Tanktastic v2.3 was the first massive update bringing with it a new map, 3 new tanks, bug fixes, and a major adjustment to the economy of the game. I want to acknowledge the progress the developers have made within the last year. Thank you for not giving up on Tanktastic and truly believing in your product it is noticed. Now onto the long waited review of v2.3.
PL-01: Buff the reload to 2.9, make spaced armor more effective against HEAT and HE.
TOS-1A: Lower the splash damage radius or nerf damage
M270 MLRS: Damage nerf
Challenger 2: Removal of the lower plate weakspot, Move weakspot to drivers hatch making it a bit harder to hit and giving the Challenger 2 more viability in a head on confrontation.
TR-85: Health nerf, lower maxed level.
Leopard 2A4: Buff frontal armor
AMX-56: Damage nerf
M1A2 Abrams: Buff gun mantle and cheeks, buff lower plate, increase mobility(similar to the TUSK)
M1A2 TUSK: Make spaced more effective against HEAT and HE
Al Khalid: Health nerf
T-80: Nerf effectiveness of stock armor values.
T-90MS:Buff spaced armor.
Merkava MK.4: Nerf Healthpool...it should not be able to take on 70+ tanks without fear.
Possibly set a system in place to limit the amount of Artillery in one room based on how many players are in it. Maybe limit it to 2-3 artillery per team.
Limit off spawns to Artillery as to eliminate spawn killing.
Many have asked for a big map with a big river and or lake with plenty trees sort of like a vietnam setting.
Some have also asked for a new desert map that simulates the Suez Canal.
XM1 Abrams: Level 30-50
Leopard 2A7: level 70+
Challenger 2 ATDU: Level 70+
Type 99A1: Level 70+
VT-5: Level 55-65
VN17: level 50-60
Leopard 2A4 Evolution: level 60-70
Changes/Tweaks to Mechanics:
Shell Drop: If possible(we know device CPU and GPU is limited on mobile devices) add shell velocity and shell drop.
Aim Timer: Most agree some form of aiming timer would be a nice addition and would add further balance to the game if implemented correctly. The way it would work is that when on the move a tank will not have an accurate shot on target but if the tank stops for a certain amount of time it gets a near perfect shot on target(shells would be a factor obviously HEAT at distance should still be fairly inaccurate) and have varying timers for each tank giving tanks that fire slowly(i.e M1A2 Abrams, Type 99, Arjun, Merkava) shorter aim timers as to get accurate shots faster than fast firing tanks( i.e Type 10, K2, Al-Khalid, etc) which would require more time to get an accurate shot.
Change Gun Upgrades: Have accuracy be a statistic rather than an upgrade...make gun upgrades only factor in total damage dealt.
Artillery Range: Make the range of which Artillery can shoot at targets based on the Radar Upgrades hence giving such upgrades more of a practical use for Artillery overall rather than a one off useless upgrade that is simply passed over.
Rework Mines: Mines as they are currently in the game are basically worthless since the flashing red dot on the ground is insanely easy to spot for anyone paying attention to their surroundings.
Tracks: Most agree it would make a lot of sense for tracks to be separate from sides and have no damage be done to them if shot but rather have the tracks get disabled if shot hence disabling the tank from any movement for a certain amount of time (aka sort of like it is right now but not having you do -300 damage if you shoot the tracks.)
Make guns harder to take out: It is pretty much agreed upon taking out guns is far too easy as it stands right now face offs still more or less come down to who disables the opponents cannon first rather than actually learning the weak points of an opponent's tank to take them out.
This concludes the Tanktastic v2.3 community review thank you developers for all your hard work and listening to the community.
Edited by Tankiller96, 23 October 2017 - 11:39 AM.