Jump to content
EN
Play

Forum

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


Recommended Posts

17 hours ago, pocrettttt said:

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

 

I just try,just hope the game being more pure.

the key is't crisis ,the key is the hopper can jump and fly.

this power will be exaggerate when the hopper loads speed bonus drones but hopper can do the same things without crisis.

I also have the crisis ,but I don't want to unfairly win the game by hopper.

crisis is fair enough but hopper is't .

CTF mode is classic.

because all types of weapons can make sense in this mode.

all of weapons can do cooperation as a team.

some one defend ,some one attack.

but now hoppers make defensive be no sense.

It shouldn't be like this ,heavy hull should be sense in this mode ,tracking hull should be, and other hulls should be.

I just hope  one least way to limit hopper for defenders.

mines are annoying sure,but there exist  ways to handle with.you see that mamonths and titans can use overdriver to clean the mines or using vikings and honerts kill direct the miner.

this is team mode.

if only one decides the match,other players will feel boring and no great experiences no matter allies or enemies.

even there will be some adjustments, hoppers still are the  most flexible which can escape easily.

just the hopper taking flag will be more little harder.       It is still  difficult to keep defenders on base.

by the way even if the player is buyer ,he shouldn't be unbeatable in this game .

Tanki is a good game ,everyone should enjoy it instead of a few.

 

 

Share this post


Link to post
Share on other sites

  • Replies 52
  • Created
  • Last Reply
8 hours ago, Osean said:

I just try,just hope the game being more pure.

the key is't crisis ,the key is the hopper can jump and fly.

this power will be exaggerate when the hopper loads speed bonus drones but hopper can do the same things without crisis.

I also have the crisis ,but I don't want to unfairly win the game by hopper.

crisis is fair enough but hopper is't .

CTF mode is classic.

because all types of weapons can make sense in this mode.

all of weapons can do cooperation as a team.

some one defend ,some one attack.

but now hoppers make defensive be no sense.

It shouldn't be like this ,heavy hull should be sense in this mode ,tracking hull should be, and other hulls should be.

I just hope  one least way to limit hopper for defenders.

mines are annoying sure,but there exist  ways to handle with.you see that mamonths and titans can use overdriver to clean the mines or using vikings and honerts kill direct the miner.

this is team mode.

if only one decides the match,other players will feel boring and no great experiences no matter allies or enemies.

even there will be some adjustments, hoppers still are the  most flexible which can escape easily.

just the hopper taking flag will be more little harder.       It is still  difficult to keep defenders on base.

by the way even if the player is buyer ,he shouldn't be unbeatable in this game .

Tanki is a good game ,everyone should enjoy it instead of a few.

 

 

A lot of text, but The combo itself its a problem, hopper cant turn down, and with that augment can fly even more, crisis is just the starter of the problem

I believe that have some counters like magnum, tesla chain(because have no limit on Y position of the sky), mammoth overdrive(while the hopper its at least 2o meters of Y position of overdrive, mammoth can defense that)

Hopper its broken for those who dont know how to conter, but its broken anyway,and will continue, since only buyer or super-lucky players can have that

I would like to try hopper crisis, but i only have trickster, and i need light construction too,the physics of the game piss me off because every now and then as I walk my tank suddenly hits invisible terrain?

I also have to deal with strong impact turrets like railgun, in addition to the game crash on ping, which when I get any turret shot counts something like 2x the impact, it's amazing, because if I shoot back, the enemy tank doesn't even change the direction he is aiming.
And FOR SOME REASON, the enemy shoots at the center of my tank but the miscalculation makes me turn 90 degrees to the right, losing my tank's position and the turret's sight as well.

So thats why i use mouse controll in hover hulls even if I can't control it very well, but at least I won't suffer from the physics of physics while I'm flying and be intangible to any kind of impact

 

Share this post


Link to post
Share on other sites

On 11/13/2021 at 12:25 AM, pocrettttt said:

A lot of text, but The combo itself its a problem, hopper cant turn down, and with that augment can fly even more, crisis is just the starter of the problem

I believe that have some counters like magnum, tesla chain(because have no limit on Y position of the sky), mammoth overdrive(while the hopper its at least 2o meters of Y position of overdrive, mammoth can defense that)

Hopper its broken for those who dont know how to conter, but its broken anyway,and will continue, since only buyer or super-lucky players can have that

I would like to try hopper crisis, but i only have trickster, and i need light construction too,the physics of the game piss me off because every now and then as I walk my tank suddenly hits invisible terrain?

