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Mad Tanks!


Marcus
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55 minutes ago, Unleash said:

Hey i dont have crisis 100k drugs each etc, but i can do same thing like you in video if i had crisis, and trust me there are more players who can do it.

Well I understand you don't have the assets required, but there are many maxed players using crisis and hopper right now, and they have never bothered to touch shaft (Ignoring Rapid Fire Mode), either they want to stick to easier gameplay, i.e with freeze/emp gauss, because that's how simple they want to be. At least with the current situation, this combo will not be touched by many people. But I'm sure, you may be able to use it with other drones, the major defender drone, or even the booster drone, you could try it out with your trooper. But being under fire, from many locations, and choosing which mode to play with, can be costly if you falter up, which I've seen happen too often by players, i.e some people still will use armor/titan OD, whilst being hit by AP, and that right there, is clearly a bad planned move, since AP, allbeit from a Hornet OD's activation, or an AP augment, pierces all armor and defensive attribute a player has.
Any player can master a combo if they can correctly interpret the battle information and make decisive decisions, but this is still Tanki Online, there are many players who simply don't understand many game mechanics. Majority of the playerbase has never read patch notes, they simply just play for the fun of it, which I have nothing against. It is still generally the lack of understanding that gives in to the tides of war in battles.

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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?

Once it comes to comparison, it is the numbers of spawning have been reduced due to the higher amount of hit-points; Nothing else changed.

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

As far as I know, there was only change in wasp's and viking's OD change, they both help the owner benefit while the rest players have to tolerate the time duration of "Berserk Reactor" and power of "N2 Bomb". And in the case of "Drones", I used "Defender" in some battles making my overall hit-points look like an old defender drone giving 200% boost let me stay alive more than before the update.

  • How did the importance of team gameplay change?

I guess that the significance of teamwork has not been majorly touched by this new update although I have seen some "Isida+Dictator+nano-robots" healing "Vulcon+Titan+Heat-Immunity" in a few matches. However, it is just the minority of players helping each other to dominate the battle fields.

  • Could this experiment change your interest in the game? 

In my point of view, the only upward of it was the increase in viking's and wasp's over-drives that made me enthusiastically use viking and wasp  way more often than other hulls in this period. Mind you, my passion toward this game has never been dropped nor it's going to.

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

I guess some questions are needed to be here. Thereby, the answers can be considered as an answer to last question.

  1. Are the 5 mins battle serve the best in order of enjoying any single battle? >> Well, there can be two different time setups, one for the battles happening in large and extra large map such as "Temple"1 that can be 7-10 mins; the other one for those med to small maps such as "ping-pong"1 map that can be 5-6 mins. Additionally, if there was a 20 second preparation phase, it could help us not to lose one-fifth of a match leading by enemy team most of the times in any game modes, for instance, "TDM" my team has given 4-7 kills behind enemy and it is hard to compensate.
    1: I hope developers add variety of maps' sizes to "Match Making System 'MMS' " in order of having more joy of using different combinations.
  2. Is 6vs6 game-play at its best form or we need either quieter or more crowded? >> As far as I consider, we need both of the versions or even more, due the map extensions it requires its own specific numbers of players. As an example, for a battle in "Highways" we need more than 8vs8 since the map itself has the capacity of holding more players, the same as "Temple" map we can go for 10vs102 even. and of course vica versa, for a map of "Iran" we can go for 4vs42.
    2: Please refer to note 1. 


 

Spoiler

Is there a google questionnaire form of these questions to reply there as well?@Marcus

 

Edited by SulfuricAcid
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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
  • How did the benefit of well-timed overdrives and drones change? 
  • Some overdrives have been OP: Viking, Wasp
  • Some overdrives have been UP: Ares, Mammoth
  • How did the importance of team gameplay change? 
  • I don't think gameplay is only about duration, maps, number of players, HP. Many players leave the match in the middle even at pro battles.
  • Could this experiment change your interest in the game? 
  • Not really.
  • Do you have any suggestions on how to improve these changes?
  • I think to improve the gameplay, firstly there should be enough players in every role like defensive, offensive, scorer. Then maybe you can let every player choose a default role for themselves. So, you can add same amount of these roles to both teams on a location in the map based on the role.
Edited by readyplayer2
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Isn't this experiment over yet? I got stuck playing CTF missions and I doubt I'l finish them. 

