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Drone and Supply changes


Marcus
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2 hours ago, At_Shin said:

A) Booster drone.

B) Defender drone.

Have you not heard about these drones, or are you just trolling us ?.

He’s in a world of his own... (:wacko:)

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10 hours ago, artc said:

I know thell cal me ungratefull but think about it Crisis gives 100 armor just like defender. Crisis gives 70 damage while booster gives 200. So why should trickster only get 30 speed while crisis gets 70. If anything it should get equal or more speed than crisis. I know that wouldnt happen but i would be happy with 50. Just not 30.

Crisis does not give 70 damage, it gives 50% bonus

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Now for anyone who wants to see what may be better, crisis or trickster.

They both are good, let us not get that part wrong, though both are different. Crisis will use a tonne more supplies whilst trickster will just eat a bit more speed boosts.

I personally rank Crisis above Trickster, assuming maxed, but this can come to a different result if using 'dps' turrets, but using turrets that take a small time to reload between shots, crisis has potential to outperform it, but with a risk of a supply switch of 0.5s min.

With the current update, Crisis is still able to expand it's 1 shot territory on some items with max damage, the speed is still far more than trickster, and you can tank as well as a defender player can at max.

Let us also know that low level crisis tanks better than the same level defender drone.

Yes the ability to have all supplies on at once is great, but mainly for against dps players than shot reload players which can be countered by supply switches. But the ability to change to the scenario, and especially against shot reload players, it can be a disastrous faceoff.

 

Personally, I would advise players to not use trickster in any mode aside from item modes, you're far better off using the meta booster/defender in cp/jgr/dm/tdm/sge etc.

The following is a direct link to my graphical comparisons of crisis with their 'all supply counter part drone' comparison.

 

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8 hours ago, RIDDLER_8 said:

@Spy

I wish there were a drone which could make all your equipped turrets more powerful. Also another drone for doubling armor of hulls would be very ideal as well.

 

8 hours ago, At_Shin said:

A) Booster drone.

B) Defender drone.

Have you not heard about these drones, or are you just trolling us ?.

I'd add Crisis to the list. Hell, I'd add all of the drones now that they affect supply power.

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8 minutes ago, tankiexpert1 said:

I don't like how damage is fixed for each turret.  There is no variability, which makes it quite boring.

Disagree, the consistent damage removes the one of RNG aspect, meaning that you won't have to worry about having a chance of either strong/weak damages.

I always wanted consistent damage, not something like 800-1600 from Mk8 Railgun before Crit hit update.

Edited by FrozenRailgun
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22 minutes ago, tankiexpert1 said:

I don't like how damage is fixed for each turret.  There is no variability, which makes it quite boring.

Well that does not exactly work well with turrets like Railgun and Thunder with long reload. You do not know how many shots it will take to kill your enemy and things depend more on probability. That made these turrets quite weak and were more weakened due to modules.

Now these turrets are really stronger than before.

I really like the Railgun after the Critical hit update.

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before this update, I had a short and sweet plan to be stronger and that was to upgrade a hull and a turret to maximum level so I can match with well upgraded players and drones could wait to be upgraded, there was no necessity to upgrade a drone in a hurry you could still fight with your opponents during those intervals when their drones were not into effect yet which sounds pretty well balanced as things should be, but the scene is quiet uglier right now, when you have upgraded you turrets and hulls half-way and spent like almost all of your crystals into it you are realizing that this is useless because you drone being a low level if always going to be a reason behind you loss in the game, if you don't have it well upgraded those supplies (which is like a necessary evil nowadays) are not gonna work with its full potential against those with high level drone users.

I am used to achieving 1st, 2nd, 3rd position usually but I now I am finding myself in the last position as well.

developers should understand that supplies is an extreme constant for this game and it should be equal for each and every one if it varies for everyone then situations will be always one-sided better become best and poor become poorer. 

I am afraid I don't have hope surviving this game for very long (trust me I want to but that is how I feel).

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On 5/2/2021 at 2:23 PM, Spy said:

How many accounts did you create so far?

I don't know exaxtly. I've forgotten some of the acc. I do recall 13 accounts. Latest ones are "ballbuster" and "nutcracker".

