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Marcus
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On 11/3/2020 at 8:04 AM, Marcus said:

We would appreciate it if you answer the following questions after 3-4 days of playing with the new changes: 

  • Do you think that there were less occasions when you were destroyed where you spawned and were consequently completely useless to your team?
  • How did the benefit of well-timed overdrives and drones change? 
  • How did the importance of team gameplay change? 
  • Could this experiment change your interest in the game? 
  • Do you have any suggestions on how to improve these changes?

I've played the majority of the time since this update took place on my alternate, Major General account, @Mr.370z, and I do have to say the experience is a bit different than the situation @Dosheg painted a picture of in his response to these same questions. Let's review my personal, mid-ranked opinion!

 

I would like to start by mentioning that my experience was undoubtedly much different than the majority of people around this same rank has to offer, and this is because I have an extremely over-powered garage compared to others at this rank, being able to reach 9,000 GS with several combinations when the average person has a GS around 6,000 at the same rank. Because of this, my tank has comparably much higher HP levels, and my turret outputs significantly more damage. Please keep this in mind when reading my feedback (though I will try to explain what a normal player at this rank would experience).

 

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

- I would have to answer yes to this question, but I don't necessarily think this is case for everyone. Since my tank is much more "buff" than others', I had less occasions where I was being spawn-killed, but for the majority of the opponents facing me in battle, I can for certain say they had issues with being spawn-killed because I was the person causing such situations to occur for this demographic. Now, what if two players with similarly-powerful tanks went head-to-head in combat after one of the two just spawned? I'd say spawn-killing wouldn't necessarily be an issue, unless the skill level of one of those people is much higher than the other person; so for the most part, spawn-killing wouldn't be an issue.

 

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

- Overdrives didn't really affect my gameplay at all, either on the offensive or defensive side. There would be times where an opponent would use a Wasp bomb, or activate their Viking Overdrive, yet I still managed to beat them in combat or escape with a still decently high amount of HP left in me. I personally use only Hornet for the most part on that account, and following the nerf to this specific hull's Overdrive a few weeks ago, it's the most useless Overdrive I've ever seen; please change something, it's ridiculously underpowered. For this reason, there never really was a time I had to use my Overdrive at the perfect time, I would just activate it immediately after getting it (provided I had an HP level that meant I wouldn't die very soon after), just to see the outlines of opposing players. In short, Overdrives don't matter anymore in MM.

 

How did the importance of team gameplay change?

- I don't know why, but ever since this update took place, I now have to take care of literally EVERYTHING when playing in an MM battle. I can't count on any of my team mates to return the flag (I'd say this has to do with the buff in tank HP), and I can't just drop the flag for one of my team mates because half the people I get paired up with on a team don't know how to turn their turret because they have the mentality of a Warrant Officer, but a mid/high rank because of the boosted EXP since the middle of the summer, and thus, can't prevent themselves from just handing the flag back over to the opponents for a return. For this reason, I will literally attack the opposing team's base while holding the flag, as I know I'm the only person on my team who can be trusted with returning a flag in a swift manner, and not very miraculously, I almost always survive using this tactic, keeping control of the enemy flag while returning my team's flag. Team gameplay is no longer a thing, to be blunt.

 

Could this experiment change your interest in the game?

- I would say I'm personally more active in the game under this update, but only because of a few things. I love that I don't have to play battles on long-range maps (that was one of the main reasons why I couldn't stand playing the game before the update, because I kept being placed in maps like Massacre or Highways), and the length of battles is pretty cool too. I also personally enjoy the boost in tank HP (though I know I'm one of the unpopular who think this) because my Electromagnetic Salvo augment for Gauss is even more powerful with tanks that are beefier. Finally, Firebird is even more powerful after the increase in energy available, and since my Firebird is a fully-upgraded Mk7 at Major General, you can see why I would love this; I'm the most powerful tank in the game at this rank it seems, and I haven't come across an opponent that could make me think otherwise. With this being said, I can see why the majority of the player-base despise this update and play less than they did, and it's fully understandable. I know things will go back to normal after the test concludes, but I hope large MM maps are left out of the MM map pool, if anything.

