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Continuing experiments


Marcus
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soo, 6 days in to this experiment, and here's what i have discovered so far.

 

Before the experiment, i wondered what increasing player amount in battles would do to different game modes. As expected, moderators forgot to increase the kill counter from 70 to 140. As result, the games end very quickly with low amount of kills per player.

And i was also right about the ASL. defenders have way too easy with only 70 kills per battle, when attackers struggle to cap. The battles end shortly and almost guaranteed victory to defenders. To fix this, i suggest to move the capping point to liddle bit further to center of the map or even to the center, if the landscape allows this, and increase the kill amount of defenders to 100 and add 1-2 flags more to attackers around the map.  The points to attackers could be increased by 80 to achieve victory.

about everything else i was wrong. The balance seems to be still in attached in all other game modes, although, i find some maps favoring to other side because of the ways they are build.

what comes to  16vs16, that is a bit too many enemies. The short range turrets have lost their advantage as the most maps are now bigger, more open and behind every corner is lurking at least 2 enemies. As excepted, the meta of the turrets has sifted to infinity-firing weapons like twins, and some cases Vulcan, smoky, (with right alts) and richoret. I have every tanks, including hopper and ares, and i found myself playing most with medium-and heavy tanks. maybe most 10 players would be fine.

i like the new maps, but i hope that in mm would still exist small range and medium range maps. 

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What an awful update...Maps take too long to get to the action, waiting times too long, map too crowded, too much bunching in one area ,drop in resolution quality to reduce lag, close range weapons are disadvantaged, its just for Shaft, Rail, Magnum etc. Hate the update- get rid of it- such a bad idea!

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7 minutes ago, SporkZilla said:

This is fine

azVl4G1.jpg

There is so much wrong with that.

I'd like to highlight the Major General with a GS of 2814.  What a mult...

Even the legend with GS ~ 5500.  What are these people thinking?

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3 minutes ago, wolverine848 said:

There is so much wrong with that.

I'd like to highlight the Major General with a GS of 2814.  What a mult...

Even the legend with GS ~ 5500.  What are these people thinking?

Luckily the battle didn't last very long (they won 5-0) and I only got killed 7 times, mostly by those players with very strong Smoky modules

Would have quit, but was completing a 2 RGB battles mission

But MM is often putting me in battles where nearly every other player is a Legend during this experiment

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1 hour ago, wolverine848 said:

There is so much wrong with that.

I'd like to highlight the Major General with a GS of 2814.  What a mult...

Even the legend with GS ~ 5500.  What are these people thinking?

You know, maybe they spent all their crystals on multiple turrets/hulls/prots without a discount. Now all players are clever with in-game currency spending and since it is easy to rank up now one could get to Major General without even knowing about 50% sales.

I remember back in 2014 I spent crystals on MU/Speedups without 50/70%. Luckily it was a different account and I was only Sergeant-Major at the time. Though I now tend to calculate how I could make the best use of in-game currencies, someone else might just splash out on anything they feel like, which is very punishing in this game.

 

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This 16 vs 16 mode in MM is so bad. It is very hard to destroy a tank and when you want to go out the battlefield, you're easily destroyed. When I left the battle and joined another one, I often get put in the same battle again. When I play quick battle, I often joined a battle that have started ages ago. Almost everyone in tanki is complaining about this 16 vs 16 mode saying that this mode is very bad. Can developers please stop this and change it to 10 players in each team instead of 16.

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On 12/7/2020 at 4:44 PM, iplayatankonline said:

Just wondering, how do people decide between titan vulcan, or hunter fire, or whatever else when you have lots of solid gear to choose from. Im just so much into the vulcana nd titan rubberized right now, but every once and a while I try to decide what else wonder on others approach.

Well the majority of the playerbase does not have access to Rubberised Rounds, and most likely never will if it stays the way it is. Most Vulcan players have to have a direct approach to their engagements with enemies due to no Rubberised Rounds, hence they use light or medium hulls with their Vulcan, or whatever combo their account focused on.

If they have everything l, then they can choose what their mood dictates. I would love to have Rubberised Rounds on any of my 2 Vulcan accounts and I completed missions fooj them for Ultra Containers with zeal. Unfortunately, that has stopped due to the increased EXP boost which has lead to me playing on those 2 accounts much less frequently and with less vigour than before. I may never get Rubberised Rounds on those accounts.