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3 hours ago, tankiexpert1 said:

I don't like how damage is fixed for each turret.  There is no variability, which makes it quite boring.

I agree.

I sometimes like to use adrenaline augments just to see different digits.

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1 hour ago, TinBoxGunner said:

I don't know exaxtly. I've forgotten some of the acc. I do recall 13 accounts. Latest ones are "ballbuster" and "nutcracker".

Next make one called 'nutbuster' ?

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On 4/29/2021 at 6:03 AM, Marcus said:

Supplies

 

The first types of supplies appeared at the very beginning of the game - in 2009. 

They were very different from the current ones both in the way that they work and how they look. Nowadays, supplies help you to boost your tank, repair it, and allow your drones to work.

 

Just one problem remains - you often complain that the game is too dependent on supplies. We have decided to change the parameters of two types of supplies - "Double Armor" and "Double Damage".

 

Thus, for low ranks "Double Damage" and "Double Armor" will become weaker, which means that personal skills will be more important in a battle. By ranking up and upgrading drones, you gradually return the «Double Armor» and «Double Damage» effect to its previous form. 

Drones
 

Nowadays, drones have a passive bonus, increasing your armor and damage parameters.

With this update, instead of the previous passive bonus, drones will give you a bonus to boosted armor and boosted damage supplies.

If your drone is fully upgraded, you get double armor and double damage when boosted armor and boosted damage supplies are activated.

 

As for the «Brutus» drone that is currently giving this bonus, it will stop using batteries.

 

Check out other changes of the parameters of drones here:

 

How the numbers are going to change:

  • «Boosted armor» supply: decreasing incoming damage by 25%, common damage * 0.75 (previously it was decreasing damage by 50%).

  • «Boosted damage» supply: increasing outcoming damage by 33%, common damage * 1.33 (previously it was increasing damage by 100%).

  • In case your drone is 20/20 upgraded, «Boosted armor» is decreasing incoming damage by 50%, common damage * 0.5, and «Boosted damage» is increasing outcoming damage by 100%, common damage * 2.

  • In case your opponent activated boosted damage and you activated double armor, you get common damage * 0.75 * 1.33 = common damage. If you both have drones fully upgraded, you get common damage * 0.5 * 2 = common damage

 

As these supplies are not always doubling numbers we have renamed them to «Boosted Armor» and «Boosted Damage».

Now that I've played with the new update a bit, I can now give an opinion.

This update sucks.

Drones, expensive but overpowered, only for those who have actual money, and you thought it would be a great idea to take away the double armor and damage privileges to those who couldn't possibly obtain a drone. Like, are you seriously kidding me?

So, you listened to the cries of those who thought supplies were too dependent, but you're fully ignoring the cries of those who think drones are too dependent, then gave those with drones more boosts? Don't most of the drones in this game quite literally boost your supplies? where's your logic here? I'd very much like an answer for that. So, for 12 years of supplies existing in the game, without having any severe updates towards them, without causing much of a problem in the game, you thought it would be a good idea to finally completely change the way they work?

Your little "low rank's "double damage" and "double armor" will become weaker" would appear to be double impactful to those at higher ranks.

I for one never bought any drones, I thought if I got one, I would be losing more than I actually gained, and I was doing quite fine without any drones, a few drone users here and there, but overall, I did okay. Now I'm over here losing K/D because most of the enemy teams are equipped with Drones. I literally told myself I would never buy a drone, but if you look at my profile, you'll see that I now have Brutus, because I had no other options left.

You have truly outdone yourself this time.

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16 hours ago, At_Shin said:

 

U can have all the other supplies with the other drones to. Pointless argument.

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1 hour ago, Emeraldcat345 said:

So, you listened to the cries of those who thought supplies were too dependent

Nah, here is how this one played out. One of the developers thought up the idea to increase the games money making potential.

There you go, another update explained.

Funny how every single update can be explained very easily, they all have one common denominator, actually it is two, but they both amount to same thing, greed/money.  

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1 minute ago, antillis said:

Nah, here is how this one played out. One of the developers thought up the idea to increase the games money making potential.

There you go, another update explained.

Funny how every single update can be explained very easily, they all have one common denominator, actually it is two, but they both amount to same thing, greed/money.  

