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Tanki Classic Proposal for development direction.


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What do you think about optional Augments in Tanki Classic?

Hi everyone!

I've been thinking a lot about Tanki Classic lately, and I'd really like to hear the community's opinion.

I played Tanki Online from 2009 until the Flash version ended on December 31, 2020. During all those years, I never got tired of the game.

One thing I've been thinking about is the future of Tanki Classic.

Personally, I don't think every feature introduced after the early years was a bad idea. Some additions actually made the game more interesting without forcing anyone to use them.

For example, I really liked the Juggernaut mode because it was optional. If you wanted to play it, you could. If you preferred classic battles, you simply joined a different battle. Nobody was forced to play Juggernaut.

I feel the same way about the Augments system.

My suggestion would be:

  • Keep official matchmaking completely classic, with no Augments.
  • Allow Augments only in player-created battles, where the room creator can enable or disable them.

This means that everyone would have a choice.

Players who want the pure classic experience could continue playing exactly as they like.

Players who enjoy extra customization could also have a place to play.

In my opinion, the most important thing is freedom of choice.

I also believe that without any optional customization, battles may eventually become too predictable. If every tank always has the same statistics, experienced players will always know exactly how many shots are needed to destroy an opponent. Over time, that predictability could make the gameplay feel repetitive.

Some Augments—especially those with clear advantages and disadvantages, such as Heavy Capacitors for Shaft—added more variety and different playstyles without necessarily making the game unfair.

This is just my personal opinion, and I'm genuinely interested in hearing yours.

Would you support optional Augments in custom battles while keeping matchmaking completely classic? Why or why not?

The key is to ensure that in-game modes and add-ons are optional for the player rather than mandatory. The more choices the game offers, the wider the audience it can reach, while also preventing the gameplay from becoming monotonous.

I hope we can try out. the game with the old physics and the old user interface as soon as possible

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On 7/5/2026 at 1:44 PM, ZAPPARA-NAZIO said:

What do you think about optional Augments in Tanki Classic?

Hi everyone!

I've been thinking a lot about Tanki Classic lately, and I'd really like to hear the community's opinion.

I played Tanki Online from 2009 until the Flash version ended on December 31, 2020. During all those years, I never got tired of the game.

One thing I've been thinking about is the future of Tanki Classic.

Personally, I don't think every feature introduced after the early years was a bad idea. Some additions actually made the game more interesting without forcing anyone to use them.

For example, I really liked the Juggernaut mode because it was optional. If you wanted to play it, you could. If you preferred classic battles, you simply joined a different battle. Nobody was forced to play Juggernaut.

I feel the same way about the Augments system.

My suggestion would be:

  • Keep official matchmaking completely classic, with no Augments.
  • Allow Augments only in player-created battles, where the room creator can enable or disable them.

This means that everyone would have a choice.

Players who want the pure classic experience could continue playing exactly as they like.

Players who enjoy extra customization could also have a place to play.

In my opinion, the most important thing is freedom of choice.

I also believe that without any optional customization, battles may eventually become too predictable. If every tank always has the same statistics, experienced players will always know exactly how many shots are needed to destroy an opponent. Over time, that predictability could make the gameplay feel repetitive.

Some Augments—especially those with clear advantages and disadvantages, such as Heavy Capacitors for Shaft—added more variety and different playstyles without necessarily making the game unfair.

This is just my personal opinion, and I'm genuinely interested in hearing yours.

Would you support optional Augments in custom battles while keeping matchmaking completely classic? Why or why not?

The key is to ensure that in-game modes and add-ons are optional for the player rather than mandatory. The more choices the game offers, the wider the audience it can reach, while also preventing the gameplay from becoming monotonous.

I hope we can try out. the game with the old physics and the old user interface as soon as possible

The page for EarIy Access suggests that Augments are coming to TC.

I think that's a bad idea, there shouIdn't be Augments, nor AIterations. Even if they onIy add AIteration, they wiII eventuaIIy turn them into Augments.

My idea is that TC shouId differ from TO by a bit margen, otherwise why have two simiIar games? 

lf you Iike Augments and Drones then you can pIay TO.

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On 7/5/2026 at 7:44 PM, ZAPPARA-NAZIO said:

Whole lotta yap

Out of curiosity, do you have early access for tanki classic?

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l Iike Juggernaut, but l think Juggernaut shouIdn't exist in Tanki Ciassic, for 2 reasons.

  1. lt requires maps to have bigger and wider ramps, doors, passages, etc. Which makes mining Iess effective. And everything has to be bigger for the same reason.
  2. Because Juggernaut shouId be an ExcIusivity of Tanki OnIine.

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On 8/12/2026 at 10:08 PM, Heavenly.Demon said:

I personally dont think Juggernaut fits into Tanki Classic, but it would be cool to see it in special events or festivities.  

They couId be Viking-size Juggernauts, so the ramps don´t need to be bigger.

DM fuII of Juggernauts and Team Modes fuII of Juggernauts... for speciaI events.

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