Firstly MM keeps putting one team in first who would cap a flag before most of my team were even playing. Who wants to spawn into a new game with the other team already in your base?

Constant one sided battles, 5 minutes of being swamped for 200 Crystals! No thanks. I'm trying to complete a "gain 1500 points" mission. not going to happen when I'm on the losing side of a 3 minute 5-0 battle.

Seems the Magnum players have got this experiment sussed. My light hull on DA was getting one shotted by Mag. Maybe someone shot me first though. Quite often I'll die without knowing what hit me and have to look to see who killed me with what! Game lag? Just like Shaft hits me without the laser pointing at me, Isida killing me round corners, and Freeze killing me just by driving past!

Viking on SB is as fast as Hopper on SB. Vik/Isida chased me down while I was trying to back away from them.

Vulcan is no fun to play on this experiment, it's like trying to flog them to death with wet spaghetti. You shoot at them for ever and just when you're making a dent they hit a repair kit and the tw*t with EMP Gauss kills you, again.

Tanki, you really need to have a look at some of your maps with respect to which mode they are played. Some are so biased that it's nearly impossible to win unless the opposition are total noobs or your team actually has a few players who know how to play. When this 6V6 is implemented (as we all know it will be) the maps will play a more important role in the already very unbalanced game.

 

 

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In four days time, this experiment will come to its conclusion. I mean, come to an end. When this experiment ends, will players keep their buffed up Wasps, Hornets and Freeze? I hope so, because now players can better benefit with strong Wasps, Hornets and Freeze, so there are less deaths with those hulls and turrets.

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One good thing about the reduced battle time is that players can now earn stars faster than before. I have noticed that I can finish first in battles much more frequently than ever before. That is a brilliant thing because I can complete the top three places missions much easier now. When this experiment ends, I hope that developers will decide to keep the buffed up Freeze, Firebird, Isida, Wasp and Hornet. I am saying that because there are less deaths now with those buffed up equipment than before. That means that melee turrets and light hulls can experience less deaths and more kills, which brings a much better game balance for low spec turrets and hulls.

machine gun futurama GIF giphy.gif Snow guns - Demaclenko - Snowmaking Systems

I really enjoyed this experiment and will continue to do so until the end of it. I guess that for the next experiment, developers should increase the range of Isida, Firebird and Freeze by a factor of double to see how close combat turrets cope with more range when targeting enemies from a further distance. In addition to that, I guess that the next experiment should experiment of doubling the effect of the Speed Boost supply. I am saying this because, personally, I think that the Speed Boost supply does not speed up heavy hulls fast enough. The power of the Speed Boost supply would be best experienced by players if developers doubled its speeding effect for heavy hulls and adding a 1.5 times the speed effect for medium hulls and a 1 times speed effect for light hulls. That would balance the speed of all active Speed Boost effect of each hull category by weight and make slow moving hulls move faster when needed.

That is like "get your arse moving", you slow lazy Mammoth. I am not being rude here, but giving a crucial and important point on those slow moving hulls which are annoying because they move too slowly. In normal times, slow moving hulls like Titan and Mammoth are fine, but in situations where you need to move fast to capture a flag, ball or catch a gold box, a super Speed Boost supply would help keep those slow moving hulls moving fast at the right time. This is just a suggestion, but I personally think that this suggestion of mine is worth trying for the next experiment. Developers could also try this experimentation with all supply boxes, except gold boxes and containers.

