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GAME BALANCE   

32 members have voted

  1. 1. Pick the ones that you think have had a negative impact on the game

    • FLYING MONKEY
      13
    • AP EFFECT
      7
    • EMP
      10
    • CHANGES TO HOW SUPPLIES WORK ON HOW UPGRADED YOUR DRONE IS
      14
    • NEW 4TH MODULE THAT REQUIRES 5000 TANKOINS
      14
    • OVERDRIVES
      8
    • CRITICAL HIT EFFECT
      7
    • MM
      8
    • RANK SPREADS
      8
    • THE DEVELOPERS INABILITY TO WANT TO ACT UPON GENUINE SENSIBLE PLAYER FEEDBACK
      15
    • HARDCORE BUYERS
      9
    • AUGMENTS
      10
    • XP/CRY RATIO (AFFECTS EVERY RANK APART FROM LEGEND)
      6
    • BOOSTED BATTLE FUNDS
      1
    • SHOP PRICES
      7
    • BATTLE TIME DURATION
      4
    • THE CHALLENGE
      2
    • THE GARAGE....STILL NOT USER FRIENDLY (how long until is?)
      3
    • BEING ABLE TO ACQUIRE MK7 GARAGE AT LIEUTENANT COLONEL RANK
      5
    • NOT BEING ABLE TO CHOOSE YOUR OWN MAP
      3
    • THE NEW UPGRADE SYSTEM
      3


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I thought it time to get players views on what has ruined the game the most. 

There have been many updates, most of them (90%) at least, have had a detrimental effect on the game.

From the ill thought out MM and the new critical hits for turrets, i believe like many players do that the devs have gone to far. 

It's not just updates but also the ongoing issues with simple things, like all these glitches players are having.

I have put what i think affects players the most within the game.

I no my top 5, which is yours. 

EDIT.....Pick as many as you like that have destroyed the game.

I will keep amending this topic as more OTT/despised updates flood the game.

Edited by cosmic666
Please refrain from using all capital letters in the Topic's title.
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TBH what's ruined the game most for me is people screaming about how bad it is and how it's dead and how it was better in the good ol days.

 

There ARE issues that need to be solved, but people consistently portray the situation as much worse than it is imo.

Edited by 1VeryPointyShrub
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My opinion:

  1. Flying monkey
  2. Increased number of players in battles
  3. Augments
  4. Rank spreads
  5. Stun status effect
Edited by ThirdOnion
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43 minutes ago, ThirdOnion said:

My opinion:

  1. Flying monkey
  2. Increased number of players in battles
  3. Augments
  4. Rank spreads
  5. Stun status effect

3 & 5 are kinda connected... no?

Edited by wolverine848
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For me I picked more than 5 (seriously cosmic, you sound really mad when you list them b/c they all in caps).

AP Effect: I myself main on Hornet, but seriously, because we now have AP Immunity, it can make someone really OP. Yeah, its augment is also another thing I get triggered on. I propose Hornet OD should ignore everything except modules.

 

Supplies based on drones' MU level: Yep, this one widen the gap than bridging the gap. In today's meta, we are not completely dependent on supplies in constrast back then. Now it is a combinations of drones, augments and overdrive that knocked out game balance. Literally parked my 1st Lt alt because of nerfed supplies.

 

Fourth modules that costs 5 grands of Tankoin: Let's just say.... that's not exactly we want. Having one more module with zero drawback other than in a paywall does not work. Widens F2P-P2W gap further.

 

Overdrive: Hard to say this one other than Hornet and Hopper's OD.

 

Critical Hit effect: This one. This one is where I get real triggered at. Not that it ignores normal modules, it's Railgun (and Striker) that get benefited the most. A 76% damage increase for Rail and 2x boost for a Striker is absurd in the 1st place.

 

Matchmaking: Not a problem other than rank gap.

 

Rank Spread: May we recall Lt General vs WO3 or a Major vs Legend? Yep, phat difference in term of skill + equipment from those 2 ranks comparision.

 

Hardcore buyers: Nothing else to say other than making Tankers yeeting themselves out quicker.

 

Alternativa not genuinely reacted upon player's feedback:

 

 

Edited by FrozenRailgun
Added more points.

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So....

Flying Monkey

I assume you mean Hopper. Yeah, it's a very negative thing in the game. There's only two ways to 100% fix it, and it's to either delete, or rework into a tracked hull.

 

AP Effect

Negative thing. I mean, it's a cool idea, but it doesn't make sense. Why does your armor get destroyed, than it randomly comes back after a few seconds? It should've been done as "Armor Piercing Ammo", in which AP guns will always pierce through armor. Or, when your armor is destroyed, you lose armor until you die and respawn. Tanki is based on science fiction, not fantasy and magic where armor disappears and reappears after a while.

