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3 hours ago, Kazareen said:

The first thing that came to my mind were the Armor-Piercing Core and Armor-Piercing Salvo. Comparable damage, same principle, and both are applied in an explosion radius. Mechanic-reliant augments, not on crits. That's all.

One has one firing mode. The other has two firing modes with the status being attached to one of those two. 

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I told myself I won't be tracking this fund...

...then the next day, I learned about visualization in class and I had to try it out.

So here goes Tanki Fund Visualizer v2. You can find the interactive plots here.

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17 hours ago, NikmanGT said:

Crazy progress, we might reach even Crisis now if it continues like this ?

please jinx it ?

 

15 hours ago, NikmanGT said:

Tanki proceeds to nerf Crisis speed further.....

please make exceptions for users 

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2 Million Done ?   Tremendous progress in the beginning days, if this keeps up, we might have a fair shot in completing the fund

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So this is how it goes.

Right now there is already 2 million tankoins in Tanki Fund. Let's say our goal is to reach 13 million, because both Armadillo module and Crisis are very expensive to upgrade, plus Crisis eats up drugs like crazy.

All of this means we have to add 11 million (13-2=11) tankoins to tanki fund. And we have 33 days to do that. This means that we have to add 333,333 tankoins to fund each day, on average. Of course we can speculate how many SINGLE-TYPE bundles have to be bought each day.

Cheapest bundle - 334. This means 334 new participants (mainly f2p) must be added each day, which is unlikely (there are not enough players left in this game to pull this off).

Medium bundle - 112. This one is possible, if there are 112 buyers who will buy this bundle each day for a WHOLE MONTH, which is also unlikely.

Most expensive bundle - 42. Once again, we rely on buyers to purchase this bundle, but it can be bought only once.

At first it seems doubtful to reach 13 million milestone. BUT, this calculations are based on speculation, that only ONE type of bundle will be bought each day. Of course this speculation is far from truth. For example, we can fulfill our daily task of adding 333,333 tankoins by buying 100 cheapest bundles, 51 medium bundles and 10 most expensive. The possibilities are endless.

Also pay attention on one thing. In last Tanki Fund, buyers had less interest in participating. Simply because, they already had most of the things from the milestone rewards. But this time, there are LC Hammer skin and 3 augments, that was never released before. Based on this, I can say buyers will be more interented to grow the fund at least to the 13 million mark.

BUT

For all of this to work, we should not rely only on buyers. If you are a non buyer player, if you have 1000 tankoins and you are willing to buy the cheapest bundle at the end of the fund, please purchase it RIGHT NOW. This will motivate buyers even more to buy that stupid medium bundle more often.

 

 

BUY THE CHEAPEST BUNDLE NOW ! ! !

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4 hours ago, LIGHT.BRINGER said:

For all of this to work, we should not rely only on buyers. If you are a non buyer player, if you have 1000 tankoins and you are willing to buy the cheapest bundle at the end of the fund, please purchase it RIGHT NOW. This will motivate buyers even more to buy that stupid medium bundle more often.

BUY THE CHEAPEST BUNDLE NOW ! ! !

You know what would motivate buyers to buy tanki fund?
NOT INCREASING SHOP PRICES EVERY MONTH. We are getting to the point where 1000 tankoin bundle aka the "cheap" bundle costs like 15$. So, more rare and OP toys need to be added for buyers to even start considering buying because we are at the point where EMP and AP toys don't work anymore. Here, i am a buyer with STACKED account im also way above average in terms of skill and i play since 2013. I mostly use adrenaline with EMP immunity because i dont need to rely on EMP and AP "skilless" augments thats until there is a random buyer with newest toys like thunder pulsar starts oneshotting me out of nowhere. then i whip out the "big boys" aka most OP stuff i have on my let me remind you STACKED account. and im still getting oneshot by pulsars who can't even turn their turret. The game is pure P2W and you now need to spend 250$+ to have buyers advantage. this motivates buyers not to spend their lifesavings on dead game but to leave this trash game. Dont even dream of reaching crisis or pulsar tesla btw lol.