I can understand why they would need more money, but the way they're trying to gain more money for the loss of people is quite insane.

Basically what's happening is, they add an update that can earn them more revenue and more players, turns out the update sucks, more players leave, but they gain more revenue, but the extra revenue they gained is nowhere near what it was 2 updates ago. So, basically, they're gaining nothing out of this.

Just a little theory I have.

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I definitely think that this pay to win update could backfire on Tanki - now many free players are disincentivised to play more.

Before the update I might have enjoyed a few casual games with no drone after missions are done (since using drones costs batteries which I will run out of quickly if I play beyond regular or special missions). Now, if I do that I'll get wrecked, as I don't have a maxed out Brutus Drone. Anyone without a maxed out Brutus Drone will now be highly ineffective in high-ranked matches once they run out of batteries, so now many players will be truly forced to play missions only which will decrease playing time and lengthen queues.

So this update could be a bad thing all round - as well as making players without a 20/20 drone fodder at low and high ranks, it may not increase revenues by giving buyers a greater advantage as they may have planned - it could instead increase queues and hasten the end of Tanki.

Edited by DestrotankAI9
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15 minutes ago, Rutgers said:

There are definetly better ways of handling the so called "Supplies problem" than what Tank did. I really like @Tanker-Arthur idea on supply power being proportional to your rank. As you rank up, the effect of DA and DP increase as well. Even before this update I was only playing Tanki just to do missions and played on double battle fund weekends, but now I don't even feel like playing at all. Why Tanki chose this route is beyond me.

If supplies were a problem, then that would have been a better solution. Although low ranks are already at disadvantage enough against high ranks (which this current update adds to) and the same problem would be present with this change - although it would be better than what we have currently.

If supplies are too strong for low rankers then either have them increase in power up until a certain rank (such as Major, where everyone has effectively infinite supplies), or have them depend on the average rank of players in the battle so that lower rank players are not disadvantaged. Or, have supplies at 50% power during all battles with crystal boxes (which are low rank battles by default) and have them at full power in other matches.

But of course, those changes wouldn't have handed a large advantage to buyers with a 20/20 drone at low ranks - or given them the advantage of having a wider variety of drones at high ranks. Messing free players around this much though, is just taking things too far in the pay to win direction and may backfire strongly.

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4 minutes ago, DestrotankAI9 said:

If supplies were a problem, then that would have been a better solution. Although low ranks are already at disadvantage enough against high ranks (which this current update adds to) and the same problem would be present with this change - although it would be better than what we have currently.

If supplies are too strong for low rankers then either have them increase in power up until a certain rank (such as Major, where everyone has effectively infinite supplies), or have them depend on the average rank of players in the battle so that lower rank players are not disadvantaged. Or, have supplies at 50% power during all battles with crystal boxes (which are low rank battles by default) and have them at full power in other matches.

But of course, those changes wouldn't have handed a large advantage to buyers with a 20/20 drone at low ranks - or given them the advantage of having a wider variety of drones at high ranks. Messing free players around this much though, is just taking things too far in the pay to win direction and may backfire strongly.

@Tanker-Arthur's idea would work great for mines and repair kits. Depending on your rank, the amount healed will increase, and the amount of mine damage will increase. But double damage, double armor, and speed boosts are not like repair kits and mines. Those supplies are, what I like to call, "percent-based" meaning that their strength varies on your tank's strength. So, they shouldn't upgrade whatsoever. Double armor and double damage was just as powerful at low ranks as it was with high ranks, granted, those at lower ranks don't have thousands of supplies, but still. This is one of the problems I have with this update.

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1 minute ago, Rutgers said:

Well yes, I agree with you and others that the supply problem wasn't a problem to begin with, and Tanki had no grounds for this update. I'm just saying if they had to change the supply system, I would of liked to see tanker arthur's idea implemented, than bringing drones into the mix. Certainly, if need be, we  could devise even better ideas

 

Ultimately, I believed supplies were fine as it was. All this update did for me was cost me alot of crystals upgrading brutus just to receive the same boost I was previously getting for free.

I totally agree with you there. Here's another solution that could work. Simply delete our supplies' supplies.(I'm talking about drones of course) With Drones out of the way, I think we can finally get our minds straight and figure out if there really is a problem with supplies or not.

