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2 hours ago, CX2011 said:

it' easy to kill a lot using the right set of hull/turret on the right battlefield!

Not right now it isn't.

Medium hull with Defender, due to 2x health has 18,000 health.  A 50% module will cancel out DD.

Even with buffs to short-range turrets it takes a long time to destroy a tank.  I was averaging 5-7 kills per battle using freeze, the only buffed turret that account has.

17 battles to complete a daily mission is not most people's definition of "easy".

Edited by wolverine848

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@Maf

The reason why I like this DM juggernaut mode is because the game mode itself was different. Every time I died, I was 100% confident that my next re-spawn would be a juggernaut tank, rather than usual hulls.

Also, the juggernaut DM mode is fun to play. I managed to finish first in a battle and be in the top 3 places quite often. I also grabbed some gold boxes and containers in that mode yesterday. I even had fun sharing screenshots of clusters of juggernaut tanks flipping and flying.

I really don't understand why players hate this mode so much. For me, this game mode felt like a completely new game mode.

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3 hours ago, Maf said:

This happens when a moderator merges another topic into here. Happens every time, but not much we can do about it unfortunately. 

fixed it for you

Edited by fghjkl54
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In short, this update is so badly concieved, I'll probably stop playing for good. 

 

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

No, not in my preferable setup. Now I was useless through whole game. 

 

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

zero effect

 

  • How did the importance of team gameplay change? 

Same, but with smaller team, when two exit, it's game over, can't play 4 on 6 or as I've seen 3 on 6.

 

  • Could this experiment change your interest in the game? 

Yes, it could. Will stop playing for good and find other games.

 

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

This is what you've done and I'll explain from my perspective of using hunter-magnum

Before update you completely nerfed magnum. In some games 50% of my shells were duds, no damage done at all. There were games my team lost because I hit tank directly on the head twice in a row in a super diffcult shot and there was zero damage. 
So my setup was already taking a hit and was thinking about quiting.

Now you eliminated bigger rooms, this gives more advantage to short range turrets.

Then you doubled their hulls AND doubled their turrets damage. 

Now I can hit the smallest tank 4 times with fire extra and still not destroying it, since he's twice as fast as my tank, he can approach before I hit him for the fifth time and then he destroys my tank in two seconds. 
If you did this update and had only biggest rooms avaliable, it would be stupid, but in this update you gave certain setups 4 times more chance of survival while my setup is being destroyed twice quicker. 

And thats all on top of already biased spawning where my long rage turret will always spawn directly in front of short range enemy. 

Thus under this update games like assult have no longer any meaning. Attacker wins by a huge margin every time, because there's nothing you can destroy fast tanks with, specially in a small room. 
Thus my setup is now unusable for almost any battle, damage done is minimal and it makes no sense to play anymore. 

Goodbye.


 

 

 

 

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Personally I did really enjoy the Special Juggernaut mode for one reason in particular - everyone had the same gear! It was very refreshing to have a chance to play a mode in MM (from which you can get mission progress/golds/crystals etc - compared to the comparatively tiny rewards from PRO battles) where winning and getting golds was purely about skill and not about your Gearscore/Drones/Augments/MU level etc.

Even though the economy aspect is an important part of Tanki, and it's an important part of the game to have a lot of decision making about when to buy/upgrade things, so you can build up a strong tank to dominate in Matchmaking - it is nice to have a different challenge sometimes where everyone is on an even playing field, with the same stuff (I gather there was also an event like this with Hopper when it was released, although I wasn't around for that). Also I suppose I quite like using Juggernaut lol. 

 

Personally I hope Tanki sometimes has future gold events that are similar, where everyone has the same gear and an even chance - and you have a challenge to win with skill alone instead of high Gearscore.

Edited by DestrotankAI9

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8 minutes ago, triglav said:

 

Before update you completely nerfed magnum. In some games 50% of my shells were duds, no damage done at all. There were games my team lost because I hit tank directly on the head twice in a row in a super diffcult shot and there was zero damage. 
So my setup was already taking a hit and was thinking about quiting.

