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Marcus
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I honestly feel Juggernauts are the weakest tanks right now. Especially if an Isida-Wasp targets you - 16k damage at centre of Wasp bomb, and the temporary buff to Isida...

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2 hours ago, Melance said:

but why 14 days?

Probably to gather enough data. 2 weeks must have been chosen as a compromise between getting enough data and not being too long to endure.

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55 minutes ago, TinBoxGunner said:

First you talk about turrets and then give an example of a hull hornet??????

So do we have double damage and double protection?  You really should be more precise.

All hulls get have double health, and the listed turrets get double energy. This just means they can shoot for twice as long before needing to recharge, but their damage remains the same.

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6 minutes ago, Maf said:

All hulls get have double health, and the listed turrets get double energy. This just means they can shoot for twice as long before needing to recharge, but their damage remains the same.

So player  with double armor would get 4 times more health?????  Ridiculous...  No wonder this feels like hitting each other with a baseball bat...

Totally ruins dynamics of the game, which was the most fun part of it...   

Edited by TinBoxGunner
typo
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5 minutes ago, fghjkl54 said:

in the DM mode will the jgr states (Damage/HP) be the same or it depends on GS?

Depends on the GS I believe.

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I always seem to be the contrarian, but, during my first few battles, so far I like this update....and I was very very skeptical (as usual) before I started playing.. Low rank battles are not so great but higher rank battles are much better than previously...and no one stays in low ranks very long any more with the outrageous XP. 

My previous problem with higher ranks was the almost instantaneous death as soon as you spawn in.  It used to be spawn-die-spawn-die-spawn-shoot-die with no time to drive around.  The only driving you could do was to cross long stretches of boring nothing to get to where you would get instantly one-shotted (example: Massacre).  Now with this update the higher ranks are more fun to play again.  Scores aren't as high, but I don't really play for score...I play to go up against my fellow Tankers and rumble in pixels.

I thought the 5 minutes would be terrible, but the battles are more intense with much more brawling...not completely boring one-shotting, so 5 minutes is not so bad and maybe even OK...a few more days of this experiment will tell.

I imagine there are several turrets that will get moth-balled if this update becomes permanent...Shaft is going to take the biggest hit.  But it happens to us all eventually in Tanki.  I use to be a total Twins/Viking devotee then both Twins and Viking were nerfed into trash for the last couple of years....now they are back and it's Shaft's turn to be worthless.

So, yeah, so far so good!  Although this does smack of a rather desperate kind of move on Tanki's part.  I hope the game can stay afloat.

 

 

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Honestly, the game balance is an absolute mess. You can't make an experiment like this out of the blue without any testing beforehand. Just like I thought, Light hulls (especially hoppers) with defender are extremely OP and can capture flags and points like there's no tomorrow. 

 

In the last battle I was defending in Assault and this Hopper Mk8 with defender just came in, jumped and captured every time without even shooting back.

 

A good thing to do, and I am quite a seasoned player I think, would be to increase hull health by 50% instead of doubling it. Then nerfing every OD and making them more tactical instead of a NUKE button. Also, some drones need reworking to make them less impactful on the battle (defender, booster, you know those ones). 

And, something that would actually be good, IMHO, would be to decrease every protection module to 30% MAX but to increase the protection slots to 5. 

This would limit the frustration when you face someone with 50% prot, and would still allow you to make an impact on the battle. Turrets like Thunder would actually be playable again...

Edited by 2shots2kills
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1 hour ago, baevara said:

Please remove this update from xp.bp and bring back funds in xp.bp only

Hah no. Just no. That just hinder players coming to matchmaking. 

On 11/3/2020 at 9:04 AM, Marcus said:
  • The amount of health and the amount of energy for some turrets (Firebird, Isida, Freeze, Ricochet, and Twins) will be doubled.
    For example, Hornet Mk7+ will have 4000 hit points instead of 2000;

Just this part, needs to go bye bye.

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3 minutes ago, Joeguy said:

I always seem to be the contrarian, but, during my first few battles, so far I like this update....and I was very very skeptical (as usual) before I started playing.. Low rank battles are not so great but higher rank battles are much better than previously...and no one stays in low ranks very long any more with the outrageous XP. 

My previous problem with higher ranks was the almost instantaneous death as soon as you spawn in.  It used to be spawn-die-spawn-die-spawn-shoot-die with no time to drive around.  The only driving you could do was to cross long stretches of boring nothing to get to where you would get instantly one-shotted (example: Massacre).  Now with this update the higher ranks are more fun to play again.  Scores aren't as high, but I don't really play for score...I play to go up against my fellow Tankers and rumble in pixels.

I thought the 5 minutes would be terrible, but the battles are more intense with much more brawling...not completely boring one-shotting, so 5 minutes is not so bad and maybe even OK...a few more days of this experiment will tell.

I imagine there are several turrets that will get moth-balled if this update becomes permanent...Shaft is going to take the biggest hit.  But it happens to us all eventually in Tanki.  I use to be a total Twins/Viking devotee then both Twins and Viking were nerfed into trash for the last couple of years....now they are back and it's Shaft's turn to be worthless.

