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Some suggestions and feedback from an old player


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MM system.

I would recommend giving the option to unselect some modes from quick game, since I don't mind playing ctf, siege, capture points, but I might not want to play the others(like juggernaut with freeze wasp). Additionally, categorising the maps according to their size and giving the option to select between the map sizes would help, cause playing in a big map with freeze already puts you at a disadvantage(similar with the protection modules). 

Turrets

Tesla should not be able to spam balls, since they extend its range by a lot. maybe a limit of 2? Its damage is also over the top, it should either increase based on the tanks affected or reduced, depending on what you have in mind about the turret. It's also too powerful when in base, allies' or enemies', since it can deal incredibly well with grouped enemies. If it was created for this, it should run out of energy quickly when hitting multiple enemies, otherwise I have no reason to stay in battle.

Smoky seems to have lost its identity, similar to some other turrets. The new hovercrafts are simply too fast and easy to chance direction, so turrets with slow projectiles and no splash damage have a very hard time. I would recommend either an increase in projectile speed(50-75%), or a slight buff to the damage, since it's used mostly at close ranges. Although making it harder for hovercrafts to turn so fast(which is also logical), would fix most of the issues. The rapidfire augment is good, but it's not the smoky we are used too. It lacks only a little damage, but feels weak cause it doesn't have the damage to fight close range turrets and it is very hard to use in longer range cause of projectile speed and max damage range(haven't played thunder, but they seem similar with thunder having splash damage).

Striker.. I play it a lot and it is very strong. I am only sad that I can't use salvo. The lock system is very easy to miss for more than 0.7 seconds when enemies shoot you, and it's not worth using even against heavy tanks, since you get focused for like 25% more damage that you usually can't deal(enemies have enough time to hide behind walls till the rockets get near them). Make single rockets weaker and salvo faster lock and longer reload, or give salvo the ability to complete 2x rockets lock, with half time than now, and a small cooldown if the player wants to use them one after another. 4 rockets could also be completed. Care about the 8 rockets augment, cause now no one uses it, but if it also gets 2x rockets salvo it will be very strong. 

Magnum 

It is the most annoying thing to deal with, mostly cause of saboteur drone, and the mine augment. I would recommend increasing the reload time the longer the shot is(with no decrease for small range shots compared to now), since it's almost impossible to deal with it if you don't regurarly kill it-which is often the case, since they don't camp near flags or points). Maybe have a limit on mines placed from the augment(they ausually explode often so I doubt a limit of 10 will be reached often). Basically, it is very annoying to fight since you just get shot with nothing you can do, while it is also very strong in melee range since it's global, and can move to a location where the player can fortify himself with saboteur drone. 

Supplies. 

I would recommend reducing the impact of speed boost to other's supplies cooldowns, or having 5 seconds delay between armor and double damage, at least for spawn. The immunity while spawning helps, but without the right drones, if fully drugged enemies are in your base you can't do anything and by the times your team can deal with them the score is irreversable. (the drone that gives supplies when you spawn for a little time doesn't fix anything in those cases and it's mostly for defenders to safely move near the flag. If you have to equip it in the first minutes of the game and enemy has defender or booster, you just lose). 

Battle score and rewards

It is extremely worth to get to a good spot and and obliderate enemies. My teammates were playing team deathmatch in a stadium siege battle. Why wouldn't they? Give score based on interaction with objectives, not that completion. If you hold the enemy flag, get score every second(with a limit of 5 seconds, as long as the flag is moving towards your base). Maybe allies near the flag carrier should also get some score, similar with rugby? Dealing damage to enemy flag carrier or juggernout should probably also give a bit score. The reason for all this. A good shaft player that moves his tank and supports his teammates escape enemy base or return flag, shouldn't get less score than a shaft player that camps in base and kills random enemies on the map. This is the main issue, my suggestion is only an idea, but it needs a lot of thinking and data to be good for the game. 

That's pretty much it. Besides of my suggestions, that might be bad for the game(developers and specialists know better), this is a gamer's experience after playing tanki online for the first time in a while. And yeah, I played a lot in 2-3 days before I decided to write this text. The worst thing is that, for example the part about the supplies, the game can be a bit unplayable and without opportunities for comebacks, even if you use mk8s and drones, let alone if you want to play without a good drone for a while. 

Edited by bankas11
Removed a word from title, since a parenthesis is also missing
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13 minutes ago, Opex-Rah said:

That was actually pretty useful, thx

I have some feedback too, you should fix the unbalanced ranks in MM battles and joining late bug in MM battles!

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17 hours ago, Yveltal9 said:

I have some feedback too, you should fix the unbalanced ranks in MM battles and joining late bug in MM battles!

That was not very useful, thx

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