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Patch Update #766 - Released 28th June 2024


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On 6/30/2024 at 10:35 PM, AzaborBR said:

It's not about increasing the hull's weight class...

The weight class is to let you know how impactful the extra 1k HP is.

 

On 6/30/2024 at 10:35 PM, AzaborBR said:

The characteristics don't change, lifeguard give a bonus of only 25% of the total of 1 repair kit, only 25% of 1 drug, is that a lot?

YES, that is A LOT.

While it is true that Repair Kit can, in theory, heal 4k HP, you didn't mention two important behaviors of it, no matter whether that's intentional or not.

  1. The first 1k health restore is instant. The rest of the 3k are healing over time. Now the effectiveness of the two is very different
  2. Healing over time stops as soon as receiving damage

So, taking your Freeze example, for instance, the repair kit will only restore 1k HP in that scenario. A lifeguard, in this case, basically gives the user an additional repair kit. And even "better", it is applied automatically and refreshes on every spawn.

 

There are reasons why "survive a lethal force" mechanics will always be left with 1 HP in every single game. It's just that Alternativa thinks they are smart or whatever and decided to copy 90% of a mature concept, and then ruin it with the rest of the 10% changes and announce it like "Hey guys, we made a new mode/mechanics/equipment".

 

But given this Alternativa, we all know that stuff like this will never get nerfed directly, unless they are planning to introduce new OP stuff to replace them. Hence my Jammer idea.

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On 6/30/2024 at 1:35 AM, Cleric said:

And in case @AzaborBR never notices the meaning of 1000 extra HP that Lifeguard gives, it effectively raises 1 hull weight class in terms of HP. With Lifeguard, light hulls effectively have the HP of a medium hull (that's a 50% health increase BTW), medium hull to heavy hull, etc. All that without sacrificing mobility and hitbox size.

Not the right way to look at it. If a player manages to have their repair kit on a shorter cooldown or an access to one or even a common healing emitters player. then you may as well say the player is near invincible (we have all seen such in games at least once).

On 7/1/2024 at 3:17 AM, Cleric said:

Hence my Jammer idea.

Jamming augments with a jammer augment, funny. Only to jam 2 specific hull augs mainly? As if trading out a status immunity wouldn't hurt many players a lot?

On 7/1/2024 at 3:17 AM, Cleric said:

The weight class is to let you know how impactful the extra 1k HP is.

 

Let me apply real game info on this, forget all about the weight class.

Use lifeguard, have protections, have a healing emitters ally, maybe also Hyperion or Defender. Also potentially add camping at a crucial location. Congrats you have now increased survivability level to almost invincible. Lifeguard on it's own is fine as is, it's when the player becomes almost impossible to kill due to a combination of multiple factors. And such can be seen fairly often.

It's like miner augment, which is pretty much almost useless without saboteur since it's now % based saved than a quantity like it was.

As usual, it is the combination of things that result in whether it becomes tougher to kill someone or not,

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for asl: imo they should remove spawn protection for attackers, and distribute the spawn locations for defenders equally across the map. they'll have to destroy attackers earlier, in transit, and the gameplay will become more active because every single tank (even defenders) will have to travel some distance to complete the game mode's objectives.

thoughts?

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On 6/30/2024 at 9:35 PM, Venerable said:

for asl: imo they should remove spawn protection for attackers, and distribute the spawn locations for defenders equally across the map. they'll have to destroy attackers earlier, in transit, and the gameplay will become more active because every single tank (even defenders) will have to travel some distance to complete the game mode's objectives.

thoughts?

Honestly, if it were up to me, I would have removed it from regular MM and made it an event mode again like it used to be.

Then I would bring back DM for regular MM. 

I also feel like TJR might not be suitable for regular MM, so it might be best if it also became an event mode.

I would also create 2 more modes:

• A Team captain mode (TCPT) - same objectives as TJR but the captain isn't using the jug tank, just their own.

• A King of the Ring mode (KOTR) - Player with the longest total time spent in the ring wins. If you die, your time will stop, and will continue when you get back into the ring. Battle will end when the battle timer runs out.

And then put all the regular MM modes on rotation so that we this each week or two:

1 solo mode - DM or KOTR

1 team mode that requires kills - TDM or TCPT

1 capture mode - CTF or rugby

1 territory mode - CP or seige.

