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47 minutes ago, simofigooo said:

in fact, i NEVER said i want them to have 2x health, read better and then we can discuss about it.

I even talked about protections and defender drone but oh well

I responded to this... "It means that either turrets deal too much damage or hulls are too weak, simple as that, this requires something to be done" ... and it was in the Mad Tanks experiment thread.

So if you are not a fan of the 2x health, what do you propose to correct the issue of "hulls being too weak"?

 

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3 minutes ago, Akame said:

@wolverine848

Have a stroll through this, let me know what you think, there's just too much in the game that changing some things may have an adverse effect.

I've suggested the supply nerf many times in the past and it received thumbs down from many.

Not sure I understand why hulls AND turrets would be boosted by 20%.  Is that not offsetting?

Actually, it will make the high-damage turrets even more potent.  Their 20% bonus will be greater than the bonus of light hulls.  Medium hulls might break even?  And if a defender is caught without DA they might be one-shot more often.

Of course heavy hulls will be stronger relative to all the turrets as... 20% on 4000 is greater than 20% on a turret that does 1000 damage.

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2 minutes ago, wolverine848 said:

I've suggested the supply nerf many times in the past and it received thumbs down from many.

Not sure I understand why hulls AND turrets would be boosted by 20%.  Is that not offsetting?

Actually, it will make the high-damage turrets even more potent.  Their 20% bonus will be greater than the bonus of light hulls.  Medium hulls might break even?  And if a defender is caught without DA they might be one-shot more often.

Of course heavy hulls will be stronger relative to all the turrets as... 20% on 4000 is greater than 20% on a turret that does 1000 damage.

Well, to sort of balance out the reduction of supply bonuses, to make tanks feel stronger, micro upgrades feel a bit more rewarding, maybe not turrets by the same amount, potentially lower around 10%, but then again, each turret will have to be checked and tested properly, we have quite the variety, now if shaft cant 1 shot a light hull, like in mad tanks, it's become a weak sniper (semi-sniper) at that point. But it has returned to its former glory being able to 1 shot medium hulls again. Similar with hammer, 3 clip weapon, 3k damage lets say for simplicity, it is generally balanced enough to fight a medium hull. Having the variety of hulls makes it more difficult. Maybe turrets get a different boost depending on type/mechanisms. I feel the turret stats were generally decided to be balanced against a medium hull. But nowadays we may have more light and/or heavy, so dealing with the situation isn't easy, especially when the hulls health are pretty varied, i.e 2k 3k 4k (4k 6k 8k during mad tanks), now how do you balance a turret to feel fair against them all?

As for as the testing went, was there any set of turrets that you didn't see often? I'm curious if people decided that something was not worth using. The famous vulcan IB+HeatImm stayed the event and will continue, it's a combo like no other. Twins I seem to see less of nowadays, even during the live testing.

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And in a Rugby mode I can not see where the ball is everytime.

I suggest to that to be clearly visible a rotating sign or icon of the ball on an every side of a screen and it will be indicator where is the ball on which side of You (for me in an example will be in front of me and for everybody else

some other side).

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Now that this experiment ended, a while ago, there are some matchmaking battles that have 9 or 10 players on either teams. Is this supposed to happen?

9-players.png

Was the number of players expanded to 10 vs 10?

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The new version of Microsoft Edge 87 has a new feature called Web Capture. Google Chrome has recently been updated to version 87 as well. Make sure that you players keep your web browsers up to date to get the very best experience of Tanki Online when playing.

image.png

It works like the snipping tool in Windows 10 and can be used to quickly snip images in the example image I posted above.

===========================================================================================================================

Where are developers going to add this update? The experiment ended two days ago, so I hope it wont take too long for an update for the matchmaking system to arrive soon. I know that developers will need a significant amount of time to add this re-balance matchmaking update but it should not be too long though.

What I do hope, is for Tanki Online to grow every bigger and more popular than ever before. I just cannot wait for all the M3 skins, XT skins, Prime and Ultra skins to be released. The turrets and hulls themselves are going to need a complete redesign to make sure that Tanki Online looks modern and up to date from the 2020 decade. Maps have old graphics as well, so they are also going to need a complete graphic refurbishment to make their appearance appealing to all players playing Tanki Online. All those graphical improvements are going to be beneficial because they are going to pull new players into Tanki Online. I mean players who never played Tanki Online before, but who just discovered the game, like I did in April 2015 when I joined the game.