Also, it would've been much better as an "Armor Weakening Effect", in which enemies who have been AP-ed don't lose armor, instead they take more damage from enemies than they would normally. 

 

EMP

Super negative. It must be deleted. EMP makes no sense at all and it is OP in matchmaking battles. 
Also, EMP should've been used as the name for a turret's stunning mechanism, not a supply removing effect.

 

Changes to how Protection Modules work on how Upgraded Your Drone is

I'm assuming you're actually talking about supplies, cause protections aren't affected by drones. But yes, it's negative, because the power gap between players who don't have a drone/low level drone and those with a high level drone is insanely far now. You'll need to wait at least a year if you wanna catch up to those players who have upgraded drones, unless you're willing to pay 3x extra for speed-ups.
 

New 4th Module that requires Tankcoins

Negative. Super buyer-friendly. Also, lets not forget, if you're a new player, the 2nd slot costs 50 tankcoins and the 3rd slot costs 500 tankcoins now. So no, this update truly sucks. 

All four module slots should be 100% free. And if possible, the 4th module slot should be temporarily deleted and returned to the game once we have around 16-20 turrets.

 

Overdrives

I get that the developers wanted to make the hulls more unique, but in reality, they just make us die so much faster in battles, that you can't really do anything before some guy randomly one-shots you with his overdrive.

So it's a negative thing to the game.
That being said, overdrives (all of them) should have their strengths decreased to the point where every overdrive is easily counterable....or at the very least, avoidable. That way, we won't keep dying so fast.

 

Critical Hit Effect

Ultra-negative.

Not only is Smoky no longer unique in any way, but it has severely messed with the game's balanced. Turrets like Railgun and Striker, which were actually very balanced turrets before, have become extremely overpowered. Turrets like Isida and Hammer are broken now. And numerous Alterations have had their stats unnecessarily reworked to the point that they're almost no longer identical to their original versions. Many are buffed and many are nerfed for no reason at all. And now, Protection Modules have lost an extreme amount of value. And yet, we still gotta pay stupid tankcoins to unlock the slots and the crystal prices for each module has remained the same. What are the devs even thinking???

 

MatchMaking

It's alright. We all hated it back in 2017, and yes, it's still not 100% ideal even today, but it's needed for a game whose player count is so low, Pro Battles won't be able to hold enough players for long, uninterrupted battles.

Also at least the multing has gone down.

Rank spreads are still bad though.

 

THE DEVELOPERS INABILITY TO WANT TO ACT UPON GENUINE SENSIBLE PLAYER FEEDBACK

They almost never do this. And even if they do, they never 100% listen to the player.
For example, when they removed alterations from the garage, we all wanted it back. Well, they readded them, but now the crystal prices are jacked up to the extreme.

And Vampirism for Isida has returned, like the players ask. But now you must be extremely rich or lucky or both to obtain it. And it's extremely overpowered, especially since Isida itself does way more dmaage than back in 2016, when it last had vampirism.

So overall, bad. Developers almost never listen and when they do, they add a "trick" up their sleeves to make the game to ruin it and make it the way they want it to be, not how the players originally intended. Yes, it's true that it is technically the developers' game and they can do whatever they want with it. But if they want the game to survive, they're gonna have to actually listen to the players because without us, there's no reason to work on Tanki unless the developers want to play with one another or with the 1000 or so buyers in the game. And I'm not gonna lie, a bunch of the players have way better and more rational ideas than the developers do.

 

Hardcore Buyers

Not that much a problem at all. Literally. In fact, buyers aren't the problem, it's the game that's the problem.
The only reason why buyers are bad is not because they spend money to buy, but because of the stuff they are buying. So the developers giving buyers OP Augments are bad.
But if the developers decided to make OP Augments available to all, and they decided to just make, idk, cosmetics like paints and skins available to buyers, or booster packs like extra cryatals for buyers, than game balance would be far better. Because the buyers will simply be "speeding" up their progress, rather than getting access to exclusive equipment that is guaranteed to make them win.

 

Augments

Turret Alterations = AWESOME

They make the game so much more dynamic and fun, and instead of buying and upgrading multiple turrets, you can just buy one turret and it's alterations and you've basically got yourself 2 or 3 different playstyles to choose from, and at the while, you save crystals because alterations upgrade along as the default turret is upgrading. Alterations are really catered to F2P players. For example, the cost of buying a burning alteration (Dragon Breath) for Hammer is cheaper than buying and upgrading Hammer and Firebird to max. Additionally, Alterations try to be balanced with the default turret, so those without alterations can still make a difference in battles.

