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Mad Tanks!


Marcus
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Its also a bit confusing to log into test server, because tanki has never told us, what are we supposed to test. I suggest that in the future, when players enter the test server, tanki would provide a speficic letter to us which would tell us about the chanches abd what they are trying to archieve with them.

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49 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.

Surely the dev's have been at this long enough to know how it was going to be?

Perhaps this is them grasping at straws as Tanki circles the plug hole.

Can't post now going to look for another game to spend my time and money on.

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18 hours ago, RIDDLER_8 said:

@GrayWolf8733

I do want to buy Forester and Savanna at 50% off. It is only ten days to go until the Black Friday 2020 sales. I can't wait until those good sales and I hope that they are going to be 50% off so that I can buy Hopper as well.

wow, you must have alot of crystals to be considering buying paints?

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2 hours ago, Milanchezz said:

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.  

Excuse me....?

Are you also referring to official Helpers? Let me say this irrespective of whether you know it, that Helpers are in no way responsible for this experiment. Only Developers are. 

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@RIDDLER_8why you like the double health its terrible men. And why you wait for black friday for buying hopper? Hopper mk1 is 400 crystals that nothing. 

Edited by Boef

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39 minutes ago, Venerable said:

Excuse me....?

Are you also referring to official Helpers? Let me say this irrespective of whether you know it, that Helpers are in no way responsible for this experiment. Only Developers are. 

And as it's name says, it was only a live test from developers, but i think, they realized the massive amount of negative feedback, so mad tanks will be removed few hours later...

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1 hour ago, The_Pakistani said:

New react added, today? Its good..

Oi7jBh8.png

add don't agree ❌ too

HmmHmm2.png (177×177) is more kind and cuter than Confused, I hate that, when I see a post I didn't like I want thing more aggressive than old emoji (confused) but now they came with one very polite (that some posts didn't deserv

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1 hour ago, mjmj5558 said:

And as it's name says, it was only a live test from developers, but i think, they realized the massive amount of negative feedback, so mad tanks will be removed few hours later...

hmm, it would be removed tomorrow as intended, but... this do not prevent tanki to implement an element of it, or even come up with another test in a few weeks. They did 2 experimentations with supplies in the past.

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2 minutes ago, Tokamak said:

hmm, it would be removed tomorrow as intended, but... this do not prevent tanki to implement an element of it, or even come up with another test in a few weeks. They did 2 experimentations with supplies in the past.

Certainly affects our ability to complete some missions.

Destroy 500 tanks is much harder.

Even scoring points is harder - especially if you relied on destroying tanks for a large part of that.

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On 11/16/2020 at 10:37 AM, Matt_Black said:

 

I mean, I understand where you are coming from, but the developers have to keep adjusting stuff here and there, so they can fix it to the best of the ability. Balancing will never be absolutely perfect, ever. Yes, it can can better, but that is something that is really hard to figure out unless they do the necessary testing. It is all about the math, which is something that is really hard to figure out with a single try.

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8 minutes ago, Zackery459 said:

I mean, I understand where you are coming from, but the developers have to keep adjusting stuff here and there, so they can fix it to the best of the ability. Balancing will never be absolutely perfect, ever. Yes, it can can better, but that is something that is really hard to figure out unless they do the necessary testing. It is all about the math, which is something that is really hard to figure out with a single try.

Why did it take so long to adjust Hornet OD?  Complaints were coming in years ago.

And... is it going to take that long to adjust Hopper?

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Just now, wolverine848 said:

Why did it take so long to adjust Hornet OD?  Complaints were coming in years ago.

And... is it going to take that long to adjust Hopper?

I have no idea man, I am not a developer... 

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1 hour ago, Zackery459 said:

I mean, I understand where you are coming from, but the developers have to keep adjusting stuff here and there, so they can fix it to the best of the ability. Balancing will never be absolutely perfect, ever. Yes, it can can better, but that is something that is really hard to figure out unless they do the necessary testing. It is all about the math, which is something that is really hard to figure out with a single try.

Yes, I agree, balancing wont ever be 100% perfect... but the developers didn't try to make it perfect, they intentionally make something extremely OP (that obvious for anyone that isn't balanced not just the developers)

like Vulcan incendiary-band in the past, Hornet OD before, Shaft RFM before, and Stock Gauss nowadays, and horrible EMP Gauss nowadays, Hopper OD nowadays... those all obviously OP and they lasted a long while they OP, least one RFM that just last one month.

that remember me of someone said ""you don't know about the balance more than developers-- Ok true no one know more than developers but everything is obvious and they did these things intentionally

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Well, it's almost the end it seems. Here are my thoughts. Might be some repetitions with others as I haven’t read this thread in full.

