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The course of the match is decided in the first 90s or less when one team gets an early capture and the other team members leave to pick-and-choose another match. I hate it when games put a time penalty for early leave; I think Tanki should penalize with MMR loss instead for desertion after the cold start mechanic. This way, players can leave Massacre ASL battles without worry. 

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It's kinda the players' fault that they give up and leave as soon as the other team gets a lead. It's entirely possible to bring back a losing game, even if the situation looks dire. In one of the best battles I ever had, the other team quickly capped 2 or 3 flags and our teammate proudly announced that "this team is hopeless and trash", before leaving. After he left, we made one of the best comebacks I had the pleasure of being a part of.

I don't think penalties are needed. There's already a decent system in place to replace quitters, and the quitters themselves get penalised by wasting their time. Who cares about winning in MM anyway? If I'm in a losing battle, I just chill out and try to get as many kills as possible.

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Posted (edited)
On 7/14/2025 at 5:42 PM, Maf said:

There's already a decent system in place to replace quitters, and the quitters themselves get penalised by wasting their time.

Both options are time wasters.

Staying in a battle where the bot algorithm determines the winner and leaving and having to start again.

Your example is the exception. Not the rule.

And this phenomenon is definitely not the players fault, lol.

Edited by Jeers4U
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On 7/14/2025 at 5:42 PM, Maf said:

It's kinda the players' fault that they give up and leave as soon as the other team gets a lead. It's entirely possible to bring back a losing game, even if the situation looks dire. In one of the best battles I ever had, the other team quickly capped 2 or 3 flags and our teammate proudly announced that "this team is hopeless and trash", before leaving. After he left, we made one of the best comebacks I had the pleasure of being a part of.

I don't think penalties are needed. There's already a decent system in place to replace quitters, and the quitters themselves get penalised by wasting their time. Who cares about winning in MM anyway? If I'm in a losing battle, I just chill out and try to get as many kills as possible.

When the team works together to secure a win is a great feeling. I don't care about winning as much as I care about working together. I didn't know there was a "decent system to replace quitters" in place, but that's reassuring. Some players like the challenge of comeback wins. Ok, maybe not a penalty for leaving, but I think something to incentivize staying in the match instead would be welcome 'cause turning a CTF game into TDM when everyone leaves on your team isn't fun.

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On 7/15/2025 at 12:42 AM, Maf said:

Who cares about winning in MM anyway? If I'm in a losing battle, I just chill out and try to get as many kills as possible.

Me. I play to win not to lose... I like the battles where enemy is camping like full stupid noobs; and we manage to get the flag or score goal in rugby. Surprise surprise, after 10 seconds, about 40% of enemy starts leaving.

This is why I want old Tanki back. LOSER team gets ZERO crystals.

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Posted (edited)
On 7/15/2025 at 4:14 AM, Jeers4U said:

And this phenomenon is definitely not the players fault, lol.

True, it's not 100% players' fault. I understand that sometimes players have valid reasons to quit, like being placed into crappy maps (and devs insist on keeping garbage maps like Massacre and refusing to add any sort of map filter to MM), or facing an obvious mismatch in team strength.

But a lot of the time players quit a reasonably balanced battle just because the enemy team got an early lead, and that really frustrates me. Like I said above, I've seen multiple examples where strong teammates quit like that (sometimes even accompanied by insults towards the "useless team") and our team ends up winning anyway.

I wish more game modes in Tanki would have catch-up mechanics. CP works great in that regard in the sense that the battle result isn't determined until the last minute, and when the score is close, every action could turn the tide. Other modes could use this sort of thing too, as it would encourage players to stay.

Edited by Maf
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On 7/15/2025 at 10:13 AM, x_Sorinel_x said:

Me. I play to win not to lose... I like the battles where enemy is camping like full stupid noobs; and we manage to get the flag or score goal in rugby. Surprise surprise, after 10 seconds, about 40% of enemy starts leaving.

This is why I want old Tanki back. LOSER team gets ZERO crystals.

I also like to try and win, but I don't get too upset with one-sided games.

And why would you want the old reward distribution back? At least with the current rewards, most people don't mind staying until the end because they'll get almost as much as for winning. By reducing the losing team's rewards, do you want even MORE people to quit early on when they believe that the game is a loss?

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On 7/15/2025 at 3:12 AM, Maf said:

It's entirely possible to bring back a losing game, even if the situation looks dire

This ^

It's partially your own fault for assuming the battles will be one-sided just on the basis of the first flag cap. In an objective-based battle, the main purpose of players should be to complete objectives, flags will be captured, whether on your side or by the enemies. Assuming the match to instantly go out of your hands with just a first flag cap, first siege point or first touchdown is a very poor judgment criteria. 

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Posted (edited)
On 7/15/2025 at 2:04 PM, NikmanGT said:

Assuming the match to instantly go out of your hands with just a first flag cap, first siege point or first touchdown is a very poor judgment criteria. 

If they're leaving after just the first cap, it's probably a different reason than poor team play.

