Jump to content
EN
Play

Forum

Mad Tanks!


Marcus
 Share

Recommended Posts

If we want to survive as a light hull we have no choice but to use 0ne of the three melee turret, that is a very limited choice. Not in my equipment plan to waste crystals on buying them for 2 weeks mess. 
The quick battle is very biased toward Ruby and Siege uninteresting mode creation.

Edited by Tokamak

Share this post


Link to post
Share on other sites

Hello, everyone. Through this text, I come to express my opinions regarding this update.


When I saw this update for the first time, I found it very interesting, but when I played it for the first time, it was not as I expected.


As all hulls are in double health, it is very difficult to destroy them, especially if your enemy has protection against it.


The Viking and Vespa overdrives were the ones that dominated the battle the most. It's almost impossible to you see other hulls in this update.


I played on some accounts to test this update, and the short (and maybe) medium-range turrets are doing really well, after all the maps are smaller.


However, the long-range turrets were practically killed. It is impossible for you to use a hornet and electric now, for example.


I know that this combo was very strong before, but it takes away the freedom of players in a certain way, because I like to use this combination in another account, it was a lot of fun.


 And other turrets were also killed, like the volcano. It is practically impossible to kill someone with a volcano now, he is very weak. It was already a little weak before the update, now it died for good.


 Medium / short range turrets like twins and ricochet are perfect, especially with Viking and wasp. Viking overdrive is very good for those who use it, but it is very annoying when someone uses it with you. The same is the wasp.


Well, those are my overviews. Now, let's answer the questions:

 

  • 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 as the hulls were in double health, I was able to walk the map for longer without worrying about dying so soon.

 

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

It has changed a lot. The defender drone, practically didn’t take damage for a few seconds, and only strong overdrives like the viking, wasp and hopper (which is very useful mainly in rugby mode, because while the ball was still on top of the sky, a hopper with his overdrive could catch) were dominating the battle.

 

  • How did the importance of team gameplay change? 

As the battle time is shorter, tankers, in a way, tried to focus on the type of battle they were playing, be it a flag capture or point capture, that is, they attacked more often. The battles were more agitated, however, if the team dominated the battle too much, the tankers started to leave, as they could not bear to lose. Then everyone would lose (of the losing team, of course).

 

  • Could this experiment change your interest in the game? 

Maybe yes maybe no. With that experience, I incredibly played more, because as the battles were faster, it was more difficult to get bored. Also, as the Viking overdrive was strong, it was a lot of fun play with. With this experience, I spent a lot more time playing than before, and I made a large number of stars, because as the challenge is easier to be completed, it gives me more to cheer up to play.
 

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

If this update gets (well, I believe not, most are complaining) there could be an increase in the mammoth overdrive, after all it is impossible to kill several tanks with the mammoth overdrive. His duration is very short. I think that if there was a duplication in his overdrive, just like the Viking's would be more balanced.

linha-imagem-animada-0390.gif

 

Well, those are my views on that. Thank you for reading this far, you are a warrior!  ?

 

Edited by Phantom_Shooter
In a way I liked the update. Over time, you get used to it, but I don't want it to stay in the game forever (it probably won't).
  • Saw it 1

Share this post


Link to post
Share on other sites

I really HATE this new system.

main reason other then what I said before . now its to do with the health bar . when being shot at and you hit the load bar # . what ends up happening is instead of getting a full health bar now your only getting part of it. ugh not a fan

Share this post


Link to post
Share on other sites

I am glad to see more Freeze and Dictator combos in this experiment. Flemish vs Flemish. Yeah, that's right. Me and the enemy in the dark red paint are both using the same combo. That's great to see. That's why I decided to make a screenshot of that epic moment, which is very rare.

Flemish-vs-Flemish.png

This experiment has been most beneficial for Freeze players like me. Although, most of the time, I have been using Hammer and Viking to zap kill enemy tanks quickly. Now, I am using Freeze to slow down enemies and Dictator to activate all supplies. I am not using Dictator for collecting gold boxes but for the use of activating all supplies with its overdrive to avoid wasting supplies. By doing that I am also helping my team mates by healing them and boosting their overdrives. This combo works perfectly well for this experiment. I am using Dictator's XT skin which looks beautiful on this hull, plus the green paint. Green is my favourite paint to wear because it is the default paint in the game and also stands out for me as the Riddler. That is me, the man in green.

