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

In minor battles the deaths have been reduced, but they occur normally. with extra life it is unlikely to be useless to the team.

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

Not a bit.

How did the importance of team gameplay change? 

With a big increase in HP, teamwork increased, requiring more than one tanki to quickly destroy an enemy, but 5 minutes is a short time, there are no strategies during battles.

Could this experiment change your interest in the game? 

My focus within the game is team support (Isida + Support nanobots) keeping the Healing proportional to the maximum damage per second within the game is ideal.

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

Doubled the HP is too big, increasing +1000 HP to all Hulls is enough or HP Doubled only applies to MM battles

I do not think it is appropriate for an isida without augment to Health 800 (HP/s) the Health should be passed on to augment Support nanobots.

 

     Suggestion I

       1 Light Hulls 2000HP

       2 Medium Hulls 3000HP

       3 Heavy Hulls 4000HP

Standard healing (no augment) Healing 500 (HP/sec)

 

Augment

Support nanobots

Health healed per second:+100% 

Energy consumption healing: -37,5% 

Damage per second: -75% 

 

       Suggestion II

         1 Light Hulls 3000HP

         2 Medium Hulls 4000HP

         3 Heavy Hulls 5000HP 

Standard healing (no augment) Healing 500 (HP/sec)

 

Augment

Support nanobots

Health healed per second:+140% 

Energy consumption healing: -37,5% 

Damage per second: -75% 

 

       Suggestion III

         1 Light Hulls 4000HP

         2 Medium Hulls 6000HP

         3 Heavy Hulls 8000HP

Standard healing (no augment) Healing 400 (HP/sec)

 

Augment

Support nanobots

Health healed per second:+300% 

Energy consumption healing: -37,5% 

Damage per second: -50% 

                              More suggestions to improve isida

 

Edited by Antonio_IsidaXT
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Probably the worst update of all time. Tanki had some bad updates, but this one really takes it to a next level.

First of all, xp/bp doesn't work like it used to. People are 4 shots, and it's completely unenjoyable.

This also means, that in light format, a hunter on DA will be 16 shots. How do you expect us to kill someone who is 16 shots? This update completely ruins esports as we know it. It is much easier to pull the flag for each team, and will result in stand-offs in basically any format, because tanks are twice as tough now. 

The MM update with 6 players and smaller maps is also a bad idea. This gives a very big advantage to close range turrets, hence their DPS is much bigger than long range turrets, and smaller maps mean you can reach everyone easier. 

Last but not least, the timing. How can you be so stupid to ruin the LAST 2 weeks of the flash client? The main thing about flash is that xp/bp and pro battles are a lot more fun, because of the graphics and interface. Now, that you have successfully managed to ruin xp/bp, we can't even enjoy the last 2 weeks of flash. 

The only good thing about this is the new juggernaut mode, which will hopefully be fun. 

 

 

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6 hours ago, wolverine848 said:
Spoiler

 

So Far I call this test a Big Fat Failure.

  • Do you think that there were less occasions when you were destroyed where you spawned and were consequently completely useless to your team?  Possibly.  Not often enough to make up for the negatives. See below.
  • How did the benefit of well-timed overdrives and drones change?   Not a bit.
  • How did the importance of team gameplay change?   It did not.  Same lack of team-play as before.
  • Could this experiment change your interest in the game?   Yes. I am much less interested in the game.
  • Do you have any suggestions on how to improve these changes?  Besides getting rid of them? See below

- 5 minutes is too short - players leave after first cap and battle is over.  Often  6 vs 5 or worse.

- Defense on Assault is impossible.  The 2x health means it's impossible to kill "attackers" before they cap - especially with Defender Drone. I went 6-for-6 on the attack and none of the battles were close.

- The battles are boring - takes forever to kill one tank.  What is Health of mammoth with Defender? 20,000? 24,000?

- Turrets like Hammer struggle to kill even a medium hull.  Impossible without 5-shot magazine.

- Wasps now run amok because they can't be killed before they get within freeze, bomb or fire range.

This experiment is a complete bore-fest.  It needs to stop ASAP.