Mines would need to be re-imagined because when dropping mines, I mostly waste them due to players running away from them, I suggest that the next experiment improve mines so that mines follows enemy targets when enemies are nearby mines that are dropped on the ground. That would make better use of mines, rather than having them all going to waste because players don't step on them. At the moment, mines are kind of a useless supply because players always avoid them when you drop them on the ground, but if mines follows enemy targets like in Tanki X, then that would make this mines supply of good use for players that want to destroy their enemies when using mines. I do hope that the next experiment will focus on all what I have mentioned above. Thanks for reading.

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The Savanna and Forester paints looks very nice on me. I hope to get them in containers. I hope that Black Friday 2020 comes with a smashing 50% off discount on all turrets and hulls. Paints too, because I need to buy cool paints. Green paints are my favourite, so I would like to see more green paints added to the game when new challenges introduces new paints.

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6mZSbwr.png

When I use Dictator and the Freeze combo, now I am able to make easy kills and also I have less deaths. That is fantastic. Now I can properly use my favourite Freeze and Dictator combo without worrying about not making enough kills and dying too many times like before. I hope that developers chooses to keep all the positive changes they have made in this experiment because the overall gameplay for close combat turrets and all the other hulls are much better now.

I have mentioned in the previous post above that Smoky and Thunder are the two turrets in the game that are missing shot effect colors. I hope that developers add all the different shot effect colors to those two turrets.

Developers said that they were updating the textures for turrets, hulls, skins and maps. That is a delightful thing to hear. What about paints? Will paints get updated textures? Well, I would like to see paints look better on tanks with better textures. Sometime ago, on Halloween 2020, we had dead paints. I thing that it would be a good idea if developers created a "destroyed rusty paint" that looks like a dead paint. That would be a good thing because players could unequip their paints entirely to have an appearance of a tank with no equipped paint. I guess that would be another cool idea to try out in the next experiment.

For the next experiment, developers could make some experimentation on paints. Not the paints we already have but, an experiment on dead rusty paints. That's only a suggestion but I think that it would be good to experiment with those dead paints, supplies and mines.

I have noticed that this experiment is based on having small maps. There are maps that are medium sized and this does not stick to the rules of small maps. However, this is an experiment so the experimentation of maps is just a first try, so lets roll with that. When this experiment ends, medium sized maps should be removed and only small maps should be kept in the pool of matchmaking battle maps. Speaking of maps in matchmaking battles, it would be a good idea to add the night mode and space mode for matchmaking maps. The night mode benefits for hiding Shaft players and space mode can benefit for those players who likes to fly in matchmaking battles.

The Flash version of Tanki Online will come to its death in two weeks from now. I wonder if this current ongoing experiment is available for Flash players to try. I am not sure but I guess it would be a good thing for those players using Flash to try this experiment so that they can come up with answers once they are satisfied with the new game changes this experiment has brought for the overall balance of the melee turrets and the buffed up hulls. For the meantime, enjoy the last four days of this experiment until November 18th at 2:00 AM UTC, when this experiment ends. Good luck to everyone.

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2 hours ago, RIDDLER_8 said:

One good thing about the reduced battle time is that players can now earn stars faster than before. I have noticed that I can finish first in battles much more frequently than ever before. That is a brilliant thing because I can complete the top three places missions much easier now. When this experiment ends, I hope that developers will decide to keep the buffed up Freeze, Firebird, Isida, Wasp and Hornet. I am saying that because there are less deaths now with those buffed up equipment than before. That means that melee turrets and light hulls can experience less deaths and more kills, which brings a much better game balance for low spec turrets and hulls.

machine gun futurama GIF giphy.gif Snow guns - Demaclenko - Snowmaking Systems

I really enjoyed this experiment and will continue to do so until the end of it. I guess that for the next experiment, developers should increase the range of Isida, Firebird and Freeze by a factor of double to see how close combat turrets cope with more range when targeting enemies from a further distance. In addition to that, I guess that the next experiment should experiment of doubling the effect of the Speed Boost supply. I am saying this because, personally, I think that the Speed Boost supply does not speed up heavy hulls fast enough. The power of the Speed Boost supply would be best experienced by players if developers doubled its speeding effect for heavy hulls and adding a 1.5 times the speed effect for medium hulls and a 1 times speed effect for light hulls. That would balance the speed of all active Speed Boost effect of each hull category by weight and make slow moving hulls move faster when needed.