Tomorrow's V-Log 278 will discuss about new tank models. I hope that those new tank models are going to be remade for both XT skins and tank textures themselves as well. Tanki Online's graphics and other visuals are becoming more sophisticated in a similar way as to what Tanki X looked like. That is a good thing. If developers want more and more players to join Tanki Online, then the graphics must be up to date and appear outstanding to the eyes of any player.

This so called Mad Tanks experiment marks a positive buff for the weak equipment we usually have, which was bad before. Now, with buffed up turrets and hulls, the overall game's performance feels much more balanced and battles are mostly full with good players like me finishing most of the time in first place or the top three places as the minimum. I hope that when this experiment comes to an end, developers are going to decide to permanently keep the buff on hull's armor and buffed turrets damage for melee turrets.

  • Like 3

Share this post


Link to post
Share on other sites

4 hours ago, wolverine848 said:

coughhoppercough

It was like this long before hopper came out. I don't know why everyone is against it. Most of the people playing it can't drive for toffee and if you can't turn your turret it's even harder. If you can drive it's good fun though ?

Share this post


Link to post
Share on other sites

Just now, Matt_Black said:

It was like this long before hopper came out. I don't know why everyone is against it. Most of the people playing it can't drive for toffee and if you can't turn your turret it's even harder. If you can drive it's good fun though ?

I guess you are not playing against the ones I do.  Just finished another battle where other team won 3-0 and it was hoppers who did ALL the capping.  This is especially true on maps with walls like Cologne.  And even more true with double health since it's almost impossible to kill anyone quickly.

7 more stars and I park my account until this dumb experiment is over.

Share this post


Link to post
Share on other sites

6 hours ago, RIDDLER_8 said:

@wolverine848

There is nothing wrong with Hopper. I do not understand why players complain about it. I am going to buy Hopper this month on November for the Black Friday 2020 sales. For that I expect a 50% sale on hulls.

Hopper has an unfair advantage in battles like CTF, Rugby and Assault.

Edited by Thiedes
Kindly refrain from provocations.
  • Thanks 1
  • Saw it 1

Share this post


Link to post
Share on other sites

Just to shed a new light to the 'live testing', I have begun to see this event in a different and more distraught way, a way which no one else may comprehend.

Let's take a scenario, this may not apply to all players and games, but for this case, let us assume you play with a turret where not even a single enemy has a protective module against it. Look at this 'live testing' as enemies having at least a 50% lord module on that is impenetrable, hence the x2 HP. Many people take for granted fighting against a team that doesn't have a module against them, this may show people how a turret may fair, damage-wise against a '50% module team'. Of-course there may be people who commonly use modules against the turret you use, that would then increase the protective module to a value of up to 75% (assuming a 50% module). If the enemy doesn't have double armor on, then, this situation is essentially fighting an old tank with 50% module and double armor.

Yes there are times when it may be tough, i.e fighting a defender drone player, or a crisis on maximum armor, this is where you may need to make smart use of abilities and have a good team chemistry which is rare. I personally recommend usage of AP augments against such defender players rather than EMP, which many think is better but actually may not yield better results, that is if you have them, unless they have the respective immunities, but never forget, overdrives do exist along with up to 5 allies, assuming they haven't left yet.

There may be many who don't understand this rare benefit, but the main, and probably only benefit to this update is to understand how well a player can theoretically fare against module players (in the past of course). I do urge people to stop using the Dictator meta if you want to try and improve, playing with a shafted combo, no pun intended, may change up how you play, possibly for the better, since every decision made has an overall knock-on effect on the game.

For those who have EMP/AP they have an edge for this update, but it does require a very strong tank or a good team to complete those status affected kills, of which the main thing one needs is a T E A M.

There is still a lack of player understanding for many of these status effects and understanding of in-game knowledge. Most of this is due to people still playing on Flash, some, of which can't play due to low tier PC's, others due to being arrogant for differences including but not limited to camera view. But it is much of a nuisance to give an enemy a status effect but the team does not respond due to the lack of information they see, it sucks but it is what it is. I.e applying AP to a Titan Defender player that has 50% protection against allies in a Dome and my allies will not shoot the target, due to not knowing they can deal full damage.