 

I am glad someone else has noticed this, there is a BIG problem with Magnum in HTML5! I think this problem is somehow in HTML5 specifically because this happened for me as soon as I moved over from HTML5 to Flash.

I tested Magnum again last night and this problem is still there. LITERALLY 20-30% of Magnum shots for me which are on target deal no damage at all, even on STATIONARY targets, so it is not lag. This never happened for me on Flash, it happened as soon as I moved over to HTML5, and the bug is still there. This bug makes Magnum practically impossible to play with, I have performed badly almost every game I use Magnum in HTML5 since moving over as many critical shots do nothing, and then flag carriers get in/Firebirds get up close to me, etc. Please don't say that it is lag because it is definitely not, I shot a Shaft/Titan for instance last night who was stationary for 3 seconds before and 3 seconds after my shot landed, and on my screen his tank even moved after I landed a direct shot from close range. NO damage, not even the "0" damage recorded after someone spawns. Out of 3-4 games using Magnum multiple shots landed on target and recorded absolutely nothing, as many of 30% of my shots. I was practically pulling my hair out by the end of it.

The developers need to fix this as a priority, as this makes Magnum unplayable right now. Should be an easy bug to reproduce just playing a few games with Magnum.

Edited by DestrotankAI9

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2 minutes ago, RIDDLER_8 said:

I wish crystals boxes were added as part of this experiment for high ranks.

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Definitely not, crystal box games are very boring as picking up supplies is an important part of the game and strategy. It is only for new players to get used to the game. Please no. However it is nice they added them for new players.

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With every settings turned off, Tanki Online looks more like the old Tanki Online but cool at the same time.

Spoiler

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I use https://postimages.org/ to upload images to this site's forums.

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I use direct link, second option to upload images on Tanki Online forums.

?

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ok, after no lifing tanki for one week, lets answer the questions you asked 

 

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

No. Its mostly my team who are useless, I played RGB and carried every battle

 

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

A lot. I use Hopper, and I saw a lot of other Hopper users in rugby, so I had to use my OD perfectly to disable theirs and capture the ball. For other hulls, no idea.

 

4. How did the importance of team gameplay change? 

Its not important at all anymore. Most of the times my teammates were my enemies, they were taking the ball or the flag and then dying without capturing it, slowing the whole team down. Now, I dont need any help from my teammates, because light hulls have more hp than medium hulls used to have before the experiment. Now, imagine a few weeks ago you saw a jumping Viking that goes lightspeed around the map and finishes in one minute. You would go crazy and delete the game right? Well, now Hopper is like this.

 

5. Could this experiment change your interest in the game? 

This one is a hard one. Mostly, I was just playing boring RGB games with zero interest in the game, I just wanted to farm easy crystals. Last days of the week were more sweaty because of my competition with Immortal Hero Dow, but generally speaking no, it made the game boring and not interesing. 

 

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

Yes, remove the doubled hp. 6v6 and small maps are ok, they are kinda cool. But more hp is just dead, some guns lost their sense completely (say hello to Railgun). If you keep the 6v6 introduce more maps to MM, players dont want to play on five maps all the time. Novel, Noise, Deck 9, Gubakha, Garder, Factory, Courage, Camp etc etc etc. The list goes forever. We have so many amazing maps in Tanki, just add them to MM, please. I would love to play on the good old Farm or Opposition. 

Other suggestion that maybe requires a bit more work, but you will be able to do it, I believe in you! Keep CTF and RGB 6v6, while other modes can return to normal. I played TDM 6v6, and it is sooo boring. CTF and RGB are the modes where you need the most skill and teamplay, they should be in small teams so there is more teamplay (if you remove the x2 hp of course, otherwise those modes will be dominated by Hopper). Please. 

And the last one: if you keep x2 hp, which I dont think going to happen, please, buff Railgun in XPBP mode. 4 rails to kill an enemy is laughable, really. 

