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7 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? 

Yip. Players leaving battles at a alarming rate. 6v3/4 at the end of battles is all to common.

Way more isidas doing chains in battles, i have come across 4 in one battle and it was impossible to stop them. Usually it's 2 against you but 3 is not uncommon, especially in rugby. 

The FLYING CHEAT is the biggest factor, at least for me for leaving battles within 1 min of the start.

There is no point staying in a battle when you just no you have zero chance of winning because of this OP hull. 

The rewards are meagre, so unless you have a chance of at least a draw and can place in the top 2, you are always going to be at a deficit in regards to your supplies/cry used per battle. You need a win and to place top to see the benefits, even then you are probably at best breaking even. 

At legend rank i see at times players working together to totally dominate battles, it's like back in the day when you could put a whole clan in battle to do a take over, only now because of this 6v6 idiocy a group of 3 friends on voice can fill half the team, and because they are coordinating it's a done deal, and usually they go off on a spawn killing spree once they have got the lead. Not complaining about this persey as i think this type of play is smart and professional, and shows what you can do in battle if you have 3 or even just 2 players that are organised. The really good players that work together do not even need voice, (FLYING CHEATS ASIDE) they dominate because they are good and in perfect sync with each other.

 All in all a bad experiment even though it has not affected me, (FLYING CHEATS ASIDE) because i just do not play after missions are done, and will change daily ones to suit my purpose to maximise the fewest battles i need to play. The reason i do this is because the xp to cry is just so one sided that at the lower ranks you are just ranking far too quickly to keep up with upgrades at the next rank. The devs want to see more players extending their game time then they have surely got to reverse this, are at the very least make sure that your XP never exceeds the amount of cry you earn in battle. The only players that this does not affect are legends as they have no more ranks to attain and therefore remain unaffected by this unbalanced XP/CRY ratio. 

I can't comment on the questionnaire the devs asked us reply to because like i said, this experiment has not affected me because i refuse to play more than i have to until they sort the balance out on just about every aspect of TO. 

FLYING CHEAT, XP/CRY, and the huge difference in ranks in most battles (at the low to mid ranks, up to marshal). These are the biggest drawbacks imo that affect the majority of players. 

It's not just this experiment that is flawed, TO has become so unbalanced that unless you are a genuine regular buyer then your battle experience at best is going to be same old same old, enter battle, get heavily defeated, deplete your supplies for no gain whatsoever.

The unbalanced nature of TO i believe has a detrimental effect on players, to the point that more players will just keep exiting battles until they find one that won't leave them feeling useless and ending battles in near to last place.

This experiment has exacerbated players leaving battles far more frequently, and that cannot be good for the game.

This post has been a mixture about the flawed nature of this experiment and TO as a whole. The devs have got to change their philosophy when bringing in future updates, and also address the ongoing problems that have made TO so unbalanced for the majority of players. Problems the devs created.

There must be a compromise between ECONOMY and BALANCE.

I personally will always do well in battles, i have the skill acquired from years of playing, and also if needed the funds to keep up at any rank. This however will not stop me from wanting a more balanced game for those players that just can't afford to spend cash in order to have a enjoyable experience when entering a battle, as opposed to getting wiped out because a combination of P2W players and the imbalance of ranks is just to much to take on in the majority of battles.

This i believe is a fair reflection of TO as it now stands. 

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37 minutes ago, cosmic666 said:

Yip. Players leaving battles at a alarming rate. 6v3/4 at the end of battles is all to common.

Way more isidas doing chains in battles, i have come across 4 in one battle and it was impossible to stop them. Usually it's 2 against you but 3 is not uncommon, especially in rugby. 

The FLYING CHEAT is the biggest factor, at least for me for leaving battles within 1 min of the start.

There is no point staying in a battle when you just no you have zero chance of winning because of this OP hull. 

The rewards are meagre, so unless you have a chance of at least a draw and can place in the top 2, you are always going to be at a deficit in regards to your supplies/cry used per battle. You need a win and to place top to see the benefits, even then you are probably at best breaking even. 

