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19 hours ago, Akame said:

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.

what did you try to explain?

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26 minutes ago, wolverine848 said:

Also helps when you are playing teams that seem to favor killing in Assault over capping. Top 3 opponents went 8-0, 7-4, 6-4.  Did they even try to cap?

Congrats.

You still do not seem to understand what team play is, clearly you are almost at the understanding that it is not impossible to win in a defending side if the attackers do not co-operate, does that make sense??unknown.png?width=1250&height=703

Used Brutus Drone for the memes, look, an isida wasp on my team is first, from healing, do tell me more about how teamplay is not important??? 

It is not my fault enemies do not decide to help their team out, THIS IS all the more proof that playing as a TEAM is important.

The cute 5.6K GS isida, look no drone, weak tank, he came first because he helped the team out with heals.unknown.png?width=566&height=566

Edited by Akame
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On 11/11/2020 at 3:07 PM, Potdindy said:

On the contrary, I've been doing very well with shaft and wasp. Sure you cant just camp in the corner of the map and do well, but thats close to multing anyway. If you take part in the battle and get lots of shots on the enemy, you will get plenty of kills.

I lead the kill count in most battles, so the "multing" doesn't make sense at all.

The whole point of the heavy augment is to get scoped kills in one shot, unless your enemies are stupid enough to stay around and wait for 4 scope shots (armor+heal+2x hp), then I don't know what you mean by "doing very well".

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On 11/11/2020 at 3:07 PM, Potdindy said:

On the contrary, I've been doing very well with shaft and wasp. Sure you cant just camp in the corner of the map and do well, but thats close to multing anyway. If you take part in the battle and get lots of shots on the enemy, you will get plenty of kills.

I lead the kill count in most battles, so the "multing" doesn't make sense at all. The whole point of the heavy augment is to get scoped kills in one shot, unless your enemies are stupid enough to stay around and wait for 4 scope shots (armor+heal+2x hp), then I don't know what you mean by "doing very well".

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Here's a losing attacking ASL game, yes I had 1 afk guy, but i also has not 1, but 2 Hoppers, LIKE I SAID 3001 TIMES, TEAMPLAY is IMPORTANT.

unknown.png?width=1138&height=621

Yes I'm still using Brutus Drone, I capped twice with my OD to clear a base and lead a few flags in, 1 second off a win, this gauss was targetted often by enemy, it was often a 4v1 from enemy team to attacker since we didn't work in sync. TEAMPLAY is IMPORTANT.
 

Stop lying to yourselves that teamwork isn't important, you all say, bad enemy, less enemy, mults, that is the proof to say that TEAMWORK is IMPORTANT, do I really need to spell it out for you all??

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51 minutes ago, Akame said:

Here's a losing attacking ASL game, yes I had 1 afk guy, but i also has not 1, but 2 Hoppers, LIKE I SAID 3001 TIMES, TEAMPLAY is IMPORTANT.

unknown.png?width=1138&height=621

Yes I'm still using Brutus Drone, I capped twice with my OD to clear a base and lead a few flags in, 1 second off a win, this gauss was targetted often by enemy, it was often a 4v1 from enemy team to attacker since we didn't work in sync. TEAMPLAY is IMPORTANT.
 

Stop lying to yourselves that teamwork isn't important, you all say, bad enemy, less enemy, mults, that is the proof to say that TEAMWORK is IMPORTANT, do I really need to spell it out for you all??

You seem desperate to convince "us" - not sure why.

And all this stems from...

You: the "experiment" shows how  a turret may fair, damage-wise against a '50% module team'.

me: Taking into account 2x health with option for Defender Drone... not really.

It has spiraled way out from that, so there's no point in further discussing this as we have different opinions on almost everything.

(If attacking team in assault actually tries to cap, each individually, and wins - you want to call that "teamwork" go ahead.  I don't agree - they just happened to follow the mode of the battle they were in and that makes them successful. No co-operation [teamwork] necessary.)

 

Edited by wolverine848
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53 minutes ago, Mainlandboy said:

I lead the kill count in most battles, so the "multing" doesn't make sense at all.

Depends on the battle mode, though right?

