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What changes would YOU like to see in Tanki?


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Here's what I wanna see in Tanki this year:

 

A major rebalance of the following items:

Nerf Hammer. The buff the developers gave it recently is well-appreciated, but it's easily abused by alterations such as High Capacity Ammo Clip and Dragon Breath. Also, there's no reason to buy Adaptive Reload anymore cause the clip reload of default Hammer is practically the same as the shot reload in higher modifications of the turret.

  • Nerf the clip reload by around one second.

 

NERF GAUSS….AND THE EMP SALVO AS WELL

Why wasn't Gauss touched at all in the recent balance change!?!?! Someone please explain to me why.

It's overpowered for too long now. 

 

Rework Hull Augments.....preferably Heat Immunity. Make it so that Firebird is good again and Incendiary Band Vulcan, or any Vulcan for that matter, won't be abused with the Heat Immunity augment.

  • Or just delete Hull Augments from the game entirely, I don't care.

 

Rework several drones (aka, NERF). Here are the following drones I would like to see nerfed:

  • Crisis (Increase the time it takes to switch supplies, from 2 seconds to 5 seconds)
  • Hyperion (Add a 1 second cooldown or so after using one supply. I know that this wasn't what the drone was intended for, but Hyperion is honestly far stronger than drones like Trooper and such)
  • Lifeguard (Reduce the maximum hitpoints healed down to around 1000. It should be for escaping near-death incidents, not to grant a second chance at life)
  • Booster (Rework: Increase the duration to 5 seconds but heavily reduce the damage boost effect)
  • Blaster (Nerf the damage. This is basically Firebird's afterburn, but wayyyyy more OP)
  • Defender (yeah, it got a nerf, but it needs to be nerfed again. I suggest reducing the duration to 10 or 15 seconds)

 

Buff drones :)

  • Make them more free-to-play friendly by removing the "extra supplies being consumed" on several of the drones. But before you do this, make sure the drones have their abilities nerfed as mentioned above.

 

Nerf Magnum. It's honestly way too annoying at higher modifications.

  • Reduce the quick reload from 2 seconds to 3 seconds, my suggestion.

 

Nerf Shaft. The damage output per sniping shot is way too high. A low-leveled protection module won't even do anything nowadays.

  • Reduce the maximum sniping damage to match the hitpoints of a medium hull at the same modification, like how it was before.

 

Don't change Autocannon Smoky. People complain about it, but I honestly don't see it being true "Autocancer". Things like Railgun and Thunder easily counter the turret, provided they have good cover. And Autocannon Smoky doesn't have as good of a DPS as Ricochet or Twins.

 

Make Firebird good again.

  • How you ask? Delete Heat immunity.

 

Rework to Isida to make it more of a "healer". 

  • I'm gonna be honest, I don't care if Isida has 5000 DPS. If it's easier for me to use things like Ricochet or Gauss to kill enemies, I'd use such turrets and avoid Isida with its measly range. I want Isida to heal teammates, not to damage. Also, it's super strange that the only healer turret in the game also has the highest damage per second. Very ironic.

 

 

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20 minutes ago, Tanker-Arthur said:

Buff drones :)

I’d rather them scrapped as well.

21 minutes ago, Tanker-Arthur said:

Make Firebird good again.

  • How you ask? Delete Heat immunity.

Even if they remove HI or not they’d still have to nerf Firebird’s afterburn by a LOT.

22 minutes ago, Tanker-Arthur said:

Rework to Isida to make it more of a "healer". 

  •  

It already has that role, you don’t see that “role” only in MM battles which proves that it’s all cuz of the drones and augments that Isida doesn’t play a healers role anymore (or much idk). 

 

23 minutes ago, Tanker-Arthur said:

Nerf Magnum. It's honestly way too annoying at higher modifications.

  • Reduce the quick reload from 2 seconds to 3 seconds, my suggestion.

Along with its Mortar augment too.

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3 hours ago, E_polypterus said:

I’d rather them scrapped as well.

I agree. We don't really need drones. 

It's either a major rebalance or just delete it all XD

3 hours ago, E_polypterus said:

Even if they remove HI or not they’d still have to nerf Firebird’s afterburn by a LOT.

True. 
I suggest reverting the afterburn mechanic back to the original version before October 2018.

It was when Firebird did decreasing burn damage per tick (like 100, 90, 80, 70, 60,.......10, 0), and the afterburn usually stopped when the damage per burn tick was 10 or 5.

3 hours ago, E_polypterus said:

It already has that role, you don’t see that “role” only in MM battles which proves that it’s all cuz of the drones and augments that Isida doesn’t play a healers role anymore (or much idk).

Perhaps. ?

3 hours ago, E_polypterus said:

Along with its Mortar augment too.

