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51 minutes ago, RIDDLER_8 said:

@Spy

What will happen after this experiment ends?

 

The game will return to its old state. Later on, the developers will change things according to players feedback.

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This update is TERRIBLE. I am in no way, shape or form enjoying this... and after a while in the game, this would be a deal-breaker for me. 
For the last weeks, I have been rarely playing tanki due to this horrible update. 

I will try to make bulletpoints and highlight the objective things I think are bad... We must take a breather and look at things objectively, not from our preffered hull+turret combination. 

1. Game balance is very much distorted. This would need massive modifications in terms of balance. I am talking about years to balance them out.


2. Turrets with reload time are useless, and judging from these two weeks, UNDER powered, and much more rarely used. 

3. The idea of tanki is to balance out tanks and make this an even playing field. 

4. Let's take rail for example.  Don't know the exact numbers, If you have 4.3 seconds of reload time (m6), and the game duration is 5 minutes. In theory, that leaves you with 60/4.3 = 14 theoretical shots per minute at most. 5 minutes x 14 shots = 70 shots. With no DD, you will need 4 or 5 shots for a WASP!!!  For a viking that would be 6 or 7. Let's say that on a (positive average) it takes you 6 PRECISE shots to kill an average tank. So, by that logic, you can (IN THEORY) make only 11-12 kills in a single game - without DD, no oponent protection (which is basic in higher levels), against a viking at max (others is more), WITH ALL PRECISE SHOTS.

I don't want to mention mammoths at all at this point. I am not talking about protection, which is massively used, nor the usage of supplies.

As mentioned, the same goes for hammer and other, as mentioned slow loading weapons. I am not taking the time to make other investigations, I am certain I will find similar INCONSISTENCIES with this DISASTROUS update.

Yeah, I am sort of biased because rail is my favorite weapon, but the numbers speak for themselves. 

5. NO-reloading or fast-reloading weapons like twins, firebird, isida, freeze, smoky, rico are overpowered by default. The overpowering of those weapons is not "small/insignificant" nor can it be balanced with skill. This is just plain simple facts we are talking about. 

6. Health restoration. Like if I use a slow loading turret, they can heal themselves pretty much fine and kill me with ease, while I can not, because they can restore their health while I reload, and then again, I would need 6 new shots to kill them again (THEORETICALLY IMPOSSIBLE). 2 weeks ago, I could at least make significant damage to them after they used repair supply. Now, I just scratch them, nothing more. I get 1 shot after they've reloaded, taking 1/6th of their overall health. Previously, this was 1/3, leaving my teammates to kill them before they go to safety in their end. With the update, in that given scenario, they still have plenty of HP to get to their base, because they are comfortably healing themselves while I am reloading. 

7. Maps are way smaller now, tanks have more HP, using long-range weapons in MM battles is just not practical. Long-range is not used, at all. If it is, just mammoths camping.That is one approach to use long range weapons, with massive tanks. There is a beauty in small hulled, long ranged weapons that is lost now. They are not a problem to firebirds or twins that could come up close. Matter of time. 

8. Kills/caps/points have drastically gone down. Your idea is to have a game with a balanced score, but you're not achieving this. Let's say a 2-0 lead from before is exactly the same as 1-0 now (just giving you an idea). The gameplay is not balanced, as THE SCORE APPEARS TO BE more than before. 

9. Some game modes have become more unbalanced in the other direction (assault especially, big gaps in result, and often times games end in 2 mins).
 

10. As a developer, I am telling you that you will have to put a lot of fixing in order to achieve your goals, and please start listening to people that are playing the game, instead of relying on your ego's and irrational decisions as a team and company. Friendly advice. 

11. Tanks have other parameters like as mentioned reload time which have a massive impact. It's not just, health, damage, attack & speed. You can not just base such "soft, SURFACED, not worked-out" solutions for testing. What were you thinking... "Let's just leave as it was, x2 the health of tanks, and double time for viking Overdrive, double the damage of Wasp Overdrives, and voila, there is an update". What was your thinking process behind this, and how the hell did you vote on this as a development team? 

12. - 6x6. This is a massive game changer. This means: MORE HEALTH, LESS DAMAGE. Lesser kills. Kills and caps/ points are like GOALS TO Football. More goals = more fun, less goals = less fun. It is the same thing with this tanki update.

13. Time decrease. WHAT IS THE POINT OF decreasing 5 minutes? WHY!?

14. Your transparency as game developers. You feel like putting all the changes to a site annoucement is enough ? Just putting up bullet points and that is it ? no research? no clarification? 

