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Drone and Supply changes


Marcus
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Just now, Emeraldcat345 said:

Also, are we just going to ignore the fact that everyone, including Recruits, get 1 free container a day and another free container if we do all 3 missions, and that a container's drop chance for 125 of 1 of the supplies is the highest in the game? Should I also point out that Containers for Recruits are the same as Containers for Legends? From what I see, Recruit players now have a way to get supplies, and even crystals for more supplies(A waste in my opinion) and it's not hard to figure out how missions work on your first day of playing Tanki Online.

 

That's the thing...

They're "new" to the game. It will take them at least a week to figure out all the kinks that Tanki Online has.
Also, what good are supplies to newbies if they can't even use them?
When I started in 2014, it took me over two years to use supplies effectively. It wasn't until 2016 where I started gaining enough interest in the game to start learning about it's mechanics and stuff. I actually never used supplies at all for a couple years and all I did was spam shots with my Twins. 

I needed to practice coordinating my hands so I can press the right button on the keyboard at the right time.

Overall,  a number of new players probably won't learn that quickly. They are only "trying" out the game and thus won't stay online for long. At first, they are what is considered to be a "casual" player. 

 

Also the daily missions are......questionable. Some of them are actually really hard for new players to finish.

Here are some examples:

  • Use supplies - Easy for you and me, but new players will have a hard time finishing this because
    • They are still learning to activate supplies and such. Or they may be like me and my brother and completely avoid using supplies for a large period of time because for new players, it's just easier to drive around and point and shoot the turret.
    • NO SUPPLIES drop at all in battles. At the low ranks, all you get are crystal boxes. 
    • Containers are unpredictable. What if you get a mission to use repair kits? And you got no repair kits?
  • Capture flags and balls - Veteran players like me and you will absolutely prevent new players from doing this. Most of them are probably more focused in playing tanki as it looks to be - a tank game where you shoot enemy tanks.
  • Destroy enemies - Again, it's gonna be hard with veteran players AND supplies being at full strength. Imagine a player with 50% armor, 100% damage just wrecking everyone. You either die before you move anywhere or you can't even scratch the enemy. 
  • Finish in the top 3 places on the winning team - This mission sucks unless you invest in the Mechanic Drone (which still only gives you a 50% chance of earning progress in the mission because Mechanic isn't that OP compared to other drones, so if the enemy team has the OP stuff and your team loses, all the repair kits and score you earn will go to waste) or you have ultimate buyer equipment and/or the matchmaking is highly in your favor.
Just now, Emeraldcat345 said:

I love the efforts to help the weak, but I'm afraid that idea won't exactly cut it. Or, at least, the solution won't put a hole in the problem. You're basically assuming that every veteran can only play with supplies, like they have no skill without using them. Because I'm quite positive I remember creating many new accounts in the past and completely annihilating all the new players, then as I started ranking up fast, I could see player's skill levels increasing towards skill levels similar to mine. Has no other person on here experienced the same scenario? Gee, I must be the only veteran on here who likes making new accounts then, huh?

Of course veterans have skill without supplies.

But you forgot that unlike newbies, veterans know how to MANAGE their supplies. 

A new player will do one of two things:

  1. Not use/barely use supplies
  2. Waste their supplies

I have seen some new players using repair kits even though they're at nearly full health. They would end up running out much faster than a true veteran would, who only uses supplies when they need to. As for heavy-buyers, they use supplies whenever they want to.

Just now, Emeraldcat345 said:

So, obviously, since both veterans and newbies all start with the same stuff, but the veterans absolutely dominate, the problem is the veterans themselves, and not the supplies. So, a simple solution would be to ban veterans from making new accounts.

Or nerf the veterans. Veterans still use supplies way more than new players do. So nerf the supplies. New players who use supplies will also be nerfed against new players that don't use supplies. Everyone is more equal cause the power gap between no-supplies and all-supplies activated is lowered.

Just now, Emeraldcat345 said:

I don't exactly understand why the percent-based supplies have to be upgraded if their power relies on your armor and damage. If 2-8 shots thunderhunter stays the same M0-M4, then there are no problems here. The game gets faster as you rank up, since reload and hull speeds increase by around 20-25% M0-M4, that's literally the only thing that should be upgrading. There's also the actual skill of a player, that I've talked about before when I created a new account. People learn how to use equipment as they play more, it's not always about who has supplies or not. Having double armor and double damage at M0 is the same as having double armor and double damage at M4

The main equipment difference between M0 and M4 is that....

  1. You get three 50% protection modules at M4
  2. Those modules are at most, 10% at M0

And yes, skill does count.
But if supplies are nerfed, than a veteran player won't beat a new player as hard/quickly as they did before. The new player still gets the chance to move around a bit and fire a few shots before they get destroyed.