That is like "get your arse moving", you slow lazy Mammoth. I am not being rude here, but giving a crucial and important point on those slow moving hulls which are annoying because they move too slowly. In normal times, slow moving hulls like Titan and Mammoth are fine, but in situations where you need to move fast to capture a flag, ball or catch a gold box, a super Speed Boost supply would help keep those slow moving hulls moving fast at the right time. This is just a suggestion, but I personally think that this suggestion of mine is worth trying for the next experiment. Developers could also try this experimentation with all supply boxes, except gold boxes and containers.

Mines would need to be re-imagined because when dropping mines, I mostly waste them due to players running away from them, I suggest that the next experiment improve mines so that mines follows enemy targets when enemies are nearby mines that are dropped on the ground. That would make better use of mines, rather than having them all going to waste because players don't step on them. At the moment, mines are kind of a useless supply because players always avoid them when you drop them on the ground, but if mines follows enemy targets like in Tanki X, then that would make this mines supply of good use for players that want to destroy their enemies when using mines. I do hope that the next experiment will focus on all what I have mentioned above. Thanks for reading.

I like the health upgrade of this experiment. Won't expand on the health upgarde benefit but it certainly is in my view. You spend more time playing, less time dying. Thing the teams should go to 7 players, and time up to 6. It has significantly impacted protections. I could write a page... but lets say every round you can have 50% of opponents protection. And if they have one double turret, than you have 4 out of 6 protected against. Protection value went way up. 3/6 guarantee, as to 3/8. It is absoltely necdessity after 1st or 2nd death to go to garage and equip correct protections after scouting opponents turrets. And sometimes, near end, switching turret can be good to if too many have your protect.

Assault suffered the most. I have to write a bit to expand on this point, but defending on assault got way harder, and attackers got huge boost. Double health while stacking at 70 kills, means that essentially defenders must kill 140 opponents. Whereas attackers still score same number of times. Less defenders and less attackers.. .inevitably I owuld say this benefitied attackers more. Much harder to defend with less. Attackers wasp bombs much more effective. Harder to send one or two defenders out to disrupt, and leave some defenders at flag. I could expand much more on this, with further impact of hopper and hunter attackers etc etc. But believe the point is made.

As to doubling range of melee turrets? urg. This is impossibly advantageous to them. What is the balancing factor, to just doubling their range?

Giving the double speed to larger hulls... how can than be... good except to make them impossibly strong. Even a 1.5 x boost. Ugh. A titan with super health, or just back to regular health that is as fast as a medium hull almost small? If you mean increased speed across the board, this still doesnt work. To many would score with helath enough you could never stop scorers.

 

I do like your last idea. It is great. If they execute it well. And maybe not as regular mines, but an upgrade for a drone or like a mine augment I dunno. You place a mine at point X, Where if they land on it like from dropping of a cliff still explode, but if they get within range of X like say X + 1m, or x+2 m, The mine "activates" and chases them down. Let's say this cause them to do -25 percent damage. I mine have a ramp in the middle of ramp. You can go up either side and dodge if it was a normal mine, But this is a smart mine on wheels. It gets up and collides with you. Mine protection even more worth it. And defense increase. I'd like even more if there were tracking mines like this in the sky you could lay. They intercept jumping hoppers and do double mine damage. An actual counter to hoppers. Air mines. Make it so tanki. Air mines are useless against all other hulls. So you are actually being strategic. Do you lay a mine that will intercept a jumping hopper, and ONLY be effective against hopper. Or lay a regular mine that hits land targets. So an extra drug. Land mines, air mines. Air mines have much wider triggering ranges. So any hopper getting close will suffer higher than average mine damage. Perhaps even land hulls can suffer minor debris damage. Say 25 percent regular damage. But never set it off. Just get damaged.