 

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

- You need to choose whether to keep all tanks' HP levels buffed, or increase some turrets' damage a bit. It's very difficult to play with any turret other than the ones that received energy buffs because they're so much stronger than the other turrets. Vulcan, for example, is the worst turret in the game because it does roughly 50 damage per pellet (factoring in Double Armor), meaning it takes about 30 seconds or longer of continuous shooting at any hull to destroy it.

- Large MM maps NEED to stay out of the MM pool and battles need to remain at 5 minutes a piece. Especially after Challenges require 3,000 stars, it's very hard to catch up on missed Challenge progress if needed. 5 minutes is plenty of time, and since battles (at least for me) still end before timer does in most occasions, there's no need to increase it anymore than this.

- Something needs to be done about Overdrives. Overdrives are a fundamental part of MM gameplay, and it definitely also affects the amount of teamwork that goes into each battle. Currently, only the Wasp and Viking Overdrives (and maybe you could say Hopper's too) are good, and the rest are completely lacking anything, and thus, you see nearly everyone using either Wasp or Viking. I would suggest either buffing the ODs of the other hulls to do more damage (if tank HP is kept doubled), or just keep all ODs like they were before the test, except buff Hornet's; they were pretty even (besides Hornet) then.

 

With this all being said, I would say I'm having a bit more fun within Tanki because of this update, but this is mainly because of my powerful equipment at my rank, so take what all I said with a grain of salt. Thanks for reading (Dosheg's analysis was better :x)!

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24 minutes ago, GrayWolf8733 said:

The new Hopper hull.

Are people hacking with it? Obviously the overdrive isnt cheating, so is there a way to abuse that is breaking the rules?

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20 minutes ago, Potdindy said:

Are people hacking with it? Obviously the overdrive isnt cheating, so is there a way to abuse that is breaking the rules?

Technically, yes. Seemingly, the main thing that alerts the anti-cheat system that a person may be hacking is if that person gains a large amount of height in a very short period of time, and the anti-cheat's response to that is to self-destruct this particular tank. With Hopper however, the Overdrive already breaks the physics of the anti-cheat system, which makes me think that the anti-cheat system is programmed to not operate at all if someone is using Hopper, meaning that person could use jump hacks and pull it off just fine.

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2 hours ago, Mr.Nibbles said:

or just keep all ODs like they were before the test, except buff Hornet's;

Please stop.  Hornet had 2+ years of God-Mode-ON.

Now that Devs finally nerfed it, it needs to stay that way.

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8 hours ago, RIDDLER_8 said:

I wish crystals boxes were added as part of this experiment for high ranks.

Yeah as there Zero mults in game. 100% players do objectives. Right?

Edited by The_Pakistani
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4 hours ago, Mr.Nibbles said:

the anti-cheat system is programmed to not operate at all if someone is using Hopper

Anti cheat still kills me sometimes lol

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9 hours ago, LunaStar said:

https://prnt.sc/vgdqke

When i am playing a match i got total 600-700 XP but in Hercules mission it only goes half of it

If i buy Premium will it help Hercules mission to go faster or still it will work like this?

lol battle score and XP are different things. Premium only boosts XP.

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I am too strong, unwittingly I have already answered these questions.  I will not bother to rephrase.  everything I say, I have already stated in "complaint book".

tanki online on mobile has a poor rating on the play store (in France) with a rating of 4/5 which keeps going down.

Many opinions denounce the lack of balance between the battles between those who have a drone and those who do not.  

the overdrive of the Hopper which allows to easily win in capture flag and rugby thanks to the jump.

the fact that those who play on a computer have a great advantage (more maneuverability) compared to those who play on tel during battles and therefore those who are on tel just die.

the problem of repeating maps.  overall we play in battles on 5 surrounding maps while there are many more.

the fact that we do not gain enough crystal and experience during battles.

and there are still other reviews but these are the main ones.  i don't judge the games.  I'm telling you what the French community is saying about your games.  I do not know the opinion of other countries.