Knowledge is power.
Adapting and evolving is our nature.
Process information, make smart decisions to become a better player.

  • Like 5

Share this post


Link to post
Share on other sites

i finished the hole missions i had finished the challnge and had enough tankios to buy my first prem account i waited to finish everything to say my openine on this experment 

first i like how time got shorter which will make players switch sides and try other mods in shorter time 

as regarding to players amount in my openine its bad idea and thats because a buyer can kill the hole team without find some one to stop him unlike before when there are too many players they can team up and kill him so in my openine it will be better if players number were rised to 10 as the battle will be very intence 

im railgun user which makes big maps my faveret but i will be honest removing them was nice thing for mele weapons and short range one 

as for supply it will be nicer if supply amount we get from free tier and weekly continer incressed as i spend too much supply in this experment because of short map+ fast respawn when im with losing team they all know they will lose so they save their supply and this will break the balance and make one team win the most times 

as for hulls: Titan doom is were too powerfull and the time it stays should be nerfed to the currect time of 5 min map not 7 min as before so my suggiting is make it faster to reload OD of titan but last for shorter time 

viking were boosted already and it is nice 

wasp nerf it will be better since little maps have few spots for players to hide so it should take longer to reload wasp OD 

as for hunter same as titan reload too fast and its damge too powerful 

hopper dont need change 

ares as well 

dictator really need some attack feateurs in it i was thinking if it has an airwave to push players around like jaugrnat had since using supply isnt really powerful aginst drone users and when players shoting you its not likely to restore your health without hiding the only hull in the game that dosent do any damge to other hulls and it will be nice if this change as pushing players whos near you will give you time to reload your health 

 

as for turret i will say those i saw in my openine thats were too powerfull or too weak

iseda with support nanobots is too powerfull like i was able to heal my hole team and other players cant kill them when there are 2 iseda next to each other it will be impossable to kill any of them as they heal one another even tho i have MK6 iseda but it was super powerfull in healing team mates part 

gauss agument that remove supply is also too powerfull as maps are small and players are near to each other which makes the blast damge remove supply from the hole team and really break the balance of the game if the splash damge get nerf in disten it will be better 

railgun and thunder are bad for one reason and that is everyone have protcting aginst it its like: how to play tanki? get hull get turrent get paint get railgun and thunder protect my idea to make this better is to make railgun damge close instade of 800-1600 make it 1200-1600 as it will make railgun more playable without drones as for thunder incress the normal gun impact will make it easier to do higher damge 

twins is too powerful in damge compare to other short range turret nerf it a bit will make it more balance 

vulcan with Incendiary band is also too powerful since the armmor of hulls gone double it takes long time to make the player gets killed i have vulcan MK7-20 upgrade and for the normal turret its kinda weak expt this agument its powerful 

this is from what i saw in the gaming time and tested my self and ofc its my openine on the things i saw hope you consider it and thank you for this great experment this was my first time to buy battle pass and gets titan prime skin alone with coolshot of railgun and toxic mix agument and Armor-Piercing Sight i never got this lucky before xd sank u you be good tanki team and give old abo-saleh railgun xt e,e e,e e,e

Share this post


Link to post
Share on other sites

4 hours ago, Akame said:

this may show people how a turret may fair, damage-wise against a '50% module team'.

Nah.  If the enemies don't have Defender or Crisis they Booster.  They ALL have drones though.

So I'm fighting against tanks with 12,000 to 24,000 health BEFORE you account for the module.

Hardly the same thing at all.

Share this post


Link to post
Share on other sites

4 hours ago, RIDDLER_8 said:

@wolverine848

You say that because Hopper jumps and is fast moving, but it is not an unfair advantage. It is was, developers would not have added it in Tanki Online.

Never change Riddler.  We love you just the way you are.   ?

  • Haha 1

Share this post


Link to post
Share on other sites

51 minutes ago, Abo-Saleh said:

as for hulls: Titan doom is were too powerfull and the time it stays should be nerfed to the currect time of 5 min map not 7 min as before so my suggiting is make it faster to reload OD of titan but last for shorter time 

viking were boosted already and it is nice 

You think Titan is OP (with 6 ODs that can counter it ??? ???)   but... Viking is fine at 14 seconds?  ?

