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Drone and Supply changes


Marcus
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Spoiler

LuNcVEc.png

Time to abuse Mechanic drone in Assault Def

I know guys I'm looking silly as my RKs are only 284, but I want this 1.5 container maybe I get something good☹️

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2 minutes ago, FrozenRailgun said:

Spoiler: He got that phat 9999 GS

image.png

Guess I should start unequipping everything from now on ?, a nice solid 8000 lowkey, but yeah, I stick to missions, and if I'm trying to test a combo, etc, I'll be on a bit more, other than that, I don't give much more than the minimum.

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56 minutes ago, asem.harbi said:

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.

  Reveal hidden contents

JLUOPwc.png

 

Most of them have stuck with 1 combo or 2, keeping them efficient without needing to spend many crystals on other items, some stick to missions meaning they don't go overboard with it. Also shard container luck at times.

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12 minutes ago, Akame said:

Most of them have stuck with 1 combo or 2, keeping them efficient without needing to spend many crystals on other items, some stick to missions meaning they don't go overboard with it. Also shard container luck at times.

When I started playing three years ago there was an incentive to save supplies and I got stuck in the habit of not using them, and I think it has made me a better player

My Marshall account has started using its war chest of supplies and it nearly feels too easy at times, especially with close to Mk7 20/20 equipment

This is how many supplies and weekly containers this account has got

Spoiler

zDwOR8f.jpg

 

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54 minutes ago, SporkZilla said:

When I started playing three years ago there was an incentive to save supplies and I got stuck in the habit of not using them, and I think it has made me a better player

My Marshall account has started using its war chest of supplies and it nearly feels too easy at times, especially with close to Mk7 20/20 equipment

This is how many supplies and weekly containers this account has got

  Reveal hidden contents

zDwOR8f.jpg

 

Open those weeklies!

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17 hours ago, Aegis said:

 

2 soloutions

  1. save weekly containers and open them all once you gathered a lot of them (may take a lot off time if you aren't always active)
  2. beg to daily containers for supplies instead of skins and cosmetics (100 or 250 pack may help)
  3. if you have enought crys buy them supplies

to tell you the truth i had the same problem before but now i have enought supplies in sudden after shards update strange ?

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Oh additionally the players who are playing in PRO with no-supplies after completing their daily missions will save a lot of supplies.

The players who aren't trying to capture the flag/ball, wont spend a lot of supplies.

Those all are a reasonable reasons, but if they are restricting themselves from using them just to accumulate them, it's a shame. I know someone who was just collecting supplies without using them, while I was a big drugger and my supplies are depleting quickly (before 2015). BTW, by the time he left the game.. and his supplies are just accumulated (around 800) which was something high in that time.

If you looked at my supplies usage per-hour you will see me higher than most of the non-buyers here, but maybe if they started using their accumulated supplies they will pass me.

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4 hours ago, asem.harbi said:
  Reveal hidden contents

LuNcVEc.png

Time to abuse Mechanic drone in Assault Def

I know guys I'm looking silly as my RKs are only 284, but I want this 1.5 container maybe I get something good☹️

Ok, lost more than I won

Spoiler

 

 

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On 5/4/2021 at 5:34 AM, 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?"

Took me a while to figure it all out. 

Turret rotation was easy.

 

Supplies were easy to figure out how to activate, but....

I didn't use supplies because it was too hard due to the 1-5 keys being so far from my z and x keys and such. Every time I wanted to use it, I would stop my tank, look down on my keyboard and find the key I wanted to press. 
It wasn't till after a year when I started to change the keys and rework everything so that using supplies won't ruin my overall performance in battles.

 

Also it depends on the age of the player. I honestly didn't get "good" at Tanki till 3 years later when I was 15 and I had learned how to use and type on a keyboard properly.

On 5/4/2021 at 5:34 AM, Emeraldcat345 said:

I'm just going to straight up ignore the fact that you're basing everyone's experiences off of yours.

I'm also basing it off my brother's experiences. 

On 5/4/2021 at 5:34 AM, Emeraldcat345 said:

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 know, but unless you immediately get addicted to Tanki when playing it, you'll probably just be a casual player and play only like 1 or 2 battles a day or only a few hours each week. And new players don't know about the wiki at all, so they don't look up the game mechanics much. It's also not like they have the time to do it either. Tanki is new to them and isn't that much of a thing on their priority list.

On 5/4/2021 at 5:34 AM, Emeraldcat345 said:

I'm sure an elementary schooler could figure it out in 7 days tops.

yeah, but like you said, you shouldn't base everyone's experiences off yours.