15. Please remember, there are adults who play this game. Not a lot, but there are. Stop insulting our intelligence with your unorganised, almost immature behavior. You need to explain yourself why you are doing this, and reveal what you want to achieve. ELABORATE. I am respecting the game with my time, please RESPECT me back and elaborate, explain. Players are the reason why you still exist, but you seem like you've lost track regarding this. Such a shame.

16. MINES = USELESS. At least rename them to "scratchers" instead of mines, cause that's all they do. They just scratch. 

17. VIKING OD. With 5 minutes, I can use it only ONCE, twice at max If I am happy. Often times I've used with the drone that decreases OD load time (forgot the name). This makes it 2 times in 5 minutes. Without it, once in 5 mins is in 90% of the cases. A BIG DRAWBACK, even though it has x2 the duration, when you can use it only once in a battle.

I hope you take your time and re-assess the situation with your development team, and improve your decision making process. You have got to behave like serious individuals and developers, and not inexeperienced juniors. Shame on you for doing this 2 weeks. I can't imagine how you have put this to test in 2 WEEKS. That is mad. A serious company would've taken it down after 5 days, with this kind of NEGATIVE FEEDBACK.

No communication with players is a massive issue with you, and is reason no.1 why the game has declined so much in the last years. You don't freaking listen. You are severely understaffed, you have long lost your vision to make this game great, and you've made Tanki just another "what could've been with this game" example in gaming. The potential is also long-lost gone, and you're just squeezing what you can, while waiting for someone to invest and buy the game. 

My advice is, if you're looking to change the game... look for ways to improve in game-communication between players. Focusing and encouraging this will improve the game massively. Try to implement a minimap (like a CS/Dota), so that players can develop tactics and stick together and play more like a team with a greater ease. With that, the ame would have more character, instead of the randomness of it now.

 

Edited by Milanchezz
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I have noticed that with this experiment there is a tiny problem with how the repair kit repairs hulls. Currently, the repair kit supply has only 4000 HP of hitpoints. That means when healing hulls that have 8000 HP of health, the repair kit only repairs half of the hull's health when its health is very low. For a full fledged repair kit, developers should have doubled its number of hit points to 8000. The same thing happens with Dictator's and Mammoth's overdrives. They don't fully repair hulls. Ares's orb overdrive does not have double the damage and healing number of hitpoints either so its overdrive does not fully heal allies or fully destroy enemy targets.

If developers everything to be "doubled up" in terms of armor and hitpoints, then, to make everything well balanced, everything should be doubled to make sure that gameplay works perfectly well.

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Hey guys, I will calculate the highest possible disadvantage you can be against a certain player (just calculations for fun)

Ok let's assume you have Railgun - Viking against Smoky - Titan... and you didn't use any drone or supply

Ok the titan used Double Armor so you can do just 50% damage, ok Titan have Mk8 protection so you can do 25%, ok we're in "Mad Tanks experiment" so you can do just 12.5% damage, Ok let's assume he have Defender drone so you can do 6.25% damage.. and last destroyer thing he used Titan's dome so you can just do 0.6% damage OMG that's horrible unbelievable that couldn't happen before

Compared to the past days before those complications, the highest disadvantage you can be just a 25%. DA+50% protection module.

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5 hours ago, RIDDLER_8 said:

@erppi

I understand your concern but here are my thought. I do like the double armor of hulls because I can survive longer without being killed too often. I have less deaths and because of that I am able to make more kills on the battlefield, regardless that battles are shorter by two minutes. Five minutes battles are better for me to finish in first place much more frequently than ever before.

Since my hulls are now double the armor they used to be, it is much easier for me to capture flags and balls which I could not deliver before this update because my equipment was too weak. Now I can successfully deliver flags and balls with the necessary armor that hulls now have. If developers are intelligent enough to keep this update permanent, then players would be more happy with more armor, especially in game modes such as CTF, rugby and assault mode.

Camping on a point in the assault game mode has always been a problem in the past because it was too easy for enemy to kill you. Now, with double armor on all hulls, players have better chances at capturing points in assault. With the faster loading of slow overdrives such as Viking's overdrive and Wasp's bomb, now players can better defend themselves and defeat the enemy in tough situations where you are required to capture a control point in assault, capture a ball in rugby or capture a flag in capture the flag game modes.