Oh yeah, I forgot about that XD

Two ways to nerf it:

  1. Reduce the minimum damage as well. Because currently, the alt only reduces max damage. Afterwards, it it's still too strong, further reduce the shell damage.
  2. Remove the splash effect from the alt. To compensate, the direct shot will do full damage as it normally does without the alt equipped.
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On 2/15/2021 at 5:29 AM, LONDON.ENGLAND said:

- efficiency page, there are players who haven't logged in for a year, why are they still shown

Efficiency as a whole should just go away. It keeps going down if you play actively during this exp boost. Also, it's incredibly easy to abuse the Efficiency system and get a quick ticket to the top of the list by getting an impossibly high exp/crystal ratio.

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Alrighty, time for a comprehensive list of everything I want changed. Most of the things I want changed revolve around one singular idea:

Rework the lower ranks and fix them. Everybody always complains about the high ranks, and how bad it is, but when the developers do (albeit rarely) listen, they usually screw over the lower ranks (like me! hi). And I can't enjoy the benefits of nice high ranked battles if I keep on getting crushed repeatedly by the same people who were in the right place at the right time. Can't enjoy what you can't get, y'know? 

 

My first thing is to fix alterations, or at least make it a price-per-rank thing, not a fixed, expensive price. All that does is let the buyers at low ranks get the alterations and win with them even easier, it's difficult as hell to get the correct equipment to fight them at lower ranks.

A system where the price increases per rank would make it a lot easier for F2P people. 

A specific alteration I want changed for lower ranks is the Autocannon Smoky. As an avid Railgun user, I can say it's more difficult to combat to them than people say it is. Because people say "just go get cover" -- that's not combatting; it's simply hiding and ultimately getting killed by something else.

 

I also want the MM system to be optimized. Stop just placing people in battles, get a good system that takes into account things like GS, W/L and K/D ratios (both overall and recently (for returning players)). I'd rather have a longer wait for a short battle than getting constantly thrown into a crap battle with no chance of winning. 

 

Nerf EMP Gauss and Gauss overall -- it's pure hell. I also want things like the Mortar augment nerfed.

 

Remove the efficiency rating, it's useless. And also, I'd like some accomplishments for earning achievements -- perhaps a paint or skin? It doesn't have to be much, just something. That or remove achievements alltogether, currently they're useless.

 

Seeing as I'm writing this in a rush, it isn't fully completed, but I'll edit it whenever I remember the other ideas I had.

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Just a few I managed to think up; far from exhaustive.

Removal of the following:

  • Hopper
  • Magnum
  • Immunity augments, Heavyweight
  • Augments that inflict stun or EMP, Autocannon, Incendiary Rounds, Scout, Plasma Accelerators, Minus-field Stabilization, Plasma Torch, Incendiary Rounds, Rapid-fire Mode
  • Protection module system
  • Archipelago, Brest, Massacre, and Highways
  • Assault game mode

Changes to MM:

  • MM based on rank only
  • Ability to select several modes to queue for
  • Reworks of many of the MM maps; include enlargements, balance improvements, general quality of life and aesthetic changes
  • Addition of new maps into the MM pool
  • Have multiple versions of the same map tailored to each game mode
  • Reduction of player density on MM maps - no more than 10v10 players per match

Balance changes:

  • Reversion of afterburn to its previous state, where damage dealt to a tank was proportional to its temperature
  • Increase the effectiveness of freezing
  • Rework of drones to provide only minor bonuses
  • Restore variable HP within hull classes
  • Rework of Titan's dome (not exactly sure how, but something needs to be done)
  • Changes to Isida: reduction of damage, restoration of self-heal to a flat 20% of base damage (ignoring multipliers such as double damage, Adrenaline, etc) across all marks, variable healing rate based on whether healing target has received damage in past few seconds or not
  • Restore Smoky's instant hit
  • Adjust Railgun's damage / reload parameters depending on how effective it ends up being with no protection modules
  • Significantly decrease the effectiveness of Gauss's charged shot and make standard shots more important
  • Reversion of Shaft to its previous state, where its was not possible to one-shot mediums, partially-charged shots had lower energy consumption than fully-charged shots, and elevation and depression angles were greater when scoped in
  • It should not be possible to obtain equipment before its unlock rank via Shop kits

Visual changes:

  • Major improvements to the UI - display more information about hull and turret statistics, reduce the number of different screens necessary to move through in order to accomplish basic tasks, change the color palette and overall visual style to something that isn't an eyesore
  • Change the Smoky HD model to one that resembles the original turret more
  • Ability to customize battle UI and an option to remove it entirely
  • Graphical updates: comprehensive update to lighting system, higher quality props and textures, more particle effects, better-looking bushes, support for materials besides the plain diffuse material, dynamic lights, fog
  • Spectator mode
Edited by ThirdOnion
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I want all my combos to have hazels face painted on them, should be good enough to make even the flying hack run and hide in a dark hole, and never ever resurface.

I will pay 10 cry for each of his mug shots on every hull/turret i have.....i think that is rather pricey, but no doubt worth it to scare the FLYING HACK off.