Just now, Emeraldcat345 said:

I should also point out that Recruit matches are already slow as hell. I thought that was just me talking because I've been on a high ranked account for years, but no, they're literally super slow. I don't think they needed to be even slower.

I actually like the game being slower. Especially for new players, as the game isn't so fast-paced that it overwhelms them. They need time to work out the controls and such. And most of them don't know that Private Battles exist.

Basically you start off slow and get faster as you learn, like riding a bike.

Just now, Emeraldcat345 said:

Also, if newbie players can get supplies from containers, and the in-game supply boxes are replaced with crystals... why? why does double armor and double damage need to have upgrades again?

The primary reason is to nerf the buyers who buy the supplies.

The secondary reason is to nerf the veteran players who know how to use the supplies.

Just now, Emeraldcat345 said:

Last but not least, drugging recruit buyers. All I can say is, there's nothing we can do about that. 

Then nerf the supplies that buyers use.

Another idea is to also nerf the speed-up mechanic. Make it so that you can only spend one speed-up on a piece of equipment per day, so that a buyer won't instantly get Smoky-Hunter Mk2 at recruit. They need to wait at least 10 days.

Just now, Emeraldcat345 said:

Basically what I'm trying to say from my 5 paragraph essay is that this update is pointless. There's no point to it. No destination.

Actually the way the developers did it was pointless. There is no reason to nerf supplies if drones will give it back their effects. 

My idea is to allow everyone to have equal levels of supplies, no matter the rank. The only time there is an unbalance of supplies is if Matchmaking randomly decides to put a Recruit in a Warrant Officer battle or something similar. 

Why do the supplies start off weaker? Because I don't like dying too fast, and I'm pretty sure most non-buyers agree too. At the high ranks, we have the Drones and Protection Modules to help our protection, so then that's when the supplies can start going back up to their normal levels.

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Just now, At_Shin said:

You cannot have all supplies activated at once with crisis. Next time you decide to call an argument as pointless make sure your own is not. You propose to increase Trickster's speed to the same as crisis. Do you not see how unreasonable that sounds?

It would make trickster a slightly better version of crisis - which would destroy the popularity of crisis. 

The only way I can see trickster giving the same speed boost is when that buffed speed is made to last a very short time ~5 seconds maybe. But, that would ruin the appeal of trickster for me.

They should revert the update lol.

Make trickster go back to what it was before.
In exchange, release a new drone that does what new trickster does now - boost the speed boost.

 

That way, F2P players have the original Trickster as a viable option to earn battle score for the "Finish in the top 3 of the winning team" missions. And if they don't wanna consume extra speed boosts, they don't have to with OG Trickster.

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Just now, At_Shin said:

The devs have almost never reverted their updates in recent history

Actually, you're right XD

I wish they did lol. Other games I play tend to revert updates if a majority of the community dislike it.

Just now, At_Shin said:

(the exception I remember being the Augmentations update - putting the augments back in the garage)

Nope. They didn't revert that either lol.

They removed Alterations from the garage and they replaced them with Augments that cost a whopping 245,000 crystals each.

Just now, At_Shin said:

but, I can make a logical guess that they did it because of OG trickster's unpracticality arising out of it's 40 seconds long drone recharge. Then, they must have realized how nearly useless the drone was (because it hindered the user from driving with SB all the time, a great limitation in an increasingly fast-paced game). So, they gave it the 10 battle points buff for each teammate. Still, the 40 second long drone recharge proved to be a deterrent in regularly using it. Then, they buffed it up by reducing the drone recharge to 10 seconds - effectively making it an excellent drone for score farming; perhaps, even better than the mechanic drone. 

After all these balance changes, the devs decided to rework the trickster drone. And, now I can say that even if it does not hold the same power as before, it is extremely powerful in another way and finally somehow balanced for this fast-paced game.

Old Trickster was more F2P lol. New one consumes extra speed boosts. Even if people don't use speeds that often and have an adequate amount to use, it's still kinda a rip-off either way.

 

They should nerf the maximum speed effect down to like, only 50% instead of the 70% we have now. And then also remove the consuming extra speeds boosts feature.

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5 hours ago, Tanker-Arthur said:

That's the thing...

They're "new" to the game. It will take them at least a week to figure out all the kinks that Tanki Online has.
Also, what good are supplies to newbies if they can't even use them?

 

Pretty sure it would take newbies at most a week. It's seriously not that hard to figure this stuff out now. That is, for the actual gameplay. They make a new account, they see the obvious green button that says play, they join a battle, they'll see directions on how to control their tank, then, by the time they reach Gefreiter, they would have already figured out about turret rotation. They would also figure out the obvious 6 boxes on the bottom of their screen and the big circle, and think, "Hmmm, what do these do?"

5 hours ago, Tanker-Arthur said:

When I started in 2014, it took me over two years to use supplies effectively. It wasn't until 2016 where I started gaining enough interest in the game to start learning about it's mechanics and stuff. I actually never used supplies at all for a couple years and all I did was spam shots with my Twins. 

