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TLDR. Enemy Hopper in our Spawn Point that cannot be Taken Down, even by a direct hit.

I've posted about this issue before but have never had proof until now. My previous complaint was on how the the overdrive form the hopper hull allows players to jump onto roofs and so fundamentally change how certain matches are fought. This is true as such actions are not awfully common and are hard to anticipate given the constantly shifting players in matchmaking battles, and that these players would be difficult/impossible to take down due to most turrets have limited vertical aiming.

This picture was taken on Osa MM map. It shows an enemy tank (which has already destroyed me once from this vantage point and has clearly targeted me again), which due to the hopper augment has reached this rooftop and due to how the buildings are designed, i clearly cannot hit him from ground level, even on the other side of the map.

2021-01-09-5.png

The issue with this is obvious. This give the enemy team a powerful artillery piece within enemy spawning area that they cannot destroy without huge difficulty. Although i cannot prove this, this is a siege game, so it is hardly time that can afford to be spent.

Whilst I appreciate that the hopper augment itself is not usually utilised in this way,  when it is used it provides an edge that no other augment provides to the same degree as very few turrets have any chance of taking this tank down. 

 

Edited by OUTAMYWAY
Inserting permanent image
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LUDReNIURlepIbA7-56RSQ.png

dont give me so much xp. i'll end up with higher rank and low GS. then i'll get sick of constant losing and leave the game. this could happen to any and all players. are you trying to lose players intentionally? 

Edited by Mirza7
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26 minutes ago, OUTAMYWAY said:

TLDR. Enemy Hopper in our Spawn Point that cannot be Taken Down, even by a direct hit.

I've posted about this issue before but have never had proof until now. My previous complaint was on how the the overdrive form the hopper hull allows players to jump onto roofs and so fundamentally change how certain matches are fought. This is true as such actions are not awfully common and are hard to anticipate given the constantly shifting players in matchmaking battles, and that these players would be difficult/impossible to take down due to most turrets have limited vertical aiming.

This picture was taken on Osa MM map. It shows an enemy tank (which has already destroyed me once from this vantage point and has clearly targeted me again), which due to the hopper augment has reached this rooftop and due to how the buildings are designed, i clearly cannot hit him from ground level, even on the other side of the map.

2021-01-09-5.png

The issue with this is obvious. This give the enemy team a powerful artillery piece within enemy spawning area that they cannot destroy without huge difficulty. Although i cannot prove this, this is a siege game, so it is hardly time that can afford to be spent.

Whilst I appreciate that the hopper augment itself is not usually utilised in this way,  when it is used it provides an edge that no other augment provides to the same degree as very few turrets have any chance of taking this tank down. 

 

Well, the first step should be Tanki fixing up roof textures, I hate to snipe at what I see as a shot like what you have, but it would hit an invisible box roof texture. Most annoying for any sniper. Roof textures being fixed will also mean that they cannot remain static on occasion and will slide off unless they hold a direction.

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3 minutes ago, Mirza7 said:

LUDReNIURlepIbA7-56RSQ.png

dont give me so much xp. i'll end up with higher rank and low GS. then i'll get sick of constant losing and leave the game. this could happen to any and all players. are trying to lose players intentionally? 

This boosted xp ruined the game in balance and in everything, first it's x3 on xp, x2 on crystals, so you rank faster. 

First it ruined the concept of the game, so maybe new players understand the game wrongly, it's a long story not just a rush ranking, we all get tired while ranking to General-Simmo.

Second it's directly against free players, slow ranking is strongly benefit the non-buyers. First you play more events while in the same rank, Finishing more mission and challenges, collecting more gold boxes. But while you ranking really fast you didn't play much events, maybe even you rank two new ranks without an event. It should to be x3 xp and x6 crystals not the opposite, because you play less event and finishing less missions, but what they did, not even at least equaled the xp with crystals, but they reduced the crystals more. So it's directly against the benefit for non-buyers in two sides.

