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Mad Tanks!


Marcus
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Here's a thought;

From the normal HP, increase HP for all hulls by 20%
Increase damage of all turrets by 20%
Increase speed of all hulls by 10%

Change these supply bonus values (and change up the names of supplies, remove double from damage and armor):
Repair: Increase by 20% of normal
Armor: +100% -> +50%
Damage: +100% -> +50%
Speed: +40% -> +30%
Mine: Increase by 20% of normal

Why? To reduce the amount of buff supplies give, base tank feels strong enough, makes micro upgrades feel more worth investing in rather than supplies.

 

As for effects from special drones, to reduce the feeling of being too OP, to change up drone balance a bit, change to the following:
 

Spoiler

Defender:
From: +100% -> +50% Bonus

 

Booster:

From: +200% -> +70% Bonus

Crisis:
Max speed: +70% -> 40% Bonus
Max armor: +100% -> 50% Bonus
Max damage: +50% -> +30% Bonus


Modules are slightly difficult to change up for a balance, but maybe in the future we should get an option to use up to 4 modules, BUT cap ALL of them to 35%, accumulating to 140%, whereas 3 50%'s come to 150%.

There is still a severe game imbalance, even with this test and prior, and it seems for now, until we get an actual report from the devs, there's not much about it.

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33 minutes ago, The_Pakistani said:

lol? You will play with yourself than? How many players tanki have?

It is a relief you are aware of that. What about the Mobile users, would they be enough of them to play by themselves?

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8 minutes ago, Tokamak said:

It is a relief you are aware of that. What about the Mobile users, would they be enough of them to play by themselves?

Yes. Because I see more campers in my team (those are most probably mobile users). It can be mobile players vs mobile players i.e mults vs mults.

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21 minutes ago, Akame said:

@Tokamak @The_Pakistani How many mobile players are there? I wonder if mobile can get it's own matchmaking rather than cross platform.

I have no idea, just against segregation based on platform and empty assumption. You should not start to divide the player base, especially now.

Edited by Tokamak

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4 minutes ago, Tokamak said:

I have no idea, just against segregation based on platform and empty assumption. You should not start to divide the player base, especially now.

Well, we can agree that its much harder to play on phone for most modes, except for a TDM at least. Just feels unfair that mobile players have to deal with fully optimized PC players.

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4 minutes ago, Akame said:

Well, we can agree that its much harder to play on phone for most modes, except for a TDM at least. Just feels unfair that mobile players have to deal with fully optimized PC players.

It would have been easier if they had kept the turret control (and fire) on the left-hand side and the hull control on the right-hand side. I am not gonna learn to reverse everything due to developer's shortcoming development.

Today I managed to cap flags, it is good this silly test ended.

Edited by Tokamak

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12 minutes ago, Akame said:

Well, we can agree that its much harder to play on phone for most modes, except for a TDM at least. Just feels unfair that mobile players have to deal with fully optimized PC players.

They play only TDM in objective modes like CTF, RGB, ASL, CP ..

Edited by The_Pakistani
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5 hours ago, simofigooo said:

This "experiment" was able to make me have fun playing this game after years of NOTHING.

Too bad the two weeks are over however, back to the usual garbage where you get oneshotted even by breathing in your base.

-Isida's healing is now worthless again, even with support nanobots.

-Viking's OD duration was definitely TOO overpowered, 14 seconds is a NO NO, especially for Juggernaut battles. it could be increased from 7 to 9 seconds however.

-The game is really unfun now, it proves that weapons deal way too much damage, or that hulls have way too low hp, look at it however you like, i strongly hope something of the "mad tanks" experiment will make it into the game. I certainly agree that x2 hp is way too much, x1,5 or x1.75 should do it however.

-Xp/bp battles should remain untouched.

-Assault mode is still incredibly unbalanced, Either do something about it or remove it, i always skip these battles unless i'm on the ez win team.

Why do you think some weapons deal too much damage? What weapons are too OP? Do you think all of them are overpowered or only some? 

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On 11/18/2020 at 7:45 PM, ReptilianTroll said:

Why do you think some weapons deal too much damage? What weapons are too OP? Do you think all of them are overpowered or only some? 

it's simply a fact, i think that every single turret deals too much damage, if we don't count Shaft, which is a sniper and should deal a lot of damage to a tank, every single turret can kill any hull simply too quickly, don't tell me about protections please, i know, still, the hulls feel too weak, i often get oneshotted by gauss, railgun, magnum, without even having time to react, it's no mystery that A LOT of players use protections from those weapons, they deal an immense amount of damage, and that's just an example.

