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On 8/13/2025 at 4:49 AM, Firestar220006 said:

Can y'all please hurry up and nerf Excalibur? I have Titan Max, Sabatour Max, and Falcon 37. Even with full supplies and full health I'm being one-shot. There's more than enough "guaranteed kill" augments out there.

Yeah man, even I'm experiencing the same thing since 2 days. I have a maxed-out Mammoth and a maxed-out Falcon module equipped, and still I'm getting one-shot by the players using Excalibur Rounds. I must mention that I play with Brutus drone nowadays (a maxed-out one, but still), but in no world should a Railgun be able to one-shot a full-health maxed-out Mammoth hull with maxed-out Falcon module and Brutus drone equipped. There's also the Stellarator augment for Shaft, which is again busted... That thing literally just requires you to hold your aim at an enemy tank in sniping mode for barely 2 seconds, and then shoot. They're bound to be melted... These augments are the representations of what the trophy augments should be like, imo. Not just any exotic augment... If a player has grinded out 5 million battle points all while using a single turret/hull, he does kind of deserve a broken augment without the worry of it getting nerfed. These augments, the Excalibur Rounds, the Stellarator, and all, would have been justified if they were trophy augments.

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Posted (edited)
On 8/13/2025 at 12:19 AM, Firestar220006 said:

There's no reason why any turret except shaft should be able to one-shot a heavy Hull,

I said that same thing years ago.

 

On 8/13/2025 at 12:19 AM, Firestar220006 said:

In fact these augments are stronger than many overdrives and that should be impossible

The impossible always becomes possible when cash is involved.

In fact impossible does not exist in a game, especially with this game.

On 8/13/2025 at 12:19 AM, Firestar220006 said:

If you're not gonna reduce the damage of these obscenely powerful augments

They will when enough cash has been made from them. Then they will just move onto the next cash grab knowing that the conditioned sheep will obey and give them their cash, continuing the vicious cycle of OP crap for money. For players it's lose, lose for them it's win, win all the time.

 

On 8/13/2025 at 12:19 AM, Firestar220006 said:

Game balance literally doesn't exist rn.

The word balance "as a word" does not exist to them, never has, never will.

A small observation I made about your account is that you only have 4 protections and one of them is from mines. At your rank this is a extremely weak garage. This is because you have ranked far to quickly without strengthening your garage. 

They want you to have a weak garage, which is why they have added passive XP to everything hoping you will spend cash to offset the lightening fast ranking process so you can compete and not feel like an average joe making up the numbers, which sorry to say, you are.

On 8/13/2025 at 12:33 AM, Firestar220006 said:

Yeah so uhhh... I'm F2P so idrc abt the cycle itself, it's a necessary evil, I just want to have the "nerf" phase lengthened cuz I can't participate in the 'buff purchase' side of things.

You should care about the cycle because it affects you big time.

 

On 8/13/2025 at 2:01 AM, Sharva said:

These augments, the Excalibur Rounds, the Stellarator, and all, would have been justified if they were trophy augments.

I detest augments as much as I detest the low lifes who think them up, but on this point I agree with you.

 

On 8/13/2025 at 12:45 AM, Firestar220006 said:

(Truth b told im just waiting for T-Classic)

Then all you are doing is waiting to be disappointed, yet again.

When will players in general ever learn ?‍♂️

Edited by POWER-OF-ONE

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On 8/13/2025 at 4:01 AM, Sharva said:

but in no world should a Railgun be able to one-shot a full-health maxed-out Mammoth hull

IMO to fix MM you need to work on two things:
1 - Survivability.
2 - Hovering hulls.

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On 8/13/2025 at 4:11 AM, Wry said:

IMO to fix MM you need to work on two things:
1 - Survivability.
2 - Hovering hulls.

Or just make playing objectives worth it in modes, remove ASL because that's the most absurd mode so far, you could capture all 6 flags and not even get 100 score as it stands. TDM players continue to perform well in general. Or even better, revamp ASL to be able to have some sort of rotating atk/def moments. 

Number 1 won't be fixed because 90% of the playerbase that abuse meta's like their powerhauling. Group reduction to pairs made games a bit more balanced so far.

Number 2, is far too vague.

