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Patch Update #679 - Released 18th February 2022


Marcus
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1 minute ago, The_Pakistani said:

It still not fixed, hands up. Appreciated

Agree, it is quite annoying.

2 minutes ago, The_Pakistani said:

And what is this?

Make sure your profile is set to be visible here:

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The box  ´´hide your profile´´ should remain unchecked.

 

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2 hours ago, wolverine848 said:

Unless they show us the map before hand we HAVE to be able to swap equipment.

Plus... no-swapping punishes those with a variety of combos - many of which may not be fully upgraded - sacrificing some extra MUs for choice.  But those with fully upgraded 1 combo won't care if they can switch - that's all they got.

Many casual players don't play in groups so they don't have the benefit of the synergies you speak of. catering to hard-core but brushing aside the (many) casual players will just kill the game more quickly. I mean - look at the decline in players already.

See, that's the annoying part - we need to be able to swap based on map, but we also can't have the game be a swap fest. The solution here is just to have a pre-match screen...

As for removing swapping working to punish people with a variety of combos - that's the point. That's exactly the point. You shouldn't win a match because you have a status augment that people on the enemy team don't have immunities to pull out against. Forcing players to own more p2w augments to do well is one of the several definitions of p2w found within the game.

ALSO. THIS HELPS CASUAL PLAYERS. The current system is catered to coordinated players - you can coordinate swaps one at a time, pulling out different statuses and immunities to force out various swaps from random players who might accidentally double swap onto the same immunity and status, and because you can start the match with one of each immunity, it ends up taking a huge dump on solo queue players.

If you had swapping removed entirely, it wouldn't boil down to "do I wait to see if my teammates will swap and if they'll swap competently" - it boils down to "does our team have a diverse enough immunity and prot setup to fight this enemy group." They'll have an advantage in play because of their coordination, but their gear advantage will be significantly minimized.

The synergy I was talking about was not regarding synergies between combos in groups - it was regarding synergies within a combo, i.e. Stun Immunity helping out Vulcan, EMP Immunity helping out Dictator, etc.

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4 hours ago, LambSauce said:

Most F2P players won’t have many combos upgraded, fully or not. They will probably be using their strongest equipment anyway.

Wrong assumption, most F2P players having their upgrades scattered over combos. Which is why YOU SEE MOST F@P PLAYERS ARE WEAK.  And the first advice always guided to new F2P players is FOCUS ON ONE COMBO.  This update is affecting F2P P2W players at the same extent.

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9 minutes ago, asem.harbi said:

Wrong assumption, most F2P players having their upgrades scattered over combos.

Yeah, that’s literally what I said.

They won’t have many particular combos highly upgraded, but rather they will be scattered among various pieces of equipment.

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No Paladin nerf/Crusader buff.

Disappointed.

Let's be honest, Paladin and Crusader are basically the same except the ult, which the former is objectively far more superior.

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29 minutes ago, Warpriest said:

Let's be honest, Paladin and Crusader are basically the same except the ult, which the former is objectively far more superior.

I was confused what you meant, but then I realised you’re probably an Overwatch player ?

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1 hour ago, LambSauce said:

I was confused what you meant, but then I realised you’re probably an Overwatch player ?

I mean, ult (aka ultimate) is a general census of how such ability/skill should be called. In fact, pretty much every game with such game mechanics calls it "ult", TO's Devs merely give it a fancy name, perhaps trying to sound innovative and creative.

 

Just like they made a Gun Game mode and call it Arms Race. And voila, many guys here actually fall for that and call the Devs creative.

Edited by Warpriest
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It's funny how we once wanted equipment swaps to happen in battle and so they incorporated it, but now most people are in favour of going back to the old system which was really unpopular at the time. 

I personally don't have much of an issue with equipment swapping in a battle. However, I can identify and understand the problems with it.

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Having the ability to change combos IS A MUST in battle. There are many reasons why TO is failing it's players and the majority of them are P2W and OP in the extreme.

Paladin is the latest in a long line of OP equipment that has supposedly been nerfed, yet it still dominates in all modes.

The latest updates like every other recent update (in the last year at least) have been aimed at the P2W player, THIS IS THE PROBLEM facing the rest of the players, F2P/very light spenders. Containers are now useless and not worth striving for. Ranking up is now just "ranking up" with no reward (1 container....useless) for all the effort you put in for achieving this, especially at legend, were ranking up to a higher number should be rewarded with the status that a legend rank deserves.

The developers constantly raise the shop prices and expect players to still commit time and effort in a game were the rewards have been severely depleted.      A friend of mine recently hit a landmark legend rank..50.. and the reward from the 1 measly container was 100 batteries, (above average imo) 10,000 cry short of the 40,000 they would normally have received. The competitive (balanced) nature of the game has been thrown away and replaced by those players who can obtain OP gear through cash, augments, immunities, etc.

TO is a OP, complicated, P2W mess.

 

Edited by YANUKFIN

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Played for 2 hours vs sweaty nolifer buyer and can't do this. I gave my crystals to your loyal buyers by leaving in last secs to make them happy n stay in your business. I played after 3+ months, I thought tanki might have changed but it became more P2W with current dead MM where you get noobs vs hardcore buyers.

Congratulations to @Opex-Rah for make this game NO MORE FUN.  I don't have time to play 24/7 just to complete 1 mission. Enjoy

NlZgsYl.png

Farewell Party – Dos and Donts

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On 2/17/2022 at 8:16 AM, Marcus said:
    • .