 

 

Completely agree. Been running around and I saw Viking Firebirds with Defender. Literally 18k health. Even my team's Isida train couldn't put a dent in their armor. Also personally, I have been interested in the game, but if we really are gonna have 5 minute 6v6s battles with 2x more health for all turrets, then I definitely will quit the game, as will thousands of others. 

 

I'd be glad to see more people playing the game, at least when the experimental changes have been reverted (that is, if they do get reverted). I mean, yes it was fun to Isida train and be invincible, but personally... I this experiment ruins a lot of my Tanki Online experience. Surely a lot of others can agree. If the devs really want this game to stay alive, they really need to rethink their choices in game balance, especially in this experiment. 

 

So, what are my thoughts on this? As you can probably see from the info above, I am strongly, and I do say strongly, against this experiment. This experiment was OP for Twins/Rico/Melee turret players. Literally no one else. No room for Smoky. No room for Railgun. No room for any other turrets that players really like. As for the 6v6s and the 5 minute timer, I definitely prefer 8v8s and 7 minute timer. (Easier for everyone to get score that way). 

 

R.I.P Tanki Online - November 4, 2020. 02:00 UTC. Got brutally destroyed by this experiment.

Edited by Towns
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2 minutes ago, E_polypterus said:

They say this would only be for 2 weeks. But we know their 2 weeks ?

This test will last for 2 weeks and will conclude on November 18th, at 02:00 UTC.

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1 minute ago, Emil said:

This test will last for 2 weeks and will conclude on November 18th, at 02:00 UTC.

Yeah but they might make this permanent if the players “like it”, just  like they did to the exp boost in MM.

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Just now, E_polypterus said:

Yeah but they might make this permanent if the players “like it”, just  like they did to the exp boost in MM.

I mean, yes, players would like it due to no big maps. But then again, the double hp and the 5 minute battle timer ruins the whole experiment for me, in my opinion.

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2 minutes ago, E_polypterus said:

Yeah but they might make this permanent if the players “like it”, just  like they did to the exp boost in MM.

After two weeks they will come to a decision, Anyway I see there are a lot more complaints about the update than compliments. we'll see.

 

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18 hours ago, FrozenRailgun said:

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

Just this part, needs to go bye bye.

Honestly bro, the HP update needs to go away and also the protections on viking and Hornet needs to go away and the rest are ok

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Just now, Emil said:

After two weeks they will come to a decision, Anyway I see there are a lot more complaints about the update than compliments. we'll see.

In my unbiased opinion, I do think this will not become permanent, as long as the RU side is in agreement of this experiment.

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2 minutes ago, RIDDLER_8 said:

MK7 must be superstrong because it is the top MK modification.

Oh god, you don't even know how powerful Mk7s are...

 

Fully micro-upgraded Mammoth Mk7 and fully micro-upgraded Defender could give you 24,000 health. That, is unbalanced. While, I'm sitting here with my 7k hp with double armor (for Hornet). 

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This guys have Firebird 50% protection and i was using Firebird and he also had Defender, and when i was shooting at him, the damage i did was only 2 or 3

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You've effectively killed the most popular format in the game (xp-bp). Players are now 4 shots. This isn't a fast action gameplay update, it makes the game sluggish and unenjoyable, I have no idea what the devs were thinking with this update, its completely bull. Increasing the hull hp and not increasing any turrets damage will result in let me bold this, LONGER time to kill them. Get your priorities right, stop killing the game, its as if you're doing it intentionally. 

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2 minutes ago, MoneyLordYT said:

You've effectively killed the most popular format in the game (xp-bp). Players are now 4 shots. This isn't a fast action gameplay update, it makes the game sluggish and unenjoyable, I have no idea what the devs were thinking with this update, its completely bull. Increasing the hull hp and not increasing any turrets damage will result in let me bold this, LONGER time to kill them. Get your priorities right, stop killing the game, its as if you're doing it intentionally. 

Maybe, just maybe, they are doing it intentionally, although idk tbh

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With this new update, I can make lots of points in battles. Its better for me to finish first more frequently and make more points faster.

430-points.png

Thank you so much for that. I have made 430 points in a 5 minute CP battle which is epic.

Edited by RIDDLER_8
CP.
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So shorter games means each one is less important so who cares if you win, even more.