Edited by Kimura

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1 hour ago, Kimura said:

You know what would motivate buyers to buy tanki fund?
NOT INCREASING SHOP PRICES EVERY MONTH. We are getting to the point where 1000 tankoin bundle aka the "cheap" bundle costs like 15$. So, more rare and OP toys need to be added for buyers to even start considering buying because we are at the point where EMP and AP toys don't work anymore. Here, i am a buyer with STACKED account im also way above average in terms of skill and i play since 2013. I mostly use adrenaline with EMP immunity because i dont need to rely on EMP and AP "skilless" augments thats until there is a random buyer with newest toys like thunder pulsar starts oneshotting me out of nowhere. then i whip out the "big boys" aka most OP stuff i have on my let me remind you STACKED account. and im still getting oneshot by pulsars who can't even turn their turret. The game is pure P2W and you now need to spend 250$+ to have buyers advantage. this motivates buyers not to spend their lifesavings on dead game but to leave this trash game. Dont even dream of reaching crisis or pulsar tesla btw lol.

That was such an informative read, thanks! I've been buying ultras and tankoins sporadically since about December and this summer i was planning on buying a 290 ultra bundle to get crisis, the latest OP augments and maybe even armadillo. Now i'm asking myself, does a game (where all you have to do is spend 200£ minimum to have the most OP gear and to dominate genuinely experienced and skilled players) deserve £200 of my savings? Probably not. In fact, definitely not. But i just rlly want Crisis and an OP augment cos my 'OP' augments have all been nerfed to the ground, for example:

AP Gauss - USED TO be able to dominate battles, kill lots of enemies at once, very high instant damage, very fast salvo reload, lots of kills and assists per game... NOW, simple repair kit undoes my AP status effect and salvo reload feels like double. 

EMP Gauss - USED TO basically do the same but with EMP Status effect... NOW, i don't even get to fire at enemy with EMP status effect cos the EMP duration is like 2 seconds ?

AP striker - USED TO be able to 2 shot medium hulls and sometimes large hulls who don't have defender (1 AP shot, one shot with 2000 damage)... NOW, simple repair kit undoes my AP status efferct

Blunderbuss........ I don't even need to speak. USED TO be the best augment Tanki's ever seen... NOW it's barely useable without crisis and wasp

Electroturret........ I don't even need to speak this time

AP Hammer- USED TO be able to armor-pierce enemies (with last shot in clip method) and destroy them while they're armourless with fully loaded clip... NOW, AP effect can be undone with health kits

EMP smoky  - USED TO be able to apply EMP and shoot at supplieless enemy for about 3 shots... NOW, EMP duration is 1 shot

 

If you've read this far, thanks. I just gave examples of augments I have (that back in the day or even recently were arguably 10/10) and now they're barely worth using. That's why I rlly wanna buy ultras to get crisis and a few new OP augments to finally have augments worth using.

.... But knowing Tanki, those augments will be nerfed within 6 months anyway... the typical Tanki cycle.

(side note): I still can't believe how seriously GOD-TIER augments like Electroturret, EMP tesla, AP tesla, Blunderbuss, EMP Gauss and AP Gauss are now barely useable.... they went from 50 kills in 6 mins augments to 25-30 kills (or less) in 15 minutes augments.

sad game. 

and incase you weren't aware, don't be fooled by Helios in the tanki fund. They'll nerf that to the ground in the next 3 months. Once tanki make their profit for OP augments (which they definitely have now for Helios) they nerf it, to make people excited for the NEW SHINY OP AUGMENT. the cycle continues . I won't be surprised if this fund reaches Crisis and within 6 months they release a new exclusive drone....

 

Edited by davis.3d
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41 minutes ago, davis.3d said:

AP Gauss 

EMP Gauss

AP striker

AP Hammer

EMP smoky  

All of these were augments that barely gave enemies a chance to survive whether through their own fire or fire from allies. You really think it's healthy for the game balance to have these augments always be on top with impunity? You really think it's healthy for someone to be able to cut the time it takes to kill an enemy by 75% all of the time? 

 

Nerfs to EMP and AP augments were long overdue. The only augment I sympathise with there is AP Hammer due to it folllowing Stock's increase in clip reload to facilitate its increase in pellet count, which should have 7 seconds of AP to 1. making it dangerous to not remove it and 2. allow lower modifications of Hammer to get an unprotected shot. 

