . but when he had his OD in use he was God Mode .. Hopper is another tank which needs to be lowered .

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Here are my thoughts. Overall, I'm disappointed by every single one of these changes.

Double health: Completely ruins the balance of many turret/hull combinations and drones. Assault mode for example is now terrible with everyone constantly delivering flags on wasps/isidas. In CP and Siege titans are super annoying too. During the whole game there are way less kills being made and thus way less points earned. The battles don't feel dynamic anymore. For me personaly, it's boring and often times frustrating when an enemy uses protection against me and defender drone.
Removal of large maps: Less variety in the maps is absolutely not a good thing. I've always wanted there to be more available maps for MM battles to give more variety. It's a lot more interesting to see different maps more often. The size of the maps aren't a problem, that just allows for different playstyles and strategies. If all available MM maps were the same size it wouldn't be as interesting.
Viking overdrive: As a viking player, I'm telling you to remove this. Together with the double hp. Neither of these 2 are necessary.
Number of players to 6: Again, something that makes the battles more boring, feel slow, less players also means less dynamic and less points/crystals being made.
Lower battle duration: 7 minutes was already great, 5 minutes feels too short.
Double energy and double wasp bomb damage: These two shouldn't be a thing at all, together with double HP.
 

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

Same as always. I'm a casual player who doesn't have upgraded drones, high level protections or many upgraded hulls/turrets. Whenever I'm against people who have everything max, I lose. Whenever I'm against people who are equal, well.. win or lose, at least the battles are fair and fun and what matters is how good the players are!
A lot of the time I was useless to the team even though I was barely dying, but at the same time I was barely killing too. Whenever there's someone with isida and 1 guy with defender that's just an instant loss for me. I see people winning not because they know how to win, but just because they play with things that can't lose.
 

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

What? I was already timing my overdrives and drones to get the most out of them.
 

How did the importance of team gameplay change?

You can change the game all you want but you can never force random people to just start playing as a team. It felt worse than before when there are less players. Before with more players, I had a higher chance of finding a stranger willing to go around with me and do things together.
 

Could this experiment change your interest in the game?

Yes, it took away the fun for me and I will not continue to play if any of those changes remain permanent.
 

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

I enjoyed the game the way it was.

You can't make it so people will stop dying on respawn. Not every single player uses drones and supplies all the time, not every single player has good enough hardware to run the game well. There will always be those who simply don't have the equipment to survive against those who have everything.
Why not instead of matching players for battles only by rank, it is made so that we also get matched by gear score? Leave those who have max upgrades on everything to play against their equals, and those who are low on equipment and supplies to play against THEIR equals. There are casual players who play just to relax for an hour or two, and they aren't less than the "competitive" players who spend money all the time on gear.

Why can't we have the big maps to allow for like 8+ players, medium maps for around 6, and small maps for let's say 4. And to bring more of the maps into MM battles because there are so many great maps there in the list that barely ever get used only on custom battles, which many don't play at all.


The recent change to the battle pass and including stars as mission rewards was a great thing to me. I could finally reach level 50 without having to play for hours every single day and just run out of supplies on the third day and it also gave me a reason to start putting a little bit of money to buy battlepasses. The rewards from there helped me rapidly upgrade my gear, get new turrets, new drones and supplies so I can use those drones, It made the game feel more fair when I'm against people who have everything max level. It increased my interest in the game and made it enjoyable just like it was years ago. Well, now I regret that. Unless the game is the way it was, I will just quit once again.

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19 hours ago, wolverine848 said:

Why the heck should light hulls get that kind of advantage?

As a counter to being one shotted or insta killed by 70% of the available turrets. 

Today's experimental games were rugby. First, generally the winners keep winning and the losers lose. First goal is usually the decider the winning team then steamrollers the opposition, a couple of players leave as there is no fun in being spawn killed, and the game rolls up 5-0. On the odd occasion that both sides played as a team the games were really enjoyable but too short.

MM kept trying to put me into battles 3-0 down with 2 minutes to go. 

A mult on your team has much more of an effect on game play, so does the player who ignores the game mode and just heads to the opposite base to play TDM. 6V6 is going to need some teamwork to make it work or else every game is just going to be a 3 minute white wash. One of the games was 5V6 TDM leaving me to score goals freely for a couple of minutes, but it was pretty dull.

I have noticed a marked lack of Magnums. Usually there is one or two on each side but I've not seen more than a couple in 20 battles. I guess now it's not the most OP turret in the game nobody wants to play it. Lots more twins and Hammers though.

The double armour is widening the gap between buyers and FTP. Buyers are damn near indestructable FTP are playing effectively with double armour equipped all the time and are still pretty easy to kill. Never mind the double armour thing will only last another week or so.