I needed to practice coordinating my hands so I can press the right button on the keyboard at the right time.

Overall,  a number of new players probably won't learn that quickly. They are only "trying" out the game and thus won't stay online for long. At first, they are what is considered to be a "casual" player. 

I'm just going to straight up ignore the fact that you're basing everyone's experiences off of yours. Like, I'm sorry you thought it would be a good idea to not use supplies for 2 years, but like, we're talking about the majority player here. Most people who don't have interest in the game would rather quit, most people who do have interest in the game would start learning the mechanics immediately, which, like I said, doesn't take that long. I'm sure an elementary schooler could figure it out in 7 days tops.

5 hours ago, Tanker-Arthur said:

Also the daily missions are......questionable. Some of them are actually really hard for new players to finish.

Here are some examples:

  • Use supplies - Easy for you and me, but new players will have a hard time finishing this because
    • They are still learning to activate supplies and such. Or they may be like me and my brother and completely avoid using supplies for a large period of time because for new players, it's just easier to drive around and point and shoot the turret.
    • NO SUPPLIES drop at all in battles. At the low ranks, all you get are crystal boxes. 
    • Containers are unpredictable. What if you get a mission to use repair kits? And you got no repair kits?
  • Capture flags and balls - Veteran players like me and you will absolutely prevent new players from doing this. Most of them are probably more focused in playing tanki as it looks to be - a tank game where you shoot enemy tanks.
  • Destroy enemies - Again, it's gonna be hard with veteran players AND supplies being at full strength. Imagine a player with 50% armor, 100% damage just wrecking everyone. You either die before you move anywhere or you can't even scratch the enemy. 
  • Finish in the top 3 places on the winning team - This mission sucks unless you invest in the Mechanic Drone (which still only gives you a 50% chance of earning progress in the mission because Mechanic isn't that OP compared to other drones, so if the enemy team has the OP stuff and your team loses, all the repair kits and score you earn will go to waste) or you have ultimate buyer equipment and/or the matchmaking is highly in your favor.

I actually took the time to create a new account and check out the missions. Here's what I found,

  • Use supplies - I wasted a few crystals and all I was getting was "Use Repair Kits," I joined a battle and I see that I already have 3 repair kits. It would also appear that the map did not get rid of the repair kits drops and the nuclear box drop.
  • Capture Flags - It's not hard to know the objective of a gamemode. I know everyone here has played capture the flag in elementary school at least once. They'll know what to do, and they'll try their best to either prevent or help us take the flag with the skills they currently have. Like, come on, I get that they're newbies but you don't gotta think they're absolutely ed(I mean ed as its definition and not as the insult). Also, it would appear that I could not access Rugby at my rank, how unfortunate.
  • Destroy Enemies - Didn't you just say they'll see the game as a tank game where you shoot enemies?
  • Finish Top 3 - Even a veteran like me has a tough time with this mission, what makes you think a newbie could complete it even faster?

I would also like to point out that I haven't seen much supply activity going on yet. I'm currently Gefreiter, I saw like 3 dudes who were actually using supplies in my 10+ games of joining, then leaving. I'm actually surprised myself how uncommon supplies were being used at these lower ranks. Those 3 guys weren't even good, all of them ended up killing themselves when I was right next to them and not even shooting. Clearly they're just learning.

5 hours ago, Tanker-Arthur said:

Of course veterans have skill without supplies.

But you forgot that unlike newbies, veterans know how to MANAGE their supplies. 

A new player will do one of two things:

  1. Not use/barely use supplies
  2. Waste their supplies

I have seen some new players using repair kits even though they're at nearly full health. They would end up running out much faster than a true veteran would, who only uses supplies when they need to. As for heavy-buyers, they use supplies whenever they want to.

Or nerf the veterans. Veterans still use supplies way more than new players do. So nerf the supplies. New players who use supplies will also be nerfed against new players that don't use supplies. Everyone is more equal cause the power gap between no-supplies and all-supplies activated is lowered.

Option 1 is a you thing for 2 years, option 2 is most likely what happens, except option 2 has a part 2. As they're wasting their supplies, they're learning how they work, they're understanding them. No person would press a random button and ask themselves what that button does, and there's no way they'd give up on figuring that answer out, because the game is super easy to understand, visually. You probably saw those new players use repair kits at good amount of hp, but they were probably all like "Ahhhhh, so that's what that does, okay, cool, I should probably not waste that on such high amount of hp." Common sense basically.

The veterans are already nerfed, when they start a new game, all they have is an M0 Smoky Hunter and 3 repair kits, and I'm over here at Master Corporal still supply-less but still alright because I can still only find 3 players per 10 games who actually use supplies. I keep on playing on this new account hoping to find my first mega-buyer or skilled Legend 50 veteran, but all I get is a slow game.