So, yeah, so far so good!  Although this does smack of a rather desperate kind of move on Tanki's part.  I hope the game can stay afloat.

 

 

Well, with 5 minutes and 6 tanks, when a team-mate bails after the enemy team caps an early flag the battle is over.

Firebirds are everywhere now on wasp.  They have 2x the health now that enables them to deliver their bomb before they die.

And stock hammer with 3 shots is useless on anything except a light hull.

Unless you use hornet with AP good luck killing a Titan/Mammoth with Defender drone.  And that does not even take into account the Dome.

This test is horrible.

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On 11/3/2020 at 6:04 AM, Marcus said:
  • Do you think that there were less occasions when you were destroyed where you spawned and were consequently completely useless to your team?
  • How did the benefit of well-timed overdrives and drones change? 
  • How did the importance of team gameplay change? 
  • Could this experiment change your interest in the game? 
  • Do you have any suggestions on how to improve these changes?

I will do a Win/Loss/Tied system to judge each question.

  • Yes, I felt there were less occasions I got spawn killed, but this is basically equivalent to the old system where I can just run and double armor first. : Loss
  • Well, the Overdrives and Drone use changed slightly. Defender Drones and Booster Drones just followed the exact same system. I thought the double health was good at first until I tried the long ranged turrets. I do not like this system and prefer old MM. : Loss
  • The team aspect is a 50-50 to me, and that is the simple truth. There are always those random players who never follow the objective of the mode and/or don't know how to turn the turret. So regardless 8v8, or 6v6, nothing has changed. : Tied
  • I feel this experiment is pretty useful for new players. It reminds me of the old tutorial where you are given Thunder and Viking and you are a star and one shot the NPCs. 6v6 matches in 6 minutes give new players time to learn the game and play battles for the first time. Just get rid of the double health and return the previous balance. Did it change my interest? For a brief instance, but not anymore. I preferred the old MM system because of the chaotic battles, which I consider more fun. I always leave battles if they are unfair anyways. For me, : Loss. For new players, its possibly a : Win.
  • Even though I do not like these changes and think it will provide another negative show to the game, if these changes DO stay, I'd say that the Funds and Missions need to be reworked AGAIN. The Challenge, Missions rework, right before the experiment felt much better and balance started to stabilize. However, because of this experiment, I find myself burning supplies way faster and managing them surprising got worse. Missions are way harder to complete, and I feel that these special missions are too hard, and one is IMPOSSIBLE to complete unless you are spending hours playing Tanki Online, which I think is ridiculous (the 50000 battle score one). Also with the lack of time in battles, the battle fund barely goes up. I am earning like no crystals and it feels like 2019 Tanki where getting crystals from battles suck. Needed changes: Battle Fund buff, Battle Score Buff, Decrease every hull HP by at least 1500 so the longer ranged turrets can provide more value again. Was this experiment useful? Honestly yes. Was it handled well? NO! Came out of nowhere and it should've been like its own mode. Polluting MM suddenly is just bad because players are not used to it. : Tied 

This is what I think about the recent change. 

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1 minute ago, yellowghetto said:

if these changes DO stay

Then I'm done. 

Not a chance I continue to play this game if these test conditions become permanent.

I think Twins is such a noob turret, but you'd absolutely need to buy it to continue play under these conditions.

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It takes ages to kill even a hornet. And if they use defender then maybe people might fall in sleep while killing a mk8 mammoth equipped with mk8 protection and mk8 defender drone 

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For beginning, I want to say my feddback about the new updates on Tanki Online,

It doesn't worth the 5 min battle and 6 vs 6 players because all of tanki players can do 1-10 kills while older I personally did 20 to 40 kills in every battle, so anyone now can't fix his K/D.

Also, I please you to remove the viking's overdrive, because all use it. 

I believe I help you to make more intresting Tanki Online.

Yours sincerely

a-pr0-from-greece

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Guys I get it now. We have to play with fewer people per map due to social distancing requirements!

Kind of a late response on behalf of devs, but I repect them for taking active steps towards keeping the players safe! 

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I had 4 tries at Juggernaut (Osa, Tribute, Kungur and Sandbox) is not too bad. Viking overdrive for 14s is way too long.
As a Hammer player I got chased down a lot by isida and firebird. As I can't kill any hull in 3 shots event at point blank (with dragon breath), i have to retreat quickly and triy to recharge.

Edited by Viking4s

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Why you gave 4k hp to hornet and wasp  you are literally ruining the game xpbp was one of the things that people liked and now there 4-5shots it's not even change fun xpbp and pro battles back to normal

Edited by 12.IittleSkiller

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1 minute ago, Maf said:

Guys I get it now. We have to play with fewer people per map due to social distancing requirements!

Kind of a late response on behalf of devs, but I repect them for taking active steps towards keeping the players safe! 

There's a reason the Halloween Pumpkins were protesting about the social-distancing guidelines... Gold diggers must come close! 

But thankfully we had the rocket-golds, so social-distancing was maintained (no, that didn't make the pumpkins happy. And some pumpkins were replaced by containers because kaisdf ate them...)

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