I also have to deal with strong impact turrets like railgun, in addition to the game crash on ping, which when I get any turret shot counts something like 2x the impact, it's amazing, because if I shoot back, the enemy tank doesn't even change the direction he is aiming.
And FOR SOME REASON, the enemy shoots at the center of my tank but the miscalculation makes me turn 90 degrees to the right, losing my tank's position and the turret's sight as well.

So thats why i use mouse controll in hover hulls even if I can't control it very well, but at least I won't suffer from the physics of physics while I'm flying and be intangible to any kind of impact

 

long-range weapons can shot hopper sure,but if hopper jump around them, defenders of long-range weapon haven't enough angle to shot hoppers .

And hoppers have escape far away enough while long-range weapon players can shot hopper. hoppers also  have his own teammates, and no to mention cooling of the long-range turrets is slow. 

don't forger that there exist many building in map which can provide shelter for  the flag bearer.

the most of effective kill area is near the base, but hopper can use jumping to avoid dangerous area.

tesla can hurt hopper right but how many time can tesla attack  when hopper enter the tesla shot-range.

the key isn't that  no one can shot hoppers but  the hopper can ignore body of defenders to take flag and score.other hulls can't  ignore the blocking of the defenders.

hopper will face fewer attacks because he can ignore defenders and rugged terrain.

hoppers just need jumping over a wall or a slope then escape dangerous.

mamoth  can kill hopper quickly with overdriver,but the  hopper already has scored before killed in RGB mode  because the hopper is coming from sky and base detection line is higher than any hulls .

can mamoth  always keep overdriver cooling to face more than one hopper and the  hopper taking  flag just need climb /jump by a little slope the mamoth.

 

trickster is more useful and effective  than crisis.escaping the dangerous area does't  need crisis .trickster is enough .

Not only hopper needs to face  invisible terrain,but also all of the hulls including wasp and hornet.

all of the hulls need to deal with impact,but only hopper can fly.

And the hopper has smaller hit area especially when hopper lateral moving.it make hopper be more difficult to be shot successfully than any hulls.

at the end I don't think my suggestions is very bad for hopper players.just hopper will be litter hard when there a defender on base.

hopper still can fly and easily take flag away /score from sky.

Share this post


Link to post
Share on other sites

7 hours ago, Osean said:

 

Hopper crisis is p2w

p2w = never nerfed

only hopper does that hight jump on score

so good luck

Also hopper is just one of the problems, we already have gauss augments and tesla augments with hammer augments 

you can try stop hopper, but what about everyone using an different status effect in one teammate?

if this idea is marked as valid, it will likely be left behind in the draft, as are a lot of my ideas that were merged into posts from 2016 that was "valid".

Share this post


Link to post
Share on other sites

  • Ricochet:
    • «Plasma-torch» augment
      • Turret recoil is reduced by 80%.
    • This change not only simplifies the use of the augment on light hulls, but also significantly reduces the range of Hopper in combination with the «Lightweight Construction» augment. 

ricochet has some adjustments in update 669

this change reduces hopper-ricochet's power,but that doesn't solve the problem in which hopper can easily score without ricochet in game.

otherwise many hopper players lose their fun.

i think the game should be balance rather than making a weapon/combination disappears or being unfair.

this doesn't eliminate the contradiction between hopper-players and non-hopper-players.

even some hopper players feel sad .

and they maybe will leave game because they lose their favorite combination.

 

 

Share this post


Link to post
Share on other sites

On 11/8/2021 at 5:31 AM, Osean said:

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?

Okay can this please happen? It would make everything so much more fair.

Share this post


Link to post
Share on other sites

7 hours ago, readyfireaim said:

Okay can this please happen? It would make everything so much more fair.

if  u think that this idea is reasonable, could u vote agreement for my idea? thanks

Share this post


Link to post
Share on other sites

On 11/4/2021 at 8:24 AM, Maf said:

it will be impossible to cap a flag by jumping/climbing on top of a heavy hull defender that's camping the base.

