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Speed/armor proportions


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So, a lot of tankers were quietly disappointed to see all the speeds for each hull category become the same, myself included. In the Patch Notes I think it was, they said that they were worried about releasing new hulls that are too fast and such and affect game balance. So I thought, if Tanki is worrying about the balance when they add new hulls, why not make the speed vary directly to the armor? (I'm sorry if this makes no sense. I'm a math nerd.)

Here's how it'll work. The speed of any given tank will be s, and the armor will be a. The product sa equals some number k. That k remains the same, no matter what the hull is. For example, if we have a hypothetical hull Sonic (no I'm not hopefully foreshadowing anything why would you say that), the speed could be 12 meters per second with armor of 4000. If you do the math, k would be 48000. And another hypothetical hull UFO could be speed = 10 meters per second and an armor of 4800. Doing the math, k is still 48000.

Obviously the numbers would be different in the real Tanki. And, for example, the k-value of the Mk1 versions of our (hypothetical) hulls would be, say 24000, or something like that. But I think it would work.

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5 hours ago, readyfireaim said:

So, a lot of tankers were quietly disappointed to see all the speeds for each hull category become the same, myself included. In the Patch Notes I think it was, they said that they were worried about releasing new hulls that are too fast and such and affect game balance. So I thought, if Tanki is worrying about the balance when they add new hulls, why not stop adding new hulls make the speed vary directly to the armor? (I'm sorry if this makes no sense. I'm a math nerd.)

Here's how it'll work. The speed of any given tank will be s, and the armor will be a. The product sa equals some number k. That k remains the same, no matter what the hull is. For example, if we have a hypothetical hull Sonic (no I'm not hopefully foreshadowing anything why would you say that), the speed could be 12 meters per second with armor of 4000. If you do the math, k would be 48000. And another hypothetical hull UFO could be speed = 10 meters per second and an armor of 4800. Doing the math, k is still 48000.

Obviously the numbers would be different in the real Tanki. And, for example, the k-value of the Mk1 versions of our (hypothetical) hulls would be, say 24000, or something like that. But I think it would work.

We do not accept ideas regarding reversion of updates.

Also, about the change suggested that there should not be any new hulls introduced , how will the game grow if there isn't anything new for its players to play.

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Well they changed the speed of all hulls for a reason as to not break the game balance, and the old hulls won't be better or worse in a class due to the speed parameter.

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Now heavy hulls are

as = k

4,000 x 6 = 24,000

Light hulls are

2,000 x 12 = 24,000

But the problem is medium hulls are

3,000 x 9 = 27,000

Would you suggest to reduce their speeds to 8 or reduce their armor to 2,666 to make them balanced or what?

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9 hours ago, nikunj04 said:

 

Also, about the change suggested that there should not be any new hulls introduced , how will the game grow if there isn't anything new for its players to play.

 

 

Dangit! That was a joke. I'll edit it out if it changes anything.

 

2 hours ago, asem.harbi said:

Now heavy hulls are

as = k

4,000 x 6 = 24,000

Light hulls are

2,000 x 12 = 24,000

But the problem is medium hulls are

3,000 x 9 = 27,000

Would you suggest to reduce their speeds to 8 or reduce their armor to 2,666 to make them balanced or what?

Oh, I didn't know that. Maybe medium hulls should be slightly nerfed as the other categories get a buff?

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19 minutes ago, readyfireaim said:

Dangit! That was a joke. I'll edit it out if it changes anything.

Yea actually I figured that out since you did a strike though on that one, YES I KNOW SARCASM WELL ?
But it is my duty (or job) you can say to verify and take everything for granted a forumer says in his topic ?‍♂️
Though I would recommend taking out that part if you did not mean it seriously ^^ 

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9 minutes ago, nikunj04 said:

Yea actually I figured that out since you did a strike though on that one, YES I KNOW SARCASM WELL ?
But it is my duty (or job) you can say to verify and take everything for granted a forumer says in his topic ?‍♂️
Though I would recommend taking out that part if you did not mean it seriously ^^ 

Hahaha. Okay, good to know. I've taken it out.

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On 10/20/2021 at 12:28 PM, readyfireaim said:

So, a lot of tankers were quietly disappointed to see all the speeds for each hull category become the same, myself included. In the Patch Notes I think it was, they said that they were worried about releasing new hulls that are too fast and such and affect game balance. So I thought, if Tanki is worrying about the balance when they add new hulls, why not make the speed vary directly to the armor? (I'm sorry if this makes no sense. I'm a math nerd.)

Here's how it'll work. The speed of any given tank will be s, and the armor will be a. The product sa equals some number k. That k remains the same, no matter what the hull is. For example, if we have a hypothetical hull Sonic (no I'm not hopefully foreshadowing anything why would you say that), the speed could be 12 meters per second with armor of 4000. If you do the math, k would be 48000. And another hypothetical hull UFO could be speed = 10 meters per second and an armor of 4800. Doing the math, k is still 48000.

Obviously the numbers would be different in the real Tanki. And, for example, the k-value of the Mk1 versions of our (hypothetical) hulls would be, say 24000, or something like that. But I think it would work.

I get what you mean, it is like drawing an ellipse. One of the foci represent speed, another represent health. If the devs got the perfect ellipse then they just have to put a pencil and pinpoint a point in the ellipse and they will have the health and speed planned out for them.

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20 minutes ago, Incorp said:

I get what you mean, it is like drawing an ellipse. One of the foci represent speed, another represent health. If the devs got the perfect ellipse then they just have to put a pencil and pinpoint a point in the ellipse and they will have the health and speed planned out for them.

Precisely! That's exactly what I'm trying to say. Thanks for the analogy.

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