This experiment was worth a try and it has worked really well for me. When I first heard the news about this experiment, I misunderstood its true value. I was disappointed with shorter battle times, but then after starting playing with the experiment, I realized that I was wrong. Shorter battles and smaller maps was the best solution to experiment with to get better results of team gameplay in matchmaking battles. I really hated playing on the Massacre map in matchmaking battles so I am glad that it is now gone. I requested many times for this map to be removed from the pool of matchmaking maps, but developers did not remove it in the past. Now, they removed it, which was the right thing to do. The problem with the Massacre map is that I kept on getting stuck on the map and my aim was poor with most turrets because of the uneven terrain this map has. The only good turrets on this map are Shaft and Magnum. They are the best for this map because Shaft can be thoroughly used properly in sniping mode and Magnum can fire big shells which have devastating effects on enemies when landing on the ground near them. The good thing about the Magnum turret is that if you miss your enemy, the splash damage is enough to destroy him when he has half of his health or less damaged.

I do like this Mad Tanks update because of the necessity of the overdrive boost, extra overdrive duration and double the armor of hulls. That is the very best of this update and the very best buff that I have seen in years since I joined Tanki Online in 2015. Now, Tanki Online is better than ever with its strong equipment, so lets keep all the equipment of Tanki Online super strong, keeping the game balance in balance so that gameplay can be enjoyed by all players around the world.

While I do see your point that it can be more fun to be able to capture flags and other objectives with this new update, I think this actually speaks to why I don't personally like this update. What made objectives such a fun challenge previously is that you would have to continue to win fights as you attempted to capture the ball or flag. With the double health points, you now have so much health (particularly against turrets that require reloads such as railgun, hammer, thunder, and shaft) that you can just avoid the fight altogether and just keep driving. It takes the fights out of the game. With 4000 points on the weakest tanks, the fights take too long to finish and are therefore best to be avoided at this point, so that you can focus on capturing the objective instead. While I value objective based gameplay, the fights in a gameplay need to end relatively quickly so that the player can continue on. I've run into this problem particularly in assault, where 2 players attempting to cap can beat 6 defenders simply because they have so much health.

I also have to disagree with your point on overdrives. While overdrives are interesting and do add to the game in many ways, this update basically makes entire games dependent on overdrives. Siege points cannot be won unless multiple people have overdrives saved up. Flags cannot be defended unless the defenders have EMPs or stuns. 

While I do appreciate your opinion, I just don't think that Tanki can be very successful if more than half of the turrets are effectively useless because it takes them 15-20 seconds to destroy a single opponent. This could work in games with more communication, but Tanki's level of communication has not achieved that level. Particularly when you also consider Tanki's weak ability to team balance.

But I wish you the best of luck with everything! If this update stays I hope you are able to enjoy it, but if not I hope you are still able to have fun!

 

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The best thing about this experiment is the fact that you don't get killed as soon as you spawn.  I like the game-play of stronger armor...much much more enjoyable than before the experiment.  So overall, i like Tanki more in this experimental mode than the previous original mode.

I like the 6vs6 instead of the overcrowded 8vs8.

I thought I would hate the short battles, but I kinda like them too.  The biggest problem with the short battles is they are NEVER even close to five minutes.  Most battles are 3:50 minutes by the time your tank is actually ready to start shooting...and most HTML battles end by 7 seconds to as much as 30 seconds early.  So even if you get a quick loading and spawn-in, you are usually only in actual battle for about 3 minutes.  This is too short.  If you decide to shorten Battle length, I would suggest a compromise of 6 minutes.

A big problem with the 5 minute battle is that you spend as much time waiting to get into a battle as being in a battle itself.  I timed ten battles by stopwatch and I actually spent MORE time trying to get into battles than playing in battles...quite a bit more time waiting than playing actually.

As far a equipment goes, the experiment, if implemented, will change the dynamic of almost all turrets and even hulls...maybe even drones (don't use them, so don't know).  this seems to be everyone's biggest complaint so far..."my blah-blah doesn't work as well as it did before the experiment".  And they are correct, but this is just another way of Tanki creating "The Churn" to sell more/different equipment.  I prefer this marketing technique as opposed to the nerf/buff cycle marketing.  With a blanket game changer like this experiment, everyone is in the same boat and needs to adjust their garage...ka-ching.  Tanki gotta make a buck and there are fewer players to make it from now, so implementing this Churn inducing experiment seems like a more fair, gentle, honest, and considerate way of getting people to buy more/different stuff/upgrades.