 

48 minutes ago, davis.3d said:

Blunderbuss - NOW it's barely useable without crisis and wasp

Blunderbuss due to Stock Hammer's recent buff allows it to reach above 2,000 base damage, which means it will be one-shotting light hulls with DA. 

 

I think you've grown too accustomed to killing things quickly with all that usage of AP and EMP augments. 

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Spoiler

 

Glad it helped. If you want crisis DO NOT gamble on ultras... you can spend open 1000 ultras and get no crisis, if you need it you should just wait for an event that guarantees crisis. Crisis is basically camp drone unless youre willing to spent way too many supplies every battle for example i just use it as better booster and nothing more. 

@davis.3d

Edit: thanks mod. lol

Edited by Kimura
Fixed the ping, it is Davis not David

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22 minutes ago, TheCongoSpider said:

All of these were augments that barely gave enemies a chance to survive whether through their own fire or fire from allies. You really think it's healthy for the game balance to have these augments always be on top with impunity? You really think it's healthy for someone to be able to cut the time it takes to kill an enemy by 75% all of the time? 

 

Nerfs to EMP and AP augments were long overdue. The only augment I sympathise with there is AP Hammer due to it folllowing Stock's increase in clip reload to facilitate its increase in pellet count, which should have 7 seconds of AP to 1. making it dangerous to not remove it and 2. allow lower modifications of Hammer to get an unprotected shot. 

 

Blunderbuss due to Stock Hammer's recent buff allows it to reach above 2,000 base damage, which means it will be one-shotting light hulls with DA. 

 

I think you've grown too accustomed to killing things quickly with all that usage of AP and EMP augments. 

Was about to say that I think blunderbuss is super strong, it’s my main for hammer now. 
 

also, people saying that hopefully buyers will help, wouldn’t rely too much on buyers, most already have everything in ultras containers so why would I buy the big bundle to get nothing just so I can help everyone to achieve the new augments. 
defeats the object of P2W when I spend £150 and someone spends £15 but we get the same rewards. 
 

Plus, like the last fund, I didn’t win the 8k tankoins but others who spent a lot less had the same chance. They should change it so the bigger the bundle the more number of enteries you have. 
 

I’m only getting the small bundle for these reasons. 

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39 minutes ago, TheCongoSpider said:

All of these were augments that barely gave enemies a chance to survive whether through their own fire or fire from allies. You really think it's healthy for the game balance to have these augments always be on top with impunity? You really think it's healthy for someone to be able to cut the time it takes to kill an enemy by 75% all of the time? 

 

Nerfs to EMP and AP augments were long overdue. The only augment I sympathise with there is AP Hammer due to it folllowing Stock's increase in clip reload to facilitate its increase in pellet count, which should have 7 seconds of AP to 1. making it dangerous to not remove it and 2. allow lower modifications of Hammer to get an unprotected shot. 

 

Blunderbuss due to Stock Hammer's recent buff allows it to reach above 2,000 base damage, which means it will be one-shotting light hulls with DA. 

 

I think you've grown too accustomed to killing things quickly with all that usage of AP and EMP augments. 

to be honest, you're probably right. I suppose it's just majorly unfair to have augments like this that either obliterate opponents or leave them as good as dead (open to being one shotted). The thing that just annoys me is the contrast in how OP they were then and how (imo) they're unusable now). 

On blunderbuss, i genuinely think it's garbage now. Every 2 weeks or so i give it a try for like 3-5 matches in a row and i find it very underwhelming... crits don't feel frequent, reload is a joke (imo) and now 50% prot is enough to stop it. 

On your last point, I must sadly admit that I've become reliant on AP/EMP augments. For ap augments, I used AP Gauss 90% of the time for about 15 months and in like the last 2 months the updates have rlly nerfed it, so now i have to use other augments which are balanced but seem underwhelming to me. Same with EMP Gauss, i rlly don't see the point of it now since you don't even get to fire at enemy with EMP status effect on...

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20 minutes ago, Kimura said:
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Glad it helped. If you want crisis DO NOT gamble on ultras... you can spend open 1000 ultras and get no crisis, if you need it you should just wait for an event that guarantees crisis. Crisis is basically camp drone unless youre willing to spent way too many supplies every battle for example i just use it as better booster and nothing more. 