 

Hull Augments = BAD

They just ruin game balance, what can I say. Hull Augments protect against status effect, but guess what? Firebird depends on it's status effect to make a difference in battles. Without burning, it's DPS is very low for a short-ranged turret and it cannot do much, especially if the enemies also use Firebird modules. Freeze is the same, but to a lesser extent, because Cold Immunity does not remove any of Freeze's damage output at all, so Freeze is faring better than Firebird in this department.


Turret Augments = Bad

By this, I mean the turret "Alterations" that are not alterations at all. They are pure upgrades. And most of them are ultra-container only, making it horrible for game balance. Obtaining a turret augment gives you no reason at all to use a Turret Alteration, or the default version of the turret.

 

XP/CRY Ratio

Alright. I mean, it was bad before because XP was boosted by four times but crystals was only boosted by 2 times. That effectively cut everyone's crystal earnings by half. Luckily, Shards and the free containers that came with them have compensated for this now. So we're good here.....somewhat.
However, 4x xp is too fast for ranking. Not only are inexperienced players jumping ranks too fast, but it gives very little time for you to micro-upgrade your equipment. And with an upcoming update coming for the MU button in the garage, this will be a huge problem for MU-ers.

 

Boosted Battle Funds

Zero problems at all. I have no idea why people wouldn't want a few extra crystals.

 

Shop Prices

I don't care cause I don't buy.

But, shop prices being too high will make "Super Buyers" be extremely powerful because "Casual Buyers" will be discouraged to buy things to compete, as they don't want to spend much money in the game.

 

Battle Time Duration

Increase it to 8-10 minutes, and it should be fine-ish.
But 15 battles would be cool. With 15 minutes, missions and such will have to have their rewards either doubled or the requirements to finish them be sliced in half. I prefer the second option as it helps casual players who don't have much time to play tanki each day.

 

The Challenge

I got no problems with it ever since stars was added to missions. But it would be nice if our 1-day grace period for not doing daily missions was extended to like 2 - 4 days.
That can be accomplished by.....

  • Increasing star rewards
  • Giving us a fourth daily mission
  • Giving us easier special missions that award stars

Also, it would be nice if the tankcoin reward was increased.

 

Garage not user-friendly

I don't care for now. We need to fix stuff like economy and game balance first.

 

Mk7 At Lieutenant Colonel Rank

I'm assuming this is cause of kits. Simple solution - just delete kits. Sales are pretty frequent nowadays so there's no need for 15-25% discounted kits.

Also who here is coughing up 7700 tankcoins for an Mk7 kit? I'd rather buy several battle passes and a clan pass or something like that.

 

Not Being to Choose Map and Battle Mode

Lol we can choose the battle mode.

But yeah, it would be nicer if we could choose our map. Like have the players in queue vote for a map out of a small selection of maps that are randomly generated for each game.

 

Edited by Tanker-Arthur
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Just now, ThirdOnion said:
  1. Stun status effect

This actually won't be very negative at all if it was reworked properly.

As in, make it NOT force-drop balls and flags.

And limit the stun durations to only around 0.1-2 seconds, depending on what is inflicting the stun.

  • Hunter's Overdrive: 2 seconds. Maybe a bit more, cause it's a long-charging overdrive, instead of a constant turret shot. It'll be the only exception to the rule above.
  • Smoky's Paralyzing Rounds: 2 seconds or so. Only because it's damage and chance are reduced by 50%, which I believe deserves a fairly long stun.
  • Hopper: No stun. But if it does stun, I guess the 1 second stun it has now is fine-ish?
  • Railgun's Stun Rounds: Delete, because how does Railgun stun enemies with it's rounds? At least Smoky was accompanied by an electric effect around the enemy tank whenever you shoot a critical hit. But if it does stun, the stun only lasts for 0.5 seconds, cause of how reliable pre-critical damage Stun Rounds was at stunning.
  • Smoky's Stunning Missiles: It either stuns for 0.5 seconds or 1 second, or it gets reworked entirely and the salvo takes much longer to lock on, in which it can keep it's current stun.
  • Tesla: Not sure if this will get a stun alt or not. It should, because it's pure electricity, and electricity is associated with stuns in a lot of games. If it does, due to the turret's rapid-fire, each stun should only be 0.1 seconds long or something. And the Ball Lightning should not stun because that would be immensely broken.
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46 minutes ago, At_Shin said:

I do find other meta drones such as booster and saboteur annoying sometimes, but not as much as the defender drone.

Booster trumps Defender.  It has 50% more bonus.

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12 hours ago, wolverine848 said:

Bullet #4 ... should that be "supplies" instead of modules?  Drones don't affect modules.

Then change #7 to include affect on modules.

LOL i made that mistake awhile ago i will change it ta. are you sure about that. 

 

12 hours ago, wolverine848 said:

3 & 5 are kinda connected... no?