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On 6/30/2024 at 11:57 PM, TheCongoSpider said:

To increase your chances of getting that augment in particular. 

Again, very stupid

Imagine finally getting an exotic after months, and you get something already present in legendary 

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On 7/1/2024 at 8:14 AM, PirateSpider said:

 

Then I would bring back DM for regular MM. 

 

All the campers aka 90% of the playerbase will leave this mode and attempt queueing into a team mode. As much as I'd like DM to be in the proper playlist, it's not feasible for the current tanki.

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On 6/30/2024 at 3:35 PM, AzaborBR said:

how about removing the pointless flying tanks then? If you want something real and similar to other tank games?

I agree, but TO is a 100% P2W game and these devs could less what is and what is not balanced, as long as they make cash.

TO is a joke, the whole game is a mess because of THREE main factors.

Floating trashcans.

Pathetic MM.

OP pathetic augments.

There are a lot more, but these three are the main causes of why the game is CRAP. 

Take a look at the fund that has failed miserably, pure greed, so stuff them. 

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On 7/1/2024 at 8:57 AM, Akame said:

All the campers aka 90% of the playerbase will leave this mode and attempt queueing into a team mode. As much as I'd like DM to be in the proper playlist, it's not feasible for the current tanki.

That's on AP for releasing broken things like pulsars, status augments, hybrid augments, crisis (which was a cancer at one point), etc. And its no wonder why people just camp these days.

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On 7/2/2024 at 3:02 PM, JoseDigma said:

Take a good look at the Tanki fund the first 15 tiers are utterly terrible. 

You know it's funny. The early tankifunds were regarded as trash by a fair few, look at what we have downgraded to. (We managed to hit 15M with a smaller playerbase compared to the past, I find it pretty funny.

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Good update! I love it. Thank you so much developers for putting time to help the game improve. I hope everyone good luck in tanki fund!

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On 6/29/2024 at 9:42 PM, Kimura said:

"If X is overpowered then just equip this specific combo to counter it" argument is absolutely horrible. What if I don't have jammer augment on turrets I use? What if I don't want to change into a completely different combo because someone is using clearly busted combination? I should not be forced to use a specific thing just because Hazel can't balance his own game. That's bad game design.

 

Take so cold it froze the glass of water on my table. Remove the damage reduction when you're under freeze and then freeze effect is perfectly fine.

 

 

If and when lifeguard is reasonably nerfed, I genuinely don’t think that defender would be a problem. I guess I wouldn’t be against a nerf to it if many people are having trouble against it, but I’m not advocating for one either. Perhaps i am using burst damage augments a tad too much. 
 

I was initially in favor of the freeze buff to remove boosted damage, but after playing with/against it for several months, I’ve realized it is a problem. It’s also not fair to its sister turret, firebird, as firebird can only deal damage over time with its afterburn. Freeze can freeze hulls, AND remove boosted damage, 2 bonus effects when compared to firebird’s one. The marginally faster reload time on firebird does not make up for it. Not to mention the recent buff to shock freeze and the abomination that is freeze pulsar (and all other pulsars for that matter) make MM that much more insufferable.

 

Ban blaster. I don’t even want to see any nerfs to it, just ban the damn thing. 

 

On 7/3/2024 at 12:11 AM, Akame said:

You know it's funny. The early tankifunds were regarded as trash by a fair few, look at what we have downgraded to. (We managed to hit 15M with a smaller playerbase compared to the past, I find it pretty funny.

Are the “fair few” in the room with us 

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On 7/3/2024 at 3:39 PM, aBiglongfatNICK said:

 

devs. give up. you guys oficialy dont know how to fix mm

Out of curiosity, how would you fix MM?

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On 7/2/2024 at 7:02 AM, JoseDigma said:

Take a good look at the Tanki fund the first 15 tiers are utterly terrible. 

I mean, sure its not perfect. But considering the last 2 funds we've seen had 50 tiers, had mono paints that took up 11 of the spaces, the container tiers only had 1-3 containers per slot, pulsars were the only augments, and all the main rewards were shoved to the very end. I think this fund is a much better alternative.

On 7/3/2024 at 7:39 AM, aBiglongfatNICK said:

i think its time

devs. give up. you guys oficialy dont know how to fix mm, just give up. go 3 .4 years vacant dont come back.

go do something productive. stop wasting people time and pacience

Honestly, with your comments, it'd be better if you stopped playing this game and find another game to replace it. They aren't gonna stop.