 

Considering it took me 2 years to figure out everything, I'd say the average time is 1 month of playing.

On 5/4/2021 at 5:34 AM, Emeraldcat345 said:

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

What if you use up all 3 free repair kits and you get another one of those missions??

On 5/4/2021 at 5:34 AM, Emeraldcat345 said:

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.

Yeah, we all know what CTF is...

BUT.....it's really hard to capture a flag, especially for a new player. Even having just one buyer or one of two veteran players on the enemy team will absolutely prevent the new player from capturing. AND they have to compete against their own teammates. And if one of their teammates is a buyer that can survive the enemy team's newbies, than that buyer will most likely hoard all the flags for themselves.

On 5/4/2021 at 5:34 AM, Emeraldcat345 said:

Destroy Enemies - Didn't you just say they'll see the game as a tank game where you shoot enemies?

yeah but if their enemies have full supplies, it's gonna be super hard to destroy them.

On 5/4/2021 at 5:34 AM, Emeraldcat345 said:
  • 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 have no idea what you are talking about. Now you're claiming I said things that in reality, I never said. 

I said that mission is hard for new players to finish. I said it "sucks". I didn't say a newbie could finish it faster. You should pay more attention when you're reading.

On 5/4/2021 at 5:34 AM, Emeraldcat345 said:

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.

Exactly.
it proves my point - "new" players have a hard time using supplies or they don't use it.

But, the few players who buy or know how to use the supplies will be extremely overpowered if they can do 100% damage and have 50% resistance against 90% of the other players who don't use them.

On 5/4/2021 at 5:34 AM, Emeraldcat345 said:

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.

Yes but a team of 3 veterans will beat a team of 8 newbies. 

The veterans can abuse Magnum, they can hide-and-shoot with Railgun, Thunder, Smoky, etc, they can circle-strafe with Freeze, and the veterans will be getting free kills with Striker cause new players don't know that you're supposed to run from the double barreled turret with it's laser pointed at you.

And lets not forget overdrives. New players don't use overdrive as frequently. Veteran players do.

On 5/4/2021 at 5:34 AM, Emeraldcat345 said:

All you're asking is to die slower, but you're still going to die. What?

Dying slower helps us capture more points, gives us a better chance to capture flags and balls without being one-shot by a random Gauss with 100% double damage.

It also allows short-ranged turrets better chances to reach their targets against a field of snipers and it gives the people a better chance to defend against a short-ranged turret if the enemy ambushes them from behind.

Also the frustration of constantly being one-shot by someone 10 seconds after you respawn is reduced.

On 5/4/2021 at 5:34 AM, Emeraldcat345 said:

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?

M2 players won't lose 50% of their supply.

My idea is to have the supplies GRADUALLY upgrade as you rank up.

So it will go like, 50% - 60% - 70% - 80% - 90% - 100% or something like that.

So the M2 players would have supplies at around 75% effectiveness or so.

 

Anyways, weaker supplies mean the small portion of M2 non-druggers die slower against M2 buyers than they would today. 

On 5/4/2021 at 5:34 AM, Emeraldcat345 said:

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.

Actually...

At low-ranks, protections are much weaker.

And the weaker protections mean supplies are much stronger at low ranks. So to compensate, supplies should also be weaker at low ranks and protections will help protect against the strong supplies at high ranks when the protections are nearing or at 50%.

On 5/4/2021 at 5:34 AM, Emeraldcat345 said:

Isn't it better to have a quick and painless death?

So you're saying it's better to die 5 seconds after you respawn? It's better to just camp in your team's base cause going out will just be instant-death?

I'd rather go down with a fight lol. A real battle that forces my enemy to actually use skill and/or struggle to take me out.

On 5/4/2021 at 5:34 AM, Emeraldcat345 said:

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.

Wow you're saying false info now lol.

I never said those things. I never wanted to slow down the current hull and turret speeds.

I wanted to nerf the supplies so we don't die as fast. Speed is much much much different than attack and armor. Hull speeds have nothing to do with this.

On 5/4/2021 at 5:34 AM, Emeraldcat345 said:

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

I'm not to be honest.

On 5/4/2021 at 5:34 AM, Emeraldcat345 said:

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.

I'm not overestimating.

It's based on what I saw on around around 5 new accounts in 2020 and 2021.