Leading in kills with high score in game while your team loses a CP battle with 4 campers... is that good?

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22 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.

Riddler my old son the devs could introduce a godmode combo just for legends and you would see nothing wrong in that.

You are without doubt a genuine 1-off.

enjoy tanki riddler and may the force always be with you.

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1 hour ago, Mainlandboy said:

I lead the kill count in most battles, so the "multing" doesn't make sense at all. The whole point of the heavy augment is to get scoped kills in one shot, unless your enemies are stupid enough to stay around and wait for 4 scope shots (armor+heal+2x hp), then I don't know what you mean by "doing very well".

I guess, my point is that kills dont win the battles unless you are actively helping the team. For example, in siege, if you can get a ton of shots around the point then your heavy cap is making a huge difference. I tend to get a ton of shots on them even tho most dont kill and can use speed to quickly go to whichever point needs to be capped

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7 hours ago, swoody2000 said:
  • Do you think that there were less occasions when you were destroyed where you spawned and were consequently completely useless to your team?
    • I felt that there were ironically more occasions that I was completely useless to my team. With the extra health, I could take more damage, but everyone else also had more health, and basically I would spend even more time fighting a losing battle (because they would have full supplies, while as I spawned in I could only choose 1 at a time), which would then cause me to take even more time having to respawn again. I also faced many more battles where I would spend around 20-30 seconds just holding space against an opponent, waiting for them to die because with extra health, we both just kept firing with no quick resolution. Gameplay was much slower.
  • How did the benefit of well-timed overdrives and drones change?
    • The use of drones did not change at all. You still have the same major drones being used in Miner (For people that camp) and defender (for people that attack). There did not appear to be any changes in that regard. As for overdrives, they were affected in several different ways. 
      • In assault, CTF, Rugby, you were basically forced to use hopper or hunter on defense because you needed the ability to make tanks drop the flag. With the extra health and fewer team members, defenders had no way to kill enemy tanks before they could make it to the capture point
      • Viking OD is simultaneously too powerful due to the extra time, and yet takes too long to charge with the shorter gameplay.
      • Titan's dome made everyone in it basically invincible. Particularly with hornet's update, there was no way to kill tanks in a dome without an EMP or Wasp bomb already charged up. It basically further encouraged the absolute necessity of hunter in other game modes.
      • Siege was basically unplayable because tanks would not die, so unless you had a complete lack of balance in the game (which happens quite frequently) the game would end 0-0. It was completely dominated by titan and dictator-isidas.
  • How did the importance of team gameplay change?
    • This update puts enormous value on team gameplay, which is just not smart because there is no way to effectively communicate unless you are in a group call with friends. With less players and more health, teams need to be able to focus on 1 enemy at a time, and destroy that one before moving on to the next, or organize how they are going to attack/defend depending on the gamemode. Tanki is not at the stage where it has the ability for team gameplay. Due to the only way to communicate being typing in chat, you have to choose between helping in the battle, or giving instructions. That is also without even considering the team balancing, which is very rarely even. Almost every game is completely unbalanced, with players that don't have appropriate skill or equipment for the level.
  • Could this experiment change your interest in the game?
    • If this experiment stayed in the game, I would definitely no longer play Tanki.
  • Do you have any suggestions on how to improve these changes?
    • First and foremost, 2X health with no damage increases is impossible. Particularly when combined with shorter battles, you just spend way too long on each fight, and any sort of flag based gamemode is impossible. At most, perhaps 1.5X increase could have been interesting to try, but even then some turrets would need buffs. By updating the health, any turrets that are single shot turrets are basically useless. The entire purpose of long range turrets is to be able to 1 shot, or almost 1 shot, their targets. This update made shaft, railgun, magnum, gauss (except for emp gauss (PTW)), and hammer all completely useless. All of these weapons are designed to do massive damage, and then reload while you find your next target. This does not happen because it requires too many shots to kill. Particularly when you take into account that the original disadvantage of short range turrets was getting to the long range turrets before getting killed. With double health, that is no longer a concern. So I would suggest nerfing the health to 1.5X (or preferably even just back to where it was, I did not have a problem with it), as well as buffing the damage of long range/single shot turrets. I view this aspect of being able to kill people instantly as the skill gap that exists in tanki. Tanks that are able to destroy others instantly are usually the better tanks, and they deserve to be rewarded for that.
    • I do like getting rid of some of the larger maps. Stadium, highway, and massacre in particular were not very enjoyable for me. 6 on 6 does work in the smaller maps, but the combination of less people and more health absolutely destroys several of the game modes. Particularly with the shorter time, there were more and more people leaving with the spaces not getting filled. Thus what was a 6v6 quickly transformed into 6v4 and 6v3 once a team got behind. I personally think that 7 or 8 minutes would be a better length of time for the battle because it gives people time to get invested in that battle, rather than already looking to the next one. There is no incentive for people to stay and try to win the game once a capture is made because with only 2 minutes to go, the game is basically already over.
    • I don't like to keep harping on one point, but it is extremely important to take the health back down, or nerf turrets. This update severely slowed the game down because so much time had to be spent focusing on the single opponent. Particularly in conjunction with the shorter battle time, this was just a dreadful combination for interest in the game. What makes the battles enjoyable is their speed of the gameplay, and this drastically decreased the speed.
    • The other suggestion I have is to improve team balancing. I would approximate that about 10% of my battles have teams that are even, while the other 90% have 1 team that dominates. Some of that is due to imbalances in the maps themselves, but they are largely due to the better players being placed on the same team.