Also Excelsiors have basically provided powercreep items to those who were able to obtain them so yes, powercreep is an obvious issue that this game will proceed with in an imbalanced manner. 

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Posted (edited)
On 8/13/2025 at 7:12 AM, Akame said:

Number 1 won't be fixed because 90% of the playerbase that abuse meta's like their powerhauling. Group reduction to pairs made games a bit more balanced so far.

Increase the HP of the hulls and scale down the base damage and crit damage of turrets which will affect augments as well.

On 8/13/2025 at 7:12 AM, Akame said:

Number 2, is far too vague.

Simply make Hovering hulls less of an advantage compared to tracked hulls.

Edited by Wry
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On 8/13/2025 at 5:46 AM, Wry said:

Increase the HP of the hulls and scale down the base damage and crit damage of turrets which will affect augments as well.

 

So like, lights 2500, meds 3000, heavy 3500, rebalance damage output and nerf excels to like 15%

On 8/13/2025 at 5:46 AM, Wry said:

 

Simply make Hovering hulls less of an advantage compared to tracked hulls.

Need more info, list the reasons where they become largely an advantage. Most of the times, such is mostly seen in conjunction with a defender drone + prot and a busted aug, this is general across the band.

On 8/13/2025 at 7:01 AM, Hypersomnia said:

Objectives being actually worth it is logical but if you still get oneshotted by a fart I see maybe extra 5% of players actually trying to go for the flag/point.

universal damage nerf for most augments is needed also reversal of repair kit repairing speed back to 150 after the 1st phase at least. Shaft should indeed be the only turret capable of oneshotting a hull. Not nearly everything with a random toy equipped. 

as for flying hull then my boy try playing not for ****s and giggles lol. I go from 2025 Viking oh i mean "excelsior viking" to 2024 hull like hopper lifeguard and it genuinely feels like im cheating. the game gets 100 times easier and im not even joking. they're ABSURDLY overpowered. if you know how to use them way more than any augment and i stand by it.

True, though we'll go back and forth with meta players continually being able to complete things a lot easier than normies. The game is just in a bad place because they can't truly balance items because they want to monetise and make money (with obvious powercreep most of the time). Of which yeah I don't think it'll ever improve. Not this or next year i'd say. TTK is heavily dependant on a whole combo most of the time and yeah like you mentioned, medium excels are performing very well on standard. Gotta give a special mention to quote paladin excelsior players who have it often a lot more easier, makes survivability with their OD a lot better.

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On 8/13/2025 at 9:34 PM, Akame said:

Need more info, list the reasons where they become largely an advantage. Most of the times, such is mostly seen in conjunction with a defender drone + prot and a busted aug, this is general across the band.

I personally haven't used hovering hulls much, but I think the main reason they're slightly better than normal hulls, is because their overdrives are better than those of normal hulls, for the most part. Take any hovering hull, for example, it's overdrive would be significantly more powerful/effective than a normal hull, 60% of the time. Hopper OD is insanely effective for capping/delivering a flag or scoring a goal, Crusader and Ares' ODs are really good at destroying a bunch of enemy tanks within a matter of seconds, and Paladin OD is good for infiltrating and invading enemy bases together with allies. Among normal hulls, the ones which can be said to have powerful ODs to almost the same extent as hovering hulls are only Wasp, Hunter and Viking, imo.

The solution could either be nerfing the ODs of hovering hulls, along with those of Wasp, Hunter, and Viking or buffing the ODs of the rest of the hulls. But I think the better option would be to nerf the ODs of hovering hulls and Wasp, Hunter and Viking, among normal hulls, as that would also help a bit in reducing the overall time-to-kill in battles.

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On 8/12/2025 at 9:01 PM, Sharva said:

but in no world should a Railgun be able to one-shot a full-health maxed-out Mammoth hull with maxed-out Falcon module and Brutus drone equipped.

I just played a game with 6 rails on the other team.

Hahahahaha!!!

Oh man, I'm here for it.

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Posted (edited)

I  was wondering if the developers have ever tried building up a tank without ANY of their "GOD MODE" abilities ? 

 

(The game itself breaks the first two fundamental rules of the game. No use of bots and taking advantage of bugs and creating obstacles for other players. You load grossly uneven games ( taking advantage of your admin abilities) and the bot players just run into you and dont try to even go around a player causing obstacles and disrupting game play.)  