On 5/4/2021 at 5:34 AM, Emeraldcat345 said:

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

Speed-Ups are literally throwing excess crystals down the drain anyway to be honest. Shouldn't affect the gameplay for most players much. You can even spend those leftover crystals on other things like extra protection modules, rather than speeding up. Or instead of speeding up, you can spend the extra crystals on Micro-Upgrades when they're at full price. So you don't have to wait 2-4 weeks for a sale to Micro-Upgrades.

On 5/4/2021 at 5:34 AM, Emeraldcat345 said:

It would have been pointless with or without the drones.

It wouldn't be pointless. Weaker supplies at lower ranks will closen the power gap between players that use supplies and those that don't.

After all, many people complain that Tanki is too focused on supplies nowadays, so making the supplies weaker will reduce your dependability on such supplies. At high ranks, it doesn't matter as much cause you get access to the "good" drones and the high-level modules to help increase your defense. 

On 5/4/2021 at 5:34 AM, Emeraldcat345 said:

 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.

FunFact: Unless you don't manage your crystals and upgrades wisely, than everyone in a given battle has relatively the same level of strength on their equipment (excluding drones and the augments, cause they're super unbalanced). Only reasons why a guy with Mk5 is put with Mk7 is because of horrible matchmaking, or if a Legend randomly decides to use his Mk5 equipment in battle.

So a double armor on an Mk1 Hunter will give them essentially 1500 extra health, compared to 3000 extra health at Mk7
But, it doesn't matter at all cause the Mk1 Hunter will most likely be facing other Mk1 Hunters and equipments.

On 5/4/2021 at 5:34 AM, Emeraldcat345 said:

You're still going to die as fast as you do at high ranks. 

This is only true is 100% of the players use supplies...
or if 100% of the players DON'T use supplies.

Otherwise, the 50% of players that use supplies will absolutely wipe out the 50% of players that don't use or don't have supplies. And these percentages change based on the rank, I'm just giving an example with the 50% so don't claim I said something I didn't mean to say.

On 5/4/2021 at 5:34 AM, Emeraldcat345 said:

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

Since we always had 50% armor and 100% damage supplies since 2009....
The game at high ranks will always stay the same.

But by reducing the effects at low ranks, it will slow down the game for newer players.

On 5/4/2021 at 8:34 AM, 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.

I agree, not everyone is 17 years old in Tanki. 

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On 5/4/2021 at 7:34 AM, LambSauce said:

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.

do you take everyone younger than you for literal infants or something

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58 minutes ago, ThirdOnion said:

do you take everyone younger than you for literal infants or something

Do you think the average player in this game is smart? I don't think so.

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Before I begin, I decided to make another account. I played on it for 1 hour and 30 minutes, playing 10 battles. None finished so each battle lasted for 7 whole minutes. So, about 1 hour and 15 minutes of actual battling. If you want to look at the account I made, it's "Abert", very simple name. In all the 10 battles, I counted a total of 99 players, might as well throw myself in the mix and make it 100, though, I attended all battles, but that would greatly decrease the percentage I'm about to tell you, so I'll say I attended 1 to make it 100 players. So, I looked closely at those who repeatedly used supplies and knew what they were doing. I counted 10 players who were all using supplies, 5 of which who were actually either good at using their supplies, or just obvious buyers, and the other 5 who were still kind of a newbie at the game. The other 90 players never used supplies, god knows if they were skilled or not, but you're complaining about supplies, so, the average percentage at which a player will have supplies in your battle and use them okay-great is 10-11%. Chances to see a buyer supply user.. 5%.

So, 5-10% and you're over here complaining that buyers are absolutely destroying the newbies at newbie rank? Whatever, now let me get your reply over with.

10 hours ago, Tanker-Arthur said:

Took me a while to figure it all out. 

Turret rotation was easy.

 

Supplies were easy to figure out how to activate, but....

I didn't use supplies because it was too hard due to the 1-5 keys being so far from my z and x keys and such. Every time I wanted to use it, I would stop my tank, look down on my keyboard and find the key I wanted to press. 
It wasn't till after a year when I started to change the keys and rework everything so that using supplies won't ruin my overall performance in battles.

 

Also it depends on the age of the player. I honestly didn't get "good" at Tanki till 3 years later when I was 15 and I had learned how to use and type on a keyboard properly.

I'm also basing it off my brother's experiences. 

I know, but unless you immediately get addicted to Tanki when playing it, you'll probably just be a casual player and play only like 1 or 2 battles a day or only a few hours each week. And new players don't know about the wiki at all, so they don't look up the game mechanics much. It's also not like they have the time to do it either. Tanki is new to them and isn't that much of a thing on their priority list.