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3 hours ago, RIDDLER_8 said:

One good thing about the reduced battle time is that players can now earn stars faster than before. I have noticed that I can finish first in battles much more frequently than ever before. That is a brilliant thing because I can complete the top three places missions much easier now. When this experiment ends, I hope that developers will decide to keep the buffed up Freeze, Firebird, Isida, Wasp and Hornet. I am saying that because there are less deaths now with those buffed up equipment than before. That means that melee turrets and light hulls can experience less deaths and more kills, which brings a much better game balance for low spec turrets and hulls.

machine gun futurama GIF giphy.gif Snow guns - Demaclenko - Snowmaking Systems

I really enjoyed this experiment and will continue to do so until the end of it. I guess that for the next experiment, developers should increase the range of Isida, Firebird and Freeze by a factor of double to see how close combat turrets cope with more range when targeting enemies from a further distance. In addition to that, I guess that the next experiment should experiment of doubling the effect of the Speed Boost supply. I am saying this because, personally, I think that the Speed Boost supply does not speed up heavy hulls fast enough. The power of the Speed Boost supply would be best experienced by players if developers doubled its speeding effect for heavy hulls and adding a 1.5 times the speed effect for medium hulls and a 1 times speed effect for light hulls. That would balance the speed of all active Speed Boost effect of each hull category by weight and make slow moving hulls move faster when needed.

That is like "get your arse moving", you slow lazy Mammoth. I am not being rude here, but giving a crucial and important point on those slow moving hulls which are annoying because they move too slowly. In normal times, slow moving hulls like Titan and Mammoth are fine, but in situations where you need to move fast to capture a flag, ball or catch a gold box, a super Speed Boost supply would help keep those slow moving hulls moving fast at the right time. This is just a suggestion, but I personally think that this suggestion of mine is worth trying for the next experiment. Developers could also try this experimentation with all supply boxes, except gold boxes and containers.

Mines would need to be re-imagined because when dropping mines, I mostly waste them due to players running away from them, I suggest that the next experiment improve mines so that mines follows enemy targets when enemies are nearby mines that are dropped on the ground. That would make better use of mines, rather than having them all going to waste because players don't step on them. At the moment, mines are kind of a useless supply because players always avoid them when you drop them on the ground, but if mines follows enemy targets like in Tanki X, then that would make this mines supply of good use for players that want to destroy their enemies when using mines. I do hope that the next experiment will focus on all what I have mentioned above. Thanks for reading.

And what if someone has saboteur drone, does that mean all 9 mines follow you riddler before they blow you to itty little bits.

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@iplayatankonline

Me too. I forgot to talk about the health upgrade. I do like the extra health that tanks have in this experiment. That's a good thing for tanks to have more health so that they don't die too easily.

When I was talking about doubling the speed of heavy hulls, I did not mention about the engine speed, but only doubling the speed effect of the Speed Boost supply itself. The Speed Boost supply effect is the thing that needs to increase, not the top speed of hulls.

The mines should be magnetized so that when players gets too close to them, they attract the hull's metallic plates, then explode on impact. That's what's supposed to happen with mines.

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@cosmic666

The same thing would happen if a player with a saboteur drone dropped many mines. The mines would magnetize enemies that gets too close to the mines and explode on impact.

Edited by RIDDLER_8
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I have noticed a big survival ability when playing in the rugby, CTF and assault game modes. With the increased hull armor, now I can capture many balls, flags and capture points easily in the siege game mode, which was near impossible before this experiment. I also managed to complete a rugby battle in first place. My team was victorious.

5JlEZMi.png

This just proves that this experiment is the right thing to do to buff up hulls and turrets so that they are strong enough for successfully winning battles as a whole. Today, I have played a few rugby battles and captures a few balls without getting killed. I did it all with the Freeze and Dictator combos. This now works well with any other combo that players decides to use. Please keep everything the way it is after this experiment ends.

