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Marcus
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@ RIDDLER_8ik hoop dat ze nooit de dubbele gezondheid toevoegen en weer 6vs6, het was verschrikkelijk en onevenwichtig. And the 5 minutes battle is not Fine. you are more waiting in the garage then you play a battle. 7 minuts is good. 

Edited by Boef

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@Boef

You may think that, but I personally think that double the armor on all hulls and double power for melee turrets are fine. The only contradiction is 6 vs 6 which means less players in every matchmaking battle. Doubled Wasp and Viking's overdrive is also a good thing as well. Consider that to be true.

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1 hour ago, Albion said:

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.

What?

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2 hours ago, simofigooo said:

it's simply a fact, i think that every single turret deals too much damage,

?

 

Have you ever tried to kill a tank equipped with a fully upgraded defender drone?  Or one equipped with 50% module vs your turret?  OR both?

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8 minutes ago, wolverine848 said:

What?

The same thing happened to me quite a few times. I became the JG - sometimes even without dying - when my own hull had a fully charged overdrive. After getting killed as the JG the the OD for my own hull was back to 0%.

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I left a long enough comment over a week ago and I have nothing to add or change from it. I'm glad this test is now over and I hope that none of these changes make it into the game. But if they do.. gotta enjoy the game now, before they force me to quit it once again.

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Hello dear Tankers and Developers!                                                                               

I just want to share my opinion and my suggestions about the past 2 weeks. Here it is: 

Hulls

Due to 2X heal protection, obviously it was difficult to kill anyone (or it took longer), so my suggestion that you should halve the number of kills in daily, weekly and special missions whenever we get (for example, from 500 to 250). However, it was easier to deal more damage on the enemy team, so in all kinds of missions you should increase by 50% the number of damage that we must do. By the way, it was easier to catch more (black) golds, to take flag and capture it and to capture the ball (due to the decreased number of players on the map, too). It was harder to capture points, so earning points was difficult, too, because it took more time to kill anyone. I should decrease the number of obtainable points by 20-25%. The utilization of all kind of supplies were bigger and more efficiency. The role of defender drones were increased and in proportion, I could finish the battle with less deaths.

Overdrives

Wasp - With its overdrive if you put it to the right place you've dealt more damage than usual and if a wasp user didn't even catch nuclear box but he was skillful with that he was able to use 4 bombs in a 5-minutes battle (without using Driver drone).

Hornet - It's good that its armor-piercing effect applies for all players in the team and its overdrive is the most effective in the mode Siege and ASL if you are in the attacker team.

Hopper - Despite to the 2X heal protection, its burning effect is quite strong that should be a bit nerfed or its burning time should be decreased or both.

Viking - Its overdrive was significantly stronger: I was able to kill 2 Juggernauts in 14 seconds with this prolonged ability. I usually could use it 2 times in a battle. I recommend to decrease it's active overdrive time to 10 seconds.

With the other hulls it was a bit more difficult to get overdrive.

Turrets that has 2-times increased energy consumption

With this ability, it was easier to kill the Juggernaut, by also the help of 2-times increased heal protection. In this case, you should increase the Juggernaut's heal protection by 50% and prolong the recharge time of its overdrive to 60 seconds; whenever I use JGR's overdrive, it must be counted to the daily, weekly and special missions. In the smaller maps the users of melee-range turrets or Ricochet could prevail more than usual. You should decrease this value by 25%.

Decreased battle time

In this case, I've enjoyed the benefit of getting into battles faster, but I think the gold drop rate was decreased a bit. You should increase this value by 10%. In TDM mode it was impossible to do 70 kills in 5 minutes, so I would decrease the limit of obtainable kills between 35 and 50.

Others

In ASL mode for the defender team was very hard to win even a battle, because the attacker team's players who brought the flag, took more time to kill them. I suggest to decrease the points of capturing flags between 20 and 30 battle points and also to increase the value of capturing flags from 5 to 2 or 3;

OR 

in ASL mode mustn't have 2-times increased heal protection but it's point limit should be set between 35 and 50;

OR

restore to the current system that is existing now.

That's all.

 

Edited by Hungarian_Warriors10
I've corrected the word 'capturings' to 'capturing' (flags)
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I was happy with this experiment during the past two weeks. I have been most successful in battles due to the level of armor all hulls had and me finishing mostly in first place.

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5 hours ago, simofigooo said:

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 teammate 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 withing seconds, it's simply too umbalanced.

You were probably unlucky where you were in a battle with players using very OP drones. In such heat, you really need to use the defender drone.

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I just played a pro battle with Isida/Ares combo and both are king on the battlefield when used properly in pro battles. I don't see many of those combos in matchmaking battles.

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14 hours ago, LOLKILLERTOTHEDEATH said:

Well yeah, but in general I saw a lot more team play from other people. For example, Hunters using their OD to protect me from enemies. I wouldn't say other OD's were at a disadvantage, with the exception of Hornet. The other OD's did what they were supposed to. Hunter's OD isn't supposed to kill enemies directly, it's supposed to remove supplies and stun them for example.