I don't even have much hope in the English tester, the only ones who seem to be getting through to the devs. They might be soon let go, as they are getting in the way of AP's precious plans to profit.

On 7/3/2024 at 8:13 AM, Akame said:

Out of curiosity, how would you fix MM?

I would just remove the MM system and replace it with the old quick battle system. Where we could choose the battles we want to join, the system would generate the battle when players click on the "generate" button.

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On 7/3/2024 at 5:57 PM, PirateSpider said:

Where we could choose the battles we want to join, the system would generate the battle when players click on the "generate" button.

Expanding on this, what battles do you think you would join?

What battles would 90% of the playerbase join?

Also what happens to groups then?

These are just a few questions of the many for now...

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On 7/3/2024 at 4:13 PM, Akame said:

Out of curiosity, how would you fix MM?

1º balance- dont put 100, 6000 gadjet equimente score whit 9999, even if some definitely better then some 9999s

1.1º if someone spend 13 minuts and only get 20 points all battle, downgrade them to silvers or something.

1.2º need a combination of game gear score and points in battle so players better ranked get better fights. not this **** show of 9999s doing 20 points all game. 

1.3º at least redistribute this players for both team, not 1 side game

 

 

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On 7/3/2024 at 6:15 PM, aBiglongfatNICK said:

1º balance- dont put 100, 6000 gadjet equimente score whit 9999, even if some definitely better then some 9999s

1.1º if someone spend 13 minuts and only get 20 points all battle, downgrade them to silvers or something.

1.2º need a combination of game gear score and points in battle so players better ranked get better fights. not this **** show of 9999s doing 20 points all game. 

1.3º at least redistribute this players for both team, not 1 side game

 

 

Do you think this is possible with the current playercount? I'd assume we have maybe 1K reactive count on normal days, maybe up to 2-5k during events? We don't have real figures so it's hard to say.

Ranking system would be handy but I personally don't think we have enough players for this to be implemented

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On 7/3/2024 at 6:13 PM, Akame said:

Out of curiosity, how would you fix MM?

To people trying to fix MM there is no "fix" as of now. Every fix that could potentially work without being exploited (like matches based of GS with people entering with 0 GS just to change into 9999 later) would make MM wait times unplayable. The fix should be done not to MM itself but to game balance. The power difference between big boy exotics and crystal augment is WAY WAY WAY WAY too large. You can still sell exotic augments even when they don't tower over every other augment. At the end of the day it's not mine or your job to fix MM. You're the customer and if you don't like what you're receiving simply leave. You're not under some kind of contract. Just leave.

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On 7/3/2024 at 10:02 AM, Akame said:

Expanding on this, what battles do you think you would join?

I'm sure everyone would prefer battles where the rank ranges and gs gaps are appropriate. I am no different here. However, I would like to also add that I would like battles where I feel I have plenty of space to move around and not feel crowded in.

For example, I'm aware that sandbox, sandal, and cross grew in size in their remastered versions. However I still feel that 10v10 or 12v12 is still too many players for their size. I think 5v5 or 6v6 would be far better. Hell, even being down to 7v7 would be a vast improvement on those maps.

On 7/3/2024 at 10:02 AM, Akame said:

What battles would 90% of the playerbase join?

Who knows? I guess whatever they like?

On 7/3/2024 at 10:02 AM, Akame said:

Also what happens to groups then?

Simple answer: Removed. Never should've been added in the first place. At least that's what I would've done.

On 7/3/2024 at 10:02 AM, Akame said:

These are just a few questions of the many for now...

You want to ask me a few more questions?

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On 7/3/2024 at 8:06 PM, PirateSpider said:

For example, I'm aware that sandbox, sandal, and cross grew in size in their remastered versions. However I still feel that 10v10 or 12v12 is still too many players for their size. I think 5v5 or 6v6 would be far better. Hell, even being down to 7v7 would be a vast improvement on those maps.

What?? Those 3 maps have always been 6 v 6 in MM. 

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On 7/4/2024 at 3:06 AM, PirateSpider said:

Who knows? I guess whatever they like?

the "whatever they like" is the winning team and only the winning team. Every match is 10v3 that ends in 10-0. The only benefit to this is you can choose your map that's it. it's way more unbalanced than MM. hell ITS LITERALLY THE REASON MM WAS INTRODUCED. I'd rather get a chaotic war crime match that MM is rather than enemy capped a flag 80% of my team disappeared and now its 10v2 for the rest of battle.