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At the very least, to make this update slightly more palatable - they should allow all drones to grant the boost to supply power level even when out of batteries (although of course the other benefits are lost). 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.

This would at least mean players are not forced to spend a very significant amount of crystals on upgrading Brutus just for when they run out of batteries. However, maybe even this wouldn't work since a lot of players just spent a huge amount on Brutus and they would be very angry - so really we probably have to keep this mess the way it is sadly.

Edited by DestrotankAI9
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1 minute ago, DestrotankAI9 said:

At the very least, to make this update slightly more palatable - they should allow all drones to grant the boost to supply power level even when out of batteries (although of course the other benefits are lost). And with this, Brutus will return to giving a 1-5% bonus to overall damage and armor as it did before the update - and return to using batteries again.

This would at least mean players are not forced to spend a very significant amount of crystals on upgrading Brutus just for when they run out of batteries. However, maybe even this wouldn't work since a lot of players just spent a huge amount on Brutus and they would be very angry - so really we probably have to keep this mess the way it is sadly.

True, I don't think the Devs would refund players anyways.

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On 5/2/2021 at 4:58 PM, artc said:

I know thell cal me ungratefull but think about it Crisis gives 100 armor just like defender. Crisis gives 70 damage while booster gives 200. So why should trickster only get 30 speed while crisis gets 70. If anything it should get equal or more speed than crisis. I know that wouldnt happen but i would be happy with 50. Just not 30.

Why the heck should trickster get an equal speed boost to Crisis?

While Crisis is moving fast it is "naked".  Trickster on the other hand can be faster than most tanks while still retaining DA.

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8 minutes ago, wolverine848 said:

Why the heck should trickster get an equal speed boost to Crisis?

While Crisis is moving fast it is "naked".  Trickster on the other hand can be faster than most tanks while still retaining DA.

I saw this as a problem too. I could also see my team losing as the Hopper using Trickster ran away with our flag.

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Just now, Rutgers said:

now I don't even feel like playing at all.

Same here 

Now I just log on once a day to get my free container. 

Just now, Emeraldcat345 said:

@Tanker-Arthur's idea would work great for mines and repair kits. Depending on your rank, the amount healed will increase, and the amount of mine damage will increase. But double damage, double armor, and speed boosts are not like repair kits and mines.

I'm pretty sure the idea would work great for Double Armor and Double Damage too. (not Speed boosts though. Or else low-level battles will be limited to maps like OG Sandbox, OG Cross, OG Boombox, aka, the small maps.)

Doesn't matter if it's percent-based. The original intention was to help newbies survive better against veterans and buyers with low-level accounts.

Lets take Thunder and Hunter for example. A M0 Thunder would 4-shot kill a M0 Hunter

And A M4 Thunder would always 4-shot kill a M4 Hunter

It would be reduced to 2-shots if the Thunder had double damage, and it would be increased to 8 shots if the Hunter had double armor.

 

 

Changing the effects of double damage and armor so that it upgrades as you rank up would help newbies a lot better.

The main benefit is that at recruit, a M0 Thunder with double damage won't be able to 2-shot kill an unarmored M0 Hunter. It would require 3 hits instead if double damage was reduced to only boost damage by 33%.

And at Legend, a M4 Thunder with double damage will 2-shot kill an unarmored M4 Hunter because then the double damage would boost damage by 100%.

Basically, the recruit non-"Druggers" will survive longer against the recruit "Druggers" than they normally would if the "Druggers" did 100% more damage to them with double damage.

While at Legend, it's fine because all players will have supplies to spend on, unless they waste all their supplies on something like Parkour or Crisis Drones.

 

Same applies for double armor.

The main benefit is that at recruit, a M0 Hunter with double armor will survive only one extra hit from an unboosted Thunder before dying. Normally, it would've survived up to three extra hits before dying by the 8th shot but, the double armor only boosts armor by 25% at Recruit, so Hunter will only survive 1 extra hit before dying.

And at Legend, a M4 Hunter with double armor will survive 7 hits from an unboosted Thunder because double armor by then would boost armor by 100%.