At legend rank i see at times players working together to totally dominate battles, it's like back in the day when you could put a whole clan in battle to do a take over, only now because of this 6v6 idiocy a group of 3 friends on voice can fill half the team, and because they are coordinating it's a done deal, and usually they go off on a spawn killing spree once they have got the lead. Not complaining about this persey as i think this type of play is smart and professional, and shows what you can do in battle if you have 3 or even just 2 players that are organised. The really good players that work together do not even need voice, (FLYING CHEATS ASIDE) they dominate because they are good and in perfect sync with each other.

 All in all a bad experiment even though it has not affected me, (FLYING CHEATS ASIDE) because i just do not play after missions are done, and will change daily ones to suit my purpose to maximise the fewest battles i need to play. The reason i do this is because the xp to cry is just so one sided that at the lower ranks you are just ranking far too quickly to keep up with upgrades at the next rank. The devs want to see more players extending their game time then they have surely got to reverse this, are at the very least make sure that your XP never exceeds the amount of cry you earn in battle. The only players that this does not affect are legends as they have no more ranks to attain and therefore remain unaffected by this unbalanced XP/CRY ratio. 

I can't comment on the questionnaire the devs asked us reply to because like i said, this experiment has not affected me because i refuse to play more than i have to until they sort the balance out on just about every aspect of TO. 

FLYING CHEAT, XP/CRY, and the huge difference in ranks in most battles (at the low to mid ranks, up to marshal). These are the biggest drawbacks imo that affect the majority of players. 

It's not just this experiment that is flawed, TO has become so unbalanced that unless you are a genuine regular buyer then your battle experience at best is going to be same old same old, enter battle, get heavily defeated, deplete your supplies for no gain whatsoever.

The unbalanced nature of TO i believe has a detrimental effect on players, to the point that more players will just keep exiting battles until they find one that won't leave them feeling useless and ending battles in near to last place.

This experiment has exacerbated players leaving battles far more frequently, and that cannot be good for the game.

This post has been a mixture about the flawed nature of this experiment and TO as a whole. The devs have got to change their philosophy when bringing in future updates, and also address the ongoing problems that have made TO so unbalanced for the majority of players. Problems the devs created.

There must be a compromise between ECONOMY and BALANCE.

I personally will always do well in battles, i have the skill acquired from years of playing, and also if needed the funds to keep up at any rank. This however will not stop me from wanting a more balanced game for those players that just can't afford to spend cash in order to have a enjoyable experience when entering a battle, as opposed to getting wiped out because a combination of P2W players and the imbalance of ranks is just to much to take on in the majority of battles.

This i believe is a fair reflection of TO as it now stands. 

Yep, agree with all of that. 

The beauty of TO was that it was a simple game that relied on gameplay to keep you playing. Hull/turret/paint that was it, one overdrive that took ages to charge but if used well could give full supplies to all of your team. Games were 15 minutes long which got you invested in the outcome and you chose the battle from a list of ongoing battles. Don't like a map? Don't play it. See a team that's losing, so go join their team and make a difference. When the battle ended you had the choice to play again on the same map or find another. Many games started with the same players as the last one.

Then the game went mobile and we got stuck with this ongoing downward slide from a great game to something you play for a few minutes on the toilet. Which seems odd to me because the original game would have been far better for mobile than the overly complicated mish mash we have now.

None of this is helped by the refusal of the developers/owners to come clean about updates and say "oops we screwed that one up, sorry we put it back how it was". 

With a few days left of this experiment I can't wait for it to finish. I had a weekly mission to kill 500 tanks which has taken me two weeks to complete, I'm sick and tired of playing against tanks I can't kill but can still kill me in one or two shots (I play almost exclusively light hulls Wasp/Hopper) No drone for this experiment, why waste the batteries? Games are more unbalanced with players leaving immediately if they're not on the winning side, or find they are playing against a hull they don't like ( I can't stand Viking but I'd not get much playing done if i quit every battle they were in! ).

I still predict that 6V6X5 is here to stay and the rest is a smoke screen to keep the sheeple looking the other way. 

Oh and all the maps you took out were the ones I enjoyed playing on because you had to think about it, be able to drive, and actually have to play to be any good on them. I spend quite a bit of time on the forum and while I remember a few posts about not liking a particular map I don't remember any demanding they be removed other than Archepeligo which is still there unfortunately.