Fewer players means there is no real role for support since each tanker has to play an even bigger role.

Less damage means turrets that rely on the ability to 1-2 shot tanks that are capping balls/flags now cannot and thus are greatly weakened. Meanwhile short range turrets are doubled? Wut

I'd guess that many players would prefer strategic longer games over who can grind the most crystals quickly

Edited by Potdindy
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Ok, I'm not neither an "Administrator" nor a "helper" and not a "candidate". So I'm not gonna review this positively!!! Cuz I'm playing f2p style and I'm not currently bombarded with containers , millions of crystals and a legend rank, or unlimited weekly containers for my effort(unlike the way you do this for some people I'm pretty sure you know) because THIS is a f2p player speaking.

In a nutshell and straight away: THIS GAME IS TRASH.

Your changes won't make any change to my preference for playing a completely p2p game.

Accept it : This game is going down hill so fast, even faster than what I was thinking before.

I believe the pathway will be steeper since it's nearly the end life of the Flash version.

So, genuinely speaking, your "Tanki X" was a destructive failure and it's not gonna pay you back either.

 

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Day two of the "Experiment"

3 minutes is long enough for an assault battle. Attacking team can win 70-10 easily in that time.

CTF now consists of chasing the flag carrier trying to do 10,000 points of damage before they can cap the flag on the tiny map.

Control points is actually better now you can survive long enough to capture a point.

Now that everyone has twice the HP Magnum is finally a balanced turret!

BUT, all this double HP, jug game 14 seconds of vikings shooting no-one cause they are all dead in the first 5 seconds, is just smoke and mirrors to cover the real reason for this trial. To drop the big maps, limit the battles to 6V6 and kill the time to 5 minutes. 

All the rest of the experiment will be dropped but short games on short maps with short teams is here to stay. 

 

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I have been playing this game for at least 4 years, and the tendency was clear from the beginning: You(tanki developers) have a great concept in your hands, but you obviously don`t have a slightest clue what to do with it. The game was best 4 years ago, and more or less, every change you did since than was miserable mistake, making the game worse and worse. I have put up with it all these years, but you show no sign of stoping and eventually getting your senses and judgement in order. No point continuing with Tanki for me.

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not sure why these players were in this battle .. seeing two were gear scores of 9999 and two were lower . I understood this was to be a more balanced game when gear scores came in.

T788x1a.png

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On 11/4/2020 at 8:49 AM, TWQA12 said:

They should have tested the changes on test server, before applying it directly to the game (very unprofessional)! 

These new changes have ruined the game! 

Tanki Online is now only an EXPENSIVE game that TOTALLY SUCK!

I quit playing this game!

Well, I am sorry you feel this way. However, Marcus said in the topic on why they are not testing these changes on the Test Server. Another thing that was pointed out is that these changes are only happening for 2 weeks. They are not staying in the game forever.

I have to disagree with it being expensive. You can still play the game well with a lot of great equipment, even if you are all F2P. I am currently F2P on my alternate account and I have been doing really well to be honest.

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6 hours ago, Maf said:
  Hide contents

C8rcUsm.jpg

 

We're starting to go off-topic, but this will (hopefully) be my last word on this. My answer is in a spoiler for this reason.

Spoiler

https://imgur.com/bSI6PL9

As you can see, the number of deaths per week in Europe increased considerably in late March and April. But the amount dropped down quickly and it has been normal for a few months now. EUROMOMO stats.

 

Worldwide, the amount of deaths in 2020 is similar to what we had in the past few years, though this time what I write is not backed with statistics provided by any institution I am sure I can trust, I simply came to this conclusion by searching multiple sites. Still better than making conclusions based on inappropriate statistics or TV news.

 

Edited by Picassoo
accidentally pasted the same link again

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8 hours ago, beachhouse said:

There is also the problem of players leaving. This doesn't really have a solution other then if the game gets more players overall so the battle can be refilled quickly.

They leave because  ... when an enemy team caps early, with 5 (or less) minutes they know a come-back is difficult.

Longer battles will give players more hope of a comeback.  The 5-minute battles are terrible.

Not to mention with only 6 per side, a mult has a more drastic effect on your team.  5 vs 6 is worse than 7 vs 8.

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