 

For me, the bot algorithm can be discerned after a very short period of time and is one factor on if I stay in a match or leave.

 

Edited by Jeers4U

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Why would you leave after ninety seconds? That's ninety seconds of supplies, effort, and life you'll never get back. Always see a battle through: You have missions you can work on and enemies to destroy. Nothing makes me more satisfied than personally spiting buyers and sweatlords at every opportunity.

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Posted (edited)
On 7/15/2025 at 5:04 PM, The-Operator219 said:

Why would you leave after ninety seconds?

If you have 4 enemies in your base when you spawn, chances are that the game is not going well for your side.

What maf describes is completely the massive exception to tanki and not the rule.

 

Is it 'possible'?

Of course.

 

It's also just as 'possible' as me getting all my farce points and forum bans being removed from my account history and getting a job as a forum moderator tomorrow.

Only slightly less likely...

 

I actually check the enemies augments now when I enter a battle.

If it seems the other team has WAY more than mine... I leave.

Not wasting my time on that either. 

Just because the GS's are closer doesn't mean the tank strengths are close to being equal.

The buffs on tesla and hammer are just plain dumb.

Edited by Jeers4U
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Posted (edited)
On 7/15/2025 at 9:04 PM, NikmanGT said:

It's partially your own fault for assuming the battles will be one-sided just on the basis of the first flag cap.

It is. I see many many crap battle like this... Enemy get first flag; after that they change to stupid crap camper mode. 4-5 Titans with Isida, Vulcan, Tesla, Twins, Smoky; and spawning 99999999999999 Mines in base. One Titan use Overdrive. It's  gone, second Titan use Overdrive. After that the 3, after that the 4. How to reach to them to get the flag ? You can't. I just "run" from the battle.

Edit: This happen in my team to. I just run to enemy base; get the flag, and drop to my campers to score. My team, I like. Enemy team; I RUN.

Edited by x_Sorinel_x
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On 7/16/2025 at 1:17 AM, Jeers4U said:

I actually check the enemies augments now when I enter a battle.

Now, I just stay in base first 2-3 minutes to watch. If 80% of my team is just camping in base (spawning mines, have Titan, Mammoth, have long range Turrets), I leave. If, 50%-60% is going for flag, ball, points in CP, Siege, I stay...

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This is a good thing to discuss. I don't care if I win or lose, but I do want to have a fun battle. If my base is getting swarmed by enemies and I can't spawn in without dying shortly after, I'll leave. SOMETIMES, there are those perfect battles where the fight happens mostly in the center of the map....those are the ones worth playing. I wonder if Devs could implement a tool to see which maps end in even games vs blowouts...which maps have a ton of spawn killing, etc. 

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On 7/15/2025 at 8:16 PM, Jeers4U said:

For me, the bot algorithm can be discerned after a very short period of time and is one factor on if I stay in a match or leave

That and how many trashcans you are up against.

Floating legal hacks always determine if I stay or go. They are the main reason along with augments why this game is garbage.

On 7/16/2025 at 6:17 PM, Potdindy said:

which maps have a ton of spawn killing, etc. 

Spawn killing is based on the useless MM (never, ever worked since day one, ever) trashcans, augments, how many useless bots are in the battle and yes the map to a small degree.

TO is flawed garbage, just remember this is all on the devs. 

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Posted (edited)

Bot algorithm sucks: leave

Enemy GS 1.5 - 2x my tank: leave

Tank flips during magical tanki physics: leave

3 or more tanks spawn killing in base: leave

Too many augs on other team: leave

Seige: leave

Getting shot through a wall or building: leave

 

But not before I waste as much time as I possibly can in the garage before getting kicked out of the match.

You waste my time, I waste everyone else's to compensate.

Sometimes, I'll spend the whole match in the garage--only entering the battle to move a few meters and return.

?

 

This one felt especially fun to watch from the 'pause' button.

aO4h1HM.png

 

My GS is 3800. I watched this match from the pause button as well.

7R9M9ns.png

 

Forgot to add:

Too many auto-aim rails... leave.

 

This is also a game I wouldn't stay in.

R5FXI84.png

 

 

 

Edited by Jeers4U
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On 7/14/2025 at 5:42 PM, Maf said:

It's kinda the players' fault that they give up and leave as soon as the other team gets a lead. 

Exhibit A.

955uHN5.png

 

This game didn't get any better after 90 seconds.

In fact, it didn't get any better at all (after 4 minutes).

So I left.

I am not even close to being at 'fault' for this match at all.

 

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On 7/23/2025 at 5:58 PM, Jeers4U said:

Exhibit A.

 

Do you have the whole pic? A screenshot of your team alone doesn't tell us much ?

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Posted (edited)

It literally tells you all you need to know.

What could the picture of the other side tell you that this side doesn't?

 

The only other pic I got was earlier in the game--after about the one minute mark:

hndzrKA.png

 

Edited by Jeers4U

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And to be perfectly honest, it doesn't matter if I actually permanently leave because more often than not, I get kicked out of the game after about the 4 minute mark anyways... ?‍♂️

EVzzIfs.png

 

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