No. As you said yourself, even without overdrive the flying tank is still a nightmare to best in battle because of it's unusual movements.

It is deserving to be on the list irrespective of it's OP overdrive.

IMO.

 

@Tanker-Arthur Yeah i got a couple of points a bit muddled up but everyone knows what im trying to say.

Enjoyed your breakdown of my points.

Edited by At_Shin
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But if an update brings in mad cash, can you really consider it "a negative effect on the game"? ?

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15 minutes ago, Maf said:

But if an update brings in mad cash, can you really consider it "a negative effect on the game"? ?

as I quote a well-known forumer: "it's a double-edged sword"

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MM must be the first!

 

All other updates in the poll came in after the MM update.  15-minute slow-paced battles were gone because of MM (shortened to 10-minute if I remember correctly).  Then further cut short to the current 7-minute one when mobile version was officially introduced.

 

Hell, even Flash version was gone after MM update.  Yeah, I know they were totally not related.

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Firstly Overdrives and Drones and Augments. I get exhausted honestly from MM Vikings Bots who kills me repeatedly SHIFT.

Then MM

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4 hours ago, cosmic666 said:

LOL i made that mistake awhile ago i will change it ta. are you sure about that. 

 

No. As you said yourself, even without overdrive the flying tank is still a nightmare to best in battle because of it's unusual movements.

It is deserving to be on the list irrespective of it's OP overdrive.

IMO.

 

@Tanker-Arthur Yeah i got a couple of points a bit muddled up but everyone knows what im trying to say.

Enjoyed your breakdown of my points.

- yes I'm sure.  You need to upgrade drones to make your supplies more effective.

- I was referring to 3 & 5 from ThirdOnion - stun status effect comes from augments.

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4 hours ago, At_Shin said:

And, it lasts 3 seconds. Care to remind me how long defender lasts?

How long Defender lasts is irrelevant when the Booster player can activate DD and just kill the Defender.

In that case I's say they both last ... ... 3 seconds.

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3 hours ago, Maf said:

But if an update brings in mad cash, can you really consider it "a negative effect on the game"? ?

Yes.   More F2P tankers will quit.   At the very least there will be even longer waiting times.  Which leads to wider rank-spreads. Which leads to  more players quitting.  Which leads to...

 

I really don't understand how you (and the Devs) don't get it.  It's short-term gain for long-term pain.

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1 hour ago, wolverine848 said:

It's short-term gain for long-term pain.

Well you know how the saying goes...
no gain no pain  :rolleyes:

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21 minutes ago, Maf said:

Well you know how the saying goes...
no gain no pain

Ummm ... not quite ...

 

You had it backwards... "no pain - no gain".

But normally the pain is short-term in order to get long-term gains.

TO unfortunately made the same mistake you did.

Edited by wolverine848
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12 hours ago, wolverine848 said:

- yes I'm sure.  You need to upgrade drones to make your supplies more effective.

- I was referring to 3 & 5 from ThirdOnion - stun status effect comes from augments.

Ok ta, done the edit on the drone affecting supplies. 

 

15 hours ago, Maf said:

a negative effect on the game"?

A negative IMPACT on the game is the wording i would use.

So yes MAD CASH does affect the game in a negative way and you no it does, so why do you insist on playing the dumb card all the time, like most of you mods seem to do. 

Certain players can be forgiven for backing up every update the devs bring in. Mods should no how and when to differentiate from a cash driven update that yields no balance, to a update that has benefits for the game and it's players as a whole.  

 

10 hours ago, wolverine848 said:

Ummm ... not quite ...

@Maf is ambivilous to anything we say about negative updates, it's the way the devs have programmed the mods, not their fault really.

Edited by At_Shin
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I think that what I find to be the most difficult to work with in the list is definitely MM. It feels like a lot of times I'm facing off against enemies using multiple AP, EMP, Stun, incendiary or Cryo augments and in such cases I just find a different match because it's most likely not going to be fun to play.  Additionally, maps such as Massacre, Brest, Lost Temple and Dusseldorf are just an instant quit for me because I don't like them at all.

Also, as for shop prices I don't think that's a problem. As far as I can tell the general sentiment among players is that buyers are noobs, and so players don't prefer to buy things anyways. I doubt lower prices would change that.

Lastly, I think you should also put the stun and heating status effects. In particular, Railgun's stun augment can be quite annoying, and without stun immunity a challenge to deal with. The heating effect isn't quite as bad, but you do have IBHI, which is a broken combo. Even though you can mitigate it's effects, I think a lot of players aren't able to afford the things required to do so. Generally if there's say an AP augment user and an incendiary band user, I use AP immunity, but even if I do this I still find the IBHI users to be quite dangerous. 

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