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34 minutes ago, wolverine848 said:

And the Supercharge from hornet/dictator that allows turrets like Gauss and Shaft to apply their critical damage boost to their big attack.  Can't believe that was the intention.

Supercharge does not work for Shaft and Gauss sniping shots. 

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Lets sum up TO from when I started playing.

2013 good game lots of players.

Present. A jumbled mess of unnecessary extras, hiked up shop prices, terrible updates and not very many players.

Conclusion. It really can't get any worse, then again?

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and they are seriously adding a NEW hull, again??

i swear, they are absolutely addicted to this new trend of hover hulls that they are forgetting everything else. Honestly, I think overdrives were added just so players can tell the hulls apart, cause half the hulls are the exact same. But overdrives are not exactly very balanced things either...

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5 hours ago, TheCongoSpider said:

Supercharge does not work for Shaft and Gauss sniping shots. 

Interesting.  I seemed to be doing a lot of damage with my gauss sniping after hitting shift.  Maybe I was hitting weak targets?

Wonder why At-Shin thinks shaft-hornet is awesome combo... since hornet OD has a low 50m radius...

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2 minutes ago, wolverine848 said:

Interesting.  I seemed to be doing a lot of damage with my gauss sniping after hitting shift.  Maybe I was hitting weak targets?

Wonder why At-Shin thinks shaft-hornet is awesome combo... since hornet OD has a low 50m radius...

I actually play with gauss and let me tell you supercharge does not effect sniping shots. Its for arcade shots.

Edited by MysticBlood

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Just now, MysticBlood said:

I actually play with gauss and let me tell you supercharge does not effect sniping shots. It is its arcade shots.

I'm not arguing.  I truly must have gotten lucky then with my targets.

But At-Shin's defense of hornet does seem odd then... since the only Shaft that would really benefit from hornet would be RFM.

 

I've been using Freeze-Dictator and gotta say... TO has outdone themselves.  It so ridiculous it's funny.

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21 minutes ago, wolverine848 said:

I've been using Freeze-Dictator and gotta say... TO has outdone themselves.  It so ridiculous it's funny.

I feel like freeze has gotten very strong. When I use my armadillo module, the freeze turret kills me pretty quickly. I know armadillo is supposed to reduce crit damage but for some reason freeze still is powerful in crits. 

Edited by MysticBlood
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17 minutes ago, MysticBlood said:

I feel like freeze has gotten very strong. When I use my armadillo module, the freeze turret kills me pretty quickly. I know armadillo is supposed to reduce crit damage but for some reason freeze still is powerful in crits. 

Freeze Crit damage bonus is 400%.  FOUR HUNDRED PERCENT!

But your armadillo should protect against that.  Ah... but you are only cutting it down to 200%. 

Edited by wolverine848
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4 minutes ago, wolverine848 said:

Freeze Crit damage bonus is 400%.  FOUR HUNDRED PERCENT!

But your armadillo should protect against that.

Ik but freeze still kills me pretty fast despite me having it. Lol its kinda dumb but comical. 

Edited by MysticBlood

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15 minutes ago, nikunj04 said:

Even without boosted damage , freeze with supercharge is still broken.

Supercharge "will deal critical damage and apply any effects associated with that turret/augment's critical shot."

So it applies the boosted damage.

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5 hours ago, At_Shin said:

 

I use healing Shaft - gives 1980 heals with BD enabled critical arcade shots. Pair that with hornet and I can distance-heal with about 4 critical arcade shots. But that's the small stuff. 

 

Also, I have tried but failed at using RFM. Landing 3 arcade shots consecutively with mouse controls in that small time frame is not something I can manage. 

I love this last part about augments....if they work for some ppl but not all, they are good. Some ppl like rfm while some dont.

What is heaing shaft? Is that a new augment?

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30 minutes ago, Potdindy said:

I love this last part about augments....if they work for some ppl but not all, they are good. Some ppl like rfm while some dont.

What is heaing shaft? Is that a new augment?

Yes, it is, you can get it from Ultra Containers.

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8 hours ago, At_Shin said:

 

Oof here we go again. Just read my previous posts properly again. 