I wonder what would happen if Tankimobile had a separate server, was split off from the main game. Could we go back to battle lists and longer games?

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dont even know how non-buying players still exist. i see almost everyone here is negative n stuff well heres something to make yeah laugh.

devs killing their own game:

The Lorax- Let It Die on Make a GIF

players that have seen it all:

Stop stop he's already dead simpsons - Album on Imgur

uhhh can i get some likes??

Edited by Unpopular
Missed something at end
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I have seen it all but I expect the increased armor for all hulls to remain as is after this experiment ends. I want to use strong equipment in battles because at my MK8 level, which is the top level for full upgrades, I expect to be a very strong player in battles. At my level of high rankings, it would really hurt me to be a weak players like middle ranks like Major. I want to be a true legend player so please keep all turrets and hulls very strong, keeping the game balance in check as well.

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A question to those who want the doubled HP to go on: Have you realized how much less crystals can be earned this way? Once again a change which makes to play TO more expensive for everyone, but especially for those who are relying on earned crystals.

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@JoyRide

Developers may need to buff up all the turrets to make sure that tanks die quicker, keeping all the current double armor for all hulls. That would raise the fund even more. Another way to increase battle fund, would be to double the fund earned in battle after each tank death. That would be done in the next experiment.

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1 minute ago, RIDDLER_8 said:

Developers may need to buff up all the turrets to make sure that tanks die quicker, keeping all the current double armor for all hulls. That would raise the fund even more. Another way to increase battle fund, would be to double the fund earned in battle after each tank death. That would be done in the next experiment.

If the Developers just boost turrets' damage to fit the increase in hull health, we're back where we started...

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@Mr.Nibbles

I understand that. My proposal would be to double the battle fund earned in matchmaking battles after each tank death. That would balance out the number of spending that non-buyers like me make when buying equipment, supplies and other items with crystals.

Also, the level 50 on the silver tier of challenges could receive double the amount of Tankions earned for the final stage of the silver tier. All that together would make both gameplay and non-buyer spending more suitable for all. Now is the time for developers to double the battle fund of matchmaking battles and the number of Tankions earned on the silver tier of challenges.

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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?
    No.  The only difference is the types of turrets spawn camping.
  • How did the benefit of well-timed overdrives and drones change? 
    Way too many overdrive hits now.  Assault is nothing but a string of hunter and hopper overdrive attacks now.  Boring.
  • How did the importance of team gameplay change? 
    Groups with a voice connection still dominate battles.  Some players are still out to complete missions and little else.  (e.g. dealing damage to tanks or collecting boxes rather than playing for the battle objective)   Shorter battles on smaller maps make it harder to do much beyond shooting and getting shot.
  • Could this experiment change your interest in the game? 
    Yes.  It makes me less interesting playing.
  • Do you have any suggestions on how to improve these changes?
    • This update pretty much killed railgun.  I suspect all the long range turrets faired similarly.  
    • Freeze is now way OP.  If you get in range, you're dead.  Just a matter of time. 
    • Still need to fix team gear balance in matchmaking battles.  Got dropped into one the other day that was all >9800 vs  all <7500.  That's no fun.  
    • Personally, I miss some of the larger maps for some battle types, e.g. CP or Juggernaut on Hightways, but others I don't miss at all, e.g. Rugby or CP on Stadium.
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7 hours ago, RIDDLER_8 said:

@Lurch_1

Freeze is now fine. Why are you complaining? Now I can make good kills in matchmaking battles with the buffed up Freeze.

As always riddler you leave me perplexed at your reasoning about everything you post.

You have a uncanny gift at doing this on a regular basis.

Without doubt there is no one quite like you in all of TO.

Edited by Spy
Kindly refrain from spamming.

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@cosmic666

You may think that I exaggerate but I am positive about things I see in Tanki Online. Before this experimentation update, Freeze was too weak, and I complained about it a lot. Now Freeze does good damage so I can manage to make enough kills with it.

I do agree that you get killed with Freeze quite a lot. To combat that, I would suggest that you wear the anti-freeze protection module and a cold resistance protection augment on your hull. That would give you a huge level of protection from enemy Freezes.