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12 hours ago, Matt_Black said:

Firstly MM keeps putting one team in first who would cap a flag before most of my team were even playing. Who wants to spawn into a new game with the other team already in your base?

I don't.  I EXIT the moment I see that happening.

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29 minutes ago, RIDDLER_8 said:

I have noticed a big survival ability when playing in the rugby, CTF and assault game modes. With the increased hull armor, now I can capture many balls, flags and capture points easily in the siege game mode, which was near impossible before this experiment. I also managed to complete a rugby battle in first place. My team was victorious.

5JlEZMi.png

This just proves that this experiment is the right thing to do to buff up hulls and turrets so that they are strong enough for successfully winning battles as a whole. Today, I have played a few rugby battles and captures a few balls without getting killed. I did it all with the Freeze and Dictator combos. This now works well with any other combo that players decides to use. Please keep everything the way it is after this experiment ends.

Disagree here. Especially assault. But you are right easier to score in assault and thats bad. Defenders need a boost. Maybe they only need 40 kills to win? 70 for flag scorers. Unsure where the balance is found again. But right now attackers win to easy in asault.

Rugby and ctf are broken. You can have all the health in the world. Doesn't matter. Hunter and hopper zap you. And hopper just hops over you to score. You can have your full health. If it is just extra health to help you score as attackers on either side... Yeah, its just game of the better offense in rugby and ctf. Cause defenders cant do too much in these modes.

 

Broken.

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The assault mode might be amended after the experiment. The good news is that in CTF, rugby and siege, it is now better for players to capture flags, balls and points due to double armor for all hulls. I do understand that Hunter and Hopper will zap you with their overdrives but that's the law of Tanki Online's hull overdrives. Nothing can be done about that. The good news when it comes to overdrives, Wasp's, bomb deals twice as much damage as before and Viking's overdrive has double the amount of time for its overdrive to remain active. I am very impressed with that because Viking's overdrive was too short before this experiment and now players can better utilize it.

I disagree with you saying that game modes are "broken". That is not true because I played in those game modes and they work fine. There might be some slight off-balance in the assault game mode for defenders, but developers are going to fix this once this experiment comes to an end. In overall, everything else, such as turret and hull buff is fine.

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In the RU version of the announcement, they stated that they would make changes during the experiment if needed. My interest in playing during this even was not high enough for me to record possible changes every day. We're on the final stretch of the experiment. Has anyone noticed anything that changed since the start of the experiment? 

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unknown.png

I made the boneheaded move of opening these when it wasn't an Ultra Weekend.

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Now that I've got this Special Mission out of the way, I'll be taking it easy and only doing Daily Missions until this Mad Tanks thing is over.

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So since I had my time to try this test, here is my opinion. I will go over 1st every change and then answer the questions

  • The amount of health and the amount of energy for some turrets (Firebird, Isida, Freeze, Ricochet, and Twins) will be doubled.
    For example, Hornet Mk7+ will have 4000 hit points instead of 2000;

This is by far the worst part of this test. While there is an attempt to fix the issue of being one-shot by turrets such as Shaft, Gauss or Magnum, this is not how u fix that issue, if anything it brings more issues than it fixes. What this change essentially did is make objectives so easy that its pretty much worthless to try defend. For example there can be two people with Isida/Dictator and mechanic that go objectives ( in CTF, Rugby, Assault or Siege ) and just get everything done since they keep healing themselves ( amount of energy for isida is also doubled anyway so that makes it even worse ) and they have 2x HP. So you might just try and kill other people but 2x HP essentially makes it harder to kill anyone. Pretty much unless u go objectives, the battles get boring.

  • Large maps will be removed from the pool of possible Matchmaking maps (Мagistral, Highways, Massacre, Stadium, Solikamsk, Brest, Wolfenstein, and Yorkshire);

Best part of this test in my opinion. Removal of maps like Highways, Brest, Stadium and Brest would actually make the game way more enjoyable ( ofc if 2x HP does not return ).  Mostly because they are open maps and open maps are usually horrible because of a lot of people camping. That being said, maps like Magistral, Solikamsk, Wolfenstein and Yorkshire should be returned to the game since at least u have cover on those maps which makes it enjoyable at least to play on them.