Share this post


Link to post
Share on other sites

30 minutes ago, wolverine848 said:

Nah.  If the enemies don't have Defender or Crisis they Booster.  They ALL have drones though.

So I'm fighting against tanks with 12,000 to 24,000 health BEFORE you account for the module.

Hardly the same thing at all.

I'm afraid sir, we need to enroll you onto a program to understand how HP works, i will look into it for all types of hulls.

All calculations below are hypothetical
unknown.png?width=1282&height=535

As you can see, drone passive remains 5%. Just take the update just the same as fighting heavy tanks before the live testing. Unless you are facing a player who keeps using heavy hulls now, you shouldn't feel a crazy difference. As you can see from the top table, the only higher values are when you face an enemy that has either medium and heavy with both DA and a 50% module equipped. So if you use a turret no one else really takes a protective module against, you shouldn't have issues, unless you couldn't fight off people who had heavy and medium hulls with both DA and 50% module equipped off. Yes there was Hornet OD before which would allow you to penetrate all of the defensive attributes of a tank, but now see this 'Universal 50% module' I speak of as impenetrable now.

You talk about fighting tanks as if you are alone, I understand that some allies may feel like dead-weight, but TEAMWORK is key to victory, you have up to 5 allies currently, seek to enhance their output by enhancing team chemistry to produce a potential better outcome. Tanki gave us double HP? No problem, take you and another ally to take 1 enemy down, double the fire power, synchronize damage dealing to increase efficiency to produce real-time results. If that's not enough, toughen up, don't give up, if the team uses overdrives wisely, the flow of battle may change direction.

  • Like 1
  • Saw it 1

Share this post


Link to post
Share on other sites

Have a look at the following

Screenshot-from-2020-11-13-11-42-47.png

 

I mean 5 versus 2!! Is that a true battle? I don't think so .

I do not think this is a good development. Please try to fix it!!

 

Edited by Ironmantonystark
  • Sad 1

Share this post


Link to post
Share on other sites

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

Yes, the occasions of dying on spawn is drastically reduced.

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

I did not notice and difference or a benefit, except of these you have initially mentioned.

  • How did the importance of team gameplay change? 

"The cause of this update is to make battles more strategically interesting and let you spend more time in the battle itself, rather than spending time respawning."

Teamplay did not change or improve. Players now depend more on the double life and "abuse" battle modes. Strategy has changed. Players are using frequently the turrets that have been affected cause of this experiment or turrets that the enemy does not have protection against. Also, in order to be more efficient and helpful for "your team" (because you play for yourself, except if you are in a group), you try to have protections of 50% of the enemy team.

  • Could this experiment change your interest in the game? 

The interest in the game changed from day 1 of this experiment. I used to play hours on MM after completing missions, because before it was more joyful just to aim the objective of each specific mode. Now, the main objective is to complete the missions, because it takes twice the time of just getting a kill.

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

Teamwork?  Make a lobby so that people can call and talk during the battles. Of course, it's players decision if wants to join or not.

Dying less on spawn?   Yes, you achieved that but you overdid it. At least increase life tanks by 50%, with this way light hulls will almost never be 1 shot or killed on spawn.

Affected overdrives.    Viking's overdrive is just too powerful now. You can kill the entire enemy team, if you are lucky and they are near you. Also, you can kill 2 JGRs, leaving to chance to second one to do something in order to survive. Reduce it to last 10 seconds.

Juggernaut mode.   Juggernaut also has to increase its life by the same % that each normal tank has been increased. You can not call yourself "boss", if a wasp/hornet can kill you by itself.

5 mins and 6v6.   Not a bad idea. Now its possible to figure out, how many players are in enemy base and to plan a strategy according to the battle mode. Also if you are interested in esports, you can get an idea how clans are thinking.

Something also you have to note

When you are adding drastic changes or features, do not implement them directly to PRO or private battles. Create an option in map settings, if players are willing to play in accordance with these changes.

Edited by soldierinduty
  • Like 3

Share this post


Link to post
Share on other sites

This topic is now closed to further replies.
 Share

×
×
  • Create New...