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9 minutes ago, Dridrien said:

You are french ?

if you are you can confirm everything that i said in the play store reviews.  I'm not inventing anything.

I'm trying to help tanki online improve.  and I think I'm not the only one thinking that.

Yes I am French. I have myself downgrade my review (from 5 to 3) after the introduction of the Amour-Piercing feature.
You gave your feedback in the complaint topic and it would be read. However, if you want to help then could you give your feedback here by answering Marcus questions listed below:
Quote

We would appreciate it if you answer the following questions after 3-4 days of playing with the new changes: 

  • Do you think that there were less occasions when you were destroyed where you spawned and were consequently completely useless to your team?
  • How did the benefit of well-timed overdrives and drones change? 
  • How did the importance of team gameplay change? 
  • Could this experiment change your interest in the game? 
  • Do you have any suggestions on how to improve these changes
 
Edited by Viking4s

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6 minutes ago, Dridrien said:

Je peux le rédigé en français ?

C'est pas une bonne idee. Mais si tu y tiens vraiment, ajoutes une traduction anglaise avec google translation.

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I am playing more than 4 hours per day. With the new settings I have 13000 points out of 50000 points in Hercules mission. Tanks are harder to kill, the titan dome protects much more so less points are gathered

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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?
  • Yes, because of the HP boost I could survive 3-4 tanks shooting at me and just drive away.
  •  
  • How did the benefit of well-timed overdrives and drones change?
  • OD yes, crucial for winning or losing, but some became a lot better than others. Titan, Hunter, Mammoth and Hopper are the top now with a big gap behind them. 
  •  
  • How did the importance of team gameplay change?
  • IMO it became even smaller part of the gameplay. Players with high GS, upgraded drones can dominate enemies even more easily.
  •  
  • Could this experiment change your interest in the game?
  • Yes, it lowered my interest in this game. The "faster 6 on 6 action gameplay" isn´t working when you are stuck for a minute shooting one player trying to kill him. The game doesn´t give me the enjoyment. And why would I play something when I don´t enjoy it.
  •  
  • Do you have any suggestions on how to improve these changes?
  • Well, first of all I think you tried to change something what wasn´t a problem. IMO there were two main problem: Magnum and Drones. Magnum was just too good without any major negatives. It could shoot over the whole map, deal massive damage in a massive area, while hiding in enemy spawn behind obstacles. Other turrets couldn´t do anything to it. And Drones just made the game even more unbalanced.
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13 minutes ago, yoni292 said:

I am playing more than 4 hours per day. With the new settings I have 13000 points out of 50000 points in Hercules mission. Tanks are harder to kill, the titan dome protects much more so less points are gathered

I got like 30k just in 5 days. There are other means of getting points than killing enemies ? and they are more time efficient.

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2 minutes ago, Godson said:

J'ai eu environ 30k en 5 jours seulement. Il existe d'autres moyens d'obtenir des points que de tuer des ennemis ? et ils sont plus efficaces en temps.

and what's your technique? ?

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1 hour ago, Dridrien said:

and what's your technique? ?

I am using Dictator + Isida on Siege maps , CP would work also , but since Siege is a single point , higher chance everybody gathers at 1 point . If they do , ( meaning go to the point instead of trying to kill enemy tanks from somewhere else ) , then high scores are a sure thing . The dictator OD gives everybody full drugs , and gives you points . As a 2nd Isida can heal very good , creating points .

I always try to find ways to use the system in my use , and not what i am used to have before change . I hate this test , but at least now i can get hour/hour more points then i had in the 7 min battles .

Now the system creates very 1 tank battles , CTF and RGB , Hoppers rule . CP/SGE is for dictators/isidas , TJR is viking area .