It's honestly not that hard to get a handle on supply pressing. Granted, back in 1st grade, I never really got any good amounts of supplies, but when I did have supplies, I would know which to press. I think I only ever pressed on my 6 button twice in my lifetime of playing Tanki.

You're right, it does depend on age, let's see, I was in 1st grade, so that would mean I was 6-7 years old. I basically learned a lot of stuff right off the bat. I don't think I learned how to type in 1st grade, but even I could figure out how to press 1-5 and zxc with my left hand. At age 14 I was pretty skilled, especially for someone who had severe keyboard ghosting. I literally mastered how to overcome keyboard ghosting.
I guess if you want to base off your brother's experiences, I might as well base my youngest brother's experiences too. My brother started playing Tanki when he was 10. I never taught him how to fight(Though I did recommend to him HammerHornet), I only showed him the garage, all the menus, stuff like that. Now, here's my proof on why I never taught him anything. Because I never taught that boy to use WASD controls with ",<" and ".>" as his rotation. I look at a battle he's doing and he was doing really good on it, but then I look at his keyboard and the dude playing mirror mode with his hands. I was mind blown myself. But yeah, he practically knew what to do in the first week.

Pretty sure for a player who's uninterested in the game will play until they reach.. mmm Staff Sergeant, or somewhere near that rank, and then most of the time, either quit the game or keep going, for those poor souls who do end up playing the game but are still uninterested, and then boop, suddenly interested now, then... it's their fault, why didn't they get interested wayy before they decided to play with the warrant officers? Either way, majority of players playing are players who have interest in the game. For those who don't have much of an interest still probably had the right minds to know what to do. Which means an even greater majority for those players who know how to play the game. Back in 1st grade, I never knew a wiki existed, but I still knew how to play the game. I actually probably didn't know what a wiki was.

Oh, I'd also like to say that I was a late learner in school. I didn't learn my multiplication until I was in 6th grade. :')

10 hours ago, Tanker-Arthur said:

yeah, but like you said, you shouldn't base everyone's experiences off yours.

 

Considering it took me 2 years to figure out everything, I'd say the average time is 1 month of playing.

I kinda did base my experience off mine, but also based it off my brother's and all my elementary school friends, and all the other elementary schoolers I knew who also played Tanki. Usually when computers weren't available, I would watch over the shoulders of kids playing, it was actually fun to watch as well as fun to play back then. Heck, even 2 staff played Tanki, both were really good. Actually, they were better than the elementary schoolers who had M1's.

Considering it took me less than a month to figure out mostly everything, I'd say the average time is 7 days of playing. Actually, since I've been playing for 1.5 hours, and I got to 9.5k xp, since I gained 2-3x more xp than the other players, then it should take them 3-4.5 hours to get to Sergeant, the newbies. If a newbie decides to play constantly, they could get it done in that amount of time, if an uninterested player decides to play 1-2 hours a week, they should get it done in 2 weeks. By that time, those who are Sergeant should already know how to turn their turret, and understand how supplies work and know what to press. So, yeah, mostly everything? 1 week.

10 hours ago, Tanker-Arthur said:

What if you use up all 3 free repair kits and you get another one of those missions??

Yeah, we all know what CTF is...

BUT.....it's really hard to capture a flag, especially for a new player. Even having just one buyer or one of two veteran players on the enemy team will absolutely prevent the new player from capturing. AND they have to compete against their own teammates. And if one of their teammates is a buyer that can survive the enemy team's newbies, than that buyer will most likely hoard all the flags for themselves.

yeah but if their enemies have full supplies, it's gonna be super hard to destroy them.

I have no idea what you are talking about. Now you're claiming I said things that in reality, I never said. 

I said that mission is hard for new players to finish. I said it "sucks". I didn't say a newbie could finish it faster. You should pay more attention when you're reading.

Exactly.
it proves my point - "new" players have a hard time using supplies or they don't use it.

No problemo, at Private they give you 10 repair kits. :)

CTF - To be fair, I only played TDM for my 10 battles, but, I'd tell ya, it was extremely hard to obtain that Nuclear Box in the center. I'd try and go for it but I end up dying, then some other player takes it and ends up using it. They didn't succeed when using it, but they used it. But hey, for a game of CTF, I doubt I still would have been able to get that flag.