Nice post, i agree with almost everything you said, but, the HP and turrets need to stay the way they were before this dreadful experiment was brought out.

The biggest threat to a balanced battle comes from these main talking points.

1 MM-Highly unbalanced.

2 OP equipment-IE; FLYING CHEAT, before that hornets overdrive.

3 Players-Those that no how to play-and those that are complete noobs.

4 Ranks-The rank spread amongst players in battle is at times putting MK5s/MK6s against legends. (the rank-mk-of course also depends on how upgraded they are) 

5 Cash-This one is tricky, those with cash gain a big advantage all the way through the ranks. The only way to balance this out is maybe through G/S, meaning the cash driven players play against their peers in battle. Of course some players spend more than others, and the G/S battles could and probably would get abused by players equipping low G/S combos, then changing to their best combo once in a battle.

On a side note, the better players being placed together on the same side is probs due in part that these players are friends and form groups.

Not much anyone can do about that unless you drop the group size down to two, even then if they are good players they can turn the tide of battle on their own as long as the rest of the team are competent players.

TO needs a major overhaul, but unless the devs make a supreme effort it will just carry on as usual, were the minority dominate battles because of their superior equipment, coupled with there undoubted better game play to achieve the win.

There are a lot of factors that all have to come together in a battle, i'd say 50% of them are on you as the player, the other 50% is down to the team of randoms you are put in with.

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5 hours ago, Akame said:

My allies don't always have a drone either, like i said I enable my team to produce a better outcome by helping them out with Shafts AP augment. Now if you want to call that 'pay 2 win', let me remind you, that alone, it is impossible to win on an ASL defending team.

You seriously need to get away from la la land and have a serious reality check when it comes to TO.

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1 hour ago, wolverine848 said:

You seem desperate to convince "us" - not sure why.

And all this stems from...

You: the "experiment" shows how  a turret may fair, damage-wise against a '50% module team'.

me: Taking into account 2x health with option for Defender Drone... not really.

It has spiraled way out from that, so there's no point in further discussing this as we have different opinions on almost everything.

(If attacking team in assault actually tries to cap, each individually, and wins - you want to call that "teamwork" go ahead.  I don't agree - they just happened to follow the mode of the battle they were in and that makes them successful. No co-operation [teamwork] necessary.)

 

We stepped onto an extra topic the moment you talked about ASL battles being impossible to win for defenders, stop the cap bro, then you guys deny that a good team isn't needed, or whatnot and main excuses for some of you are 'you have a better team, drone' etc, stop making excuses about the game not needing team work. 

