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Continuing experiments


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Just now, SporkZilla said:

Yes. Not worried about being defenseless anything, but it means that I can't play the game how I want to.

(it's like the difference between alpine style and expedition / siege style mountaineering)

I don't use my manual supplies as much as I used to. So it somehow is going to affect me too.

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2 hours ago, FrozenRailgun said:

What do you propose to make Tankoin easier to get?

I suggest that they implement the biggy bank to html5. At 100% you get 200 tankoins. That is a lot.

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I expect that TDM battles will end in 3-4 minutes, leaving people with lower amount of kills per battle resulting to lower profit. CTF will be ridiculusly hard, and assault will be a joke for the defending team. Rugby will possibly be decent, CP will be significantly harder in open maps, siege will be exploding because of all the wasp bombs, and juggernaut...? What juggernaut? Never seen one alive, kjeh kjeh.

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I am concerned about the protections.

If this was announced with more time... I think I would have suggested upping the protections to 4 modules at least for everyone.

With 16 opponents, easily every turret could be in the game. Before there were 8 players on opponents team. At best, 5 turrets you werent defended against. But most of time at least a couple doubles. So you were maybe unprotected against 4. It will be much more now. You will die fast. Or possibly 4 modules with the extra health in this experiment would have been ok. I dunno.

With the last, again protectiosn were a vital point. Because with 6 people... you had half team guaranteed to be protected against...

We will have to see. I feel again a lot is hitting hte short range fast hulls. Medium hulls. Medium Range. And long range.

Lets see how it goe.

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The only players capping in rugby and CTF will be Hoppers and Hornets.

Will be worse than it is now.  And I just left another battle where the ridiculous Hoppers were scoring goals left and right.

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43 minutes ago, wolverine848 said:

The only players capping in rugby and CTF will be Hoppers and Hornets.

Will be worse than it is now.  And I just left another battle where the ridiculous Hoppers were scoring goals left and right.

Hopper I agree, but it is hopper and hunter that have the most lethal imbalance. Hornet doesn't bother me much anymore. Still die from time to time, and it is fine. Just like I die to a viking etc or a bomb.

 

I've completely given up on rugby. Won't do it.

 

CTF I actually liked, so it is just such a pain they threw that mode to garbage. I've 80 percent given up on it. An unfortunate thing.

 

For now, assault is 50/50. I like and don't like it. But not given up on it yet.

 

What is even worse, is I've noticed in some maps specific areas made in bounds that only hopper can get to. Hopper is wrecking the game. And actually affecting my level of interest in playing it. What is the one wolfenstein, like it but not? With the highground terrace in the middle / castle bits. Hopper can get up in that in assault mode and with magnum just bombard us all day long. It is terrible... Majority of turrets can't even hit it.

 

The only usefull immunity to counter hopper is stun immunity I've found. You get a bit more gameplay out of it. But still sometimes hopper will do its thing all the same and nothing you can do about it.

 

Devs, if you really are listening to us not liking the new gameplay experiments. There is a slight point of hopper that needs some addressing. I feel I know you ll get there in time and find some way to do, but pls. Hurry.

 

Maybe recreate the way a flag stand is made. all flags should have an imaginary steel post above them say like 5 meters above dictator height. Somethng where hopper can't land immediately down on it from above off a jump. If it hits the steel post hovering above the capture point, it bounces back. And has to score directly straight on or something. Make goals the same. Somehow make the boundaries around the point so that you have to come in from a side.

 

Or figure something else out. I do have a friend or two that I've recommended to try tanki on. First let me say they are not serious tankers in any way. But one enjoys being isida healer, and her favourite game mode is ctf. She's completely ruined for tanki now. She HATES hopper, more than I do.  I mean, I used to play the odd game now and then with them. But shes basically walked away. One game a week, or every few weeks. There were a few other components to the decision. But I guess maybe its a tradeoff for the game. Because of the imbalance it creates in allowwing some players to score more easily, they ll play more. While for others, they simply walk away.

 

They dont make a comment or actually tell you they are leaving by the way. I see some that maybe feel scorned or I'm not sure who say they are leaving. But those I know, they don't even care. They don't tell you why they are leaving, or even that they did. Just stop playing.

 

But I hope there is some life left in tanki fora  few more years. But with these experiments I wonder if you guys realize people are leaving more than I even realized?

 

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5 minutes ago, iplayatankonline said:

Hopper I agree, but it is hopper and hunter that have the most lethal imbalance. Hornet doesn't bother me much anymore. Still die from time to time, and it is fine. Just like I die to a viking etc or a bomb.

CAPPING.   

The maps will be large.  Will take a looooong time for anything but a light hull to get to other base.  And 7 minutes is not a lot of time.

Just like they shortened the battle time for fewer tanks and smaller maps, they should increase battle time for this "experiment".

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57 minutes ago, wolverine848 said:

The only players capping in rugby and CTF will be Hoppers and Hornets.

Will be worse than it is now.  And I just left another battle where the ridiculous Hoppers were scoring goals left and right.

The thread was closed before I could submit my feedback for the last experiment, but I thought some things were better and some things were worse, and I played some of the best Rugby games I've ever played because most people were playing Rugby instead of TDM, having to defend properly (including physical blocking) and know where the ball was all the time (but what improved Rugby broke ASL etc.)