@david.3d

Thanks again for the advice:) I would genuinely punch the wall if i blew £200 on ultras this summer and didn't get crisis. I'll just use the £ on the next tanki space mission or any event that guarantees crisis. 

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19 minutes ago, LONDON.ENGLAND said:

Was about to say that I think blunderbuss is super strong, it’s my main for hammer now. 
 

also, people saying that hopefully buyers will help, wouldn’t rely too much on buyers, most already have everything in ultras containers so why would I buy the big bundle to get nothing just so I can help everyone to achieve the new augments. 
defeats the object of P2W when I spend £150 and someone spends £15 but we get the same rewards. 
 

Plus, like the last fund, I didn’t win the 8k tankoins but others who spent a lot less had the same chance. They should change it so the bigger the bundle the more number of enteries you have. 
 

I’m only getting the small bundle for these reasons. 

How dyu use blunderbuss then? any specific combo/drone? Anytime i use it (maxed hammer, maxed viking and maxed booster) it doesn't impress me. MAYBE it's a skill issue but to me it just doesn't seem impressive, and defo seems ass compared to how it was upon release, and even like 7 months ago

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19 minutes ago, davis.3d said:

How dyu use blunderbuss then? any specific combo/drone? Anytime i use it (maxed hammer, maxed viking and maxed booster) it doesn't impress me. MAYBE it's a skill issue but to me it just doesn't seem impressive, and defo seems ass compared to how it was upon release, and even like 7 months ago

i use it with Crisis and hopper. i like it because i seem to hit opponents even if i think i've completed missed them. 

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7 minutes ago, davis.3d said:

The thing that just annoys me is the contrast in how OP they were then and how (imo) they're unusable now). 

I see it as a relief. Imagine if Helios and Stock Ricochet didn't get nerfed for 2 years. If you were around this time, imagine if 2018 Duplet hadn't been nerfed for 3 years. 

 

10 minutes ago, davis.3d said:

On blunderbuss, i genuinely think it's garbage now. Every 2 weeks or so i give it a try for like 3-5 matches in a row and i find it very underwhelming... crits don't feel frequent,

The critical hit rate is not a flat 50% chance btw, if you thought it was. It's 50, 0, 50, 0 etc. 

 

14 minutes ago, davis.3d said:

reload is a joke (imo) and now 50% prot is enough to stop it. 

Understandable, since that's when my interest in Blunderbuss started waning, when they increased the max and initial critical hit chance from 40% to 50% but decreased the clip reload from 2.7 seconds to 3.3 seconds. The reduced firing rate negatively affected the reason why I liked using the augment. It being 4.4 seconds at max now seals that deal, BUT, I am not too bothered by it because what matters most to me is that the augment itself has a purpose. It has a niche that it can achieve that the other augments naturally cannot. This is what they try to achieve with Railgun augments and I like that. For example:

  • LCR's niche is both its normal and critical damage is able to one-shot an unprotected medium hull
  • RDS' niche is slowed firing rate and halved normal damage for being able to one-shot medium hulls on equal footing 30% of the time
  • RS' niche is going down a major damage barrier on your normally unblockable critical hits, but going up a barrier on normal hits and having a flat 50% chance
  • Scout's niche is to turn Railgun's mechanics into a Thunder clone
  • RAT's niche is to have higher rotation speed and auto-aim angles
  • Hyperspace's niche is to significantly enhance the unique aspect of Railgun
  • Death Herald's niche is a reshuffling of the shot delay and shot reload to facilitate its gimmick of an increased firing rate after killing an enemy

 

How well each of those Railgn augments go about performing their niches varies from great to horrible, but it is there. If you're using Blunderbuss, you're using it to gamble on critical hits and/or to have higher one-time damage per shot. If you do not wish to have that purpose, there are other augments available that give their own purposes relative to the Stock turret. 

25 minutes ago, davis.3d said:

On your last point, I must sadly admit that I've become reliant on AP/EMP augments. For ap augments, I used AP Gauss 90% of the time for about 15 months and in like the last 2 months the updates have rlly nerfed it, so now i have to use other augments which are balanced but seem underwhelming to me. Same with EMP Gauss, i rlly don't see the point of it now since you don't even get to fire at enemy with EMP status effect on...