 

Thank you 

 

Spoiler

xV5of90.png

 

Edited by Dosheg
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34 minutes ago, Dosheg said:

 

I mean, if you are number one on the most crystals earned list, there should not be anything you need to be complaining about ?

 

All jokes aside, I do agree with you on a lot of these things. For example, I do like the smaller games and maps, but I do not like the double HP.

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1 hour ago, Dosheg said:

ok, after no lifing tanki for one week, lets answer the questions you asked 

 

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

No. Its mostly my team who are useless, I played RGB and carried every battle

 

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

A lot. I use Hopper, and I saw a lot of other Hopper users in rugby, so I had to use my OD perfectly to disable theirs and capture the ball. For other hulls, no idea.

 

4. How did the importance of team gameplay change? 

Its not important at all anymore. Most of the times my teammates were my enemies, they were taking the ball or the flag and then dying without capturing it, slowing the whole team down. Now, I dont need any help from my teammates, because light hulls have more hp than medium hulls used to have before the experiment. Now, imagine a few weeks ago you saw a jumping Viking that goes lightspeed around the map and finishes in one minute. You would go crazy and delete the game right? Well, now Hopper is like this.

 

5. Could this experiment change your interest in the game? 

This one is a hard one. Mostly, I was just playing boring RGB games with zero interest in the game, I just wanted to farm easy crystals. Last days of the week were more sweaty because of my competition with Immortal Hero Dow, but generally speaking no, it made the game boring and not interesing. 

 

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

Yes, remove the doubled hp. 6v6 and small maps are ok, they are kinda cool. But more hp is just dead, some guns used their sense completely (say hello to Railgun). If you keep the 6v6 introduce more maps to MM, players dont want to play on five maps all the time. Novel, Noise, Deck 9, Gubakha, Garder, Factory, Courage, Camp etc etc etc. The list goes forever. We have so many amazing maps in Tanki, just add them to MM, please. I would love to play on the good old Farm or Opposition. 

Other suggestion that maybe requires a bit more work, but you will be able to do it, I believe in you! Keep CTF and RGB 6v6, while other modes can return to normal. I played TDM 6v6, and it is sooo boring. CTF and RGB are the modes where you need the most skill and teamplay, they should be in small teams so there is more teamplay (if you remove the x2 hp of course, otherwise those modes will be dominated by Hopper). Please. 

And the last one: if you keep x2 hp, which I dont think going to happen, please, buff Railgun in XPBP mode. 4 rails to kill an enemy is laughable, really. 

 

Thank you 

 

  Reveal hidden contents

xV5of90.png

 

Just 1 question for you, would you have done as well if you did not use the FLYING CHEAT.

Enjoyed your post by the way, it was well thought out, 6v6 though is pants and CTF at least should be 8v8 and battle time should be 10 mins, although i'm a big fan of the 15 min battles 10 mins is a fair compromise.   

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4 minutes ago, cosmic666 said:

Just 1 question for you, would you have done as well if you did not use the FLYING CHEAT.

Well first of all Hopper is not a flying cheat, maybe it is a bit overpowered compared to the rest of the tanks, but it is not cheating or hacking in any way.

Second, I don't know if I would carry the whole team if I had no Hopper or Crisis, but I have them and I give the feedback based on my experience with this combo. Other players who don't use it will have different feedback, and the devs will analyze it. I will not answer "Yes" or "No", because I haven't made a lot of experience during the experiment with combos other than Hopper with Crisis. 

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Something the change did do is to slow down the games, which I love. Slower games=good. More strategy and less spamming and shooting. I'd suggest that going back to larger teams might be good since games will still be slower than they used to be. 

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13 minutes ago, Potdindy said:

ALso, what is this flying hack Cosmic is talking about. Is it a new bug in the game? I havent seen any hacks/cheats myself so maybe they are just happening in the lower levels

The new Hopper hull.

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