Kills - Like I said, 5-10%. :)

Top 3 - Exactly, the newbie is going to figure out almost immediately that it's a hard mission. Also, I've seen a few Sandbox matches where they're only 4v4, so basically just get 3rd place and you're all good, oh, and make sure you win, and like I said, 5-10%, so, your chances for a good player are pretty low, and if there is an op player, there's a chance that he's on your side.

Your proof has very well easily been faulted by my proof. Actually, you're kinda right about players having a hard time using supplies, y'know since the players I matched up with are pretty new, and then there's also 5-10%. :P

10 hours ago, Tanker-Arthur said:

But, the few players who buy or know how to use the supplies will be extremely overpowered if they can do 100% damage and have 50% resistance against 90% of the other players who don't use them.

Yes but a team of 3 veterans will beat a team of 8 newbies. 

The veterans can abuse Magnum, they can hide-and-shoot with Railgun, Thunder, Smoky, etc, they can circle-strafe with Freeze, and the veterans will be getting free kills with Striker cause new players don't know that you're supposed to run from the double barreled turret with it's laser pointed at you.

And lets not forget overdrives. New players don't use overdrive as frequently. Veteran players do.

Dying slower helps us capture more points, gives us a better chance to capture flags and balls without being one-shot by a random Gauss with 100% double damage.

It also allows short-ranged turrets better chances to reach their targets against a field of snipers and it gives the people a better chance to defend against a short-ranged turret if the enemy ambushes them from behind.

Also the frustration of constantly being one-shot by someone 10 seconds after you respawn is reduced.

I'm going to just say that I got 10 of each supply from ranking up so I was only op for like, 1 battle. Also, I only saw 1 dude who really looked like a buyer, he had the premium and the supplies, dude was stacked. Soooo, 1/100 people are buyers? 1%. So, 5/100 players who know how to use supplies. For each of those players that join your game, it's a 95% chance they're bad with supplies, 5% chance that they are good with supplies, and a 1% chance that they are a buyer. Not to mention you have a 50% chance with each player whether you get them on your side or you get them as your enemy. That's only when the game starts. Yet, you're going to complain that all these overpowered veterans wiped the floor with the newbies. Not to also mention literally most of the veterans don't have any supplies(95% of those veterans that join), so they're wiping the newbies with raw power.

If the 3 veterans and 8 newbies had the same equipment with the newbies being Private rank all using 0 supplies, I'm pretty sure the 8 newbies, being more than double the count as the veterans, have a chance against the veterans.

Actually, I haven't seen a Magnum, Gauss, Striker, or Ricochet at all yet. So, any of those users? .5% or .1%, just at Sergeant or below. Mainly because some of those turrets require higher ranks, but I have access to all the turrets now at my rank. So, Magnum abusers? .5-.1%. I saw a RailgunViking player, he seemed pretty good, didn't drug, but knew how to use the Nuclear Box, and used it twice. He actually missed a lot of shots. So, if he was good, then obviously, these high rankers suffer from slowness, and if it was a newbie, then obviously these newbies learn faster than you thought because that guy was for sure a few ranks below mine. There was also this FreezeHopper, might've been good, he had premium, I don't think he used Freeze for its Freezing. I think he used is more for damage. Coulda been a veteran, but not 100%. Whether he was a veteran or newbie just benefits my side of the argument. Also, have you seen the Smoky battles at Recruit level? It's literally whoever shoots first wins. Sure, maybe the veterans get the first shot most of the time, but now they're going to suffer from any more damage.

Yeah, but hypothetically, if we were to convert Overdrives to a fixed version of Dictator's overdrive, I doubt there'd be any problems here. A newbie presses shift and becomes scary for 30 whole seconds. Seeing as only 10% of players use their supplies with 5% of them being good or having lots of supplies, and the fact that Zero Supplies doesn't take that much skill to use, I'd say it's a winwin.

All of this "dying slower helps us..." stuff is kind of pointless when only 10% of all the people at lower levels use their supplies. If I was using a Wasp and a Thunder was shooting me at 400 damage, then they'll kill me in 3 shots, but if they put on double damage, they do 2 shots, so, great, with this update you'll save yourself another 2 seconds before dying. 2 seconds extra and that point hasn't even reached completion yet. I'm capturing the flag, same thing, 1000hp and a Thunder on my tail. 3 hits till I'm dead. Not to mention his buddies see that their flag is gone. Since you want to assume that there are 50% of players each game that are good at using supplies, they end up chasing me and I'm dead. congratulations me, thanks to the decrease in boosted damage, I was able to go 10 extra meters before dying. .1-.5% to see a gauss user, I'm not worried. 5% chance that Gauss user knows how to use their supplies, I'm really not that worried now. I was using Thunder on my account but I still got badly hurt and even killed by those Firebirds, not sure what you mean by there. Also, the amount of long rangers I saw was quite low. I saw like, 3 shafts and 2 Railguns out of the 100 people, maybe a little bit more. No seriously, I was defenseless when a newbie Firebird Hunter entered my base.

