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Continuing experiments


Marcus
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Sorry but this 16v16 doesn't work for me

  • The maps are overcrowded
  • Battles only last a few minutes
  • It's difficult to get a decent score
  • It's pointless trying to use Isida or Firebird

Last weekends old Sandbox event was bae tho - no drones/overdrive/supplies etc - would love you to keep it as a feature x

~s~

 

 

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23 minutes ago, The_Pakistani said:

Only way to win is put drones on your, have AP alts n use hoppers. No 2nd option.

Hopper is not as good as it used to be before the second experiment, too many players shoot you which puts Hopper at a disadvantage due to its low HP.

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2 hours ago, Spy said:

Hopper is not as good as it used to be before the second experiment, too many players shoot you which puts Hopper at a disadvantage due to its low HP.

awww what a shame.

See the little puppy dog is following you around liking everything.

Edited by cosmic666
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14 hours ago, At_Shin said:

But I was using the OP autocannon augment, which is how i got so many kills.

That helped you to score?  A goal - which is what I believe we are talking about...

Edited by wolverine848

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These experiments are ridiculous, it is obvious that players hate them, and yet you insist on continuing.  Instead of wasting time on meaningless experiments, prioritize making HTLM5 as good as Flash was, there is still LOT to be added or corrected so that HTLM5 can be really good, and you know it.  

One suggestion, add ranked battles with prizes at the end of the season, would be a lot of fun.

- Post written using translator

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@Marcus Why are you going to put those ip servers off for the Netherlands and Belgium I am from the Netherlands and I just want to play this game come on what is this nonsense

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This Experiment is terrible Because of 16 vs 16s my FPS is dropping even though I set my Graphics to the minimum. There is too much resources being used  by having large maps. and too many players too31349e1209ad8c1147585cc353ade141.png

Edited by MysticBlood

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6 hours ago, RIDDLER_8 said:

This experiment is proceeding very well still. Keep going.

really? you like it -_- what about lag in battles, before this experiment when i join MM battle in HTML i got 30-50 FPS and after experiment i got 5-10 FPS. This is good?

Edited by Only_Event

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This Experiment Is Realy Good, but 16 vs 16 is too much, i think 8 vs 8 was the perfect or even 12 vs 12 is max for good game, btw maps are realy cool, i hope here will be both Small and big maps and 8 vs 8

 

 

or even if you manage to join in small map here will be 8 vs 8 and if you manage to join big map 12 vs 12

i hope this idea is not bad ? Thanks for reading

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I think its a gud idea but it gets too hard too capture a flag co i guess keeping 10 players per team will be a safe bet. also please increase the number of stars earned in battles as each battle will be longer 

thnx

 

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Positive notes:
- Different maps in rotation
- More fun and intensity

Negative notes:
- Extremely difficult to capture flags
- FPS drops
- Simply too overcrowded, dying quickly
- Most maps too big to even consider playing certain short-range turrets


Overall I'm not a big fan of 16 v 16. It's too crowded and medium-long range turrets are dominating battles. The solution may be 8v8 in smaller maps, and 12v12 in bigger maps. 16v16 is simply too much. 

Edited by Positive
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On 12/2/2020 at 10:20 PM, Maf said:

The main problem with these boxes is that they distract players from gameplay and cause conflicts between those wanting to run around and collect boxes and those trying to play the objective. I know you don't agree with this and I know you will want to argue in favour of crystal boxes, but it just cannot happen at higher ranks, where gameplay is more intense and focused on victory.

Maybe crystal boxes could have a lower amount of crystals/drop less frequently. I think players dont catch crystal boxes for crystals but rather for the novelty. After all, older players would think it's such a nostalgic sight.

 

29 minutes ago, Positive said:

Positive notes:
- Different maps in rotation
- More fun and intensity

Negative notes:
- Extremely difficult to capture flags
- FPS drops
- Simply too overcrowded, dying quickly
- Most maps too big to even consider playing certain short-range turrets


Overall I'm not a big fan of 16 v 16. It's too clouded and medium-long range turrets are dominating battles. The solution may be 8v8 in smaller maps, and 12v12 in bigger maps. 16v16 is simply too much. 