The reason I ask is because I am a good player as you can see ( My k/d WAS 3.18  (now is 2.0? )when I came back and had used under 1000 boost boxes, caught 52 gold boxes. spending 1/3 of my time in death match.)  and have built my tank with blood sweat and tears,  built off a single purchase when I first started of an rail mk 2 + hammer mk 2 hunter bundle and some skins... 

I've been gone for a couple years coming back only long enough to log in to keep my tank from being deleted for inactivity, but find myself back here due to recovery from a car crash and have been living on here for the last week or so.

When coming back I was having a hard time even staying alive even with my protections of level 11 and 12. So I thought ok, time to start over with a new tank and become proficient with it and once doing so transition to this account and resume.  

There is no way someone who doesn't pay could even come close to my rank today. It would take years IF they didn't run out of patients and leave. ( as per your incentives to even finish a battle indicate>)  FIX; adjust the game to where you don't have to motivate players to finish a game and you will find the golden area that will be enticing enough to play and PAY, if even just a few dollars which is better than no dollars.  

And therefore increasing the amount of  part time players in turn giving the advanced paying players a better buffet of underlings to unleash on.  Even  just to get more people interested  to swell the ranks. ( use a military frame of mind, "how do we entice them to join the service?  Incentives !!!!  )  

I'm not quite clear on where you have gone with this game. Has it become a game of teams for those who enjoy investing in there favorite past time? It really doesn't play like a friendly game anymore, but more like "we don't like new comers... DIE! "    ( If paying customers are your preference Look at how much revenue was coming in at one point from even 2 and 3 dollar purchases from part time players compared to now. )  Raise the hard  core pay gate to sub elite so that people have time to builda sense of pride in their tank and have hours and  hours and several cash upgrades invested they will be less likely to walk away and even if they do you still have their initial investment. ...  when they make that jump to elite,... thats when you make your money because of their dedication to becoming Elite  and human nature to finish what they started. Especially in terms of war. 

 

But if that's not the case,  I understand.  You are more oriented towards a specific demographic of dedicated paying players.  A Mans gotta make a living !! 

 

I am having a hard time understanding how to re-integrate into the Tanki community or if I should just leave well enough alone and retire in my glory... as it were.

 

Respectfully,  D. Spitler.  -Spit-

 

Thank you for the open forum and allowing me the space to ask this  and my apologies  if this seems out off topic.   

 

Since I posted this out of 50 matches I have only been on a winning team four times across 3 different profiles.  You talk about fairness and sportsmanship but do exactly the opposite in the way you structure the game and its hypocritical and makes the game seem one sided causing players to permanently leave the game.. 

Edited by SPIT
to be more concise

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On 8/13/2025 at 7:00 PM, Sharva said:

I personally haven't used hovering hulls much, but I think the main reason they're slightly better than normal hulls, is because their overdrives are better than those of normal hulls, for the most part. Take any hovering hull, for example, it's overdrive would be significantly more powerful/effective than a normal hull, 60% of the time. Hopper OD is insanely effective for capping/delivering a flag or scoring a goal, Crusader and Ares' ODs are really good at destroying a bunch of enemy tanks within a matter of seconds, and Paladin OD is good for infiltrating and invading enemy bases together with allies. Among normal hulls, the ones which can be said to have powerful ODs to almost the same extent as hovering hulls are only Wasp, Hunter and Viking, imo.

The solution could either be nerfing the ODs of hovering hulls, along with those of Wasp, Hunter, and Viking or buffing the ODs of the rest of the hulls. But I think the better option would be to nerf the ODs of hovering hulls and Wasp, Hunter and Viking, among normal hulls, as that would also help a bit in reducing the overall time-to-kill in battles.

Hopper od often leaves you more exposed when you dont play unaware players in general, it's far easier to capture with wasp, an opinion shared by most veterans, sure you may jump over someone but all it may take is, yes another railgun since you chose to jump instead of drive. In some maps it may prove very advantageous sure, though that's more of the map being unfair, i.e year 2042 asl ramp driveoffs being free captures (for any light hull) unless defenders had locked that ramp off or had high damage and impact to mess that ramp up. Iirc the map was changed after a long time to finally stop that, I don't remember but yeah people will still prefer to camp with hopper than camp so that OD becomes far more irrelevant than Hornet OD which for some reason you didn't mention? I don't think you grasp how great this ability is for yourself and the whole team. Many may not realise it that most game losses will be due to a hornet OD being available on the enemy side than otherwise.