I get that newbies only develop the strategy to shoot and move, but, honestly, everyone was alive for well over 10 seconds. You only ever have a higher chance to die within 10 seconds if matchmaking puts you with an already going battle. Luckily I had none of that.

10 hours ago, Tanker-Arthur said:

M2 players won't lose 50% of their supply.

My idea is to have the supplies GRADUALLY upgrade as you rank up.

So it will go like, 50% - 60% - 70% - 80% - 90% - 100% or something like that.

So the M2 players would have supplies at around 75% effectiveness or so.

 

Anyways, weaker supplies mean the small portion of M2 non-druggers die slower against M2 buyers than they would today. 

I never said 50%, I meant 50% as in 75%. Because M4 players get 100% of their supply, M2 players would get 75%, and M0's would be stuck at 50%.

I know your idea, and it's a bad idea, trust me.

The M2 players should already know how to use their supplies, so why do they only get 75% instead of 100%?

Your weaker supplies is going to help a small portion when a big portion of players already have supplies thanks to their free containers. Obviously they're M2 players so they know how missions work. They should also know about challenges by then and how to fully complete those. If M2 buyers didn't have augments, overdrives, and drones, that small portion would be an even smaller portion.

10 hours ago, Tanker-Arthur said:

Actually...

At low-ranks, protections are much weaker.

And the weaker protections mean supplies are much stronger at low ranks. So to compensate, supplies should also be weaker at low ranks and protections will help protect against the strong supplies at high ranks when the protections are nearing or at 50%.

So you're saying it's better to die 5 seconds after you respawn? It's better to just camp in your team's base cause going out will just be instant-death?

I'd rather go down with a fight lol. A real battle that forces my enemy to actually use skill and/or struggle to take me out.

Protection Modules are at the level of hulls and modules, they're all weak, but double damage and double armor are only strong depending on the user's equipment, so, double armor and damage are actually still pretty weak. Actually, the protection modules are broken. Not broken as in they're op, broken because most of them are targeted to more turrets than they are with other turrets. So, if you decide to use a turret that doesn't suffer by the amount of modules it has against it, you'll be pretty op in the ring. But, yeah, they're weak but strong at the same time.

I literally just thought of this right now. If only 5-10% of players use supplies at Recruit levels, and 90-95% of players use supplies at Legend levels... why do we need a gradually changing supply system in the first place? Doesn't the 5-10% gradually change to 90-95%?

In my 10 matches, I literally have not died in the first 5 seconds of respawning. Not because I'm good, but because there was no one shooting at me, and even if there was someone with me in their view, they're most likely occupied with one of my team members that spawned seconds earlier. Also, sure, some players may not have supplies, but you get a few seconds of invincibility. During this time, you can shoot and move, and not lose health. 5 seconds is an exaggeration.

Well, obviously, you'll be unable to go down with a fight if you're using a short ranged turret when a Sniper is pointing at you. Literally, none of my games were like that. Usually a camping long ranged turret ended up dying in the games I was in. Well, I guess by your logic, people have a 90-95% chance to have "a real" battle at low ranks.

10 hours ago, Tanker-Arthur said:

Wow you're saying false info now lol.

I never said those things. I never wanted to slow down the current hull and turret speeds.

I wanted to nerf the supplies so we don't die as fast. Speed is much much much different than attack and armor. Hull speeds have nothing to do with this.

I'm not to be honest.

I'm not overestimating.

It's based on what I saw on around around 5 new accounts in 2020 and 2021.

No no, if you noticed, it was a figure of speech, and a hyperbole. Basically, what you're asking for is something like slowing down speed. Y'know, since this whole time, you want games to be slower, but they are already slow. So, you're basically requesting slowness for an already slow game.

You're requesting for the speed at which players die to be slowed down. Sure, attack and armor are different operations than hull speed, but if you're requesting to slow down the rate at which players die, you're lowering the speed.

"Hull speeds have nothing to do with this." Just a reminder that that was a figure of speech.