I'm probably going to have to say this a lot as I continue reading the response, but nothing is more equal. All you're asking is to die slower, but you're still going to die. What? You think that since you got a few extra shots on the drugger, they wouldn't just pop a bottle of repair kit juice? Or, better yet, know the exact drop locations of the repair kits and hide next to them? You do realize even if the drugger does die, you're still getting the same amount of assist xp as you would if you shot him less times. Like I said, pointless.

What's your response for those M2 players who have to lose 50% of their supply effectiveness? They're at that point where they know how supplies work, why do they need to lose 50% of their supply effectiveness?(50% of their supply effectiveness as in, 50-50%, 25-50%) I think that's quite unfair. Are you saying that all the days players have spent learning how to use supplies was utterly a waste of time?

5 hours ago, Tanker-Arthur said:

The main equipment difference between M0 and M4 is that....

  1. You get three 50% protection modules at M4
  2. Those modules are at most, 10% at M0

And yes, skill does count.
But if supplies are nerfed, than a veteran player won't beat a new player as hard/quickly as they did before. The new player still gets the chance to move around a bit and fire a few shots before they get destroyed.

Boom, I found it. I found your solution. Protection modules. Protection modules are percent-based equipment that upgrade AND you can purchase more than 1 of them. No need to add in upgradable percent-based supplies since protection modules got you covered. I do feel the game being slower without those things around. All we have to do is fix the way protection modules work, and fix the prices, then, I think we got ourselves a good and slow game at lower ranks and we don't have to consider nonsense like upgradable percent-based supplies, lmao.

Why is everyone requesting they die slower? Isn't it better to have a quick and painless death? Why suffer even longer? Am I missing a new trend or something? But, on a serious note, veteran players are still kicking the crap out of new players even without supplies. I even decided to attempt a kill on some players and they didn't even hit me once. You're basically improving their chances to move and shoot by like.. 5% at least.

5 hours ago, Tanker-Arthur said:

I actually like the game being slower. Especially for new players, as the game isn't so fast-paced that it overwhelms them. They need time to work out the controls and such. And most of them don't know that Private Battles exist.

Basically you start off slow and get faster as you learn, like riding a bike.

You're seriously, I mean seriously, overestimating the speed of this game. Like yeah, I think lower levels should be slower, but I don't want to have a Wasp that moves 5 meters per second and a Firebird that rotates as fast a shaft does in aiming mode. That's literally what you're basically asking because the game is already slow at low levels, and honestly, the game is not too fast at higher levels either. Sure, maybe Trickster and Crisis people are zooming left and right, obviously I want those drones banned, but it's really not that fast.

You're like those parents who scream at you because you're driving too fast even though you're driving at the speed limit.

5 hours ago, Tanker-Arthur said:

The primary reason is to nerf the buyers who buy the supplies.

The secondary reason is to nerf the veteran players who know how to use the supplies.

Then nerf the supplies that buyers use.

That's the thing, after playing 40-50 battles and getting to Sergeant rank, I still rarely ever see players who use supplies, and when I do, I usually end up beating them up.

Basically, it would appear that you are also overestimating how many veterans and buyers there are down here.

OH, I did see this noob buyer though, proud to see a newly experienced player that is already paying but doesn't realize how much hate they're going to get because of the Devs themselves. Talk about the fate of a soldier. :')

5 hours ago, Tanker-Arthur said:

Another idea is to also nerf the speed-up mechanic. Make it so that you can only spend one speed-up on a piece of equipment per day, so that a buyer won't instantly get Smoky-Hunter Mk2 at recruit. They need to wait at least 10 days.

Sure, but like, I kinda wanted to Micro-Upgrade and Speed-Up some of my equipment on those 50% sales. Hmmmm. :/

5 hours ago, Tanker-Arthur said:

Actually the way the developers did it was pointless. There is no reason to nerf supplies if drones will give it back their effects. 

My idea is to allow everyone to have equal levels of supplies, no matter the rank. The only time there is an unbalance of supplies is if Matchmaking randomly decides to put a Recruit in a Warrant Officer battle or something similar. 

It would have been pointless with or without the drones.

But everyone already does have equal levels of supplies, it's rather questionable with heals and mines, but no matter the rank, double armor and double damage literally stay the same at every rank. Since they're, bare with me here, based off your tank's strength.

But yeah, matchmaking has severe problems. If matchmaking was a person, they'd be a lonely 35 year old alcoholic, divorced and with no company since she took the kids. Not to mention he's also addicted to cigarettes.

5 hours ago, Tanker-Arthur said:

Why do the supplies start off weaker? Because I don't like dying too fast, and I'm pretty sure most non-buyers agree too. At the high ranks, we have the Drones and Protection Modules to help our protection, so then that's when the supplies can start going back up to their normal levels.

