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Mad Tanks!


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4 hours ago, VeskoKurtev135 said:

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.

This. We need more maps. It is extremely boring just to play on the same ones continuously. Also, 8+ players in a battle would be great! I hate how it's limited to a certain number.

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I lose my temper too quickly in 6 VS 6 and get rage-quit temptations that I really fight.  Kind of makes me want to swear off the game for a couple weeks.  Change your experiment to try 8 VS 8 battles instead.

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28 minutes ago, Venerable said:

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... 

Yup.  Not really worth going into a CTF battle when hoppers with Dfender will just waltz in, take the flag, run away under heavy fire and cap.  And on these small maps it does not take long.

Most battles lately have been 5-1 or 5-0.  Or 70-10 in Assault.

They may have nerfed Defender some before but now it's back to it's full strength since turret damage is not doubled.

Going into a battle without Defender or Crisis is a waste of time.

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FLYING CHEAT dominates almost every battle they go into.

6v6...... You either get lucky or you don't with the players on your team, same for 8v8.

5 Mins can turn into 2-3 mins if enemy team is dominant from the start, i personally capped all 5 flags in a battle which lasted under 3 mins, wish i had recorded it, but at the start it just looked like another random battle. I new after first cap i was gonna win, it was on my colonel acc. Other team ran off by second cap, think there were 3 left. 

I now play tdm as often as i can so i don't have to rely on another player, as i can outscore most on both teams.

ASSAULT......regardless of which side i'm on.....i leave......it's pants.

FLYING CHEAT, i do my very best to kill these legal cheats whenever i can, but it's usually only me that can take them on with any sort of success at the lower ranks, which is not very often.

 Wasp is now very hard to kill even at the lower ranks, but is a piece of cake compared to the FLYING CHEAT, which seems to last forever under fire even before this nonsense was introduced.

The amount of battles that at the end show 6v2 or 6v3 is very common, it's a joke and demonstrates that even after a couple of days this update is just not working.

I quit playing on legend acc because FLYING CHEAT just can't be taken on at that level, most encounters end up with them winning.

All in all a terrible update which if it continues past the 2 weeks will be THE worst update ever, followed very, very closely by the FLYING CHEAT, then hornets OP overdrive, then by the unbalanced ranking system in battles, then by the ultra, coinboxes, (both scams) and the sky high prices in the shop. There are a lot more i could mention but all have been said before, i just mentioned the ones that imo need addressing the most. 

This 2 week fiasco benefits 3 types of players only.

1-P2W

2-FLYING CHEAT

3-Combination of the above 2.

There is a 4th type of player which i would class myself in, the smart player who does not waste cry on multiple combos, and concentrates solely on his/hers best combo along with protection modules and any drone which you might get. This is the best way to combat the highly unbalanced nature of TO, and at the very least give yourself a fighting chance when you are up against ranks way above you.

As always i do my best to write posts with three main features.....COMMON and SENSE.......FACTUAL being the other.  not like some of the drivel i see being posted day after day by the magoo followers. For those who don't no magoo (mr) was a cartoon character with very short sighted vision, similar to the devs.

One more thing, to address my 4th type of player for those of you who will disagree with it. My MAXED out legend account is at best above average against these FLYING CHEATS, and i would class myself as a good player. Gets me nowhere against the LEGAL CHEAT. I have probs prevailed a few times against them out of countless battles. So what is the point if you have a lower account in getting loads of different combos that will cost you a fortune and will be of no use as you rank unless you are a P2W player who uses the FLYING CHEAT as your main weapon. Answer, none at all.

My method has proven correct, for me at least, until i come up against a FLYING CHEAT, then it's as you were and try your best, are just leave the battle.

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Please remove Chernobyl from this test ... i played over 15-20 battles there in these 3 days and i not had over 200 score in CP, is just lost total of time there! I prefer to avoid to play in this map.

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I really hope the Devs will listen to their EN Community's feedback.

My own saying is that I want old MM back. 7 Minutes, Fun and Chaotic, with the same Imbalance the game has now.

Edited by yellowghetto
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15 minutes ago, yellowghetto said:

I really hope the Devs will listen to their EN Community's feedback.