I'm quite positive you're overestimating, since no one at lower levels dies that fast to begin with, and like I said before, 5-10%.

And what I'm saying is based off 2 accounts where, instead of me focusing on killing or not dying, I focused my attention to player count, actual players, players actions. Pretty sure with your 5 accounts, you were able to get tons of kills, and you were most definitely trying not to die, but since you weren't really focusing on the players themselves, you'd realize yourself that, oh, that's not a lot of supply users after all. Y'know what? If I'm ever forced to, I'll make 5 more accounts and do 10 battles on each account and see the percentages then.

10 hours ago, Tanker-Arthur said:

Speed-Ups are literally throwing excess crystals down the drain anyway to be honest. Shouldn't affect the gameplay for most players much. You can even spend those leftover crystals on other things like extra protection modules, rather than speeding up. Or instead of speeding up, you can spend the extra crystals on Micro-Upgrades when they're at full price. So you don't have to wait 2-4 weeks for a sale to Micro-Upgrades.

Can't say the same for M3 players. They can't insta-buy their M4, they have to spend time. Actually, most of the upgrade times in this game are pretty long that I don't think most players would rather wait for. The only upgrading times that are short are M1 and down. M2 and down are medium

10 hours ago, Tanker-Arthur said:

It wouldn't be pointless. Weaker supplies at lower ranks will closen the power gap between players that use supplies and those that don't.

After all, many people complain that Tanki is too focused on supplies nowadays, so making the supplies weaker will reduce your dependability on such supplies. At high ranks, it doesn't matter as much cause you get access to the "good" drones and the high-level modules to help increase your defense. 

FunFact: Unless you don't manage your crystals and upgrades wisely, than everyone in a given battle has relatively the same level of strength on their equipment (excluding drones and the augments, cause they're super unbalanced). Only reasons why a guy with Mk5 is put with Mk7 is because of horrible matchmaking, or if a Legend randomly decides to use his Mk5 equipment in battle.

So a double armor on an Mk1 Hunter will give them essentially 1500 extra health, compared to 3000 extra health at Mk7
But, it doesn't matter at all cause the Mk1 Hunter will most likely be facing other Mk1 Hunters and equipments.

This is only true is 100% of the players use supplies...
or if 100% of the players DON'T use supplies.

Otherwise, the 50% of players that use supplies will absolutely wipe out the 50% of players that don't use or don't have supplies. And these percentages change based on the rank, I'm just giving an example with the 50% so don't claim I said something I didn't mean to say.

Since we always had 50% armor and 100% damage supplies since 2009....
The game at high ranks will always stay the same.

But by reducing the effects at low ranks, it will slow down the game for newer players.

Yeah, it will decrease the power gap, but then you're left with incredibly boring and slow games. OH, kinda just like my 10 matches because 5-10% if you know what I mean. We're better off just leaving the supplies as double supplies.

Newbies don't use the forum, actually, I doubt most newbies know a forum exists. Most of the players who use the Forum are Legend players or people close to that rank. Even if you were to say that a lot of people complained about supplies these days, you're not changing their requests by still giving them double armor and double damage.

And when you say "Tanki is too focused on supplies nowadays," you're referring to the drones, correct? Because I know for sure, if drones never existed, there'd be less people complaining. Which I'm hoping drones do end up getting deleted, even though the chances for my hopes and dreams to come true are 0.

Exactly, so assume that drones and augments, and maybe all the overdrives(With the return of Zero Supplies) were magically deleted. The battle would be too plain without supplies that double a specific stat of yours. The supplies would kinda act as drones, but more fair.

Yeah, but at M0, 5% of people use supplies, and at M4, 100% of people use their supplies, and the M2 warriors who are in between, probably a little over 50% of people use supplies, maybe perhaps even 66% or 75%.

So, since the amount of supplies being used at specific ranks is gradually increasing every rank, there's really no need to also make the stats gradually increase. Low rankers get to experience what high rankers experience, but at lower rates. Way lower rates. Like 5-10% kinds, if you know what I mean.

10 hours ago, Tanker-Arthur said:

I agree, not everyone is 17 years old in Tanki. 

On 5/4/2021 at 4:29 PM, Emeraldcat345 said:

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?

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. :)

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

5 hours ago, ThirdOnion said:

do you take everyone younger than you for literal infants or something

@ThirdOnion can be my response for that sentence, as well as my response to @LambSauce that I made a day ago.

Edited by Emeraldcat345

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13 hours ago, FrozenRailgun said:

Nah save them till Legend and watch he will get over 1 million crystals.