Also for the game in general either buyers- or non-buyers, everyone should rank up slowly, this is what the game used to be, and this experience will give the new players a miss-concept of the game.

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1 hour ago, OUTAMYWAY said:

TLDR. Enemy Hopper in our Spawn Point that cannot be Taken Down, even by a direct hit.

I've posted about this issue before but have never had proof until now. My previous complaint was on how the the overdrive form the hopper hull allows players to jump onto roofs and so fundamentally change how certain matches are fought. This is true as such actions are not awfully common and are hard to anticipate given the constantly shifting players in matchmaking battles, and that these players would be difficult/impossible to take down due to most turrets have limited vertical aiming.

This picture was taken on Osa MM map. It shows an enemy tank (which has already destroyed me once from this vantage point and has clearly targeted me again), which due to the hopper augment has reached this rooftop and due to how the buildings are designed, i clearly cannot hit him from ground level, even on the other side of the map.

2021-01-09-5.png

The issue with this is obvious. This give the enemy team a powerful artillery piece within enemy spawning area that they cannot destroy without huge difficulty. Although i cannot prove this, this is a siege game, so it is hardly time that can afford to be spent.

Whilst I appreciate that the hopper augment itself is not usually utilised in this way,  when it is used it provides an edge that no other augment provides to the same degree as very few turrets have any chance of taking this tank down. 

Ah the bad designed rooftop with its annoying invisible cuboid hitbox. You have clear line of sight, but unfortunately the poor hitbox design stand in your way. It was a trivial problem ignored by devs in the past but now it is devs providence for Hopper users. You are 100% right to complain about it, the game is not set to provide faire ground for non hopper users. Sad.

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1 hour ago, OUTAMYWAY said:

 

A good solution for that would be to "self destruct"{-10scr} the tanks that are on rooftops unless its a parkour game. maybe I should put this in ideas section

Edited by Mirza7
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3 hours ago, OUTAMYWAY said:

TLDR. Enemy Hopper in our Spawn Point that cannot be Taken Down, even by a direct hit.

I've posted about this issue before but have never had proof until now. My previous complaint was on how the the overdrive form the hopper hull allows players to jump onto roofs and so fundamentally change how certain matches are fought. This is true as such actions are not awfully common and are hard to anticipate given the constantly shifting players in matchmaking battles, and that these players would be difficult/impossible to take down due to most turrets have limited vertical aiming.

This picture was taken on Osa MM map. It shows an enemy tank (which has already destroyed me once from this vantage point and has clearly targeted me again), which due to the hopper augment has reached this rooftop and due to how the buildings are designed, i clearly cannot hit him from ground level, even on the other side of the map.

2021-01-09-5.png

The issue with this is obvious. This give the enemy team a powerful artillery piece within enemy spawning area that they cannot destroy without huge difficulty. Although i cannot prove this, this is a siege game, so it is hardly time that can afford to be spent.

Whilst I appreciate that the hopper augment itself is not usually utilised in this way,  when it is used it provides an edge that no other augment provides to the same degree as very few turrets have any chance of taking this tank down. 

 

I've experienced this on the desert map. A hopper-magnum camped behind the base on an outer ledge and we couldn't destroy it.

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2 hours ago, Mirza7 said:

A good solution for that would be to "self destruct"{-10scr} the tanks that are on rooftops unless its a parkour game. maybe I should put this in ideas section

I just ask for one solution is to return the self-destruct immediately when coming on a building.

Long time, every once I go up a house, I get immediately SD. Restricted some of my strategy and fun, then they re opened these places just for Hopper!!! It's really injustice, it been a long time they restricted these places, forced us in the ground of sucks MM maps, then just for Hopper they directly opened it!

The game is really in a cliff?