My own saying is that I want old MM back. 7 Minutes, Fun and Chaotic, with the same Imbalance the game has now.

7?  I want the 10 minute battles back.  (I know it's pie-in-the-sky to ask for the 15 minute ones...)

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5 minutes ago, wolverine848 said:

7?  I want the 10 minute battles back.  (I know it's pie-in-the-sky to ask for the 15 minute ones...)

I felt 10 and 15 minute battles took way too long. It gets repetitive to stay in one map for that long (remembering Tanki X). Especially when the Devs are now focusing on developing the Mobile version. The game isn't like Fortnite or PUBG where the maps are very complicated. It is very simple.

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This was my first victory in over 300 battles in 3 days with this test when win with -2 players from my team ... So, is extreme of rare this situation, ofcourse i saw and -3 or -4 players in teams, is very unbalanced this test ...

 

Screenshot-1.png

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28 minutes ago, The_one_and_only said:

I would not suggest going back to the original hull HP because it is easy for long range turrets to one-shot us

There's only 3 turrets that can one-shot a light hull... Shaft + Magnum + maybe Gauss.  The rest need DD.

So start using some DAs and protection modules. 

Or move your tank around some. Harder to hit a moving target - right?

 

And you like trying to kill a Mammoth with 24,000 health?   ?

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Here are my thoughts regarding this experiment:

PROS

+ For some unknown reason, the spirit of team game-play has awakened. For instance(this really happened) previously in CTF when I used to steal the enemy flag not a single Isida healed me though it could, reason- just wanted me to die so it could capture the flag. But yesterday when, I played CTF, a Dictator used it's OD to heal me, then an Isida kept healing me. That indeed is a good development!!

+A well seasoned player, now dies less times due to more HP.

+It is more convenient to use short-range turrets in MM, due to the presence of only medium-small maps.

CONS

+Removal of large maps,i.e Stadium etc is not that good. There are thousands or more who prefer large maps. Large maps are fun to play, in their own way. In fact, in Stadium say CTF it is more convenient to snipe out the ones following the flag-snatcher.

+Team spirit is not what can be inculcated by just removing, buffing and doubling. But yes, the experiment did very slightly change the team game-play.

+Since the health of hulls like Hornet is doubled, Long range turrets are rendered practically useless against them. Health of Hornet Mk4 is 1470.59, since it is doubled it is 2941.18. Damage of Mk4 Railgun is 582.94, using double damage it is 1165.88. After update it takes approximately 3 shots of Mk4 Railgun. while using double damage, to destroy a Mk4 Hornet given that the Hornet is not using it's Double Armour while previously it took 2 shots of Mk4 Railgun with Double Damage to destroy a Mk4 Hornet. That seriously is not a good sign for us who like using long range turrets and disturbs the balance of the game.

+In my opinion Modes like TGR and SGE board well in large maps rather than small-medium maps.

+5 min is too short for any strategy to work out. 7 min was is pretty fine.

Finally, it is suggested that the length of matches be increased to 7 min again, decrease the buff to hulls' health of at least buff the damage of long range turrets.

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4 minutes ago, wolverine848 said:

There's only 3 turrets that can one-shot a light hull... Shaft + Magnum + maybe Gauss.  The rest need DD.

So start using some DAs and protection modules. 

Or move your tank around some. Harder to hit a moving target - right?

 

And you like trying to kill a Mammoth with 24,000 health?   ?

DO NOT forget railgun with or without any augments and the critical shot of smokey's with autocannon

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16 minutes ago, The_one_and_only said:

DO NOT forget railgun with or without any augments and the critical shot of smokey's with autocannon

Rail with LCR... avg damage is 1640 which is .... less than 2000.

Smoky crit does 800 damage.  How the heck is that gonna one-shot a light hull.  Can't even do it with DD.

Anything else you suggest is once-in-a-blue moon chance.  We need to consider AVERAGE outcomes not the outliers.

 

And now maybe you answer my question about how fun it is to try to kill a tank with 24,000 health.

Edited by wolverine848

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Best of all is the DM JGR!

 

That mode should be there forever ?

It's very funny to play with all that JGR around the battlefield! ???