Oh, I didn't notice he wasn't Legend lol

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10 hours ago, Tanker-Arthur said:

Also it depends on the age of the player. I honestly didn't get "good" at Tanki till 3 years later when I was 15 and I had learned how to use and type on a keyboard properly.

I think the ones here saying that most 12 year olds who play Tanki are "good" at the game are actually 12 year olds themselves.

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@Akame I have a question. When you use the crisis and change supplies. Example shield, a dammage then a new shield. Do you use 1 supplies as soon as you change?

When you are in double damage, do you use 1 damage per activation and then consume more supplies until you change?

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On 05/05/2021 at 07:37, At_Shin said:

Nous n'utilisons pas tous la crise et finissons donc par avoir une grosse réserve de boosters de vitesse et de mines. Même le filou n'utilise que 6 accélérations de vitesse par minute - ce qui est facilement réalisable en raison de la tendance des conteneurs à laisser tomber les SB et les mines.

Je pense qu'akame ouvre des conteneurs très fréquemment - ce qui explique pourquoi il a autant de fournitures.

Normal that we do not use crisis, many do not have it.

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1 minute ago, Dridrien said:

@Akame I have a question. When you use the crisis and change supplies. Example shield, a dammage then a new shield. Do you use 1 supplies as soon as you change?

When you are in double damage, do you use 1 damage per activation and then consume more supplies until you change?

Not directed to me,  but I'll answer.

To quote the Wiki (https://en.tankiwiki.com/Crisis), "this Drone consumes a total of three (3) pieces of the same kind as the type activated."

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4 minutes ago, Dridrien said:

@Akame I have a question. When you use the crisis and change supplies. Example shield, a dammage then a new shield. Do you use 1 supplies as soon as you change?

When you are in double damage, do you use 1 damage per activation and then consume more supplies until you change?

Each time you use/switch the supplies it consumes 3 of that type. 

E.g. for your example: Armor -> Damage -> Armor will consume 3 boosted armor --> 3 boosted damage --> 3 boosted armor again.

Edited by Aegis
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Just now, Aegis said:

Chaque fois que vous utilisez / changez les fournitures, il en consomme 3 de ce type. 

Par exemple, pour votre exemple: Armure -> Dommages -> L'armure consommera 3 armures renforcées -> 3 dégâts augmentés -> 3 armures renforcées à nouveau.

Ok thank you. It's overkill crisi. Alone, he can beat an army if played well (often they don't know how to play with it and they all think they are powerful).

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1 hour ago, Dridrien said:

@Akame I have a question. When you use the crisis and change supplies. Example shield, a dammage then a new shield. Do you use 1 supplies as soon as you change?

When you are in double damage, do you use 1 damage per activation and then consume more supplies until you change?

Ratings counts 1 supply, but you actually use 3 supplies on every change.

It uses a single mine/repair for these two types of supplies otherwise.

Edited by Akame
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1 hour ago, Dridrien said:

Ok thank you. It's overkill crisi. Alone, he can beat an army if played well (often they don't know how to play with it and they all think they are powerful).

I have been using Crisis for awhile now. And I won't say it is brain dead OP. In fact, a full drug dude with defender drone can beat Crisis because both have the same amount of armor while defender still allows you to use boosted damage.

 

The thing that makes Crisis "OP" is it is super flexible. When on the move, use super speed. When you are under fire, use armor. When no one is targeting you or you have extreme damage reduction like inside the Titan's dome, use damage. And you can switch it basically anytime as you command it to do so. Low level Crisis has a short cooldown when switching supplies, it become less  and less noticeable when leveling it up.

Edited by Aegis
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10 minutes ago, Aegis said:

I have been using Crisis for awhile now. And I won't say it is brain dead OP. In fact, a full drug dude with defender drone can beat Crisis because both have the same amount of armor while defender still allows you to use boosted damage.

 

The thing that makes Crisis "OP" is it is super flexible. When on the move, use super speed. When you are under fire, use armor. When no one is targeting you or you have extreme damage reduction like inside the Titan's dome, use damage. And you can switch it basically anytime as you command it to do so. Low level Crisis has a short cooldown when switching supplies, it become less  and less noticeable when leveling it up.

Crisis is OP in capturing the flags/balls, if you use it only with your Vulcan-Titan, I can understand how you don't see it as OP.

If you faced Booster or Defender face to face with your Crisis, you will lose definitely. I see Crisis players who can finish a CTF battle without firing a single shot from their turret

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