So true.

Edited by At_Shin
Posts merged.
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I loved this experiment 16vs16 gives a constant fighting experience and the new maps are amazing. I could still use short range weapons, wasn't that hard. I think the MM needs more maps and a switch that helps you choose the player number: there would be big maps with 16vs16(or 14vs14) and smaller maps with 8vs8 players. This way every player would be satisfied.

To the MM I have one more thing: There are too many modes compared to the amount of players,my solution would be the removal of unpopular modes or making them available on certain days of the week only.

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dear tanki developers, kindly bring back the normal pvp back as:

1)There is less involvement as a tanker in 16vs16 play and losts of respawning

2)With very large maps there is no fun with gold boxes as we cannot even find where they are dropped .

3)The server takes time to load much longer and the time gap between joining two battles has increased significantly.

4)Weekly missions like being in top 3 in winners team have become exceedingly difficult.

5)Most battles are going drawish like in ctf there are lot of defenders now so you can't get past them now.

6)Large maps mean if you respawn in a corner then you have to travel a lot more distance to reach main area where battle is going on which is time consuming for heavier hulls.

7) Short range turrets are not as efficient now as they were earlier as such tanks are easily sniped with more players now.

 

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16vs16 was a good idea, I like the amount of players compared to the size of the maps. Finally short range weapons did not dominate the battles, however you could still achieve 1st place with them. The battles were much more intensive, but at the same time the maps were so huge, you could mind your own business.

There were some bad experiences as well, like goldboxes were harder to find and catch, on some maps like Highways and Massacre shafts are in a big advantage. TDM battles are finished early because 16 players can easily get 70 kills.

Capturing flags and balls became harder but I like this.

 

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by considering the new large maps have been added into the MMS such as Scope and Deathtrack, I confess that this new experiment is great. Additionally, it will be greater if>>
In details :

  1. there will be other maps such as Lost Temple and Madness .
  2. there will be smallest maps such as Ping-Pong to make 2 vs 2 battles possible in MMS (for those who argue about deficiency of melee & short range turrets)
  3. there will be a combination of maps ranging from 2 vs 2 to 6 vs 6 and so on... to 16 vs 16. ( 6 v 6 battles was tested in previous experiment and had its own fun as well)
  4. there will be an increase in the rank brackets in just extra large maps. (from captain to legend) (this one is only to fill up MMS fast for the largest maps such as lost temple)
  5. there will be a new created maps for having 30 vs 30 players in battle. (the maximum number of players is 16 vs 16 even in "Lost Temple") (lets create a maps for 30vs30)
     

my feedback as a conclusion: ??

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54 minutes ago, SulfuricAcid said:

there will be a new created maps for having 30 vs 30 players in battle. (the maximum number of players is 16 vs 16 even in "Lost Temple") (lets create a maps for 30vs30)

Here comes armies of lag.

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Issues I have seen and experienced:

Immense lag due to the number of players. Sometimes I stop dealing damage, could be due to my WiFi struggling. My phone sticks on low settings. 

Short ranged turrets aren't useful. Many players and a large map means you get killed before you cross the map usually unless your team absolutely overpowers the other. Gauss, shafts and railguns rule the map. I know this as a railgun user. This means that the other turrets aren't very fun at all. 

The games finish very quickly. The kill counts, flags and capture point scores cap should've been increased but that won't matter anyways since this is for two weeks.

The number of players and battle objective numbers (kills etc) were fine before both experiments. I wish you'd let use chooze maps without premium even if it's just map size. So if I know I'm going to play a large map, I'll carry thunder and Viking instead of Firebird and hornet. This would vary with player.

Also different maps sizes would a hold different number of players

 

Edited by lancefiredrake

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