 But.. the supplies are already weak, y'know, since they're based off your tanks strength, I haven't said that yet today. The percent-based supplies that is. The repair kits at lower levels insta heal you, and the mines at lower levels(Before critical update) insta killed you. Actually, no wait, mines still obliterate the medium hulls at M0, nvm then.

You're still going to die as fast as you do at high ranks. I don't think it's best to learn how to play at a specific pace and then learn later on that, "Oh god, I'm actually dying a lot faster now, OH CRAP." Remember when you made that new account? I don't remember the specifics, but it had more than 5.0K/D. Now it's at 2.8K/D. I was once above 4.0K/D with my new account, but now I see it dropping down to the 2's. I know we're both experienced but this obviously shows that newer players are going to end up dying a lot faster.

I think the only 3 ways the game should get quicker at higher ranks is

  1.  Advancement in skill
  2. Protection Modules
  3. 20-25% increase in reload and speed.

We don't need more things like drones and upgradable supplies.

There shouldn't even be an argument about this since beginner level battles are incredibly slow.

 

Edited by Ironmantonystark
Kindly refrain from using inappropriate language

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4 hours ago, Byber.Butthucont said:

I hope Devs will take a look at this topic and realize what they have done.

Little to no chances honestly :))

I swear this update made the game even more unbalanced than before. ?

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7 hours ago, At_Shin said:

Do you not see how unreasonable that sounds

I totally agree with your post, but there is one glaring fact that you kind of skipped over, ALL of the updates the developers have added to the game are very, very unreasonable, wouldn't you agree.

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Its completely understandable why these updates are full of Because where these ideas come from , people drink coffee in the toilet

Edited by Ironmantonystark
Kindly refrain from using inappropriate language.
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@Emeraldcat345 If you think the game is slow-paced at Recruit level, you have no idea how slow it was before the physics change of ~2014 (iirc). Before that, tanks were literally crawling at a ridiculously slow pace and turret rotation was equally horrendous.

Also, can I just point out that you're whole argument about how quickly new players learn the game is destroyed by the fact that the average age of a Tanki player is about 12-13 or something like that (I remember the devs said this in a Vlog or something a few years ago) -  you're severely overestimating the ability of people of that age to think strategically when it comes to video games, especially one they're not familiar with or are new to.

Edited by LambSauce
Some edits
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11 hours ago, DestrotankAI9 said:

And with this, Brutus would need to return to giving a 1-5% bonus to overall damage and armor as it did before the update - and return to using batteries again.

Nah I would keep it 1-10% and make it not eating up batteries.

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7 hours ago, At_Shin said:

The devs have almost never reverted their updates in recent history (the exception I remember being the Augmentations update - putting the augments back in the garage).

How come they've removed this update on the test server? Could they actually revert it? And if that's the case - how will they compensate everyone who spent a fortune in crystals upgrading Brutus or other drones to max?

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3 hours ago, Emeraldcat345 said:

 

Pretty sure it would take newbies at most a week. It's seriously not that hard to figure this stuff out now. That is, for the actual gameplay. They make a new account, they see the obvious green button that says play, they join a battle, they'll see directions on how to control their tank, then, by the time they reach Gefreiter, they would have already figured out about turret rotation. They would also figure out the obvious 6 boxes on the bottom of their screen and the big circle, and think, "Hmmm, what do these do?"

I'm just going to straight up ignore the fact that you're basing everyone's experiences off of yours. Like, I'm sorry you thought it would be a good idea to not use supplies for 2 years, but like, we're talking about the majority player here. Most people who don't have interest in the game would rather quit, most people who do have interest in the game would start learning the mechanics immediately, which, like I said, doesn't take that long. I'm sure an elementary schooler could figure it out in 7 days tops.

I actually took the time to create a new account and check out the missions. Here's what I found,

  • Use supplies - I wasted a few crystals and all I was getting was "Use Repair Kits," I joined a battle and I see that I already have 3 repair kits. It would also appear that the map did not get rid of the repair kits drops and the nuclear box drop.
  • Capture Flags - It's not hard to know the objective of a gamemode. I know everyone here has played capture the flag in elementary school at least once. They'll know what to do, and they'll try their best to either prevent or help us take the flag with the skills they currently have. Like, come on, I get that they're newbies but you don't gotta think they're absolutely ed(I mean ed as its definition and not as the insult). Also, it would appear that I could not access Rugby at my rank, how unfortunate.
  • Destroy Enemies - Didn't you just say they'll see the game as a tank game where you shoot enemies?
  • Finish Top 3 - Even a veteran like me has a tough time with this mission, what makes you think a newbie could complete it even faster?

I would also like to point out that I haven't seen much supply activity going on yet. I'm currently Gefreiter, I saw like 3 dudes who were actually using supplies in my 10+ games of joining, then leaving. I'm actually surprised myself how uncommon supplies were being used at these lower ranks. Those 3 guys weren't even good, all of them ended up killing themselves when I was right next to them and not even shooting. Clearly they're just learning.

