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Patch Update #766 - Released 28th June 2024


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On 7/4/2024 at 2:40 PM, PirateSpider said:

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.

Agree about what caused this Tanki fund a flop but on the fence about module nerf.

40% provides good protection without render a turret next to useless, but what about Armadillo and Spider? They get nerfed to 40% as well?

Edited by FrozenRailgun

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On 7/4/2024 at 9:40 PM, PirateSpider said:

Have you heard of an early battle termination system?

Have you played Tanki when it was a thing? 

all the battles would turn into 10v2 in like 1-2 minutes and the match would just end prematurely. 

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On 7/4/2024 at 12:12 PM, FrozenRailgun said:

Agree about what caused this Tanki fund a flop but on the fence about module nerf.

40% provides good protection without render a turret next to useless, but what about Armadillo and Spider? They get nerfed to 40% as well?

Maybe armadillo and spider can be excluded from the nerf for now? Probably just keep an eye on them after the turret modules get nerfed I guess.

On 7/4/2024 at 1:21 PM, Kimura said:

Have you played Tanki when it was a thing? 

all the battles would turn into 10v2 in like 1-2 minutes and the match would just end prematurely. 

I do recall being in many battles that would end real early. Would allow players to get into the next battles earlier rather than having to endure the current one. Really was a QoL feature during those days.

 

Also IIRC, we didn't have a system that entices players to stay in the battle despite being on the losing team like crystal rewards increasing by 1-5% every minute or an extra star every 4 minutes or so. Also the reward difference between the losing team and the winning team was like night and day. And I think there's a mission that exists that requires players to be in the winning team to complete it.

  • Saw it 1

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On 7/4/2024 at 7:40 PM, PirateSpider said:

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?

You misunderstand my point I was making. 

You need 19K XP to get from WO1 to WO2, this should be doubled so you need 38K to reach WO2. This is what I meant by doubling XP needed.

Summary.

My "FIX" would work if implemented, that's a 100% slam dunk fact. 

Will the devs implement my "FIX", probably not, which is a shame because it would deff help the low to mid ranks and improve MM considerably. Over time (2/3 months, maybe a bit longer) It would nullify the huge disparity between ranks/GS by a large factor.

My "FIX" if implemented will work.  

 

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On 7/5/2024 at 2:12 AM, FLIPSTIKS said:

You misunderstand my point I was making. 

You need 19K XP to get from WO1 to WO2, this should be doubled so you need 38K to reach WO2. This is what I meant by doubling XP needed.

Yeah, I'll have to apologize to you twice. One for forgetting to reply to your post, and the other for misunderstanding what you were trying to say here. So my bad x2.

Anyway, while I do think your suggestion is a much needed improvement over what we have now, I think the old system was the best system because it took 4x as long to reach each rank allowing newbies to truly develop their skills and strategies, as well as giving them a decent amount of crystals to upgrade their stuff. And if they had an actual tutorial (not those stupid missions that call themselves "tutorial missions"), the number of legend ranked players who don't know how to turn their turret would fall dramatically.

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On 7/4/2024 at 1:06 AM, PirateSpider said:

 

Who knows? I guess whatever they like?

 

image.png

Exhibit 1 of a game in 2017 where people could join the game they wanted to. Objectively far worse than current MM in any way, shape, form or whatever.

image.png

Exhibit 2.

Ofc there were cases where clans went after other clans to make them 'run' etc. But ofc this meant 1 set of players left moderately quick.

Inviting friends into your games was handy at times, IF you knew strong people willing to join.

But those days are long behind us, with the current games' situation. 'random matchmaking' is the way forward.

Not like I totally didn't spawn into the same map 4 times in a row today or other days either, variety becomes a chance based thing.

Back then, basic use of supplies would change a game, nowadays it's the large gap in gear and use of supplies that makes average tanks games miserable.

  • Agree 5

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

 

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

 

We aren't in CS2

  • Haha 3

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On 7/7/2024 at 2:09 AM, Akame said:

Exhibit 1 of a game in 2017 where people could join the game they wanted to. Objectively far worse than current MM in any way, shape, form or whatever.

 

Exhibit 2.

Ofc there were cases where clans went after other clans to make them 'run' etc. But ofc this meant 1 set of players left moderately quick.

Inviting friends into your games was handy at times, IF you knew strong people willing to join.

But those days are long behind us, with the current games' situation. 'random matchmaking' is the way forward.

Not like I totally didn't spawn into the same map 4 times in a row today or other days either, variety becomes a chance based thing.

Back then, basic use of supplies would change a game, nowadays it's the large gap in gear and use of supplies that makes average tanks games miserable.

Yeah but back then. The battles gave out too much info like who's in the battle and allowed you to join whatever team you wanted.

The only info that are necessary to see in the battle before joining are:

• Map

• Mode

• Rank range

• Lowest and highest GS (maybe)

• Player capacity

• Number of players currently in the battle.

• Time left.

 

As for the joining mechanism, it should put you on a random team.

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On 7/7/2024 at 7:35 PM, PirateSpider said:

 

 

As for the joining mechanism, it should put you on a random team.

And then moment someone gets put into a losing/bad team, p+enter, nothing has changed at that point.

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On 7/8/2024 at 8:51 AM, Akame said:

And then moment someone gets put into a losing/bad team, p+enter, nothing has changed at that point.

Then you would need some way to entice players to stay in the battles.

Like:

•higher crystal % increase depending on how long you stayed in the battle

• extra stars depending on how long you stayed in the battle.

•5-10 tks for finishing the battle. (Maybe)

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On 7/8/2024 at 5:47 PM, PirateSpider said:

Then you would need some way to entice players to stay in the battles.

Like:

•higher crystal % increase depending on how long you stayed in the battle

• extra stars depending on how long you stayed in the battle.

•5-10 tks for finishing the battle. (Maybe)

This would be interesting, I think stars would be the chosen way for the current game since crystals and tk seems to be a nono to increase.

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On 7/8/2024 at 10:14 AM, Akame said:

This would be interesting, I think stars would be the chosen way for the current game since crystals and tk seems to be a nono to increase.

If I was AP, I would have just done all 3.

I would even add a "finish x battles on the losing team" mission to counter balance the winning team mission. But its probably best to just remove the winning team mission entirely.

Oh and anyone says anything about tanki's economy, that should not be mine or any other player's problem. If it'll likely affect the economy, that's only AP's problem and their own fault for focusing on short term profits instead of long term ones. Anyway, adios.

 

Edited by PirateSpider
I'll do as I please.

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