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4 hours ago, Akame said:

Well, the first step should be Tanki fixing up roof textures, I hate to snipe at what I see as a shot like what you have, but it would hit an invisible box roof texture. Most annoying for any sniper. Roof textures being fixed will also mean that they cannot remain static on occasion and will slide off unless they hold a direction.

i think you're talking about roof hitboxes

But yeah, i know what you mean, when the roof of a little house just has a 3m wider hitbox that absorbs any incoming shot lol (the hitbox is a huge cube, while the visual model is completely different)

Edited by simofigooo
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On 1/9/2021 at 12:03 PM, Mirza7 said:

A good solution for that would be to "self destruct"{-10scr} the tanks that are on rooftops unless its a parkour game. maybe I should put this in ideas section

Please do put it in ideas.

Either making the roof very hard to stay on, taking damage over time whilst on roofs or you timed self destruct are all good ideas. I would really appreciate this issue getting some attention.

On 1/9/2021 at 1:32 PM, ghost-guns said:

I've experienced this on the desert map. A hopper-magnum camped behind the base on an outer ledge and we couldn't destroy it.

Yes, that's the map i had issue with initially. The MM desert map has a space where you can hide. I have no real issue with hoppers skirting the field, but no tank should be in a place that they are completely invulnerable. It is really broken.2020-12-09.png

Edited by OUTAMYWAY
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CTF Hopper put our flag in a place outside the range over everybody, similar to the desert map location cited above.  Nobody could return the flag.  Hopper belongs in an entirely different game and not with ground tanks.  It's essentially a helicopter and is ruining every CTF and Rugby battle.

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I what universe is this fair that I am 4th, not third?

59 minutes ago, redjalapeno said:

CTF Hopper put our flag in a place outside the range over everybody, similar to the desert map location cited above.  Nobody could return the flag.  Hopper belongs in an entirely different game and not with ground tanks.  It's essentially a helicopter and is ruining every CTF and Rugby battle.

Totally agree. If used well, and people learn how to use it, it swoops in from the top and fly back to its base. In a large arena it takes all about 3 seconds to score a point. This is an expensive hull to buy but it should never be in this game, or countermeasures or limitations should be introduced. The Hopper not only jumps but also freezes everyone around, and is very fast.

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These are my thoughts on bringing back some much need balance to TANKI ONLINE, regarding gameplay, and fairplay.

I do not not think i have overstated it, are that i am asking the devs to do the impossible.

TO has for too long been hugely unbalanced for most players of all ranks.

It's time the devs made a substantial effort to help out those that cannot afford to enjoy the game on the same level as P2W players.

I sincerely hope that this post is read by those who have the ability to implement most, if not all of my thoughts regarding TO.

 

1--X3 more XP needed to rank at every level. This would help out low rankers enormously, especially F2P. Needs implementing ASAP.

2--Cry should always be higher than xp gained in battle, again helps out low/F2P ranks.

3--No more XP boost ever again.......WE DON'T NEED IT. Any legends who complain about this, be quiet and stop being selfish.

4--FLYING HACK should lose the ability to go on top of walls/ buildings and should only have 1 OVERDRIVE, not 3.

5--MM.ie, the rank spreads, this should be a PRIORITY, it needs fixing ASAP.

6--Hunters overdrive. No more delay, no other overdrive has a delay attached to it.

7--EMP gauss. Lock on should be increased by 50%. This turret with this alt is VERY POWERFUL.

8--AP effect. Hornets overdrive has now been given to every hull, so in essence it never really got nerfed. Devs just reworked it, and made more cash in the process.

9--HTML5 garage is not user friendly. Changing equipment during battle is a nightmare. Needs fixing, as this is a problem that can affect battles. 

10--Faster hulls should not have more power than slower hulls. This is a ridiculous conception, even for a game, just like flying hulls......RIDICULOUS. It's TANKS, not flying machines.

11--Ultras should not give out paints, shot effects, of any kind. They are meant to be ULTRA, meaning better, and any supplies you get should be doubled, again the word ULTRA is supposed to have meaning.