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@At_Shin

Thanks for pointing that out. I did not know that there was a mistake in the V-Log. In the future, please make sure that there are no such misleading mistakes like this.

Was this experiment really two weeks long?

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54 minutes ago, RIDDLER_8 said:

@At_Shin

Thanks for pointing that out. I did not know that there was a mistake in the V-Log. In the future, please make sure that there are no such misleading mistakes like this.

Was this experiment really two weeks long?

Yeah, they announced that the experiment is going to last for two weeks. It will end at the same time as the Challenge, so there's a week left.

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@GrayWolf8733

That's good to know. At least I can enjoy this experiment for one more week, despite that the blue crystal boxes have gone. I got confused because those blue crystal boxes have gone, so I thought that this experiment was over.

The new Crusader hull should be released this coming Friday as it was promised in V-Log 281.

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If anyone wants to read the news about the end of Flash, then go here: 

This Flash thread was closed yesterday.

Edited by RIDDLER_8
Blank space removed by RIDDLER_8.

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7 hours ago, Picassoo said:

You know, maybe they spent all their crystals on multiple turrets/hulls/prots without a discount. Now all players are clever with in-game currency spending and since it is easy to rank up now one could get to Major General without even knowing about 50% sales.

I remember back in 2014 I spent crystals on MU/Speedups without 50/70%. Luckily it was a different account and I was only Sergeant-Major at the time. Though I now tend to calculate how I could make the best use of in-game currencies, someone else might just splash out on anything they feel like, which is very punishing in this game.

 

Maybe -  but by that rank they should have figured something out.  Especially the Legend.

Would not want either of them on my team.

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On 12/2/2020 at 5:41 AM, I.Adorable said:

This experiment looks good to me as more kills would be easier now allowing us to complete  kills and damage missions more faster but at the same time making it hard to capture flags  as more campers would be there and i hope tanki would decrease the prices of the alterations which i belive are ridiculously high

The alterations are killing the game. The dev's should learn from the small 4:4 CTF battles of last weekend. It brought back the game to balanced teams, relying on teamwork, not some mad alteration which makes it almost impossible to kill a paying player driving around like crazy. WIth the current money ruled games, my M4 Viking is worthless and can be destroyed in one shot even with double armament, but with the wrong protection module. It's in sane...

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4 hours ago, wolverine848 said:

Maybe -  but by that rank they should have figured something out.  Especially the Legend.

Would not want either of them on my team.

Yes but it is impossible to counter without a change in the system, because there will always be such players among us.

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These "experiments" are a massive fail.

All battles on all maps are now in effect "Team Deathmatch" as too  many tanks in 16 v 16 makes it too difficult to score before being killed.

In "Capture the Flag" and "Siege" the majority of battles end 0-0 UNLESS the teams are unevenly matched.

The balance of strength between different Turrets and Hulls is now at its worst ever.

The protection covers make all the tanks inside it almost indestructible whilst the overdrive on other hulls have been weakened and many have  too long a time cycle..

There are too many variables in the garage, the game needs to go back to what it was many years ago.

The developers need to ask people like me BEFORE introducing changes.

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AHHHHH, tanki.... tanki, not this again!!

I never liked these big maps!

I just wanted them to tweak the small ones, like for example; to put more tunnel or "secret" routes to the enemies base, instead of being in the open and getting one shot by those camping shafts and railguns and even smokeys!

Apply those changes to big maps will be more helpful!

Just DO IT!

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14 hours ago, SporkZilla said:

Luckily the battle didn't last very long (they won 5-0) and I only got killed 7 times, mostly by those players with very strong Smoky modules

Would have quit, but was completing a 2 RGB battles mission

But MM is often putting me in battles where nearly every other player is a Legend during this experiment

Not surprised by result, i no 3 players on the other team, all excellent.

Still, out of 32 players only 8 had 50 across the board, of which 6 of them were on the opposite team to you.

MM should not put you in with legends, it's unfair on the legends and also you.

That legend with the g/s like a WO5 is a disgrace, needs a ban for being such a noob.  

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6 hours ago, RIDDLER_8 said:

@Knaagdier

Alterations are needed because they alter turret parameters. Without them, we would always use the same turret parameters, which would make gameplay boring over time.

No it wouldn't.

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