Isn't that the point of planting a heavy hull on the base? It's a legitimate strategy. Kind of like planting 30 mines around the flag?

You need to kill it or push it away (with heavy hull augment).

The game has created so many ways now to weaken and then kill a (stationary) tank there's no excuse for saying "but I can't grab the flag because a fatty is sitting on it".

Share this post


Link to post
Share on other sites

46 minutes ago, wolverine848 said:

Isn't that the point of planting a heavy hull on the base? It's a legitimate strategy. Kind of like planting 30 mines around the flag?

You need to kill it or push it away (with heavy hull augment).

The game has created so many ways now to weaken and then kill a (stationary) tank there's no excuse for saying "but I can't grab the flag because a fatty is sitting on it".

yep. there are many ways to weaken an kill the stationary in the game.  so It is difficult to keep a defensive tank on the base.

planting mine can protect flag or scoring base from normal tank.

but hopper can jump over the mines by impact force when base sits on low ground.and use overdriver to jump away.

so we need a tank sit on base to protect .

the hopper is the master of escaping because hopper don't need worry about turn over.

It means that no one can catch hopper.

 

 

and maf means if detection line is low like mine, anyone can't take /score by jumping/flying over a heavy tank.

that is true ,but that is fair for any tank.

 

Share this post


Link to post
Share on other sites

On 11/27/2021 at 7:07 AM, wolverine848 said:

Isn't that the point of planting a heavy hull on the base? It's a legitimate strategy. Kind of like planting 30 mines around the flag?

You need to kill it or push it away (with heavy hull augment)

Well yes, but using something like Wasp Thunder to get on top of the heavy hull is also a valid strategy, and I think it would be bad game design if a tank wasn't able to capture or score a goal just because it's sitting 3m above the ground on top of another tank.

Share this post


Link to post
Share on other sites

6 hours ago, Maf said:

Well yes, but using something like Wasp Thunder to get on top of the heavy hull is also a valid strategy, and I think it would be bad game design if a tank wasn't able to capture or score a goal just because it's sitting 3m above the ground on top of another tank.

Then why have heavy hulls?   hey can't block anything most of the time with TO physics.  And it's too much advantage to the hovering hulls.  At least in your example the wasp-thunder is performing some kind of skilled move.  The hovering hulls?  Not so much...

Share this post


Link to post
Share on other sites

46 minutes ago, wolverine848 said:

Then why have heavy hulls? 

Increased health pretty much. I think these days you choose a hull based on the health/speed ratio first, and then choose which overdrive you like, or whether you want a normal hull or hover. I don't think anyone really picks heavy hulls based on their blocking ability.

Share this post


Link to post
Share on other sites

36 minutes ago, Maf said:

I don't think anyone really picks heavy hulls based on their blocking ability.

Then why players are picking heavy hulls for defending? 

Share this post


Link to post
Share on other sites

22 minutes ago, asem.harbi said:

Then why players are picking heavy hulls for defending? 

  1. No need to go far, so the slow speed isn't much of a disadvantage
  2. Extra health is useful for staying alive longer (especially if you have a minefield)
  3. Overdrive of heavy hulls is more suitable for defence

Share this post


Link to post
Share on other sites

1 hour ago, Maf said:

Increased health pretty much. I think these days you choose a hull based on the health/speed ratio first, and then choose which overdrive you like, or whether you want a normal hull or hover. I don't think anyone really picks heavy hulls based on their blocking ability.

Blocking ability - or ablity to resist movement - was just one factor.

In this game now - heavy hulls are at a disadvantage.  The game has promoted speed and avoidance more than anything else.

My point was using a heavy hull to block the flag is totally negated.  Not by a smart/skilled strategy.  But by the simple fact of selecting a hovering hull.  The hovering hulls have many advantages and basically no disadvantages. They are almost impossible to flip and they can strafe - something not typical in a tank game.

Share this post


Link to post
Share on other sites

1 hour ago, Maf said:

I don't think anyone really picks heavy hulls based on their blocking ability.