My fear is that if Tanki implements this, or a close version of this experiment, they will then adjust all the Missions by making them harder like they did when they doubled battle funds...then doubled (and more) floater missions, crystal acquisition in daily missions and even number of boxes and completing battles (yeah we noticed everything got bumped up..so harder).   You now spend lots of time trying to get into battles but at least the battles go quickly and you can knock out your missions somewhat quickly.  If mission parameters increase with an implemented experimental mode, it will become horribly tedious trying to complete missions with battle after battle after battle.  If the mission parameters increase I think lots of players will just call it quits on Tanki...mostly because to all the waiting to get into a higher number of battles.

  • Do you think that there were less occasions when you were destroyed where you spawned and were consequently completely useless to your team?
  • Absolutely...a great improvement to game-play
  • How did the benefit of well-timed overdrives and drones change? 
  • Strangely worded question.  Proportionately, I guess.
  • How did the importance of team gameplay change? 
  • I felt there may have been bit more team work, but not much...hard to tell with mad Hoppers and Ares slamming into everything all the time.  I think the change in the star system is what really helped team play, not shorter and 6vs6 battles
  • Could this experiment change your interest in the game? 
  • Yes, most definitely.  I am even playing my higher rank account now...first time in a couple of years.
  • Do you have any suggestions on how to improve these changes?
  • 6 minute battles.  Don't change mission parameters.  Keep 6vs6.  More maps.  Be gentle with the nerf/buff cycle when responding to "balance" if the experiment or version becomes permanent.  Find a way to get players into battles more quickly.

 

 

Edited by Joeguy
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I really detest this update for the following reasons and i'm very sure i don't stand alone. There are far too few players who like this update.

a) The games are very unbalanced. 2vs6, 3vs6. Too common to see players bail out into the 3rd minute because the certainty of a loss of their team is even clearer. Makes sense right? But if you had more time, you could have time to change the outcome. The worst thing is i'm thrown into games left with 1min because everyone has bailed out there.

b) The game length is too short. By the time i figure out what weapons folks are using and set my protection modules, i have 4mins left to play and achieve my goals.

c) The earned crystals are so low....on ave 200 to 300 crystals per battle.

d) The removal of big maps means the same maps keep getting recycled into battles again and again and its getting boring. I do like Highway, Brest and Magistral for the reason that it gives players the options to use long range weapons like shaft and gauss effectively.

Please have mercy on us.

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Oh my god people, 3 tanks firing at 1 opposing tank IS NOT TEAMPLAY/TEAMWORK. Get your head out of your bottoms!
Like that was not the case before? What the hell are you talking about? 

How is this coordinated TEAMWORK? 

Firing all at 1 tank... Hooooooooooorayy... Teamwork! Man, get your heads outta there for the love of god.

That is only because you can't make a kill by yourself now, there's no teamplay in it, just the only way you can POTENTIALLY make a kill, especially with a long range, slow loading turret.
I don't think this is much different than it was before. 

How can you possibly think this has going to have an impact on teamplay, when you just severely under powered long range, slow loading weapons? THEY ARE USELESS. 

Looking at the way these questions are formed man, and how hypocritical they seem... They are asked so that you can relativize the feedback you receive, to "Hear the things YOU WANT TO HEAR". 

Makes me think what kind of people even run the game, and for what have i spent so much time on the game... 

Honestly, you should be ashamed for treating players this way and not being totally open, honest and transparent. Give players 1/10th of the respect they have given to the game and you'll be on the rise ASAP. 

Edited by Milanchezz
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Here are my answers

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

Answer: I was consequently useless to my team almost always, before the upgrade I used to be 1st or 2nd while after this upgrade my average rank is 6th or 5th, Terrible Terrible upgrade.

 

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

Answer: Really Pathetic, as overdrives did very little damage to the opponent, with Railgun (large caliber) and Viking I finished complete overdrive and still did not kill the opponent many times, on a lot of occasions, I would hardly kill 2 tanks with my Railgun overdrive as the damage to the opposing tank was hardly 400 in each shot. Terrible Terrible Update!

 

How did the importance of team gameplay change?

Answer: Most of the time, one of the team was always short of players, on average 1 to 2 players were always short while playing a matchmaking game, so definitely we can not compare this unfair gameplay. Terrible Terrible Update.

 

Could this experiment change your interest in the game?