12--COINBOXES. Minimum should be 10 tankoins. They also need to be reverted back to what they used to be like, worth getting (buying), ATM they are without doubt the biggest letdown of all the containers, (ULTRAS very close 2nd.) The rewards from these containers is a disgrace for the high asking price needed to get any.

13--Make all alts/augments available for CRYSTALS in the garage, not tankoins. The upside to this is that players will PLAY MORE to gain the amount of cry needed to acquire them.

14--The rank needed to attain MK7s should be as it was, MARSHAL. I would gladly be the first to relinquish any and all MK7s i have at the rank below MARSHAL, on all the accounts i play. Of course i would want compensated for this, not necessarily by getting a refund on any cash i have spent, rather say in CRYSTALS, are any XT, LEGACY, etc of my choice for every MK7 that is put back to FULL MK6, turrets, hulls, modules. The only exception to this is DRONES, which should stay as they are, as they are truly EXPENSIVE to upgrade with cry, and do not have a MK level as such were you can get a higher modification like say a turret at different ranks. I no you can acquire different drones at different ranks but this is not quite the same as acquiring turrets, hulls, etc. As far as the shop goes for acquiring MK7s, this should be no more than 1 rank below MARSHAL. My reasoning for this has taken into account that the XP needed to rank is indeed X3, and the rank spreads have been sorted so that you no longer face vastly superior combos at any given rank. Rank spread should be no more than 3 ranks above you, 2 would be better, but no more than 3.

These requests are not unreasonable, and would make a big difference in not only gameplay, but how the game is viewed by the players that TO has left for dead in no-mans land for way to long.

F:N---I have a maxed out legend account, i want for nothing, i have EVERYTHING i need to battle on any map. 

I wrote this post because i actually do care about the players who cannot compete against a system that is constantly changing, and constantly forgetting about those players, who are losing faith in the devs with every update they bring in that is out of their reach financially.   

Edited by SONIC-BOOM
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19 hours ago, Emil said:

Typically unhelpful. I can read, even with understanding. As explained I do not have an attachment icon to press, on Imac the drag system does not work. Inserting by URL doesn't work because this is an image now on my hard drive and you'd get my real name which I don't want. So, please how can I insert an image?

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11 hours ago, SONIC-BOOM said:

These are my thoughts on bringing back some much need balance to TANKI ONLINE, regarding gameplay, and fairplay.

I do not not think i have overstated it, are that i am asking the devs to do the impossible.

TO has for too long been hugely unbalanced for most players of all ranks.

It's time the devs made a substantial effort to help out those that cannot afford to enjoy the game on the same level as P2W players.

I sincerely hope that this post is read by those who have the ability to implement most, if not all of my thoughts regarding TO.

 

1--X3 more XP needed to rank at every level. This would help out low rankers enormously, especially F2P. Needs implementing ASAP.

2--Cry should always be higher than xp gained in battle, again helps out low/F2P ranks.

3--No more XP boost ever again.......WE DON'T NEED IT. Any legends who complain about this, be quiet and stop being selfish.

4--FLYING HACK should lose the ability to go on top of walls/ buildings and should only have 1 OVERDRIVE, not 3.

5--MM.ie, the rank spreads, this should be a PRIORITY, it needs fixing ASAP.

6--Hunters overdrive. No more delay, no other overdrive has a delay attached to it.

7--EMP gauss. Lock on should be increased by 50%. This turret with this alt is VERY POWERFUL.

8--AP effect. Hornets overdrive has now been given to every hull, so in essence it never really got nerfed. Devs just reworked it, and made more cash in the process.

9--HTML5 garage is not user friendly. Changing equipment during battle is a nightmare. Needs fixing, as this is a problem that can affect battles. 

10--Faster hulls should not have more power than slower hulls. This is a ridiculous conception, even for a game, just like flying hulls......RIDICULOUS. It's TANKS, not flying machines.