As for the remainder, i.e mammoth, people wont use because it won't grant them easy kills, titan situational but can be strong for certain areas, Hunter very great for minefield cleansing of a wider aoe than hoppers with the same damage and additional utility that makes it one of the most flexible overdrives. Did I miss anything else? Ah dictator, the gold hunters treasure, it does what it needs to in general for them, can be great with a smart team or just a spare rk whenever.

On 8/13/2025 at 7:18 PM, Jeers4U said:

I just played a game with 6 rails on the other team.

Hahahahaha!!!

Oh man, I'm here for it.

Falcon shall never be removed nor armadillo for such chances

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Posted (edited)
On 8/13/2025 at 7:04 PM, Akame said:

Need more info, list the reasons where they become largely an advantage. Most of the times, such is mostly seen in conjunction with a defender drone + prot and a busted aug, this is general across the band.

I thought Hovering hulls being OP compared to tracked hulls was a known fact but fine here is a list of some points regarding that:

1 - Hovering hulls have better momentum regarding hitting obstacles so they don't lose all the momentum when they hit an obstacles unlike tracked hulls which they just lose all the momentum. (Hovering hulls recover faster when they hit an obstacle and don't get affected as much as tracked hulls).

2 - Hovering hulls physical size is not 1:1 to their visual size. Meaning hovering hulls are less bulky to drive which makes a better maneuverability. (I explained this one before in this post).

3 - The mechanism of driving hovering hull is noticeably easier and better in terms of maneuverability than tracked hulls. Meaning driving a tracked hull has a limitation unlike hovering hulls, so you can immediately start moving in any direction with a hovering hull without needing to adjust the position of the tracks the way you would do in a tracked hull.

4 - An addition to easy driving and better maneuverability, Hovering hulls are easier to aim with than tracked hulls due to the hovering mechanism. So aiming while moving is way easier with a hovering hull due to the fixed turret position and the hovering movement which as i said in point 3. (Aiming while moving require less control compared to tracked hulls).

5 - Hovering hulls can handle impact force way better compared to tracked hulls. So due to the hovering mechanism hovering hulls can absorb impact better and it is why you don't see hovering hulls being flipped as much as tracked hulls. There are many situation where you can notice this but i will just give one example of it. So if you are driving fast with a tracked hull and you got hit by any sort of impact force in any side of the tank the impact force is noticeably present and effective which does not happen to a hovering hull. 

Finally, there is a reason why every try-hard player or anyone who wants to always win and be the first always play with a hovering hull.

Edited by Wry
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On 8/14/2025 at 6:46 PM, Akame said:

it's far easier to capture with wasp, an opinion shared by most veterans

As someone who always plays with wasp with almost 19m XP, this is just wrong.

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On 8/15/2025 at 4:39 AM, Wry said:


Finally, there is a reason why every try-hard player or anyone who wants to always win and be the first always play with a hovering hull.

Not always the case man, u're telling me with your 19M exp. Are we really being blind to the whole combo being a contributor.

People forgot the floods of excelsiors (the first and most common being vikings). swarming games dominating due to their bulky HP and nice speed upgrade.

We can all find several images debunking mine and everyone's claims here, the only true fact is, the whole combo still matters. 

On 8/15/2025 at 4:39 AM, Wry said:

 

5 - Hovering hulls can handle impact force way better compared to tracked hulls. 

Oh how ignorance is bliss, you surely will have fun getting closer to high impact force players with hovers. My bad, I mean further.

On 8/15/2025 at 11:31 AM, POWER-OF-ONE said:

 

I always take advantage of hornet's overdrive to pinpoint the flying hacks, whose gameplay I 100% try and make as miserable as I possibly can.

 

To that extent I have RARELY seen a tracked hull (wasp or otherwise) cap every single flag in an absurdly short time frame to claim victory.