Answer: Completely, I have invested a lot of money in Tanki Online, purchased many hulls, kits as Tanki became my first game for which I actually care about until 4th November, I have been a consistent player completing daily missions, making sure to complete weekly missions, but since the update, I am reaching to a point that I do not "care" about this game anymore, After playing tanki, I always left with joy, happiness and feeling eager to play again, but since update, I usually just leave the game in the middle of the game as the game has just become bad for me. Terrible Terrible Update

 

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

I highly recommend to go back to old format, I have always welcomed Tanki updates from time to time, whether it was addition of drones in the game to new hull Hopper, I loved the idea of how TankiOnline introduced Overdrives, but this update has completely ruined my game and interest. The changes should be done slowly and always on test servers, massive tests like these will not only impact the image of the game but also they might cause harm in the long run. After November 4th update, I just feel like I am playing Chess without my Queen and the feeling is always about loosing (which then translates to depression and I leave the game in the middle of it) but come again to play after couple of hours as I have been addicted to this game) I highly highly recommend to not test such massive changes as (to me) this is crossing the line by a margin..

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8 hours ago, asem.harbi said:

Hey guys, I will calculate the highest possible disadvantage you can be against a certain player (just calculations for fun)

Ok let's assume you have Railgun - Viking against Smoky - Titan... and you didn't use any drone or supply

Ok the titan used Double Armor so you can do just 50% damage, ok Titan have Mk8 protection so you can do 25%, ok we're in "Mad Tanks experiment" so you can do just 12.5% damage, Ok let's assume he have Defender drone so you can do 6.25% damage.. and last destroyer thing he used Titan's dome so you can just do 0.6% damage OMG that's horrible unbelievable that couldn't happen before

Compared to the past days before those complications, the highest disadvantage you can be just a 25%. DA+50% protection module.

If your figures are correct (can't be bothered to work them out), this is the most reasonable post you have ever posted, well done for that, keep up the good work.

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11 hours ago, RIDDLER_8 said:

@Spy

How long will it take for developers to change things in Tanki Online according to players feedback?

Lol, are you sweating riddler in case the devs abandon this altogether.

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5 hours ago, At_Shin said:

No, it will end tomorrow on 02:00 UTC. Only about 15 hours remain. ?

 

Every hour, not to mention day, minute is one hour/day/minute too late. 
So what, we should all praise you for this? Like, soon enough it is going to end, hoorayyyy, you're our heroes? 
Pathetic. Shame on everyone that is in any way or form working for Tanki.  

Edited by Spy
Do not type in full CAPS LOCK.

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On 11/16/2020 at 12:42 AM, 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.

Freeze with shock freeze augment is too OP i believe.

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If the hp of all tanks are doupled, that means also that u have 2x less kills=twice less points=2x less crystals per battle. Worst update ever. Well, tomorrow everything will be back to normal, and we shall never even think about anything like this never again... i hope. Because if they add this, im done. No way ill play a broken game. Especially, if i cant even get any profit from it. 

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I'm not sure why they think that making battles shorter and smaller will increase teamwork. In a 5 minute battle, Id say most people simply want to achieve the most score for themselves, because 5 minutes later the game is over, so no reason to care about the team

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21 minutes ago, Potdindy said:

I'm not sure why they think that making battles shorter and smaller will increase teamwork. In a 5 minute battle, Id say most people simply want to achieve the most score for themselves, because 5 minutes later the game is over, so no reason to care about the team

It was just an experiment, the developers just wanted to know how it was going to be and what the consequences would be.

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10 minutes ago, Emil said:

It was just an experiment, the developers just wanted to know how it was going to be and what the consequences would be.

Of course yes. They have mentioned that several times. However I hope they dont keep all of those changes like timer and number of players as they do make battles a lot easier to just bail or focus on self. Having 1 mult or being down 1 person is a lot bigger deal with 6v6 than 8v8

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2 minutes ago, Potdindy said:

Of course yes. They have mentioned that several times. However I hope they dont keep all of those changes like timer and number of players as they do make battles a lot easier to just bail or focus on self. Having 1 mult or being down 1 person is a lot bigger deal with 6v6 than 8v8

I agree with you, as you can see the number of the bad feedbacks outweighs the good ones, I have no doubt it was just something temporary that wouldn't be permanent.

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Just now, Emil said:

I agree with you, as you can see the number of the bad feedbacks outweighs the good ones, I have no doubt it was just something temporary that wouldn't be permanent.

Sure, I have been impressed by the feedback tho. There lots of helpful feedback here I think that devs can look through to see what people tend to want

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