You just said it yourself too, if attacking team caps individually, it's not teamwork, it is not my fault they are not creating a path for allies and that is why my team is able to go and kill or make them drop the flag to stop the capture, all that, as a TEAM. It is an intuitive teamwork, it's called chemistry, magic happens when the team chemistry is on job. Just like when a heavy tank actually blocks an isida taking damage in return for being healed. It's all about pre-assigning roles and taking care of what needs to be done, with some initiative of course.

The 50% impenetrable module thing still stands you need double the fire power to kill players, hence a real team synchronicity 

You also said you would leave a game seeing bad GS's, above I had an under 6K GS, did I leave? You seem to believe that GS fully determines how well someone plays. Ignorance is not bliss. Leaving games is what clearly makes games extremely one sided, and that is a clown move. You wonder why people complain so much of one sided games when sometimes they are also the reason one sided game happens at times. Yes, we have bad matchmaking several times, but that's not something we can control ourselves. Stop leaving games, deal with a 5 minute pain like a tanker.

I would not leave a game at all, even if I am the last one standing. It is a bad gesture. When people leave games early, other players get placed into these games and have to deal with a bad start, which in turn reduces team mentality.

Now if the game could introduce a sort of 3 minute battle penalty for those who leave games, it would be good, just because some players want only ASL attacking, or JGR on spawn.

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5 minutes ago, cosmic666 said:

You seriously need to get away from la la land and have a serious reality check when it comes to TO.

Should I be sorry, oh wait hold up, you don't even play matchmaking on this account, how about you come back when you actually play on this account to talk?? Your response to the quote clearly needs more text, I have just fully displayed my personal experience with majority of different types of tankers.

Edited by Akame

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This experiment may seem mad but its worth a try.

Mad Season 1 GIF by The Good Place angry jim carrey GIF

I say yes, go ahead and continue this experiment. I really like my buffed up Freeze. Now I can properly use Freeze and be sure to make kills at every enemy I attack with Freeze.

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@Akame it's cool.  thank your credit card for having all this equipment but be careful, I am not criticizing you.  it's thanks to people like you who fund tanki online.  Thanks to you.  I'm going to stop wasting my time explaining what I'm thinking.  The other players agree with me since I received hearts.

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@Akame c'est cool. merci votre carte de crédit pour avoir tout ce matériel mais attention, je ne vous critique pas. c'est grâce à des gens comme vous qui financent tanki en ligne. Merci à toi. Je vais arrêter de perdre mon temps à expliquer ce que je pense. Les autres joueurs sont d'accord avec moi puisque j'ai reçu des cœurs.

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8 minutes ago, Akame said:

Should I be sorry, oh wait hold up, you don't even play matchmaking on this account, how about you come back when you actually play on this account to talk?? Your response to the quote clearly needs more text, I have just fully displayed my personal experience with majority of different types of tankers.

Really.

Ok tinky winky, for your information that is my very first account, almost 7 yrs old. I have not played it for over 3 years, not that it is any concern of yours which account i use to post in the forum.

I have several accounts, some i play, some i just upgrade from time to time until i think they are strong enough to hold their own in battle.

You live in cloud cuckoo land.

Please stay there, and leave the posting to those of us who actually no what we are talking about.

You remind me of someone, although this particular player has a far greater understanding of TO than you could ever have.

 

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6 minutes ago, cosmic666 said:

Really.

Ok tinky winky, for your information that is my very first account, almost 7 yrs old. I have not played it for over 3 years, not that it is any concern of yours which account i use to post in the forum.

I have several accounts, some i play, some i just upgrade from time to time until i think they are strong enough to hold their own in battle.

You live in cloud cuckoo land.

Please stay there, and leave the posting to those of us who actually no what we are talking about.

You remind me of someone, although this particular player has a far greater understanding of TO than you could ever have.

 

I PlAy oN sEvErAl AcCoUnTs. Everyone has Sherlock.
You clearly didn't understand anything about the distraught way I saw the mad tanks live testing for, I suggest you reread it to maybe even get a basic hint at it.
Do name this so-called player who has a far greater understanding, I can assure you, I have done a fair amount of precise calculation and experimenting that backs it, and there people who can approve.