I do. Titan twins gives a serious obstacle to hopper crisis. And it is really dissapointing when sometimes the collision detection fails and the hopper goes through the titan like a ghost.

Share this post


Link to post
Share on other sites

24 minutes ago, dont_you said:

I do. Titan twins gives a serious obstacle to hopper crisis. And it is really dissapointing when sometimes the collision detection fails and the hopper goes through the titan like a ghost.

This happens way too often.

Share this post


Link to post
Share on other sites

@Osean i agree with the idea but it should be put at a balanced level for both hovering and non-hovering hull. its seems like this case has to take a single side, can't be in the middle! i think both sides are right in one way and wrong in another, its according to oppinion.

5 hours ago, dont_you said:

I do. Titan twins gives a serious obstacle to hopper crisis. And it is really dissapointing when sometimes the collision detection fails and the hopper goes through the titan like a ghost.

if hopper could not deliver with out touching the bottom then its going to be impossible for hoppers to deliver, but on the other hand if that ability remains it will make hevy hull pointless towards hovering hulls.

Share this post


Link to post
Share on other sites

You all are just wasting time discussing about this. Use a Shaft, Raligun with Titan or Mammoth and snipe it, simple, or get a Twins and use Viking use your Overdrive and no one stand against you. Are drones your fear or what? They are not that dangerous what you all think.

Share this post


Link to post
Share on other sites

On 11/28/2021 at 10:35 PM, Maf said:

Well yes, but using something like Wasp Thunder to get on top of the heavy hull is also a valid strategy, and I think it would be bad game design if a tank wasn't able to capture or score a goal just because it's sitting 3m above the ground on top of another tank.

using wasp thunder can get on top of the heavy hull.

that right .

but can wasp escape with flag like hopper.

It is still a big challenge for wasp to escape with flag  from opposite base.and hopper can jump to avoid the best dangerous time.

sports ability of hovering hulls is more better much than tracked hulls .

sports ability is a big important factor for game situation in these mode .

so i just think this design to make all hulls fair even if scoring a goal look interesting.

that design can make defenders having sense and being useful.

 

Share this post


Link to post
Share on other sites

On 11/29/2021 at 7:01 AM, Maf said:
  1. No need to go far, so the slow speed isn't much of a disadvantage
  2. Extra health is useful for staying alive longer (especially if you have a minefield)
  3. Overdrive of heavy hulls is more suitable for defence

these are advantages of heavy absolutely.

but.

what does the heavy hulls  need to live for if hopper took flag away easily from his head .

why players are picking heavy hulls for defending if heavy hull is useless .

the hopper makes defenders being useless in a  large extent.

what I want is simple .

(defenders keep defending .

defensive failure.

hoppers take flag away .)

instead of 

(defenders keep defending.

hopper take flag away from defenders head.

)

Share this post


Link to post
Share on other sites

On 11/28/2021 at 10:35 PM, Maf said:

Well yes, but using something like Wasp Thunder to get on top of the heavy hull is also a valid strategy, and I think it would be bad game design if a tank wasn't able to capture or score a goal just because it's sitting 3m above the ground on top of another tank.

 

this is a good idea absolutely .I am a titan player, I like play this hull.

I feel terrible because of the flying hopper in the game. titan is slow ,i often use mines and overdriver to protect my base.but it is always useless for the hopper that land from all sorts of tricky corners. them take flag then jump away. i can't kill the hopper quickly with tesila because hopper is so fast and flexible. railgun also can't be a fatal blow. RGB mode is more terrible .

that is hopper mode. 

what do I really wish that there are some ways to limit hopper scoring.

Share this post


Link to post
Share on other sites

Completed

The above Idea demanded to remove the unfairness of the hopper's ability to dodge minefields, and hover easily after taking flags, or either climb over walls sideways.

Hopper's stability got nerfed meaning it flips upside down more often, along with the distance between the ground and hovering hulls got decreased to a great extent which further supports the nerf. Furthermore it can't climb on top of other hulls like it did before, along with its ability to hover and climb walls sideways has been removed.

As for the idea to touch the ground, that ability will ruin the tracked hull's movement's also, to take the flags on top of each other or transfer flags to their allies to a great extent, which is not feasible.

Share this post


Link to post
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...