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On 7/3/2024 at 5:57 PM, PirateSpider said:

I think this fund is a much better alternative

Seriously! Why has it failed so miserably then?

 

On 7/3/2024 at 5:57 PM, PirateSpider said:

I would just remove the MM system and replace it with the old quick battle system.

Would not work. 

How to fix MM -101.

Every rank from WO1 through to General has their XP at least doubled to gain each new rank. This "FIX" would allow every player the opportunity to stay at "THEIR RANK" much longer, this has two main benefits;- 1 - These players now have a much better chance of saving up crystals for their garage before the next rank. 2 - They stay at every rank longer, so their chances are significantly increased that they go into battle against their own ranks, give are take 2 ranks either way. 

The devs could also make it so that every battle yielded X2 more crystals compared to XP. They should also give all players "by default" all MK1 protection modules from the very start "Recruit".

This "FIX" would take time to even out, but it would work, of this I am sure.

On 7/3/2024 at 9:27 PM, Kimura said:

To people trying to fix MM there is no "fix" as of now.

Read above "FIX".

 

On 7/3/2024 at 9:27 PM, Kimura said:

The fix should be done not to MM itself but to game balance.

Agree.

My "FIX" does not change the mechanics of MM, it gives players the opportunity to better cope with the current MM system, ie- to improve their garage, G/S through the ranks, which would in time eliminate Legends with pathetic G/S that resemble WO5 players.

On 7/3/2024 at 9:27 PM, Kimura said:

At the end of the day it's not mine or your job to fix MM

We all know who should be doing it and we all know why they will not.

Something (most things) have to change in this game, because it has got way to complicated and messed up. 

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On 7/3/2024 at 5:37 PM, TheCongoSpider said:

What?? Those 3 maps have always been 6 v 6 in MM. 

Really? Always seemed like I see more 6 teammates and more than 6 enemies on those maps on any given time.

On 7/3/2024 at 11:04 PM, Kimura said:

enemy capped a flag 80% of my team disappeared and now its 10v2 for the rest of battle.

Have you heard of an early battle termination system?

On 7/4/2024 at 1:34 AM, FLIPSTIKS said:

Seriously! Why has it failed so miserably then?

Mainly because of the back to back events (team contracts, sakura blossom, cosmonauts minigame, build&fight) that have taken place over the past few months prior to the fund. Its also partly on the players who spent their tankoins on these events causing their tankoins to dry up by the time the fund arrived. There's even significant proof of this being the most likely main cause why the fund has failed.

The second biggest reason would probably be the increase in the price.  If it werent for these two alone, we probably would've hit the 30 tier mark by now.

On 7/4/2024 at 1:34 AM, FLIPSTIKS said:

Every rank from WO1 through to General has their XP at least doubled to gain each new rank.

Doubled from what? The previous system where we had 10-15 exp per kill? Or the current system where its like 50-100 exp per kill?

On 7/4/2024 at 1:34 AM, FLIPSTIKS said:

They should also give all players "by default" all MK1 protection modules from the very start "Recruit".

Honestly, I would just nerf the max prots down to 40% from 50% and the min down to 1% from 5%.

Then make them an unlockable feature at the rank of either master sergeant or WO1. That way new players don't feel completely overwhelmed. The same should be applied to drones and augments.

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On 7/3/2024 at 1:15 PM, aBiglongfatNICK said:

1º balance- dont put 100, 6000 gadjet equimente score whit 9999, even if some definitely better then some 9999s

1.1º if someone spend 13 minuts and only get 20 points all battle, downgrade them to silvers or something.

1.2º need a combination of game gear score and points in battle so players better ranked get better fights. not this **** show of 9999s doing 20 points all game. 

1.3º at least redistribute this players for both team, not 1 side game

6000 GS vs 9999 GS? Not sure if that can help...

If a tanker performed exceptionally poor when they play legit (no multing/sabotaging nonsense), heavily punish them is the answer? Absolutely not. 

We can have 9999 GS tanks perform well or perform exceptionally poor. Same thing goes to 6k GS.

Redistribute this player for both team? What do you mean?

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