It means that either turrets deal too much damage or hulls are too weak, simple as that, this requires something to be done, i find the gameplay simply unfun and frustrating, i just try to play Isida/viking and heal teammates as much as i can, but i gave up on it, they either die too quickly or my Isida can't substain the heavy fire from enemy turrets (adding in the fact that Isida's healing rate is simply pathetic, even with support nanobots altreation, but i already ranted about it in Isida's topic) i really can't breathe, i am forced to use a repair kit after i get shot barely once, i get focussed and die within seconds, it's simply too umbalanced.

Edited by simofigooo
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remove batteries from drones pls or just every battle 1 battery i mean how can a battery cost 300 for 1 min worst batteries ever it should be like 1 a battle

 

 

Edited by Spy
Kindly refrain from using inappropriate language.
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That is such a good discussion with 40 pages. Please keep it going folks. We all want to hear your final thoughts and feedback about this experiment, and how it all went.

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@RIDDLER_8 , because i don't want to repost the media, well with the experiment gone, quickscopes are obv back in town, and im kicking off; 

Spoiler

Check the gifs in there, people probably be wanting x2 hp back

 

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The Massacre map is back. That map is annoying in matchmaking battles. Developers need to move this map to pro battles. I guess that matchmaking battles would work best with small maps like Island and Archipelago.

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I was dreading yet another detrimental update (albeit in the form of a test run), but I was delighted to find that the game was much improved, for the most part.  The smaller teams enhanced playability, and reduced the random element that has crept into gameplay with the introduction of overdrives.  It felt more 'tactical', though bizarrely teamwork seemed to suffer in process.  As a Juggernaught, in particular, I was well and truly on my own, and it was rare to find a team slipping into defense mode with 1 kill up and thirty seconds to go.

I missed the larger maps, but actually preferred playing the smaller ones.  In fact the first thing I noticed with the return of the large maps was just how many laser sights were skipping around, making progress across the map a bit of a lottery.  Having more space to manoeuvre made for a refreshing change, reducing the likelihood of not be taken out by a long-tange turret the moment I popped my head around a wall.  I found I was able to position myself more effectively.

I loved what you did with the Viking overdrive, and was dismayed when returning to the old format to realise how horribly short its duration is.  On the other hand, I found my Railgun pretty much nerfed and useless in the trial format, apart from in Juggernaught when I was lucky enough to grab a nuclear energy.  But the way, I really wish you'd do something to sort the nuclear/Jug issue out.  It's incredibly annoying for a Viking to get his overdrive up to 100%, sprint across the map to challenge the Jug, only to lose every bit of it when his team's Jug dies, forcing the fully-boosted Viking to unexpectedly take his place.  At the very least it should be given back the to player as soon as he dies as a Jug, but I'd personally much prefer opting out of being a Jug in the first place, in favour of hunting them down.

As for the time format, I was happier with seven minutes.  I found it easier to claw my way back from a bad start (or forced to be Jug, having a relatively low gear score), and as a Viking user I found I was a little less reliant on those nuclear drops, having a little more time to build up my overdrive.

Edited by Albion

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My final conclusion is that the developers screwed this up BIG TIME.

1. They should have tried only one significant change at a time. One bad idea can drag the good ones down as well.

2. Shorter games  makes no sense.

3. It could have been  the right direction to balance the game by growing the HP but all other components of the game - like drones, crystal per kill ratio ... - should have been adjusted for the trial period as well. Now because all the negative emotions this totally unbalanced game generated it became a PR catastrophe for an otherwise potentially good idea. 

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After the two weeks of test updates, I think they should keep the double energy for short range turrets, the increased power for Viking and Wasp Overdrive, and increase of HP for all hulls, ONLY if the power of all turrets are increased by 50%, so we're not following one tank around the entire map trying to destroy it. It wasn't cool when it took several shots when you are Juggernaut to kill someone.

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@Sir_What

I thing that too. The energy power of short range turrets, (Isida, Freeze and Firebird), should be kept, along with the double armor for hulls. The double power for Viking and Wasp overdrive should also remain as double. Juggernaut's armor has been nerfed a lot, so this tank no longer feels like a true juggernaut tank. The team juggernaut mode should have 1 hour long battles with the juggernaut tank itself have 100,000 HP of armor.

For special missions which requires to destroy a number of juggernaut tanks, I do agree on making the juggernaut tank weak, at 10,000 HP, but not for the team juggernaut mode.

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