 

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

It really depends of the combo. Here’s my experience.

With melee range turrets, absolutely. I have an account that mains freeze/wasp, and though I’m only warrant officer 5 so I have it a bit easier, I almost always finish number 1 and on the winning team. It’s actually insane how powerful it is, without even using any drones.

Meanwhile on one of my other account that happens to be my main account (this account), originally a light capacitor shaft main, my performance has dropped dramatically. My previous tactics relied heavily on one- or two- shoting enemies, and therefore have been rendered meaningless. Now, I can only do some meek support and it’s not enough to stop a charging enemy in any case. On that given account, I survive just as long as before while being less useful. If the team is strong I can perform okay as a support and even sometimes get top 3, but otherwise I'll get swarmed by melee turrets without killing anyone. It doesn't seem possible to use light capacitor offensively anymore, so I've been using RFM more instead. Since I’m a non buyer who relies on upgrading one combo per account, so this account is stuck with this experience.

I also have an account that’s a thunder/hopper main. I’m still useful with it, but it’s mostly because of the hull and its overdrive. Sometimes it genuinely feels like I’m better off not even trying to shoot, as it only attracts attention on me from people who will kill me long before I get the chance to get them. I get it that thunder is weaker at high ranks anyways, but still, kills are twice the work now, which by contrast, is not a feeling you get using a melee range turret.

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

For overdrives, a lot.

As I say above, with low dps turrets, ODs are the only way to kill someone on your own, and the only way to prevent flag captures or goals. Drone wise, the defender drone is clearly a lot more useful than before. Crysis too, all its advantages are magnified under this meta. The other drones I can’t tell, I didn’t notice them as much as these two, speaking as a player on the receiving end of the drones.

  • How did the importance of team gameplay change?

Perhaps it’s bigger. Individual responsibility is higher than before. But I'm unsure teamwork has improved as a result. All it means is you need fewer good teammates on your team to decide the outcome (since there's fewer enemies). And in general, the outcome is decided very quickly. Usually it’s obvious within 2 minutes which team will win. I think

  • Could this experiment change your interest in the game?

I don't think so. Increased hull health is a double edged sword: on one hand it’s very satisfying to move around knowing you can’t be one shot, but ironically that’s precisely what makes the game so frustrating for low dps turrets. Ultimately it’s unbalanced.

Low dps turrets are incredibly weak, they are easily dispatched with limited impact on the game. Meanwhile, melee range turrets can reliably destroy enemy tanks and play the objectives. The contrast between those two categories of turrets is jarring and frankly, extremely frustrating. I heavily dislike how this meta decidedly favours camping when using long range turrets . Before it was significantly more realistic to use them offensively and that was more interesting to me.

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

Increase the reload of all turrets that weren’t buffed. Right now dps is more important than anything else, and low dps turrets are way too weak on that front. Increasing the reload would help this without defeating the purpose of increasing the hull health.

 

Regarding the removal of large maps, I think it was a good idea, though if they leave for good I hope we will get newer ones in the not too distant future to replace them. As for 5 minute battles I think I’m fine with it even if it took some time getting used to battles being decided quickly with almost no chance of a turnaround. At least when a battle becomes a one-sided beatdown we don't have to suffer too long.

 

Overall this was an interesting test, it made it incredibly easy to play on one of my accounts with a high dps turret, while making it a bit less fun on my other accounts with low dps turrets. I hope we get back to the old meta soon so I can tell if I miss it or not. In any case, I say props to the devs for showing that they are concerned with making this game as engaging as possible and are ready to try new things to improve the experience.

Edited by Catbird
minor copyedit
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If we have new maps in the future, will there be dead tanks like this on them?

Dead-tanks.png

We need a dead tanks paint for sure. That paint would be a rusty look to remove your equipped paint.

When this experiment ends, there is going to be a new update released. At least this week, a nearby update will be released, according to rumors in V-Log 278. I am not sure if this update will be on high resolution graphics or a default skin for Smoky, but an update is surely coming this week. Black Friday 2020 will be on November 27th and we will experience good sales up to 50% off. I will buy the Hopper hull like I promised.

This experiment has brought some fun advantages to players like me, and disadvantages to other players. We all have our personal opinions about this experiment. Mine was good, whilst others were bad. I hope to see cool new updates coming out for the remainder of this month and on December 2020 as well. Good luck to you all and enjoy the last three hours of this experiment.

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11 minutes ago, Unpopular said:

Start the countdown!!

2 Hours till TO exists again 

Close Range Turrets after normalization:

I used to rule the world meme template : dankformats

Campers who can now one shot:

tenor.gif?itemid=12280438

 

i see what u did there with the color text for campers ?

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