However, I might just save your time if I provide you with my reasons (again) -

I use healing Shaft - gives 1980 heals with BD enabled critical arcade shots. Pair that with hornet and I can distance-heal with about 4 critical arcade shots. But that's the small stuff. 

Arguably, the best thing for me about hornet OD  (when paired with shaft) is the yellow outlines of enemy tanks.  It's severely underrated but it is amazing for a shaft. It also helps out my team a lot.

Also, I have tried but failed at using RFM. Landing 3 arcade shots consecutively with mouse controls in that small time frame is not something I can manage. 

Why do you keep brining up "distance" when hornet does nothing to enhance your "distance" damage or healing?

Min damage range for Arcade is 42m.  Weak damage/healing is 25%.  How is hornet helping you heal anyone beyond 50m?

And hornet certainly isn't enhancing your damage beyond 50m since neither the AP nor the Supercharge will be effective beyond that range.

So I reiterate - for 95% of the players, hornet OD is useful for melee and short-range turrets only.

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1 hour ago, At_Shin said:

Some turrets have a factor called weak damage percentage. For shaft's arcade shot, this weak damage percentage is 25%, meaning, that beyond it's max damage range the arcade shot will only deal 25% of the original full damage to the enemy. Now, the Supercharge status effect increases this weak damage factor back to 100%. This allows the user to deal full damage at any range - even beyond the set max damage range of the turret.

Since Healing Emitter's Shaft deals heals the same way as it deals damage, I can distance-heal my allied target using a critical arcade shot. Similarly, all augments of shaft can deal 100% arcade shot damage at long range under the effect of supercharge. That is why, RFM need not be just a short-ranged-enhanced augmentation of shaft. If you pair RFM with dictator or hornet you can deal 1980 critical arcade shot damage to your target far away. 

You got me there - you will be able to do full healing on a far-away team-mate as you don't have to bypass DA.

Your critical arcade damage of 1980 is assuming target does not have DA?

 

My 95% was based on the fact that healing augment is not available in garage.  Maybe 10% of the players have the healing augment.  Maybe.

 

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1 hour ago, At_Shin said:

Healing does not consider target's prots nor DA. Isida and shaft healing is similar in that manner.

I already acknowledged that "... as you don't have to bypass DA"

I was speaking to attack.  You would only "deal 1980 critical arcade shot damage to your target far away" if you used DD and target did not have DA activated.

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Guess who had a nostaliga trip and decided to hop into a new account? I had heard there was a new turret coming out but I kept trying to shove this game out of my life for good. I doubt anyone here remembers me, I used to be a prolific forum user back in 2014-2018, plenty of post history if this new forum look hasn't deleted it out of existence. Well, on to my point. This game is hemorrhaging to death and with the good times it gave me as a high schooler, it's a sad thing to see.  I never made it to the upper echelon of the game despite my fifty alternative accounts, but I sure had a good time being bad at it back in my day...

 

Back in my day when you got one-shot there was an explanation, a Shaft, a Railgun, double damage, you drove over a mine... My point is, death has become something you really can't avoid anymore. Between turrets like Gauss that have no indication they're targeting you and certain overdrives either having no risk and high reward or outright countering supplies and damage resistances this game has a problem with balancing. You know what makes zero sense? Driving a heavy hull and having less survivability than a light. Mammoth and Titan are supposed to be these hulking behemoths of tanks that can trade off damage and maintain a spot on the frontline, but now they're slow and essentially helpless in a spawncamp situation because they can't get away from XCEPTUTPLXES the Wasp-Freeze with a 25 killstreak, full supplies, and on overdrive meter that never runs out. Being able to instantly kill people in a large radius around you because they can't get away from it or just respawned and didn't have enough time o react and then get away unscathed to go get another bomb is obscene, and the solution to avoiding that exact situation should never be "Just cancel it out with your own overdrive". Now I have zero solution to balancing this without completely removing the overdrive system as it currently exists, which leads me into my next point: The development team doesn't care, and realistically shouldn't care. They get paid by the company to maintain the game and fix bugs. I think we're mislocating our griping here, I'm sure the developers know what they're doing. We should really direct our complaints to AlternivaPlatform, the company behind Tanki Online.