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3 hours ago, Godson said:
  • Do you have any suggestions on how to improve these changes?
  • Well, first of all I think you tried to change something what wasn´t a problem. IMO there were two main problem: Magnum and Drones. Magnum was just too good without any major negatives. It could shoot over the whole map, deal massive damage in a massive area, while hiding in enemy spawn behind obstacles. Other turrets couldn´t do anything to it. And Drones just made the game even more unbalanced.

You obviously don't play with magnum. They already lowered the splash, it's far smaller than gauss. To make any impact you had to hit tank directly on the head. So, how easy is that with a moving taget? Is it easier than with any other turret? Then you probably don't know about the nerfing where certain percentage of shells are duds, have no effect. You probably were hit by magnum recently and saw no damage, right? Now imagine you try to hit a runaway tank and miss, then you finally hit him directly on turret, but the shell is empty. In some games I saw 50% of shots having no effect. Imagine waiting five or six seconds between shots and that they then have zero effect, I even saw 3 shots in a row having zero effect. How much of the room can you travel in 20 seconds? All of it and then you meet magnum with short range turret and burn it in two seconds. Magnum has already been nerfed to the point it's useless. Try it yourself and see how many kills you'll have now in this update. 

 

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6 hours ago, Picassoo said:

lol battle score and XP are different things. Premium only boosts XP.

 In Whole battle i only gain 200-300 something score this is just so bad. Farming 50,000 is only possible if i at least get 700 to 1000 XP which is not possible at the moment.  There is no way to increase battle score faster and  i don't either have time to play 1000 of battle for this trash challenges 

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16 hours ago, DestrotankAI9 said:

I am glad someone else has noticed this, there is a BIG problem with Magnum in HTML5! I think this problem is somehow in HTML5 specifically because this happened for me as soon as I moved over from HTML5 to Flash.

I tested Magnum again last night and this problem is still there. LITERALLY 20-30% of Magnum shots for me which are on target deal no damage at all, even on STATIONARY targets, so it is not lag. This never happened for me on Flash, it happened as soon as I moved over to HTML5, and the bug is still there. This bug makes Magnum practically impossible to play with, I have performed badly almost every game I use Magnum in HTML5 since moving over as many critical shots do nothing, and then flag carriers get in/Firebirds get up close to me, etc. Please don't say that it is lag because it is definitely not, I shot a Shaft/Titan for instance last night who was stationary for 3 seconds before and 3 seconds after my shot landed, and on my screen his tank even moved after I landed a direct shot from close range. NO damage, not even the "0" damage recorded after someone spawns. Out of 3-4 games using Magnum multiple shots landed on target and recorded absolutely nothing, as many of 30% of my shots. I was practically pulling my hair out by the end of it.

The developers need to fix this as a priority, as this makes Magnum unplayable right now. Should be an easy bug to reproduce just playing a few games with Magnum.

 

I saw even 50% of lost shots when I literally turned smaller tank on the head with the shot, but no damage. 

But then there's another HTML5 problem and that's SHAFT. In html suddenly aim is shaking all the time. What I could before aim in a second in flash, now I can't hit anything, because the air won't stay still no matter what. I have to aim a stationary target for several seconds to be able to hit it, but that's not realistic in the fast moving game. So they pretty much destroyed shaft as well. 

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3 minutes ago, LunaStar said:

 In Whole battle i only gain 200-300 something score this is just so bad. Farming 50,000 is only possible if i at least get 700 to 1000 XP which is not possible at the moment.  There is no way to increase battle score faster and  i don't either have time to play 1000 of battle for this trash challenges 

I am able to obtain 400-500 battle score in 2-4 minutes.

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ASL (attacking) & RGB are good for getting high battles scores (and a better crystals / XP ratio too) without having to kill many tanks because capping and scoring is so easy because of the extra HP, Siege too if you have a good team

It's hardly a secret

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