Option 1 is a you thing for 2 years, option 2 is most likely what happens, except option 2 has a part 2. As they're wasting their supplies, they're learning how they work, they're understanding them. No person would press a random button and ask themselves what that button does, and there's no way they'd give up on figuring that answer out, because the game is super easy to understand, visually. You probably saw those new players use repair kits at good amount of hp, but they were probably all like "Ahhhhh, so that's what that does, okay, cool, I should probably not waste that on such high amount of hp." Common sense basically.

The veterans are already nerfed, when they start a new game, all they have is an M0 Smoky Hunter and 3 repair kits, and I'm over here at Master Corporal still supply-less but still alright because I can still only find 3 players per 10 games who actually use supplies. I keep on playing on this new account hoping to find my first mega-buyer or skilled Legend 50 veteran, but all I get is a slow game.

I'm probably going to have to say this a lot as I continue reading the response, but nothing is more equal. All you're asking is to die slower, but you're still going to die. What? You think that since you got a few extra shots on the drugger, they wouldn't just pop a bottle of repair kit juice? Or, better yet, know the exact drop locations of the repair kits and hide next to them? You do realize even if the drugger does die, you're still getting the same amount of assist xp as you would if you shot him less times. Like I said, pointless.

What's your response for those M2 players who have to lose 50% of their supply effectiveness? They're at that point where they know how supplies work, why do they need to lose 50% of their supply effectiveness?(50% of their supply effectiveness as in, 50-50%, 25-50%) I think that's quite unfair. Are you saying that all the days players have spent learning how to use supplies was utterly a waste of time?

Boom, I found it. I found your solution. Protection modules. Protection modules are percent-based equipment that upgrade AND you can purchase more than 1 of them. No need to add in upgradable percent-based supplies since protection modules got you covered. I do feel the game being slower without those things around. All we have to do is fix the way protection modules work, and fix the prices, then, I think we got ourselves a good and slow game at lower ranks and we don't have to consider nonsense like upgradable percent-based supplies, lmao.

Why is everyone requesting they die slower? Isn't it better to have a quick and painless death? Why suffer even longer? Am I missing a new trend or something? But, on a serious note, veteran players are still kicking the crap out of new players even without supplies. I even decided to attempt a kill on some players and they didn't even hit me once. You're basically improving their chances to move and shoot by like.. 5% at least.

You're seriously, I mean seriously, overestimating the speed of this game. Like yeah, I think lower levels should be slower, but I don't want to have a Wasp that moves 5 meters per second and a Firebird that rotates as fast a shaft does in aiming mode. That's literally what you're basically asking because the game is already slow at low levels, and honestly, the game is not too fast at higher levels either. Sure, maybe Trickster and Crisis people are zooming left and right, obviously I want those drones banned, but it's really not that fast.

You're like those parents who scream at you because you're driving too fast even though you're driving at the speed limit.

That's the thing, after playing 40-50 battles and getting to Sergeant rank, I still rarely ever see players who use supplies, and when I do, I usually end up beating them up.

Basically, it would appear that you are also overestimating how many veterans and buyers there are down here.

OH, I did see this noob buyer though, proud to see a newly experienced player that is already paying but doesn't realize how much hate they're going to get because of the Devs themselves. Talk about the fate of a soldier. :')

Sure, but like, I kinda wanted to Micro-Upgrade and Speed-Up some of my equipment on those 50% sales. Hmmmm. :/

It would have been pointless with or without the drones.

But everyone already does have equal levels of supplies, it's rather questionable with heals and mines, but no matter the rank, double armor and double damage literally stay the same at every rank. Since they're, bare with me here, based off your tank's strength.

But yeah, matchmaking has severe problems. If matchmaking was a person, they'd be a lonely 35 year old alcoholic, divorced and with no company since she took the kids. Not to mention he's also addicted to cigarettes.

 But.. the supplies are already weak, y'know, since they're based off your tanks strength, I haven't said that yet today. The percent-based supplies that is. The repair kits at lower levels insta heal you, and the mines at lower levels(Before critical update) insta killed you. Actually, no wait, mines still obliterate the medium hulls at M0, nvm then.

You're still going to die as fast as you do at high ranks. I don't think it's best to learn how to play at a specific pace and then learn later on that, "Oh god, I'm actually dying a lot faster now, OH CRAP." Remember when you made that new account? I don't remember the specifics, but it had more than 5.0K/D. Now it's at 2.8K/D. I was once above 4.0K/D with my new account, but now I see it dropping down to the 2's. I know we're both experienced but this obviously shows that newer players are going to end up dying a lot faster.