I expect the graphics of Tanki Online to have a superior appearance that of Tanki X. Tanki Online is supposed to overtake and go way beyond Tanki X in all means of improvements and support for Tanki Online itself. Some players believe that Tanki Online is going to die after the Flash version of the game is discontinued. Well, I do not thing so because developers are spending countless years improving and updating the game to today's standards. Just in the similar way that Windows 10 is being continuously updated to reflect today's technology, then the same thing is going to happen for Tanki Online so that this game can survive as an involving online game who gains popularity by being updated and getting more and more players simply because of a game that is getting better and better all the time.

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16 hours ago, Akame said:

General life in tanki, not really possible when mad tanks was around. Aside from the first AP shot, the rest were Kill confirmed thanks to 'stock shaft' damage on crisis, but like, a tank in the open, ranged enemies. Hello enemies, anyone home??? The vid is unlisted, not trying to get views, but it's generally the only way I can send a longer vid than a bunch of gifs.

So when people see this, tell me you want x2 HP to return, you know you want it back ?

bro make a game play  of that and post it on T cuz ur skills are so satisfying 

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10 minutes ago, FoId said:

bro make a game play  of that and post it on T cuz ur skills are so satisfying 

I personally do not want to use youtube, it was the only way I could send something to keep it visual for long enough rather than sending multiple gifs, I use Tanki Online's EN Discord server and send gameplay clips there more often

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15 hours ago, wolverine848 said:

I responded to this... "It means that either turrets deal too much damage or hulls are too weak, simple as that, this requires something to be done" ... and it was in the Mad Tanks experiment thread.

So if you are not a fan of the 2x health, what do you propose to correct the issue of "hulls being too weak"?

 

i never said i'm not a fan of mad tanks either, i simply said that x2 health is way too much, but i did like the experiment a lot, the current gameplay is DISGUSTING to play.

i proposed to implement the changes but reworking a lot of stuff, and also x1.5 hp instaed of x2

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Il y a 16 heures, Akame a déclaré:

La vie générale dans tanki, pas vraiment possible quand les tanks fous étaient là. Mis à part le premier coup AP, les autres ont été Kill confirmés grâce à des dégâts de `` puits de stock '' en crise, mais comme, un char à découvert, des ennemis à distance. Bonjour les ennemis, quelqu'un à la maison ??? La vidéo n'est pas répertoriée, n'essayant pas d'obtenir des vues, mais c'est généralement le seul moyen d'envoyer une vidéo plus longue qu'un tas de gifs.

Alors quand les gens voient ça, dis-moi que tu veux que x2 HP revienne, tu sais que tu veux le récupérer ?

how much money do you spend to have so many supplies?  You are a real player pay to win. ;)

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1 hour ago, simofigooo said:

i never said i'm not a fan of mad tanks either, i simply said that x2 health is way too much, but i did like the experiment a lot, the current gameplay is DISGUSTING to play.

i proposed to implement the changes but reworking a lot of stuff, and also x1.5 hp instaed of x2

Well how exactly would you re-work it and what is "a lot of stuff"?

1.5hp is still too high.  The energy based turrets along with turrets like smoky and thunder would have a very difficult time.

When health is significantly higher (1.5 is significant) combined with protections, DA and drones it is too difficult to destroy tanks and complete missions.  And it also becomes way too easy to cap flags and score goals.

1 hour ago, Dridrien said:

how much money do you spend to have so many supplies?  You are a real player pay to win. ;)

My alternate account (rank = commander) has 21k DA, 26k DD, 31k SB, 35k mines, 2193 batteries and 1955 RK.

Have not spent a dime.

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1 hour ago, Dridrien said:

how much money do you spend to have so many supplies?  You are a real player pay to win. ;)

I don't know, I just know that I needed to get all augments and items maxed including drones, those supplies I have are basically mainly from special bundles or containers / ultra conts.

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2 minutes ago, wolverine848 said:

Well how exactly would you re-work it and what is "a lot of stuff"?

1.5hp is still too high.  The energy based turrets along with turrets like smoky and thunder would have a very difficult time.

When health is significantly higher (1.5 is significant) combined with protections, DA and drones it is too difficult to destroy tanks and complete missions.  And it also becomes way too easy to cap flags and score goals.

I already explained in my previous posts what should be reworked along with the hp, i'll summarize it in "reduce protections down to 35% and nerf the drones that boost armor, also improve the alterations that reduce significantly the damage of certain weapons" And that's only a part of my post, there'd be a lot of stuff more to rework, but i doubt the devs will do such an effort to bring some game balance.