11--Ultras should not give out paints, shot effects, of any kind. They are meant to be ULTRA, meaning better, and any supplies you get should be doubled, again the word ULTRA is supposed to have meaning.

12--COINBOXES. Minimum should be 10 tankoins. They also need to be reverted back to what they used to be like, worth getting (buying), ATM they are without doubt the biggest letdown of all the containers, (ULTRAS very close 2nd.) The rewards from these containers is a disgrace for the high asking price needed to get any.

13--Make all alts/augments available for CRYSTALS in the garage, not tankoins. The upside to this is that players will PLAY MORE to gain the amount of cry needed to acquire them.

14--The rank needed to attain MK7s should be as it was, MARSHAL. I would gladly be the first to relinquish any and all MK7s i have at the rank below MARSHAL, on all the accounts i play. Of course i would want compensated for this, not necessarily by getting a refund on any cash i have spent, rather say in CRYSTALS, are any XT, LEGACY, etc of my choice for every MK7 that is put back to FULL MK6, turrets, hulls, modules. The only exception to this is DRONES, which should stay as they are, as they are truly EXPENSIVE to upgrade with cry, and do not have a MK level as such were you can get a higher modification like say a turret at different ranks. I no you can acquire different drones at different ranks but this is not quite the same as acquiring turrets, hulls, etc. As far as the shop goes for acquiring MK7s, this should be no more than 1 rank below MARSHAL. My reasoning for this has taken into account that the XP needed to rank is indeed X3, and the rank spreads have been sorted so that you no longer face vastly superior combos at any given rank. Rank spread should be no more than 3 ranks above you, 2 would be better, but no more than 3.

These requests are not unreasonable, and would make a big difference in not only gameplay, but how the game is viewed by the players that TO has left for dead in no-mans land for way to long.

F:N---I have a maxed out legend account, i want for nothing, i have EVERYTHING i need to battle on any map. 

I wrote this post because i actually do care about the players who cannot compete against a system that is constantly changing, and constantly forgetting about those players, who are losing faith in the devs with every update they bring in that is out of their reach financially.   

TO is now as socialism - you don't improve it or fix it, you leave it to die or destroy it.

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Hoppers should banned, they should never have been a part of TO. Or create only games for hoppers without the other tanks. Better yet, in non-missions games, let's ban Hoppers.

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How about making the entire game non-stop overdrive?! That would fit the current direction TO is taking. And after that make new overdrives over the exiting ones that now would be regular gameplay - immortality, destruction of all enemies in the entire arena, 1 mln added crystals to a player, and many more smart and fun ideas, especially for the kiddies that really play your game.

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19 minutes ago, Moisthero said:

How about making the entire game non-stop overdrive?

They pretty much have already.

Between the fast generation due to scoring, OD-supply drops and Dictators, there's maybe 30 seconds in the battle (basically the start) when someone does not have OD.  After that, gloves are off.

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This game was ok a few years ago but with all the new thing they totally botched it. Why? Why ruin a decent game with so much nonsense and garbage? Now I can't even raise and lower the Magnum gun anymore. Uh, huh? Is anybody awake at Tank Central? Seems not. Just dump all the "development" you've done during the past year or two and return the game to what is used to be. That's my suggestion. Thank you.

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23 minutes ago, UgNitz said:

 

Post merged.

Magnum controls have changed since Patch Update #620. Magnum can be rotated up and down by purchasing the «Reinforced gun carriage» augment.

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5 hours ago, Moisthero said:

Typically unhelpful. I can read, even with understanding. As explained I do not have an attachment icon to press, on Imac the drag system does not work. Inserting by URL doesn't work because this is an image now on my hard drive and you'd get my real name which I don't want. So, please how can I insert an image?

Your image needs to be saved on internet first. If it is on your pc it won't work on the TO forum.

If you use imgur to save your pic there would be no name on your file and url  just a string of random letters and numbers following the imgur internet address.

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