I think the only 3 ways the game should get quicker at higher ranks is

  1.  Advancement in skill
  2. Protection Modules
  3. 20-25% increase in reload and speed.

We don't need more things like drones and upgradable supplies.

There shouldn't even be an argument about this since beginner level battles are incredibly slow.

 

 

7 hours ago, Tanker-Arthur said:

That's the thing...

They're "new" to the game. It will take them at least a week to figure out all the kinks that Tanki Online has.
Also, what good are supplies to newbies if they can't even use them?
When I started in 2014, it took me over two years to use supplies effectively. It wasn't until 2016 where I started gaining enough interest in the game to start learning about it's mechanics and stuff. I actually never used supplies at all for a couple years and all I did was spam shots with my Twins. 

I needed to practice coordinating my hands so I can press the right button on the keyboard at the right time.

Overall,  a number of new players probably won't learn that quickly. They are only "trying" out the game and thus won't stay online for long. At first, they are what is considered to be a "casual" player. 

 

Also the daily missions are......questionable. Some of them are actually really hard for new players to finish.

Here are some examples:

  • Use supplies - Easy for you and me, but new players will have a hard time finishing this because
    • They are still learning to activate supplies and such. Or they may be like me and my brother and completely avoid using supplies for a large period of time because for new players, it's just easier to drive around and point and shoot the turret.
    • NO SUPPLIES drop at all in battles. At the low ranks, all you get are crystal boxes. 
    • Containers are unpredictable. What if you get a mission to use repair kits? And you got no repair kits?
  • Capture flags and balls - Veteran players like me and you will absolutely prevent new players from doing this. Most of them are probably more focused in playing tanki as it looks to be - a tank game where you shoot enemy tanks.
  • Destroy enemies - Again, it's gonna be hard with veteran players AND supplies being at full strength. Imagine a player with 50% armor, 100% damage just wrecking everyone. You either die before you move anywhere or you can't even scratch the enemy. 
  • Finish in the top 3 places on the winning team - This mission sucks unless you invest in the Mechanic Drone (which still only gives you a 50% chance of earning progress in the mission because Mechanic isn't that OP compared to other drones, so if the enemy team has the OP stuff and your team loses, all the repair kits and score you earn will go to waste) or you have ultimate buyer equipment and/or the matchmaking is highly in your favor.

Of course veterans have skill without supplies.

But you forgot that unlike newbies, veterans know how to MANAGE their supplies. 

A new player will do one of two things:

  1. Not use/barely use supplies
  2. Waste their supplies

I have seen some new players using repair kits even though they're at nearly full health. They would end up running out much faster than a true veteran would, who only uses supplies when they need to. As for heavy-buyers, they use supplies whenever they want to.

Or nerf the veterans. Veterans still use supplies way more than new players do. So nerf the supplies. New players who use supplies will also be nerfed against new players that don't use supplies. Everyone is more equal cause the power gap between no-supplies and all-supplies activated is lowered.

The main equipment difference between M0 and M4 is that....

  1. You get three 50% protection modules at M4
  2. Those modules are at most, 10% at M0

And yes, skill does count.
But if supplies are nerfed, than a veteran player won't beat a new player as hard/quickly as they did before. The new player still gets the chance to move around a bit and fire a few shots before they get destroyed.

I actually like the game being slower. Especially for new players, as the game isn't so fast-paced that it overwhelms them. They need time to work out the controls and such. And most of them don't know that Private Battles exist.

Basically you start off slow and get faster as you learn, like riding a bike.

The primary reason is to nerf the buyers who buy the supplies.

The secondary reason is to nerf the veteran players who know how to use the supplies.

Then nerf the supplies that buyers use.

Another idea is to also nerf the speed-up mechanic. Make it so that you can only spend one speed-up on a piece of equipment per day, so that a buyer won't instantly get Smoky-Hunter Mk2 at recruit. They need to wait at least 10 days.

Actually the way the developers did it was pointless. There is no reason to nerf supplies if drones will give it back their effects. 

My idea is to allow everyone to have equal levels of supplies, no matter the rank. The only time there is an unbalance of supplies is if Matchmaking randomly decides to put a Recruit in a Warrant Officer battle or something similar. 

Why do the supplies start off weaker? Because I don't like dying too fast, and I'm pretty sure most non-buyers agree too. At the high ranks, we have the Drones and Protection Modules to help our protection, so then that's when the supplies can start going back up to their normal levels.

how much time did it took you guys to write that down? ?

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42 minutes ago, LambSauce said:

How come they've removed this update on the test server? Could they actually revert it? And if that's the case - how will they compensate everyone who spent a fortune in crystals upgrading Brutus or other drones to max?

As said above the developers never revert updates. As far as I know there were only two occasions where an update did get reverted, these were the removal of alterations from the garage and the introduction of Shaft in 2011 (temporarily)

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0 upgraded brutus is completely useless now. Why does it still cost 1000 crystals??