Yeah, when you have a reliable hornet player, you can be very meticulous with your actions, ensuring every threat gets flanked sooner before they reach your base.

Spoiler

Ah yeah, amazing flying hacks coming in top 3 (hornets with busted damage augments on both sides putting in some work at least) Ah yes lovely hopper hulls doing some captures right.

[Note, this is obviously not my screenshot, just some of the many I've seen, if you want more, like I explained, we can send many that prove every persons claims]

image.png

There are several media I've seen with every type of hull managing to make it to the top 3. If you're having trouble otherwise, you're most likely lacking on your turret augment, hull augment and modules, yes let's not forget module switches can also contribute to how strong players are.

Spoiler

Ah yes I won't be biased fully, this classic hover paradise games are also just as common:

[yes not my screenshot either]

image.png

I'm gonna go and assume that the 2 heinous pairs of paladin and titans clutched that for the reds here.

In this case, mostly yes, the tryhard groupers will run any hover (not hopper in general)

There is no balancing the game. You can nerf the hovers, but ultimately the turret holds a far higher regard to superiority in games with actual players. So it ain't gonna change much, as long as you have a good defensive combo in terms of HP and damage reduction, it is the essence of TDM numbed down. We can continue to delude ourselves saying X is the problem when it's X, Y, Z, ɑ, ß and γ etc.

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On 8/16/2025 at 12:40 PM, Akame said:

Are we really being blind to the whole combo being a contributor.

No one really said otherwise. You asked me for more info regarding hovering hulls and i provided what you asked. Sure the whole combo does matter and i don't think pointing out the obvious was the main discussion.

On 8/16/2025 at 12:40 PM, Akame said:

Oh how ignorance is bliss, you surely will have fun getting closer to high impact force players with hovers. My bad, I mean further.

I never said hovering hulls don't get affected by impact force but they still handle impact force better than tracked hulls which is an advantage when you compare the two.

On 8/16/2025 at 12:40 PM, Akame said:

Yeah, when you have a reliable hornet player, you can be very meticulous with your actions, ensuring every threat gets flanked sooner before they reach your base.

Hornet's OD is good i agree but the advantage of hovering hulls is beyond just ODs as i mentioned in my post earlier. Hornet's OD is only effective if the team actually use it well which most of the time it is not the case. Knowing an attack is coming is useless if you simply can't stop it because the enemy is using some OP hull or an OP augment.

On 8/16/2025 at 12:40 PM, Akame said:

There are several media I've seen with every type of hull managing to make it to the top 3. If you're having trouble otherwise, you're most likely lacking on your turret augment, hull augment and modules, yes let's not forget module switches can also contribute to how strong players are.

Sure any hull can get to the top 3 but not every hull has the same chance and capabilities to get there. Me saying i can get to the top 3 with MK6 Wasp does not mean Hovering hulls are balanced compared to tracked hulls which what you said.

On 8/16/2025 at 12:40 PM, Akame said:

We can continue to delude ourselves saying X is the problem when it's X, Y, Z, ɑ, ß and γ etc.

Balancing the game is a step by step process and thinking otherwise is wrong. Hovering hulls were always a problem since their launch and it does not make sense to say why bother trying to balance hovering hulls if there will be a new OP augment every now and then. Both are two different problems which can be solved independently and solving either one of them will contribute to improve the MM state. That is why i said in my first post here survivability and hovering hulls are the two main issues with MM right now.

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On 8/16/2025 at 11:36 AM, Wry said:

 

I never said hovering hulls don't get affected by impact force but they still handle impact force better than tracked hulls which is an advantage when you compare the two.

 

But they don't often unless you're being totally reckless with tracked hull driving ?

On 8/16/2025 at 11:36 AM, Wry said:

That is why i said in my first post here survivability and hovering hulls are the two main issues with MM right now.

Idk why people still seem to suffer against 'hovering' like buddy they arent hard to face unless, yes again if they have a busted augment or defensive capabilities. Like what is this a G-92 level 'flying monkey' hate going on still in the big 25.

Survivability is not going to be fixed because meta and powercreep are generally forced. People will tend to always perform better with heavier hulls. Whole reason tryhards hardly play with light hulls ever. Unless they're camping or playing with something busted (or both).

