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Changing the way flag/balls are captured/scored in CTF and RGB


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Hi! I have a suggestion for CTF and RGB mode.

It's too easy that using hopper scores in the CTF and RGB mode ,So a large part of tankers including me feel unfair.  I thought that scoring decision mechanism should be changed.

 

As we all know,there are three steps for scoring in the CTF mode.

1 clean or avoid the enemy until arriving opposite base.

2.take the flag successfully.

3 retreat safely with flag.

BUT! 

The hopper can finish all the steps without much effort.      Even nobody can limit hopper scoring when the hopper has overdriver with speed lifting drone.Because hopper can go unusual road,can don't worry about turn over,can fly! 

 

https://imgur.com/a/mkesOEy

The hopper has too many privileges: catch gold box, across all terrains,climb all of buildings , don't worry about defensive mines, take flag just needing a slope.   

So,I  thought that we need some change of scoring decision  ways to make game more fair.

All of the tank must contact the bottom of the flag or ball base then  score, rather than can take flag or score across the tank at bottom.

tanks have always done that score on the ground except hopper.

hopper can fly, but must  touch the base to score rather than  touch the mark.   that is real fair!

 

https://imgur.com/RUpMYAM

Hope some adjustments coming.

 

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So the idea is to reduce the contact area of bases to make it harder for hoppers to score. On one hand it might help, but on the other hand the range at which the base detects contact is already at a reasonably low height. If it's made even lower, then other hulls will suffer too, and it will be impossible to cap a flag by jumping/climbing on top of a heavy hull defender that's camping the base.

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2 minutes ago, Iron_Man said:

Under Review

It is a flying hull. ?‍♂️

hopper can fly but should be prohibited from flying scoring. 

It should score like other hulls that contacting with the ground

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1 minute ago, Osean said:

It should score like other hulls that contacting with the ground

That's impossible for a hovering hull. Essentially it would make hopper useless in those modes, which isn't what we want.

I use Hopper for those modes myself so you nerf ma hull, me say NO

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2 minutes ago, Maf said:

So the idea is to reduce the contact area of bases to make it harder for hoppers to score. On one hand it might help, but on the other hand the range at which the base detects contact is already at a reasonably low height. If it's made even lower, then other hulls will suffer too, and it will be impossible to cap a flag by jumping/climbing on top of a heavy hull defender that's camping the base.

@Maf yeah! That would be much fairer.Jumping /climbing scores are rare for other hulls and defenders make more sense.Otherwise the defender can't do anything because tanks cannot fire at too high an Angle.

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8 minutes ago, Iron_Man said:

That's impossible for a hovering hull. Essentially it would make hopper useless in those modes, which isn't what we want.

I use Hopper for those modes myself so you nerf ma hull, me say NO

I don't mean to change his levitating properties. I mean to reduce the contact area of bases to make it harder for hoppers to score. because hopper come from sky and tanks cannot fire at too high an Angle. defenders just can defend hoppers with body that prevents hoppers to touch base and score easily.   otherwise There is no way to limit hopper to score especially in RGB mode.

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You forgot one important point, that Hopper can cross over the tanks naturally without the OD. If you try to staying in your flag base, preventing enemy Hopper from taking it, the Hopper will basically cross over you like if it's a hack. Especially with Crisis drone. The same thing is applied for every hovering hull

I disagree with your idea btw, for the reasons Maf mentioned 

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9 minutes ago, asem.harbi said:

You forgot one important point, that Hopper can cross over the tanks naturally without the OD. If you try to staying in your flag base, preventing enemy Hopper from taking it, the Hopper will basically cross over you like if it's a hack. Especially with Crisis drone. The same thing is applied for every hovering hull

I disagree with your idea btw, for the reasons Maf mentioned 

Hoppers can mainly climb, Wasp, Hornet, Viking. (Occasional Hunters).

It has a hard time and has weird collisions with the other Hulls.

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2 minutes ago, yellowghetto said:

Hoppers can mainly climb, Wasp, Hornet, Viking. (Occasional Hunters).

It has a hard time and has weird collisions with the other Hulls.

I haven't understood you, you mean Wasp, Hornet, Viking are in the same case of Hopper? Well, Viking can no climb any tank, but it mostly go under the heavy tanks like Dictator. But Wasp and Hornet can yes climb the other tanks but believe me it's not even the 40% of Hopper climbing.