My fear that every game was going to be full of Viking/rico's with stuck turrets hasn't dome true yet. Lots of Vikings but not so much overdrive. I'm guessing that short games and less kills have made the chrge up pretty slow. Also with the smaller maps and less players to shoot at 14 seconds is too long anyway.

So, Assault is totally turned on it's head. As a defender the best I managed in a game was a draw the rest were 70-notverymany whitewashes. Attacking is just grab a flag and drive to the base and bully your way in.

Contol points I think is better but only because you live long enough to capture a point.

Rugby is good as long as both teams are playing Rugby but even then most times it's a 5-notverymany outcome.

 

 

 

 

 

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30 minutes ago, Matt_Black said:

As a counter to being one shotted or insta killed by 70% of the available turrets. 

Today's experimental games were rugby. First, generally the winners keep winning and the losers lose. First goal is usually the decider the winning team then steamrollers the opposition, a couple of players leave as there is no fun in being spawn killed, and the game rolls up 5-0. On the odd occasion that both sides played as a team the games were really enjoyable but too short.

MM kept trying to put me into battles 3-0 down with 2 minutes to go. 

A mult on your team has much more of an effect on game play, so does the player who ignores the game mode and just heads to the opposite base to play TDM. 6V6 is going to need some teamwork to make it work or else every game is just going to be a 3 minute white wash. One of the games was 5V6 TDM leaving me to score goals freely for a couple of minutes, but it was pretty dull.

I have noticed a marked lack of Magnums. Usually there is one or two on each side but I've not seen more than a couple in 20 battles. I guess now it's not the most OP turret in the game nobody wants to play it. Lots more twins and Hammers though.

The double armour is widening the gap between buyers and FTP. Buyers are damn near indestructable FTP are playing effectively with double armour equipped all the time and are still pretty easy to kill. Never mind the double armour thing will only last another week or so.

My fear that every game was going to be full of Viking/rico's with stuck turrets hasn't dome true yet. Lots of Vikings but not so much overdrive. I'm guessing that short games and less kills have made the chrge up pretty slow. Also with the smaller maps and less players to shoot at 14 seconds is too long anyway.

So, Assault is totally turned on it's head. As a defender the best I managed in a game was a draw the rest were 70-notverymany whitewashes. Attacking is just grab a flag and drive to the base and bully your way in.

Contol points I think is better but only because you live long enough to capture a point.

Rugby is good as long as both teams are playing Rugby but even then most times it's a 5-notverymany outcome.

 

I agree with 95% of your post - but - that has nothing to do with extra protection for light hulls.

Light hulls are not insta-killed by 70% of the turrets.

Shaft, Magnum and maybe gauss.  All other turrets require DD which is negated by DA OR a module.

Light hulls "defense" is their speed.  On most maps they can get under cover easily and are not subject to multiple hits in succession.

And nothing prohibits light hulls from equipping drones like Defender.  I've lost count of the number of hornets and hoppers that were all but "unkillable" - capping flags and scoring goals at will.

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

I neither felt useless to my teams before this experiment nor do I feel so during the experiment. Also being spawn-killed is not an issue in MMS battles, it sometimes happens, but solving that kind of situation is just another enjoyable challenge.

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

All things considered, it did not significantly change.

  • How did the importance of team gameplay change? 

All things considered, it did not significantly change.

  • Could this experiment change your interest in the game? 

Rather to the negative. While I am ambivalent to the 6v6 instead of 8v8, I regret the removal of many interesting maps, and I preferred the 7 minutes battle time over the 5 minutes. Most importantly, the doubling of Health Points is too much and leads to grotesque situations.

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

You might try multiplying Health Points with 1.5 instead of 2.

Talking about improvements, you should take the two hours to update profile pages. This would improve player and customer satisfaction, and your business success, much more than any of the ever more disruptive changes to gameplay.

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Update doesn't work. Today, almost every game has been 5v6, 4v6 or even 3v6. The 9999 players are always on the same side. I quit game after game after game and now logged out.

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Forget Hopper, now Wasps are scoring goals as if they're Titans with Crisis and Speed Boost...

They don't even need to shoot.

I really don't understand though - I feel as if every enemy tank is dealing normal damage to me, but I am unable to kill even Wasps by using Double Damage. Shafts are one-shotting my Mk5 Wasp and Hopper, Gausses are dealing significant damage to me sans snipe mode, Thunders are roaming around and killing me easily... even if I use Double Armour, enemy tanks are able to kill me in seconds. And it's not that they got 2k GS more than me - their GS is mostly within 1k of mine. Those with 2k or more GS higher than mine obviously dominate battles.

I simply cannot understand what I'm doing wrong... 

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