If i'm not mistaken during the experiment, the damage of both freeze and firebird was increased, and i didn't find any issues in playing them and still being effective, also when the enemy had it.

Edited by simofigooo

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2 minutes ago, simofigooo said:

I already explained in my previous posts what should be reworked along with the hp, i'll summarize it in "reduce protections down to 35% and nerf the drones that boost armor, also improve the alterations that reduce significantly the damage of certain weapons" And that's only a part of my post, there'd be a lot of stuff more to rework, but i doubt the devs will do such an effort to bring some game balance.

If i'm not mistaken during the experiment, the damage of both freeze and firebird was increased, and i didn't find any issues in playing them and still being effective, also when the enemy had it.

Damage was not increased.  The energy was.  And they were OP.  Especially compared to anything that did not get a boost.

What alterations reduce significantly the damage of certain weapons?  And why that, when you advocate nerfing protections? 

You can't just unilaterally nerf protection modules like that.  Millions of crystals have been invested as part of a strategy.  And why nerf protections but increase health of everyone?  That would benefit players that did not invest in protections and spent their crystals somewhere else.  Inversely it punishes module investors.   A LOT more players would just quit the game.

Your suggestions seem to contradict each other.

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11 minutes ago, wolverine848 said:

Damage was not increased.  The energy was.  And they were OP.  Especially compared to anything that did not get a boost.

What alterations reduce significantly the damage of certain weapons?  And why that, when you advocate nerfing protections? 

You can't just unilaterally nerf protection modules like that.  Millions of crystals have been invested as part of a strategy.  And why nerf protections but increase health of everyone?  That would benefit players that did not invest in protections and spent their crystals somewhere else.  Inversely it punishes module investors.   A LOT more players would just quit the game.

Your suggestions seem to contradict each other.

Were they OP? I didn't really find it the case, and my tank is nowhere close to be maxed, my protections are barely 35 - 40% lol.

I agree that some weapons couldn't perform well, like smoky and thunder, in fact i said that x2 is way too much. x1.5 would mean that a wasp instaed of 4000 hp, would have 3000. Which i think is enough to not get istantly oneshotted by anything.

With alterations that reduce significantly the damage of certain weapons i mean for example "Autocannon" of Smoky, it would barely tickle my tank, same goes to my Isida's "support nanobots" i would barely tickle the enemy tanks, especially if they had 50% protection equipped. There are a lot more alterations that reduce the damage of a turret to gain something else.

i know millions of crystals have been spent, this is part of the developers of finding a solution for it, the game is currently UMBALANCED and i want you to understand this, do you agree with me or not? Do you think that being oneshotted by a magnum is fair?

But hey "you can't do this thing, it would punish the players that spent money!"

Well, 8 years ago the developers increased the price of everything, giving back the amount of crystals spent to the players before the rebalance. Oh here, get back your 300 crystals spent to make Smoky m3, but now it costs like 13000 crystals! <3 From there, people started slowly quitting, year after year, as the greediness of the developers increased.

The developers are greedy, they make updates and add items only in favor to earn money, and they do not really care for the players, they can always reduce the protection modules, and give the crystals spent back to the players, isn't that an option? Doubt they will though, LOL!

Also don't talk to me about strategy pls, there's no strategy but money in this game, who wins? The players who play better? No, the players who spend more money.

Micro upgrades were part of the money-milking updates after all, the base m3 protections are 35% but micro upgrades bring them up to 50%.

I quit this game because of how poorly balanced it is, it's not fun and frustrating, i'm forcing myself to play this garbage only because of the missions and the battle pass, nothing else. As said, i had fun only during these 2 weeks of the experiment.

 

Edited by simofigooo

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6 minutes ago, simofigooo said:

¿Fueron OP? Realmente no lo encontré así, y mi tanque no está ni cerca de estar al máximo, mi protección es apenas del 40% + lol.

Estoy de acuerdo en que algunas armas no funcionarían bien, como el humo y el trueno, de hecho dije que x2 es demasiado. x1.5 significaría que una avispa instalada de 4000 hp, tendría 3000. Lo cual creo que es suficiente para no ser disparado instantáneamente por nada.

Con alteraciones que reducen significativamente el daño de ciertas armas me refiero por ejemplo a "Autocannon" de Smoky, apenas le haría cosquillas a mi tanque, lo mismo ocurre con los "nanobots de apoyo" de mi Isida, apenas le haría cosquillas a los tanques enemigos, sobre todo si tuvieran 50% protección equipada. Hay muchas más alteraciones que reducen el daño de una torreta para ganar algo más.