 

Now, it may seem bad for the recruit players at first, but keep this in mind: It's only a nerf to the players who know how to use supplies. Aka, a nerf to veteran and buyer players.
It's a major buff to newbies because buyers using double damage won't be able to 1-shot newbie Hunters with say, Railgun.
And newbies with no supplies can kill veterans/buyers who use double armor much faster than they would normally.

 

Unfortunately for us, Tanki devs linked the supply upgrades with the drone upgrades. Which, further increases the gap between F2P and P2W players even more because now even at Legend, if you have no drone, your supplies will... "Suck".

And at the very low ranks, someone can just buy and max their Brutus drone and end up wiping out all the newbies really quickly.

If everyone had no drone than the game would be balanced because everyone would be stuck with 25% double armor and 33% double damage (or 50% armor and 100% damage like before), but, we're forced to spend a minimum of a million crystals and wait at least a year for the Drone now.

Edited by Tanker-Arthur
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1 hour ago, Tanker-Arthur said:

I'm pretty sure the idea would work great for Double Armor and Double Damage too. (not Speed boosts though. Or else low-level battles will be limited to maps like OG Sandbox, OG Cross, OG Boombox, aka, the small maps.)

Doesn't matter if it's percent-based. The original intention was to help newbies survive better against veterans and buyers with low-level accounts.

Lets take Thunder and Hunter for example. A M0 Thunder would 4-shot kill a M0 Hunter

And A M4 Thunder would always 4-shot kill a M4 Hunter

It would be reduced to 2-shots if the Thunder had double damage, and it would be increased to 8 shots if the Hunter had double armor.

 

 

Changing the effects of double damage and armor so that it upgrades as you rank up would help newbies a lot better.

The main benefit is that at recruit, a M0 Thunder with double damage won't be able to 2-shot kill an unarmored M0 Hunter. It would require 3 hits instead if double damage was reduced to only boost damage by 33%.

And at Legend, a M4 Thunder with double damage will 2-shot kill an unarmored M4 Hunter because then the double damage would boost damage by 100%.

Basically, the recruit non-"Druggers" will survive longer against the recruit "Druggers" than they normally would if the "Druggers" did 100% more damage to them with double damage.

While at Legend, it's fine because all players will have supplies to spend on, unless they waste all their supplies on something like Parkour or Crisis Drones.

 

Same applies for double armor.

The main benefit is that at recruit, a M0 Hunter with double armor will survive only one extra hit from an unboosted Thunder before dying. Normally, it would've survived up to three extra hits before dying by the 8th shot but, the double armor only boosts armor by 25% at Recruit, so Hunter will only survive 1 extra hit before dying.

And at Legend, a M4 Hunter with double armor will survive 7 hits from an unboosted Thunder because double armor by then would boost armor by 100%.

 

Now, it may seem bad for the recruit players at first, but keep this in mind: It's only a nerf to the players who know how to use supplies. Aka, a nerf to veteran and buyer players.
It's a major buff to newbies because buyers using double damage won't be able to 1-shot newbie Hunters with say, Railgun.
And newbies with no supplies can kill veterans/buyers who use double armor much faster than they would normally.

 

Unfortunately for us, Tanki devs linked the supply upgrades with the drone upgrades. Which, further increases the gap between F2P and P2W players even more because now even at Legend, if you have no drone, your supplies will... "Suck".

And at the very low ranks, someone can just buy and max their Brutus drone and end up wiping out all the newbies really quickly.

If everyone had no drone than the game would be balanced because everyone would be stuck with 25% double armor and 33% double damage (or 50% armor and 100% damage like before), but, we're forced to spend a minimum of a million crystals and wait at least a year for the Drone now.

"Doesn't matter if it's percent-based. The original intention was to help newbies survive better against veterans and buyers with low-level accounts."

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? 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.

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. But that solution is not possible. Tanki would have to get your in-person information to prevent you from making a new account, and I would assume that would be VERY illegal. So, scratch that idea.

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.

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. 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?

Last but not least, drugging recruit buyers. All I can say is, there's nothing we can do about that. Buyers are literally the only reason why the game is still standing. But we're talking about supplies here, things that are easy to obtain now, and easy to use. Plus, buyers at recruit level are not exactly that common.

 

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.

Edited by Emeraldcat345

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