It was more than obvious that the game doesnt value light hulls enough especially after the nerfing of the mid blaster aug for lights and buffing for heavies which many people STILL cry over. Apparently the speed is a great advantage when you still get pummelled around and 1 tapped often.

The group size reduction was a good shout which is keeping things a bit more balanced, but there is always a wide gap within gears, and no, this is not JUST hovers, it's everything else too.

Aside the lack of playerbase, the issue that MM will continue to have is general gear imbalance, so curb your hover hate already and get a grip, or you can just go ahead and join the paladin/crus/ares mains to get 'quote free wins'. It's just easier to not play at all until real balance changes you want are implemented. (This could take a long time)

Well, the only good thing that does exist, are pro battles to get some past type feel but even those get boring, we aren't the younger people we used to be back then, surely most of us move on to actual games where balance is a bit more 'realistic'.

The game is nowhere near what it was in the past, the days of balanced alterations has been long gone, augments will not be balanced and game progression will remain tedious for new players.

And Tanki Classic, will just be the same lame gimmick too as an obvious small time cash grab it is deemed to be.

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Posted (edited)
On 8/16/2025 at 12:59 PM, Akame said:

And Tanki Classic, will just be the same lame gimmick too as an obvious small time cash grab it is deemed to be.

I see my original post got side lined. Ah well never mind, people who throw stones in glass houses and all that. They just hate my criticism of their pathetic augments and floating skips and how I choose to describe them, which is far more apt then their description of them. 

As for your take on classic-----agree. Although how "small time" it will be will depend on the players and how the devs go about relieving them of their cash.

It's ironic, Tanki X could have been excellent if they had learned the lessons from past mistakes, the main one being greed, they never do of course. Greed is an addiction as much as this game is for most players.

Same old, same old.

Edited by POWER-OF-ONE
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told random guy waiting for classic to play *** ***** (i had to censor it or FSB will hunt me down in 5 seconds:( )  saying its just a copy of OG tanki.

banned in under 10 seconds for a month lol for 'advertising'

truly devastating event. imagine if they put the same effort into classic. would be out by 2030 instead of the current date of 2040. 

this game is now negative 5 star "brainrot game" as the other gentleman said yet it still finds a way to surprise me!
not even a complaint just a comment though its here since its the only topic still active. wonder why ?

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I honestly don't think any of you know what is and isn't a forum violation anymore.

This place needs to end.

 

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 What will it take for gold boxes not to give xp anymore - or at least energy boxes?

Spoiler

To elaborate, It's been about 4 months now, and gold boxes AND energy boxes still continue to give xp. Many Goldhunters have ranked up, and the way the event mode works for 3rd lieutenants and over has changed, so the playing field for catching golds is pretty equal now. This update has also led to many players quitting the game, which obviously results in a loss of revenue for you guys, the developers. Is there some sort of goal you guys want to achieve before you remove xp from golds, or is it just going to be like this forever? New players want to catch golds, but if they do so, they earn 1k crystals per 1k xp, and let's say their no. 1 goal is to catch golds and every bit of xp they earn from then on, so about 1550 golds. Legend rank with 1.55 million crystals in the bank, this is not even enough to max out 1 full combo in your garage on 50% sales F2P. Most of the community feels like it was illogical to add xp to golds, let alone energies, and it would be the right move to remove xp from golds/energies. Us goldhunters are counting on you guys to let us play our version of the game as we have been since the gold box was added, and we are confident it is the right move.

 

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What is the point of CTF modes any more ?  It is no longer a valid mode in the game..

They never last more than 3 minutes due to the insidious use of the hoppers, and they are too many in battles. 

Capping 5 flags in 3 minutes, just highlights how unbalanced the match making is, and CTF with the hoppers in, is a waste of time. When players are seeing these in game , as they spawn 1 flag down at 12mins left- They just leave, which then just exaggerates the whole problem.

You can wait 3 mins to get into a battle, for it only to be over in 3 mins, and then your back into waiting again. It is no fun.

You need to seriously consider a drastic nerf on the flying hulls, or better delete from the game.

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Posted (edited)

Just wondering which rule this picture violated. (Or was it removed for personal reasons?)

 

ZvzickD.png

 

* Accountability: zero.

Edited by Jeers4U
Thought so.
  • Saw it 1

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