Sé que se han gastado millones de cristales, esto es parte de los desarrolladores de encontrar una solución para ello, el juego actualmente no está equilibrado y quiero que lo entiendas, ¿estás de acuerdo conmigo o no? ¿Crees que es justo recibir un disparo de una magnum?

Pero bueno, "no puedes hacer esto, ¡castigaría a los jugadores que gastaron dinero!"

Bueno, hace 8 años los desarrolladores aumentaron el precio de todo, devolviendo la cantidad de cristales gastados a los jugadores antes del reequilibrio. Oh, aquí, recupera tus 300 cristales gastados para hacer Smoky m3, ¡pero ahora cuesta como 13000 cristales! <3 A partir de ahí, la gente empezó a dejar de fumar lentamente, año tras año, a medida que aumentaba la codicia de los desarrolladores.

Los desarrolladores son codiciosos, hacen actualizaciones y agregan elementos solo a favor para ganar dinero, y realmente no se preocupan por los jugadores, siempre pueden reducir los módulos de protección y devolver los cristales gastados a los jugadores, ¿no es así? ¿una opción? Sin embargo, dudo de la voluntad, ¡LOL!

Tampoco me hables de estrategia por favor, no hay estrategia sino dinero en este juego, ¿quién gana? ¿Los jugadores que juegan mejor? No, los jugadores que gastan más dinero.

Después de todo, las microactualizaciones eran parte de las actualizaciones de ordeño de dinero, las protecciones básicas son del 35%, pero las microactualizaciones las elevan hasta el 50%.

Dejé este juego por lo mal equilibrado que está, no es divertido ni frustrante, me obligo a jugar esta basura solo por las misiones y el pase de batalla, nada más. Como dije, me divertí solo durante estas 2 semanas del experimento.

 

Hola querido, yo tengo un tanke de la ostia y no gasto dinero, es pura estrategia

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2 hours ago, Dridrien said:

how much money do you spend to have so many supplies?  You are a real player pay to win. ;)

You can get an incredible amount of supplies without paying.. So I didn't think Akame spent that much in druggers. Btw, it's better to check the Shop prices than asking a direct question

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On 11/19/2020 at 2:26 PM, Dridrien said:

not bad for a player without a drone;)

 

Spoiler

1605785137-01.png

 

Not incredible for a player with Shaft

Edited by asem.harbi

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2 hours ago, simofigooo said:

Were they OP? I didn't really find it the case, and my tank is nowhere close to be maxed, my protections are barely 35 - 40% lol.

I agree that some weapons couldn't perform well, like smoky and thunder, in fact i said that x2 is way too much. x1.5 would mean that a wasp instaed of 4000 hp, would have 3000. Which i think is enough to not get istantly oneshotted by anything.

With alterations that reduce significantly the damage of certain weapons i mean for example "Autocannon" of Smoky, it would barely tickle my tank, same goes to my Isida's "support nanobots" i would barely tickle the enemy tanks, especially if they had 50% protection equipped. There are a lot more alterations that reduce the damage of a turret to gain something else.

i know millions of crystals have been spent, this is part of the developers of finding a solution for it, the game is currently UMBALANCED and i want you to understand this, do you agree with me or not? Do you think that being oneshotted by a magnum is fair?

But hey "you can't do this thing, it would punish the players that spent money!"

Well, 8 years ago the developers increased the price of everything, giving back the amount of crystals spent to the players before the rebalance. Oh here, get back your 300 crystals spent to make Smoky m3, but now it costs like 13000 crystals! <3 From there, people started slowly quitting, year after year, as the greediness of the developers increased.

The developers are greedy, they make updates and add items only in favor to earn money, and they do not really care for the players, they can always reduce the protection modules, and give the crystals spent back to the players, isn't that an option? Doubt they will though, LOL!

Also don't talk to me about strategy pls, there's no strategy but money in this game, who wins? The players who play better? No, the players who spend more money.

Micro upgrades were part of the money-milking updates after all, the base m3 protections are 35% but micro upgrades bring them up to 50%.

I quit this game because of how poorly balanced it is, it's not fun and frustrating, i'm forcing myself to play this garbage only because of the missions and the battle pass, nothing else. As said, i had fun only during these 2 weeks of the experiment.

 

Freeze and Fire and ricco were definitely OP - and that's why there were probably 2x the amount in battles as there were before the "experiment".

Not sure what your plans for changing the turret augments are.  Support nanobots purposely gives up that damage to play a specific role. And auto-cannon?  Lot of people think it's OP - it's better than stock.  You must be extremely lucky in that the very frequent criticals are somehow missing you.