 

That is the real MAD TANKS field! ⭐⭐⭐⭐⭐

 

 

Edited by CX2011
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I have to say, the Everyone - Juggernaut mode is fun xD !

Regarding feedback on the experiment, I am busy with studies for now and can't play enough to really give good feedback - so I will leave it to others who can to do that.

The changes are interesting, however from the games I have played I can see the following:

  • 5 minute battles are far too short. 7 minutes is perfect.
  • All the turrets with boosted hull HP are overpowered. Rico/Twins and Viking (or any hull really) is unstoppable, and I found on my main account I am getting better results swapping to Isida rather than Railgun even though my Isida is much less upgraded. Doubling Hull HP is very powerful. I think if Melee turrets (Isida/Firebird/Freeze) and to a lesser extent Hammer are unpowered maybe they should have a slight range increase or something instead, or a small (20-50%) HP buff on large maps perhaps, but 100% hp buff is too much. I don't think Twins/Ricochet should be getting the buff.
  • I think it would be boring to lose large maps from the map pool, and 8v8 games. Perhaps we could have 6v6 on small maps and 8v8 on large, I don't know, but definitely getting rid of many maps and 8v8 altogether is not fun.
  • The increased hp is an interesting change but it may be too much. Maybe 50%. 


Also the main thing that I really don't like about other recent changes is the removal of status effects on Juggernaut. Having played it my worst fears are confirmed - In TJR Juggernaut is far too hard to kill except for a few hulls, and it is hugely imbalanced with some hulls and turrets being totally useless ( e.g. Freeze/Firebird/Hornet/Hopper). The removal of status effects from TJR removes so much fun and strategy, and creates huge imbalance between hulls and turrets, now the only way to kill the Jug is to blast it down with pure damage. Only players with ranged Turrets and Viking/Dictator/Mammoth/Wasp - or powerful drones - are really that useful. I suggest reversing this change - if Juggernaut needs more survivability then just increase its health instead. This is a bad change and makes what was one of the best modes much less fun and more imbalanced.

Edited by DestrotankAI9
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2 hours ago, wolverine848 said:

There's only 3 turrets that can one-shot a light hull... Shaft + Magnum + maybe Gauss.  The rest need DD.

So start using some DAs and protection modules. 

Or move your tank around some. Harder to hit a moving target - right?

 

And you like trying to kill a Mammoth with 24,000 health?   ?

Nothing can oneshot light hulls at the moment, except for Heavy Capacitors Shaft.

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5 hours ago, DestrotankAI9 said:

All the turrets with boosted hull HP are overpowered. Rico/Twins and Viking (or any hull really) is unstoppable

I agree with this, I am playing with Twins (14/20) and mk8 Viking + heavyweight augment and I am wiping the floor with anyone who does not have at least 40%+ prot.

 

Also, team Jug mode is unplayable (for the poor Jug drivers)

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This is one lousy set up. The best games are when each side is roughly equal. Then the game is won by strategy.  Each game should be 10 minutes. 5 minute games are useless. The game is unbalanced due to 100's of exceptions to augmentations and protection modules. Years ago this used to be a fair, clean game.  Not anymore. 

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So, basically now im invinsible. Only thing, which could kill me, is equal buyer with all immunities and hughe skill set, and still he would be stuggling. No matter what enemy team trows at me, i can deal with it with my ap freeze. Titans, mammoths, vikings, isidas, firebirds... u name it, doesent matter. Why? Because my gear is maxed out and i have defender.

This update has made the defender the most op thing in the game by far. Nothing can defeat it, if you got the right alternations. I am so dominant, that i can fight 6vs1 fights and still emerge as winner.

What you should do, is to lower the hull hp 30-40% and rebuild booster drone stats. Make it so that booster gives at max level 52% damage boost for 30 seconds instead of 200% for 3 seconds. This way, there is a counter for defender. Not even hornet can deal with defender these days since the nerf, because now the ap effect is so short. But by increasing the overall damage of booster no-buy players would have even somekind of chance to fight back with short-range setups instead of sniper setups (currently sniper setups are the most effective with booster) but since the mad tanks, the damage output is so low, that you wouldnt stand a chance in these small maps.

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