  • Smoky:

    • Projectile speed increased from 250 to 350 m/sec.

    • [Note] Misses at short range when aiming at an enemy wasn't planned as a side effect of slowing down the speed of projectiles.

@Opex-Rah  

 

Would you mind elaborating to us or giving us the gist of what your plans are for Smoky's critical hits? The two main augments that the Patch Note in January claimed was affected have become weaker, with one of them being pitifully weak from the beginning and has turned into something not worth considering in your garage. Whatever change was intended for Smoky in that patch, it doesn't seem to be working. Here is an auto-translated snapshot of what you said on the RU Forum. 

 

IMG-20220220-162629.jpg 

Edited by TheCongoSpider
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9 minutes ago, numericable said:

I hope we can have alot of premium days in the next tanki fund (maybe 45 days if there are a tanki fund each 90 days.)

the 2nd season will be started soon so the fund may come in major tournament (don't offense me because i am unsure of this)

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10 hours ago, fghjkl54 said:

the 2nd season will be started soon so the fund may come in major tournament (don't offense me because i am unsure of this)

Yeah, I am expecting the same. Fund will only come when the Major tournament is in its prime stages, to support  the teams that have reached Playoffs (reference from the last time). Though it could be anything new, the format of the fund and the cause, which is why I can't comment on anything with surety except wait for the announcements.

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On 2/19/2022 at 1:17 PM, Abellia said:

As for removing swapping working to punish people with a variety of combos - that's the point. That's exactly the point. You shouldn't win a match because you have a status augment that people on the enemy team don't have immunities to pull out against. Forcing players to own more p2w augments to do well is one of the several definitions of p2w found within the game.

No you missed my point. There's multiple strategies for FTP tankers. 

Upgrade multiple combos part of the way so you have options.  OR...

Upgrade ONE combo as much as you can at the expense of having options.

Your suggestion promotes only one of those - making the game homogenous and limiting FTP tankers to one combo per account.  Casual tankers would not get to experience different combos unless they run multiple accounts simultaneously. They probably don't want to do this since they are casual players.

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1 hour ago, wolverine848 said:

Casual tankers would not get to experience different combos unless they run multiple accounts simultaneously. They probably don't want to do this since they are casual players.

Well, they can always, you know, leave the battle.

Without equipment changes the big buyers will also be locked into a single combo. Right now they can change into whichever immunity they desire and be practically untouchable by F2P players.

The F2P have extremely limited choices when it comes to augments and immunities anyway.

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1 hour ago, LambSauce said:

Well, they can always, you know, leave the battle.

Without equipment changes the big buyers will also be locked into a single combo. Right now they can change into whichever immunity they desire and be practically untouchable by F2P players.

The F2P have extremely limited choices when it comes to augments and immunities anyway.

There's 6-16 tanks on each side in any battle.  NO ONE is untouchable (not counting Paladins) since you can only have 1 immunity and 4 modules.  And with criticals and status effects modules are not nearly as effective as they used to be.

Edited by wolverine848

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21 hours ago, wolverine848 said:

limiting FTP tankers to one combo per account.

I would like to note that that is already the case, it's just that people who have more than one combo get to perform better because they can swap to counter the one combo. 

 

17 hours ago, wolverine848 said:

There's 6-16 tanks on each side in any battle.  NO ONE is untouchable (not counting Paladins) since you can only have 1 immunity and 4 modules.  And with criticals and status effects modules are not nearly as effective as they used to be.

The problem with that is that midbattle swaps heavily swing battles towards buyers. Your group can coordinatedly swap to try to bait all the random players on the enemy team to swap to the same immunity, leaving them vulnerable to your other three teammates. Even outside of groups - the problem is that you need to have at least two immunities - and they might not even be the ones for the status augment your opponent is swapping to. It's silly.

It boils down to having more swaps meaning you need more equipment to swap to, simply put, and buyers have an advantage acquiring multiple diverse pieces of sufficiently powerful equipment, and more swaps means you have more chances to outswap with coordination. I'd rather do away with the system entirely to solve these two issues. There is no real way that being able to swap benefits f2ps - great, you got lucky from a container and pulled EMP Gauss! Now you don't get to use it because everyone who has EMP immunity swaps to it, and you don't have a second status augment to pull out and ream with. What about that guy who sunk half a grand in and got twelve of them? He jwaps to Stun Striker and continues farming. 

Nobody is untouchable, but you can be far more untouchable with swapping than if everyone is subject to the same amount of RNG. The most coordination that is possible without swaps is trying to have four different immunities on your group's hulls before you hit queue.

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21 hours ago, wolverine848 said:

Your suggestion promotes only one of those - making the game homogenous and limiting FTP tankers to one combo per account.  Casual tankers would not get to experience different combos unless they run multiple accounts simultaneously. They probably don't want to do this since they are casual players.

Yeah see that only goes as far as whether it's actually possible to upgrade multiple combos on one f2p account in progression. It is...not. And even at endgame, you don't get to because of ✨status and immunity✨ which are locked behind "your chances are better" containers and "1% chance for legendary" containers. 

Casual players have to dedicate their entire account to one combo, otherwise they get hilariously outmatched gearwise. Removing swaps benefits them relative to people with multiple combos, it doesn't hurt them. This is an economic problem, not a midmatch one.

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