 

16 minutes ago, Dridrien said:

@Akame it's cool.  thank your credit card for having all this equipment but be careful, I am not criticizing you.  it's thanks to people like you who fund tanki online.  Thanks to you.  I'm going to stop wasting my time explaining what I'm thinking.  The other players agree with me since I received hearts.

Hey, no hard feelings, but you keep saying the game is impossible to win in some modes, because some people don't play well or seem to be 'mults' as you perceive them. Well news flash, the game has a large variety of players, a fair portion who play on mobile which is very tough, or those who don't understand game mechanics like drone abilities or overdrive abilities etc. It is absolutely natural to have people in your team which play handicapped, hence give their team a '-1' status. You can not blame a player who is trying to play the game because of their weak equipment or camping/multing. All we can do is try work with allies.
You would have to see how I play, to understand what I mean, this is just something that can be experienced in such a way. I'm not your typical spender on a game.

On a sidenote;

I suggest you all to give ASL defending team a good few dozen tries, it is more satisfactory when you win, or even get close to a win. Do try and go out there and see, what kind of allies and enemies you meet, there are a vast variety. Most important of all, do NOT leave games.
Some leave games due to aiming to get 'Top 3 in winning team', or stars, which is why the playerbase is deteriorating right now. Along with those who do not wish to try HTML and say they will quit when flash dies.
6V6 became imperative due to the community diminishing, which should allow more games to happen than before with their 8v8's especially when less people are trying to join a certain unpopular mode. Now we can group with friends, but we still get 3 allies if you group up with 2 friends, or just 5 random allies. You cannot help if they can't play well, or only care for golds, KD etc. This is up to a player to decide what is important for them, the team victory?, or their own missions/stats?

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4 minutes ago, Akame said:

JE JOUE À DES ACCOUNTS SÉVÉRAUX. Tout le monde a Sherlock.
Vous n'avez clairement rien compris à la façon désemparée dont j'ai vu les chars fous tester en direct, je vous suggère de le relire pour peut-être même avoir un indice de base.
Nommez ce soi-disant joueur qui a une bien meilleure compréhension, je peux vous assurer, j'ai fait une bonne quantité de calculs précis et d'expérimentation qui le soutiennent, et il y a des gens qui peuvent approuver.

 

Hé, pas de rancune, mais vous n'arrêtez pas de dire que le jeu est impossible à gagner dans certains modes, parce que certaines personnes ne jouent pas bien ou semblent être des «mults» comme vous les percevez. Eh bien flash info, le jeu a une grande variété de joueurs, une bonne partie qui joue sur mobile, ce qui est très difficile, ou ceux qui ne comprennent pas les mécanismes de jeu comme les capacités des drones ou les capacités d'overdrive, etc. Il est absolument naturel d'avoir des gens dans votre équipe qui joue avec handicap, donnez donc à son équipe un statut «-1». Vous ne pouvez pas blâmer un joueur qui tente de jouer au jeu à cause de son équipement faible ou de son camping / multing. Tout ce que nous pouvons faire, c'est essayer de travailler avec des alliés.
Il faudrait voir comment je joue, pour comprendre ce que je veux dire, c'est juste quelque chose qui peut être vécu de cette manière. Je ne suis pas votre dépensier habituel sur un jeu.
 

Je vous suggère à tous de donner à l'équipe en défense de l'ASL quelques dizaines d'essais, c'est plus satisfaisant lorsque vous gagnez, ou même vous approchez d'une victoire. Essayez d'aller là-bas et voyez quel genre d'alliés et d'ennemis vous rencontrez, il en existe une grande variété. Le plus important de tous, ne quittez PAS les jeux.
Certains quittent les matchs parce qu'ils visent à obtenir le `` Top 3 de l'équipe gagnante '', ou des étoiles, c'est pourquoi la base de joueurs se détériore en ce moment. Avec ceux qui ne souhaitent pas essayer le HTML et disent qu'ils quitteront quand le flash mourra.
6V6 est devenu impératif en raison de la diminution de la communauté, ce qui devrait permettre à plus de jeux de se produire qu'auparavant avec leurs 8v8, en particulier lorsque moins de gens essaient de rejoindre un certain mode impopulaire. Maintenant, nous pouvons grouper avec des amis, mais nous avons toujours 3 alliés si vous groupez avec 2 amis, ou juste 5 alliés aléatoires. Vous ne pouvez pas aider s'ils ne peuvent pas bien jouer, ou ne s'occupent que des médailles d'or, des KD, etc. C'est à un joueur de décider ce qui est important pour lui, la victoire de l'équipe?, Ou ses propres missions / statistiques?