  • The maximum number of players on one team will be decreased to 6;

I think this could work but there should be battles where there is 8 or 10 players per team, so u sometimes have a calm battle or sometimes a crazy battle.

  • Battle duration will be reduced to 5 minutes.

While its good for mobile that its 5 minutes ( since school breaks usually last for 5 minutes ), 5 minute battles are just too short. Also the argument that u get more stars aka faster challenges is meaningless since primary way of getting stars is daily and weekly missions now.

Overall damage will increase for the Overdrives of the following hulls:

  • Viking (overdrive action time will be doubled);
  • Wasp (bomb damage will be doubled).

While this is just a reaction buff to 2x HP, i think Viking OD should have 1.5x the action time and Wasp OD should have 1.5x the damage since these days, these ODs feel weak in Legend battles.


So now lets 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?

I was less destroyed however that  makes it boring. Also I feel like I cant do too much to help my team win, especially if there is a group of Isida/Dictators healing themselves. 

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

ODs have stayed pretty much the same, its just some ODs are now weaker if u wanna kill people ( like Hopper or Mammoth ). Drones also became way more powerful, for example Defender drone now will make u have as much as 16k HP with Hornet ( If Defender drone is max, its 4k x2 x2 = 16k ).

  • How did the importance of team gameplay change?

Nothing has changed in this regard, it just actively promotes either going for objectives or just killing people and not make people just try and be useful in general. Besides you actually need smart teammates to actually have team gameplay in this game, and if u ask me...good luck with actually finding those teammates.

  • Could this experiment change your interest in the game?

The 2x makes me not wanna play the game, but removal of Highways, Brest, Stadium and Massacre will actually make me wanna play the game more.

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

Remove 2x HP. Bring back Magistral, Solikamsk, Wolfenstein and Yorkshire and keep Highways, Brest, Stadium and Massacre OUT of the MM map pool. 5 minutes should be 7 minutes. Viking OD should have 1.5x the active time and Wasp OD should have 1.5x the damage. 6v6 should be possible only if there is 8v8 and 10v10 as well, and that's it.

Now time to wait for this test to end so I can play TO normally again. Cya ?

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5 hours ago, TheCongoSpider said:

In the RU version of the announcement, they stated that they would make changes during the experiment if needed. My interest in playing during this even was not high enough for me to record possible changes every day. We're on the final stretch of the experiment. Has anyone noticed anything that changed since the start of the experiment? 

As far as I know, nothing has changed since the beginning of the experiment, If anything changes I guess Marcus will announce.

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Still 2 more days left.

Conclusion: 

Disappointed, I expected a tweak a week in with some sort of change. But it seems the game developers have not seen enough information to interpret how the players feel for this event?

I personally felt unsatisfied, as time progressed, it became dull and to put it bluntly boring. Simply because what thrills me is death. It can not be fun for me, if there is no risk of me dying so soon. The thrill of being a light hull with 2k HP, knowing that a wrong move can lead to despair. It felt like I played more lazy this time around, also more time spent engaging a single target.

It may look like I played a lot, I grinded a bit for the 50k battle exp mission that came, completed it on the 8th of November, that's 4 days into the event. after that, mainly just did missions and helped some friends out with grinding some stars/score. The star count is high, because games were shorter, meant I could get a bit more than usual.
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But I can say for certain that this live testing felt wasted for at least a week, since it's main issues were already pointed out day 1, but nothing was adjusted and tweaked to see any difference.

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Is the mad tanks update staying forever? It is not helping, it is only making one team overpowered depending on the equipment and protection modules. Please dont keep it permanent.

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1 minute ago, Y.H.tanki said:

Is the mad tanks update staying forever? It is not helping, it is only making one team overpowered depending on the equipment and protection modules. Please dont keep it permanent.

No, this is just an experiment. It will end in 3 days. 

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