When I said "strategy" I did not mean team co-operation.  I meant build strategy - how to spend the crystals.

Light hulls with 3000 health and then add DA onto that would just be to hard to take down before they cap.  Especially Hoppers which can avoid a lot of defenses.  Assault during the experiment was absolutely ridiculous. I refused to play the defense side in that battle mode because it was truly impossible.

I still don't understand how you can advocate for pumping up health by a factor of 1.5 but at the same time campaign for nerfs to protection modules.  Those are conflicting ideas and it makes no sense.

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On 11/20/2020 at 7:54 PM, wolverine848 said:

Freeze and Fire and ricco were definitely OP - and that's why there were probably 2x the amount in battles as there were before the "experiment".

Not sure what your plans for changing the turret augments are.  Support nanobots purposely gives up that damage to play a specific role. And auto-cannon?  Lot of people think it's OP - it's better than stock.  You must be extremely lucky in that the very frequent criticals are somehow missing you.

When I said "strategy" I did not mean team co-operation.  I meant build strategy - how to spend the crystals.

Light hulls with 3000 health and then add DA onto that would just be to hard to take down before they cap.  Especially Hoppers which can avoid a lot of defenses.  Assault during the experiment was absolutely ridiculous. I refused to play the defense side in that battle mode because it was truly impossible.

I still don't understand how you can advocate for pumping up health by a factor of 1.5 but at the same time campaign for nerfs to protection modules.  Those are conflicting ideas and it makes no sense.

I did mention that assault was VERY umbalanced during the experiment, winning in a defense side was impossible, i also avoided those battles.

Well, this is just my idea, tell me what you would propose to do if the HP were to be increased to x1.5

Despite finding a lot of Fires and ricos in the battles during the experiment, they did not bother me that much, as i mostly had protections from those weapons. My firebird prot is at 41% rico is at 37%

I do think autocannon is OP, but this in the current meta, where tanks die very quick, if we look at Autocannon against a tank with increased HP, the damage it deals is very low, haven't found many smokys around though, at least played by competent guys.

About Isida, i agree there too, but 50% damage cutoff is simply too much, while Magnum has an alt where it gets a 10% damage reduction and the possibility of plant mines everywhere.

Actually, light hulls with 3000 health and DA would be easy to take down, they'd get hard to kill only with Defender drone, and i proposed to "nerf" it somehow. About Hopper, that's something else, want to bring the discussion to how Hopper and its overdrive is overpower then? Hopper having the ability of hovering gives it the chance to easily pass "through" tanks, also very hard to flip over, impact force doesn't really affect the aim of the user, the overdrive is overpowered because it's basically EMP but without the supply-disable effect, also allows to catch gold boxes and avoid obstacles/buildings.

Edited by simofigooo

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12 minutes ago, simofigooo said:

I did mention that assault was VERY umbalanced during the experiment, winning in a defense side was impossible, i also avoided those battles.

Well, this is just my idea, tell me what you would propose to do if the HP were to be increased to x1.5

Despite finding a lot of Fires and ricos in the battles during the experiment, they did not bother me that much, as i mostly had protections from those weapons. My firebird prot is at 41% rico is at 37%

I do think autocannon is OP, but this in the current meta, where tanks die very quick, if we look at Autocannon against a tank with increased HP, the damage it deals is very low, haven't found many smokys around though, at least played by competent guys.

About Isida, i agree there too, but 50% damage cutoff is simply too much, while Magnum has an alt where it gets a 10% damage reduction and the possibility of plant mines everywhere.

Actually, light hulls with 3000 health and DA would be easy to take down, they'd get hard to kill only with Defender drone, and i proposed to "nerf" it somehow. About Hopper, that's something else, want to bring the discussion to how Hopper and its overdrive is overpower then? Hopper having the ability of hovering gives it the chance to easily pass "through" tanks, impact force doesn't really affect the aim of the user, the overdrive is overpowered because it's basically EMP but without the supply-disable effect, also allows to catch gold boxes and avoid obstacles/buildings.

I would not increase the health of tanks at all.  Keep it as is.

There are issues with TO.

MatchMaker is terrible.  Needs a giant overhaul.

ODs are a huge problem IMO.  They are way too powerful and no buffing health by 1.5 will change that.

Drones and hull augments are now the P2W meta.  They are too powerful and and some, like hull immunities and Gauss EMP ( ?  ) are only available to buyers.

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