But those battles also had no Hoppers...

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6 hours ago, CyborgPenguin said:

I feel like it will take too long to load into a battle though, since we need twice the number of players now...

Hasen't it always taken a bit to load into battles?!?

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6 hours ago, CyborgPenguin said:

I feel like it will take too long to load into a battle though, since we need twice the number of players now...

Hasen't it always taken a bit to load into battles?!?

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I am in for this dazzling experiment. I was patiently waiting for it to arrive. Now it here. Yeehaa. Hooray. The new, second experiment is finally here for two whole weeks for all of us to enjoy. If you want to read about what happened on this first experiment, please read this thread here: Mad Tanks! - News Archive - Tanki Online Forum (tankiforum.com)

On the Mad Tanks, Page 25, I posted about what would happen to Tanki Online gifts once Flash is gone. Here is the page in question: Mad Tanks! - News Archive - Tanki Online Forum (tankiforum.com)

What will happen to Tanki Online gifts, once the Flash version of Tanki Online gets discontinued?

There are enough tanks in my city to try out this new experiment, so jump right in battle and fight to victory!

I hope that everyone enjoys this experiment. Good luck to all you tankers out there.

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I think its always good to change things to keep the game more interesting. However 16 vs 16 is a lot. Why dont you just vary the number of players in the game according to the number of players online. I remember that many years ago I enjoyed a 6 vs 6 capture-points game on the Magistrale map. This also is very tactical

Secondly: I think it would be interesting to define a 'weapon of the week' whose parameters are improved. This would motivate players to develop more weapons or their natural enemies.

Thirdly: If you want to make the game more tactical, you should introduce 'unplugged' MM battles. I mean such where supplies except mines are deactivated. And PLEASE decrease the cooldown time of mines. i have much too many of those.

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16 vs 16 players will be great fun. I agree.

Agree Meaning - YouTube

Thumbs up folks. Cross my heart and hope to die! I hope that this experiment all goes well for everyone.

Agree, Disagree, Don't Know Display Posters (teacher made)

Please be on the positive side and be a thumbs up tanker!

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43 minutes ago, wolverine848 said:

Are ya sure?

Hopper was added Oct 1.

I meant Rugby battles during the last experiment where nobody was using Hopper, which wasn't all of them

The ones with Hoppers in were rubbish

Edited by SporkZilla
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Again, experiments without changing any stat or parameter. 

 

Only big maps will mean the following:

Loads of long range Turrets, Gauss one-shotting people from 4000 kilometers away, Shaft doing the same, Railgun harassing enemies from afar.

Twins and Rico will either need to equip their long range alterations, or they will reach their effective range already at low HP or having already used their repair kit.

Fire  Freeze -Isida will probably struggle, being useless most of the time and being really strong only when they are at close range.

 

IMO, there is one problem with all of this that is almost unsolvable. When the game was created, maps ranged from tiny to medium to big. And you could choose where to play. 

Meaning that you would bring a Freeze to Island, a Ricochet to Sandbox and a Thunder to Esplanade. 

 

With the MM we normally have, if you play a certain turret you can get screwed when a certain map shows up.

But If you create a MM with only ONE map type, the other type of Turrets will always struggle, because they where not designed for every map size.

 

 

Edited by 2shots2kills
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7 hours ago, wolverine848 said:

The only players capping in rugby and CTF will be Hoppers and Hornets.

Will be worse than it is now.  And I just left another battle where the ridiculous Hoppers were scoring goals left and right.

 

ok for some reason its not letting me do a new comment, it just keeps quoting the above.

 

But anyways.

 

This experiment is trash. The next two weeks are gone to *%($ ... dirt lets say.

 

First off, forget my protection complaint, I have about 10 other more problematic issues.

 

I'm supposed to capture flags against 16 opponents?

If I don't get in the top 10 spots, I don't get ANY STARS!!

Joining late ruins everything.

No score per game. You die so fast, hardly ever make it beyond the midfield.

Getting in top3? How about getting in top 7.

Top 4 spots should get 3 stars, next 8 should get 2, last 4 get 1.

I dont score goals anymore. Dont play rugby. Someone will score maybe sure. But what are the odds anyone ever will?

 

Endless adjustments should be made live on tomrrows update.

If they adjusted or got rid of these let us know.

This experiment is dead on day one. I could go on.

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5 minutes ago, JHORAH said:

tnx game back to life 

Ok another comment just to be reasonable and fair.

 

I saw the player who got first in game get 2 stars. I came in 4th and in one game and got 3 stars. So not sure whats going on there. Did something actually change with that?

 

Wasp bomb gettings 8 kills? Hmmm.... Thats 70k damage mission done in one shot. Dictator OD can do lots to help team.

 

Will this promote better team play? I don't know. But teams that play better will dominate easily.

 

As legend, I played games with multiple low ranks... ugh. Can't brag. Still lost and didnt do well.

 

Still negative, but wasp is incredibly more powerful. So maybe some will like.

 

Viking actually seems weaker. You'd think it gets insane kills, but even if it invades just gets killed before it can fully unload.

Not optimistic.

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