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12 hours ago, asem.harbi said:

You forgot one important point, that Hopper can cross over the tanks naturally without the OD. If you try to staying in your flag base, preventing enemy Hopper from taking it, the Hopper will basically cross over you like if it's a hack. Especially with Crisis drone. The same thing is applied for every hovering hull

I disagree with your idea btw, for the reasons Maf mentioned 

  I don't ignore what you said ,but there are three steps for scoring in CTF mode.It 's unfair that hopper can finish all of steps easily.NOT just taking flag step.It is every step.1 go to the opposite base avoiding the enemies 2 take the flag just needing to climb the defender.3 fly back with flag easily.just because hopper can fly.it‘s unfair plz. hoppers can score and don't care about anyone.I just want to come up a method to limit hopper.otherwise defenders can do nothing like a dumb.

 I know that all of hovering hulls can cross over the tank and take flag successfully,but which hovering hull can escape with flag like hopper .retreating successfully is still a big challenge.

Once the hopper take flag with overdriver In the actual game ,It means no one can catch up hopper or finish a invalid kill because the hopper has already gone along way.

 the most important thing,trying always staying at the flag base is not a seemingly simple thing.who can guarantee that the last defender won't die.even no one protect base at almost time

there are more than two players in the game.

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18 hours ago, Osean said:

All of the tank must contact the bottom of the flag or ball base then  score, rather than can take flag or score across the tank at bottom.

So how far away from the flag or goal must the player be to cap or score a goal?

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On 11/5/2021 at 2:32 PM, PirateSpider said:

So how far away from the flag or goal must the player be to cap or score a goal?

Maybe can just like mines . maybe setting distance is more higher than mines,but should't be higher than a tank height such as viking.

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56 minutes ago, Osean said:

Maybe can just like mines . maybe setting distance is more higher than mines,but should't be higher than a tank height such as viking.

Which is around 3-4 metres. Maybe it can be doubled that like 6-8 metres?

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1 hour ago, nikunj04 said:

I don't think this idea can work with both tracked hulls and hovering hulls together in the game.

just like mines , tracked hulls and hovering hulls can all trigger mines. if base like a mine with a bigger surface area,all of the hulls can trigger and score while hulls are driving to the base.

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1 minute ago, Osean said:

just like mines , tracked hulls and hovering hulls can all trigger mines. if base like a mine with a bigger surface area,all of the hulls can trigger and score while hulls are driving to the base.

So basically you are suggesting the same mechanics for mine-interaction between tracked and hovering hulls? 

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24 minutes ago, nikunj04 said:

So basically you are suggesting the same mechanics for mine-interaction between tracked and hovering hulls? 

I don't quite understand what you mean.   Here's what I think 

the mechanics of base-interaction is the same as mine-interaction mechanics .

just base has more bigger surface, and the two cases lead two different results.

mines and mine-interaction lead tanks destroyed while tanks are driving to the mines.

base and base-interaction lead tanks scoring while tanks are driving to the base.

base just likes a more bigger beneficial "mine".  

 

24 minutes ago, nikunj04 said:

So basically you are suggesting the same mechanics for mine-interaction between tracked and hovering hulls? 

Does mine-mechanic mean how the mine works? sir

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1 minute ago, Osean said:

Does mine-mechanic mean how the mine works? sir

I meant to say the way tracked hull react with mines (taking damage or getting destroyed) should be the same with hopper and other hovering hulls?

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3 minutes ago, nikunj04 said:

I meant to say the way tracked hull react with mines (taking damage or getting destroyed) should be the same with hopper and other hovering hulls?

It seems to you that they are not all the same mechanism with mines between of tracked hull and hovering hulls  as your saying

I thought they were the same  so I wish that base is the same as mines in case of the hopper scores unfairly from sky.

that I want .triggering base scoring should be same as triggering mines detonation,no matter tracked hulls or hovering hulls.

Even if hovering hulls suspend the surface,can be injured by mines .right?

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1 hour ago, Osean said:

let's see the  exaggerated way of scoring of hopper in RGB mode.

https://imgur.com/a/2GMZcx3

defenders can‘t notice the surprise attacking and can't do anything to prevent hoppers.so pity

I really think that it will be not adjusted since only buyer players can do this and when i mean BUYER, if change the way how tanki receives money, they just say no

Also i really hate any font of miner user, thats why hopper exists, and I'm fine with this

 

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