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Mad Tanks!


Marcus
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2 weeks have been passed remove this or disable stun effect with hopper and booster time from 3 to 6 seconds its not fair with this jumping tanks and those dumb drones to meak it even faster wtf it was good with 3 k health if players want to be jugger then ive jugg like 10 k health or something but not all tanks 2 times so strong, i knew this was a bad idea and now if somebody even has hopper there team wins 

Edited by Thiedes
Kindly refrain from using profanity

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Hassandinho is using Freeze and Dictator combo just like me. This experiment has also brought an advantage to bring rarely used combos into this game.

Hassandinho.png

CP battles are great fun and best for earning more points, finishing in first place

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2 weeks and 920 replies later, one of the most controversial and strategy shattering experiments in the history of Tanki Online has come to a close...

The devs are now faced with an enormous decision - one that could either regain a fraction of the playerbase or ultimately lead to the final demise of Tanki as we know it. 

 

Time is running out. 

13 days 

 

 

 

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10 hours 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. 

I've specifically mentioned "Shame on everyone that is in any way or form working for Tanki." Dunno if helpers actually "work", by that I mean get paid by tanki. 
Nevertheless, even helpers have probably more reach to to developers and higher instances. they have A SMALL TINY responsibility for not escalating all the negative feedback (fast, properly or at all). 
Otherwise, this is 99% devs fault. 

All we are asking is for them to respect our voice, just like we respect the game with our time. :) 

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5 hours 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.

"Balance" has very little to do with making equipment balance against other equipment.  "Balance" for Tanki means changing the parameters of equipment and even the game itself to promote buying.

And you are 100% correct, "it's all about the math".  Math as related to Tanki's bottom line; kaching.  Tanki gotta make a buck (Ruble).

 

 

Edited by Joeguy

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19 minutes ago, RIDDLER_8 said:

@Pythor

Questions:

1. What do you mean by the "final demise of Tanki"?

2. Does it mean that Tanki Online is going to die like Tanki X did?

In the simplest of terms ... yes. 

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@Joeguy

I gave my final thought in large red text to mark the end of this experiment. There is nothing wrong with that.

@Pythor

What the heck. Tanki Online is dying like Tanki X! You must be joking. Developers said a short while ago that they were going to remaster all the in-game graphics such as turrets, hulls, skins and maps.

You must be wrong here. Tanki Online will not die. Flash is the only thing that is going to die in less than two week, but for Tanki Online, it will continue to live on and evolve for the foreseeable future in the HTML5 and android version of the game.

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The only good thing about this update was the 6 player mode. I already am the only player in my team in any mode to play the game, and now, I am playing 1v10. No one of my teammates play the gamemode, take cp for example, like that gamemode; each one of them play it like tdm. When it was 6 players match, I had extremely less pressure on me. I request you to bring back the 6 player matches. It was great for jgr mode; during the update, there was an extremely high chance of becoming jgr at lease once per 2 matches. Ya I too hated the health-buff and don't bring that again. But the 6 player matched would be great to see again

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Normal HP back, back to slaughter I go.


First 3 Battles for today:

Spoiler

unknown.png?width=1002&height=671unknown.png?width=1066&height=586unknown.png?width=1118&height=582

 

 

Couple of in game shots from 1 match:

Spoiler

p1.gifp2.gifp3.gifp4.gif

 

There are more clips, but these should suffice for now.
Do tell me now, are people sure they want normal HP, or x2 HP? ? ? Cuz quickscopes are back baby.

Edited by Akame
Image moved into spoiler
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unknown.png

My score compared to my allies. the 2nd and 3rd on my team are hoppers, so 3 hoppers on top 3 spots in my team. The ilkinu dude used defender drone on hopper.

AP Shaft back in action thanks to x2 HP gone:

Spoiler

p5.gif

 

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Okay, so I was told is where you post about the new 6x6 small and med map.

Here goes...

It sucks, terribly.

There is no gain in terms of game play.  Respawns are broader and harder to pin point, I'll give Tanki that, but that logic means if we had 4x4, respawns might even be better.

Game play is too frenetic, there is absolutely NO STRATEGY, just tactics, and those are limited to "all six hard court press to flag", "half hardcore press to flag, half camp on flag", or "every man for himself".  The smaller maps means support units, with the exception of Isida, are all useless, you need every unit to press all the time.  Shaft, Stryker, Magnum (those who play right, not "I think I'm a thunder"), and Rails and Gauss even, cannot play these roles well, except for maybe some of the few ample medium maps.  There is no "fear of hidden danger" from rails, gauss, stryker, and shaft, and melee units just drug up and charge.  Nearly all the game play is in your face, and it's like some sort of calculated risk, every time.  Melee units just trying to time their heal ups right and cowering until they can get all three supplies activated so they can get their "rush on".

I'm sorry, but this a game about tanks, and tanks are ranged weapons, enough already with all the exceptions and desire to make it "fast and engaging".  It always was, just less shooting, and more chasing and aiming and working angles.  This is a free for all damage fest and it's really pathetic, just another way to get players to consume the almighty drugs and heal ups.  First alterations with magic berserker powers, then flying tanks, then jumping tanks, now little maps and tanks spawning closer than ever.

What happened to "I'm in my tank and I see you way over there and I'm gonna take a shot..."  or "This is a great place to shoot them from, I'll wait here and I'll catch them as they pass..."?  Melee units were designed to BE SUPPORT units, defense or running cover for assaults on flags, points, etc, causing mayhem for the defenders.  They were never intended to be the primary units, they were supposed to support regular tanks.  It's really sad to see how far the fruit has fallen from the tree, and as I've always said, sure, they need to generate revenue, but there are other ways, not this grinder they are "experimenting" with, because lets face it, according to Tanki, less than 10% of players comment here, so even if all of us say we don't like it, they will go on some stat the exists inside the game to justify their decision and say the majority loves this.

Want to know why those who have stayed do?  Because we're invested, not in terms of just money, but time, practice, learning maps and gear.  Many are trying mightily to find a "Tank game" still somewhere inside of Tanki, but it's almost impossible to get the feel of Tank warfare from this game anymore.

In summary, and for the record, this change sucks, reduces the game play quality, absolutely removes any sense of strategy and tactics, and feels exactly like what it's supposed to be, a way to quickly crank out battles that make people spend on supplies.  Stop trying to come up with new spins on old stuff.  New maps, new contests, new <<insert here>>, whatever, but stop changing the game play as a method to force players to constantly adapt to things that shouldn't change and forces them to simply compensate buy buying drugs, it's getting old, boring, and again, insulting to the intelligence of any player with half a brain.

 

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1 hour ago, The_Pakistani said:

^^ lol you use mine protection with hopper. Really?

Yes, I haven't seen a need to change protection at all, even ingames. i feel the rest should have be allowed to face me without facing protection.

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I think that all hulls should have double armor. The current MK modifications are too close together. They should have a bigger difference between each other just like the old modification did a few years back.

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50 minutes ago, Person_Random said:

Unpopular opinion: the experiment was pretty decent (especially on mobile, far fewer deaths).

Full review coming soon.

Naah, Stop ruining the game more just for mobile players... Ares-Hopper, Auto shooting, Auto supplies, Vertical aim helping

Btw, Waiting for your review?

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30 minutes ago, asem.harbi said:

Naah, Stop ruining the game more just for mobile players... Ares-Hopper, Auto shooting, Auto supplies, Vertical aim helping

All of the features you mentioned were created because mobile players are at a disadvantage.

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