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10 minutes ago, RIDDLER_8 said:

@cosmic666

You may think that I exaggerate but I am positive about things I see in Tanki Online. Before this experimentation update, Freeze was too weak, and I complained about it a lot. Now Freeze does good damage so I can manage to make enough kills with it.

I do agree that you get killed with Freeze quite a lot. To combat that, I would suggest that you wear the anti-freeze protection module and a cold resistance protection augment on your hull. That would give you a huge level of protection from enemy Freezes.

Thanks for that suggestion, i will have a look at my garage and see if i have those to use next time i go into battle.

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I have just played a pro battle on the Island map in Flash. Flash works quite well for its near death stage. Flash is almost over, so please keep that in mind. You will need to migrate to HTML5 as soon as possible. On the final day on Flash, it would be a good idea to hold a celebration on a special map with unique Flash missions.

2-weeks-of-Flash-left.png ? Happy Art GIF by TaylorAnneDraws

There are two weeks remaining for Flash, so for players who like Flash, make the most of it before its ultimate end on December 1st 2020. Everyone will need to make the move to HTML5 on December 1st 2020, or no more Tanki Online for you folks. I got a high score and a good 2nd placement. My team won as well, which boosted the points and reward for me as well.

This experiment will end around a week before Flash does, so please make the most of this experiment whilst you can. I hope that the good experiment of the buffed up turrets and hulls is going to remain after this experiment ends.

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On 11/14/2020 at 7:24 PM, RIDDLER_8 said:

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.

L5apBu5.png

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.

I'm pretty sure you can't get Savanna or Forester from Containers. You have to buy them for crystals, but they are pretty cheap, as they cost 2,500 crystals for Forester and 8,000 for Savanna. Paints might go on sale during Black Friday so if you want to, you can get those paints when they are 50% off.

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21 hours ago, cosmic666 said:

The FLYING CHEAT is the biggest factor, a

Oh stop your complaining about “stupid flying cheat is the reason”, that’s only a part of the things which make MM bad. The next thing leading to unbalanced games are alterations (maybe overdrives too idk), especially immunity augments which YOU use all the time, judging from your previous posts so far. So, you put ALL the blame on other factors excluding them.

Your Incendiary band-Fire immunity combo is way too op but you seem to think it’s your skill which is clearly not the case...

Edited by E_polypterus
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See, I just wanted to mention a few more things which I more things which I noticed in this experiment. 

1 Waiting time

Let's say you want to spend 35 minutes in gameplay(batlles).

If battles are 5min long and say you have to wait an average of 10 sec for joining a battle, you will spend 70 second in waiting itself.

Whereas if the battles are 7min long and waiting time is again 10 sec, you just spend 50 seconds waiting.

Well 20 second difference is very little, but when you play for longer duration, say 2 hours or so, the waiting time becomes significantly more when battles are 5min long. Well, some like 5min battles whereas some like 7 min. So, I suggest you make an option available which allows the players to choose between 5min and 7min(If you like you can even add 10 min batlles) battles.

2 Double Health

Well, doubling health is just ridiculous. Sure, it helps newcomers in dying less frequently, but that seriously affects the balance of game. I suggest, you double health for all tanks until the rank of, say, Staff Sergeant and reduce it to 1.8 times until Warrant Officer 1, then to 1.5 times until rank of Warrant Officer 5 and finally reduce it to normal by the rank Second Lieutenant. Well this just as an example. I understand that this sounds funny, but you know, by the time one reaches the rank of Second Lieutenant, they become quite good in the game and then they obviously die less frequently unless the person reached the rank through utter luck.

This is just my opinion, so if you(developers) have something better, you are always welocme!!!

2x1piuas1u721.jpg

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16 hours ago, RIDDLER_8 said:

I have seen it all but I expect the increased armor for all hulls to remain as is after this experiment ends. I want to use strong equipment in battles because at my MK8 level, which is the top level for full upgrades, I expect to be a very strong player in battles. At my level of high rankings, it would really hurt me to be a weak players like middle ranks like Major. I want to be a true legend player so please keep all turrets and hulls very strong, keeping the game balance in check as well.

To be honest, I do not expect anything to happen after this test. A lot of people gave negative reviews about it, so I think they will not do anything and will just revert it back to normal, like it was almost 2 weeks ago.

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