Since drone is made necessary for tankers, just like turret and hull, why don't you just give brutus drone to newbies for free? Without upgrade it's useless so the game balance will not be broken.

Edited by northstar
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27 minutes ago, BloodPressure said:

As said above the developers never revert updates. As far as I know there were only two occasions where an update did get reverted, these were the removal of alterations from the garage and the introduction of Shaft in 2011 (temporarily)

I personally believe they only revert updates if there's a big enough outcry in the Russian community - they don't care about the other communities' opinions. As far as I can tell, the Russian community hasn't been too happy with this update.

Edited by LambSauce
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5 hours ago, At_Shin said:

Personally, I would advice players to use trickster in any and every mode. It is very fun. :D

Seriously, if you can adjust to the speed and utilize it in your assaults and evasive maneuvers then you can have lots of fun and get a good score as well. ? 

Also, I get that it would be a little anticlimactic to just sit around a point in CP and Siege mode with buffed speed activated, but other than that the drone is pretty good. 

  Hide contents

Striker_Hopper_Trickster.png

 

If you really think majority of tankers play for fun, that's quite ironic considering how many people still use defender drone in these ages.

As per other modes, booster/defender outclass trickster in many ways considering the damage differences statistically. As for dodging shots, a good tanker can take evasive manouvres in account whilst playing. Having an offensive or defensive with a full uptime vs an uptime of speed, makes a real difference in them modes.

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13 hours ago, Emeraldcat345 said:

So, a simple solution would be to ban veterans from making new accounts.

Bad idea, and not just for the reason you state.

Nowadays, because players rank up so fast, and play "veterans" due to wide rank-spreads, players can really run more than a couple combos - otherwise their equipment would be too weak.

So how does a player experience some of the other many items they don't have?  Create a new account and start from scratch with all different items.  Waiting until Legend to experience other combos would be so boring.  And a lot of the fun (used to be) is experienced in low to mid levels.

Edited by wolverine848
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17 hours ago, At_Shin said:

 

When i said that they could have supplies with the extra as well, I was refering to defender, booster, and trickster. Not Crisis, Im not that stupid genius.

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15 hours ago, LambSauce said:

@Emeraldcat345 If you think the game is slow-paced at Recruit level, you have no idea how slow it was before the physics change of ~2014 (iirc). Before that, tanks were literally crawling at a ridiculously slow pace and turret rotation was equally horrendous.

Also, can I just point out that you're whole argument about how quickly new players learn the game is destroyed by the fact that the average age of a Tanki player is about 12-13 or something like that (I remember the devs said this in a Vlog or something a few years ago) -  you're severely overestimating the ability of people of that age to think strategically when it comes to video games, especially one they're not familiar with or are new to.

Right, but this isn't 2014 now is it? I do remember the slowness back in 2014, but I dunno, still seems like people think it was still way too fast back then.

And trust me, I know what I'm talking about. I started playing Tanki in the 1st grade, and all the kids around me did the same thing. It was a popular game back then. I legit knew how to turn my turret, how to micro-upgrade my 50 steps on Twins, well, actually, before that, I was able to upgrade different stats for it. I remember all the older kids, like 4th-5th graders had M1 Ricochets and M1 Hornet. I was pretty jealous, and they were pretty good at the game. So, average player being 12-13 year olds? Are you seriously underestimating the intelligence/intellect of a middle schooler?

15 hours ago, superior1KING said:

 

how much time did it took you guys to write that down? ?

For my 1st response, it took me 2 hours, for my 2nd response, it took me 4 hours and an account that I leveled up to Sergeant.

Was all that time worth it? No. Do I really care though? No. :)

10 hours ago, wolverine848 said:

Bad idea, and not just for the reason you state.

Nowadays, because players rank up so fast, and play "veterans" due to wide rank-spreads, players can really run more than a couple combos - otherwise their equipment would be too weak.

So how does a player experience some of the other many items they don't have?  Create a new account and start from scratch with all different items.  Waiting until Legend to experience other combos would be so boring.  And a lot of the fun (used to be) is experienced in low to mid levels.

Exactly, I kinda just presented it as another joke idea. Beneficial to low rankers, impactful on high rankers.

Edited by Emeraldcat345
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1 hour ago, Emeraldcat345 said:

Exactly, I kinda just presented it as another joke idea. Beneficial to low rankers, impactful on high rankers.

Ohhhhh.... ok.

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21 hours ago, At_Shin said:

Yeah, but almost all players have Speed Boost supplies in excess.

*Inserts sad crisis noises*

Spoiler

unknown.png

 

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My supplies drain very quickly, I don't know how many F2P players manage to save a hard amount of them. My SpeedBoost is the quickest supply to deplete.

I use my supplies literally from the second I respawn to I die, I don't stop a second without using a one.

Spoiler

JLUOPwc.png

 

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