 

I agree with you and I respect newcomers. Sorry but you have to understand that a lot of players leave the battle not because they are not in the top 3 but it is because they are not profitable. Already when your team loses its crystals are sometimes divided by two compared to the team opposite. We're not going to spend 2000 crystals on supplies just to earn 500 crystals. On a no premium account or premium pass. And given the updates they make, we don't want to invest in games. I am globally at 7500 GC (without drone and with low protections. I don't want to improve protections on principle, it reminds me of the heyday when tanki online was great. I have been playing it since 2012 on several accounts.) is I often finish first in the battle but not in the winning team. Also for new rare players those who pay. We pay when we are happy with the games. When you see that you need several thousand crystals to increase and you gain 200-500 for each losing battle overall. I won't stay in a fight if I don't have fun. I'm the first to go if I have to. I play for fun, not for myself to be blown up by guys who don't even know how to play and who use drones to (booster, defender ...) just do a mass of damage because they know that they will die quickly for they don't know how to play. The story of the good team works and sometimes it doesn't. It's a fluke. Often I play in battle list, the hard battles longer and especially everyone is on a par with the modes (no drone, no overdrive, no supplies). It's in a real battle that we know if we are good or not. It is the level of the player which will determine the victory and not the level of the tank. and there really is teamwork. We protect ourselves, we defend ourselves, we attack. We use strategies. Compared to that, ready-made battles where you click "play" are crap. We have the satisfaction of the battle when we win and even when we lose (it's only profit because we don't use supply). He's the real tanki I know, that intense fighting style. Not the rotten now. Capture flag in battle list on the serpuhov card. It is a real delight !

 

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1 hour ago, Akame said:

You also said you would leave a game seeing bad GS's, above I had an under 6K GS, did I leave? You seem to believe that GS fully determines how well someone plays. Ignorance is not bliss. Leaving games is what clearly makes games extremely one sided, and that is a clown move. You wonder why people complain so much of one sided games when sometimes they are also the reason one sided game happens at times. Yes, we have bad matchmaking several times, but that's not something we can control ourselves. Stop leaving games, deal with a 5 minute pain like a tanker.

I would not leave a game at all, even if I am the last one standing. It is a bad gesture. When people leave games early, other players get placed into these games and have to deal with a bad start, which in turn reduces team mentality.

Now if the game could introduce a sort of 3 minute battle penalty for those who leave games, it would be good, just because some players want only ASL attacking, or JGR on spawn.

There's tons of reasons to leave battles early, and MM is a huge part of that.

You can stick around with legends playing inferior equipment - I really don't care.  But I'm not wasting my time with what are mostly mults.

And good luck advocating for some kind of penalty.  TX had that and died a quick death.

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I totally understand you both, @Dridrien and @wolverine848, your reasoning's to leave games, I personally tend to leave TJR games, even when I'm JGR, I hate a camping game style. I also understand it is never profitable to stay in losing games. But you do understand that, this is one of the few reasons why the games are more one sided right now than before.
We all want this mad tanks 'live testing' to go as soon as possible, even though a fair portion of the games playerbase actually want double HP (some who have never invested in the game said they preferred this to counter buyers, I could not see how they actually preferred this testing when it's actually worse for them when people use defender drones in games). I would all the more love this testing to be scrapped, but it's here, and it's still staying for a short period of time, hopefully not longer. 

Everyone can agree that games right now are unsatisfactory and dull. There is hardly any pleasure in winning many games right now, due to knowing the nature of players and current testing parameters.

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34 minutes ago, RIDDLER_8 said:

Gear score (GS), is not that important. What is important is the MK modifications and the micro upgrades for each MK modification. That's what players need to look to.

Well... the MKs and MUs affect GS...

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