To be honest? I feel something embarrased to tell you that but I just intentionally trying to make a contradiction to my post above --just for fun.. I even didn't complete reading your reply (in that time)

YFXsDng.png

Btw, I delete my post, also I agree with you that Viking is UP and the weakest OD IMO

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Back to overcrowded battles and spawn-die-spawn-die-spawn-shoot-die-spawn.  It was fun playing on my higher ranked account for a couple of weeks, but now it's back to boring again.

Too bad Tanki experiments with so many changes at one time.   So much change that pretty much everyone hates the overall effect on the game. 

  1. 6vs6
  2. 5 minute battles
  3. increased armor
  4. increased damaged for some turrets
  5. reduced number of maps (only small & mid)

I didn't like the increased damage for melee turrets, the reduced number of maps, or the short battles, but I enjoyed the 6vs6 very much and the heavier armor was great since you didn't die as quickly.  So what if it takes more to kill an enemy...I think that makes it way more intense and strategic. 

 

 

 

 

 

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I recommend that developers and forum administrators keep this forum open (for as long as possible) so that players can continue to post their feedback on how this experiment went during those two weeks. Players will also be able to post their ideas on what to do when the true and permanent update of the turret and hull buff is released. Matchmaking battles may or may not decrease their time limits, but for sure turrets and hulls at the MK8 modification should double to make sure that players manage to survive on the battlefield.

I am aware that forum administrators are involved with developers so it is the developers themselves that are first in line to make decisions of the re-balance of turrets and hulls as well as the future of Tanki Online. I expect the coming re-balance update (on the behalf of this experiment) to make all hulls double their armor and also double the damage power of melee turrets. I hope that the coming update will be pleasing and exciting for everyone to enjoy for good. Good luck to everyone and may the luck always be with you all.

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The only things I liked (and should be kept) were the 6v6 battles (8v8 is just too hectic, especially in small or medium maps), and the removal of large maps.

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32 minutes ago, RIDDLER_8 said:

I recommend that developers and forum administrators keep this forum open (for as long as possible) so that players can continue to post their feedback on how this experiment went during those two weeks.

Yeah!

 

And here's mine.  The experiment sucked!

 

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40 minutes ago, RIDDLER_8 said:

I recommend that developers and forum administrators keep this forum open (for as long as possible) so that players can continue to post their feedback on how this experiment went during those two weeks. Players will also be able to post their ideas on what to do when the true and permanent update of the turret and hull buff is released. Matchmaking battles may or may not decrease their time limits, but for sure turrets and hulls at the MK8 modification should double to make sure that players manage to survive on the battlefield.

I am aware that forum administrators are involved with developers so it is the developers themselves that are first in line to make decisions of the re-balance of turrets and hulls as well as the future of Tanki Online. I expect the coming re-balance update (on the behalf of this experiment) to make all hulls double their armor and also double the damage power of melee turrets. I hope that the coming update will be pleasing and exciting for everyone to enjoy for good. Good luck to everyone and may the luck always be with you all.

should be "May the FORCE be with you"?

Edited by brainhoo

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This experiment was great for me.

I have loved the easy it was to complete all missions!

Specially Challenges. By the first time I could achieve, with no more effort than usual, the 39 level of Challenges mission!

Usually I get half of that level or less on the same played time and with less fun than in this experiment.

 

I would summarize this experiment to:

- Great Fun; 

- Quick Battles;

- Less Waiting Time for Battle;

- Increased Overall Time in Battle.

 

And what I have loved the most was that JGR DM mode!

It was a superb mode with very hilarious moments.

 

I agree that not all the changes were so good.

But some of them would be very welcome to increase the fun of play to the same level that I've had in this last two weeks of Mad Tanks!

 

My suggestion for the developers is to make:

- more Mad Tanks moments, like Mad Tanks modes or Mad Tanks events;

- All JGR players in several modes.

Edited by CX2011

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Some here suggest keeping the double health. In my opinion one of the reasons for this is because high modification turrets reload too quickly. Mk8 thunder takes 4.4 seconds to destroy a wasp or hornet without protection, an Mk1 thunder takes about 6.5 seconds, this is a 4 second difference, the light hull can survive for 4 more seconds being shot at by a thunder at the Mk1 low ranks. In low rank battles everyone roams the map freely and can often take shots before making it to cover without dying. In high ranks, specifically in legend ranks and pro battles, I see everybody hiding in their base, if someone is out in the open they die quickly even with 50% protection from 3 turrets. This is one of the reasons some players create new accounts and enjoy the low ranks more. If I were one of the developers I would increase the reload time for every turret. Augments are another reason some would like to keep double health, they make turrets reload too fast or deal too much damage, this makes it feel like Call of Duty rather than TO.

Edited by ReptilianTroll
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From the looks of it, there is a small portion of players who preferred the testing. I couldn't personally care less about whether it stays or not, but I can say for a fact, I feel more OP right now than with x2 HP, maybe because I've been maining shaft for a while, which did essentially get shafted in x2 hp, being unable to casually snipe medium-light tanks that had armor.

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