 

And one last thing: A battle pass? Really? Talk about chasing trends...

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18 hours ago, wolverine848 said:

Freeze Crit damage bonus is 400%.  FOUR HUNDRED PERCENT!

But your armadillo should protect against that.  Ah... but you are only cutting it down to 200%. 

Making defender drone and armadillo a requirement to play (or titan od+ap immunity) even then, quite specifics to hard counter, guess this is what they call a 'lesser evil', or is it

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On 9/5/2021 at 7:47 PM, Maf said:

Listening ≠ doing. Developers can (and do) collect our feedback, but they can't just take it all and do the most popular thing, because then we would very quickly end up with millions of tankoins raining from the sky, players running around with extremely overpowered Railguns, 99% discounts on everything, and the game shutting down a week later due to lack of revenue.

No one even asks for things like that. Most reasonable players simply want more balanced games, whichever form that may take, rather than more broken status effect/drone/OD nonsense. And here I must stress that I have nothing against these various gameplay features. The problem is when they are implemented badly - which they unfortunately are.

And why on earth would the game shut down due to lack of revenue? The devs make ridiculous profit with all the “Tanki Fund”-style events that we have had in the past year. Where is all that money going? Why does it still take the dev team A MONTH to release a SINGLE HD skin?

In summer 2021 Hazel was showing off a working new interface, and he spoke of it as if it would release in the next few weeks/months. Here we are in FEBRUARY 2022 and still no word about this new interface.

So once again, I ask, where is all the revenue going? Clearly not to maintain the servers as they are still suffering from the same lag. Clearly not to speed up the development of maps/skins/cosmetics or even just new gameplay related content. I wouldn’t even be surprised if there is some dubious financial irregularities going on behind the scenes.

On 9/5/2021 at 7:47 PM, Maf said:

This is because of two reasons:

  1. The majority of the player base consists of children, who cannot be trusted to make decisions in the game's development due to lack of understanding of how a F2P multiplayer online game functions and what kind of changes are most beneficial for it.
  2. The people who would vote do not represent the general player base. The game is divided into two types of players — those who care about the game and its community (i.e. those, who would actually care to vote), and those who just play. The ones that play are a majority, and their needs and preferences are different to those in the first group. So if you are the kind of person that wrote at least one message on the game's forum, then you already belong to the minority first group and your opinion doesn't accurately represent the needs of all players as a whole.

Developers have their own data collection and people with the right tools to analyse that data. This is what they use to make decisions. And believe me that, as a business that aims to turn a profit, it's in their best interest to do everything possible to keep players happy and interested in playing the game.

Nonsense. There are no classes of players - “those who care about the game” and “those who just play”. You can not care about voting in polls or using the forum and still care deeply about the game. And likewise, those who use the forum or “care to vote” don’t necessarily care about the game either. I think I understand what you mean, that there are players who are serious about the game and those who aren’t, but that’s as far as I would go to categorise them.

As far as keeping players happy, I would have to disagree. The devs seem to have adopted a new business model in the last few years: create temporarily interesting content (augments, drones, ODs) which, when badly implemented ruin the balance, but which will attract new players to the game.

The problem is that Alternativa don’t care about old players. In fact, I am certain that Hazel would be happy to sacrifice them in exchange for newer players who would be more likely to spend big bucks or even just a little here and there compared to the veterans. When they realise they can’t compete they too will leave and get replaced by yet more new players, and so the vicious cycle repeats. More players coming and going = more profits. So no, the devs clearly aren’t interested in “keeping everyone happy”, possibly with the exception of some small quality of life changes here and there. But that’s it.

In terms of the overall direction of the game, we the players have absolutely no say. And while I’m not saying we should have a say, it’s clear that Hazel has firmly set his mind upon totally changing everything about the game, and therefore every future update will always be aimed at catering to new players and attracting more of them because that is where the profit lies. It’s not about TO’s evolution into something modern and new, it’s about a total altering of the game’s audience and demographics at the expense of the current playerbase.

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