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Gauss Electromagnetic salvo is too op.  Needs to be nerfed.

I was using an M8 Mammoth, with 45% Gauss protection, and double armour activated before the first shot, and was still killed with two shots total.

 

Edited by 0179432
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On 2/19/2021 at 5:42 AM, ThirdOnion said:

Removal of the following:

  • Hopper
  • Magnum

Agree, Magnum is very annoying and disgusting.

On 2/19/2021 at 5:42 AM, ThirdOnion said:
  • Protection module system
  • Archipelago, Brest, Massacre, and Highways
  • Assault game mode

Tbh, I liked the old paint with protections system. But the new is more practical. Though I disliked the way that everyone can choose whatever prot he want, I think choosing a few prots sets from paints is better than the completely freedom of choosing.

Yes, all of the big maps and especially Brest/Highways, are obviously in snipers favor. I think we don't need those maps, many maps are balanced for everyone snipers/normal players like Solikamsk/Silence, I think the snipers are whose the ones who need to suffer and find a places to snipe. Not a pure maps just for them.

I think TDM/Juggernaut are worse than Assault and they need to be removed completely. Juggernaut is unbalanced, TDM is boring and stupid.

On 2/19/2021 at 5:42 AM, ThirdOnion said:
  • MM based on rank only
  • Ability to select several modes to queue for
  • Addition of new maps into the MM pool

That's the only correct thing, the similar ranks have to play with each other ONLY.

In other meaning you mean ability to ejection TDM/Juggernaut from queue.

I agree, they added new maps but all are huge maps. And as I always say, all of MM maps should be practical for all (in devs opinion) so maps like Monte-Carlo or Rift wont be added in MM.

On 2/19/2021 at 5:42 AM, ThirdOnion said:
  • Increase the effectiveness of freezing
  • Rework of drones to provide only minor bonuses
  • Restore variable HP within hull classes
  • Rework of Titan's dome (not exactly sure how, but something needs to be done)

I'm not sure why? I think Freezing now is a really powerful and can stun you in your place worse than the real stun even.

Agree.

Yes, I think hulls with the same HP is a quite boring and no diversity.

Yes, I think Titan/Viking need reworking. Viking is really slow, but when it become available it's disgusting OP. Titan sometimes becomes really OP, and sometimes becomes completely vulnerable, nothing between. I think a rework should be done for the two.

On 2/19/2021 at 5:42 AM, ThirdOnion said:
  • Reversion of Shaft to its previous state, where its was not possible to one-shot mediums, partially-charged shots had lower energy consumption than fully-charged shots, and elevation and depression angles were greater when scoped in
  • It should not be possible to obtain equipment before its unlock rank via Shop kits

I remember Shaft in 2017 have the same damage of HP of medium hulls. Mk8 Shaft can do a pure 3000 damage, Mk8 medium hulls have 3000HP, and they're the same with every Micro upgrade. Btw I think Shaft have to one-shot medium hulls, and sometimes I see not.. I'm not sure

For sure I agree and probably you mean the farce Mk7 kits for IconsNormal 21.png

On 2/19/2021 at 5:42 AM, ThirdOnion said:

Major improvements to the UI - display more information

For sure it's needed, I always go to Wiki for the most insignificant info

FHeBOWl.png

This kind of info is probably a suitable for kids not for me, such a foolish thing.

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49 minutes ago, asem.harbi said:

Tbh, I liked the old paint with protections system. But the new is more practical. Though I disliked the way that everyone can choose whatever prot he want, I think choosing a few prots sets from paints is better than the completely freedom of choosing.

I meant removing protection modules entirely - not going back to the old system.

49 minutes ago, asem.harbi said:

I'm not sure why? I think Freezing now is a really powerful and can stun you in your place worse than the real stun even.

While Freeze now slows down hull movement a lot, the turret rotation speed is barely affected, which makes the strategy of circling a tank while freezing it no longer viable. I would prefer that the hull movement penalty be reduced but the turret rotation penalty be increased. 

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1 minute ago, ThirdOnion said:

I meant removing protection modules entirely - not going back to the old system.

Oh to be honest it's something weird, I think it will break the balance somehow. Look at the sniper turrets, I'm not sure if they are OP or not imo. One-shooting the other hulls is really disgusting thing, but if they nerfed the snipers so they can't one-shot the hulls.. They will be a useless and UP.  But why all of the headache, I can equip a prot against them and basically I'm no longer one-shot. I have 3 protections slot, all of them I made it for sniper turrets (Rail - Mag - Gauss).   If protections modules wasn't exist, you will be one-shot always by sniper turrets.

Also if there are a strong enemy in example Ricochet or any turret, you can equip a protection which will help you. But imo I disagree with the 50% protections, because I see them as an overkill against a certain turret. I think the limit shouldn't be higher than 35% prot, and it will be enough to restrict some annoying player from bothering you but not a really overkill.

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