It's good to admit it. When you don't have the powerful container-exclusive equipment, you appreciate and make due with what you have readily available to you more, those being the crystal augments. I use multiple accounts so one may have a potent AP/EMP augment for a turret while another has to contend with that turret's crystal augments. My biggest example being my main account having pre-nerf 3-second EMP Smoky with Booster while one of my alts had to use Cryo Smoky with Assault. I did not let it bother my on the Cryo Smoky account because I knew the capabilities of each augment in comparison to Stock; I knew what I was in for with each augment. One made it significantly easier to kill enemies compared to if I were using Stock, while the other made it significantly harder for enemies to kill me compared to if I were using Stock. The former naturally will have me get higher scores and kills with fewer deaths, but the latter is still good. EMP and AP as status effects become more toxic every time the average TTK drops across the board. Never forget where exactly they are getting their power from - Stock. 

Otherwise, you'd often see judgements like "Helios exists so this new augment they're adding to the game is objectively garbage." 

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6 minutes ago, NikmanGT said:

And now the fund is progressing very slow ?

akame-crying-akame-cry.gif

If we can reach even the skin container, that would be great

I still think lvl7 will be easy to reach. 

Most likely we will stop at the lvl9 as last time and lvl11 is the limit.

I more or less expected this development. The last fund showed players it is possible to reach quite far + very interesting rewards in this one + 1.3k players had 8k tks ready from winning the fund giveaway.

This caused many of them not to hesitate and buy early. Now the fund will stagnate quite a bit, hard to say for how long, considering the long timeframe of the fund. Once we get closer to the first interesting reward - a skin container, the fund gain will speed up. And finally there will be the final push in the last week of the fund.

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Just now, frederik123456 said:

I still think lvl7 will be easy to reach. 

Most likely we will stop at the lvl9 as last time and lvl11 is the limit.

I more or less expected this development. The last fund showed players it is possible to reach quite far + very interesting rewards in this one + 1.3k players had 8k tks ready from winning the fund giveaway.

This caused many of them not to hesitate and buy early. Now the fund will stagnate quite a bit, hard to say for how long, considering the long timeframe of the fund. Once we get closer to the first interesting reward - a skin container, the fund gain will speed up. And finally there will be the final push in the last week of the fund.

Agreeable, the last fund showed the same progress, people won't buy for the containers, when it reached skin conts, the fund shot up, same would happen this time like I believe.

During skin conts and during Helios are the 2 most favorable stops that will improve the fund a lot.

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37 minutes ago, davis.3d said:

Thanks again for the advice:) I would genuinely punch the wall if i blew £200 on ultras this summer and didn't get crisis. I'll just use the £ on the next tanki space mission or any event that guarantees crisis. 

You'd save yourself the disappointment by not doing that. Your chance for an Exotic is already low (same as the chance for Common), and then you don't know the intra-rarity chances in Exotic. You can very likely get an Exotic and not be Crisis. That should be enough discouragement. 

 

37 minutes ago, davis.3d said:

Anytime i use it (maxed hammer, maxed viking and maxed booster) it doesn't impress me. MAYBE it's a skill issue but to me it just doesn't seem impressive

Blunderbuss does not gain anything notable when paired with the current Booster. Before the Stock Hammer damage buff from 1,080 to 1,260, you needed Booster for your Blunderbuss to reach above 4,000 damage. After that buff, you no longer need Booster to achieve 4,000 damage, and Booster would be redundant outside of having infinite DD uptime. Stock Hammers are the ones that currently gain something notable with the new Booster. To see what this list looks like, there is this topic that is updated with every Patch Note: https://en.tankiforum.com/topic/394787-booster-drone-interaction-changes/

 

There is a topic for Crisis and Camper as well. 

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Just now, NikmanGT said:

Fund is almost 3 Million, it's so slow now ?

And i just bought a bundle on spiderhiest. Hope its worth it. 

Of course its slow, considering all the f2p players who wasted their tankoins on the previous fund.

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Just now, Incorp said:

all the f2p players who wasted their tankoins on the previous fund.

but we have 1327 winners, considering some wins by the same account, we still have a lot of people who can buy bundles.

But everyone ig is waiting for the scenario to buy the bundle only if the fund reaches their expectation level.

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