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Patch Update #441 - Changes to Isida, Hammer and Shaft, and other changes
Tomas_cz replied to theFiringHand in News Archive
I forgot to mention one more thing - not related directly to abilities or damage, but to how points are awarded. When using the beam with Isida, then if me or the "beamed" tank gets killed, no points are added to my tank score (game + XP). In other words, I can be one last "tick" from fully healing a team mate, but instead of getting 9 XP points at the moment of me or him killed, I get 0. (I suspect the same happens in situations when I would otherwise receive some points after a team mate kills a tank which I started attacking shortly before.) I think this is not fair, given the mechanics of Isida beam (continous "unfinished" shot, not individual shots as with most other turrets). Of course I can stop the healing or shooting for a sec, but that is not very practical. Could this be considered? -
Patch Update #441 - Changes to Isida, Hammer and Shaft, and other changes
Tomas_cz replied to theFiringHand in News Archive
Thinking about it, I think the lock should be there 1) either only for healing when a team tank tries to "steal" the healing, 2) or all the time - i.e. also for team tank + enemy tank combination (it might be more efficient to give priority to e.g. healing a flag carrier than to causing some damage to an enemy), or two enemy tanks (when a stronger tank with more health might try to protect the weaker one by moving in front of him). I think any other combinations would be a bit too complex. Of course as mentioned, if I wanted to lock the other tank, I would simply just press spacebar again. -
Patch Update #441 - Changes to Isida, Hammer and Shaft, and other changes
Tomas_cz replied to theFiringHand in News Archive
1) Restore the cone radius for Isida as it was before the last year update, or at least as it was before update 441. (This is no improvement and does not lead to easier aiming at all. After a week of gameplay, this is IMO the worst of the newly introduced negative changes. Now it is much less possible to keep a "locked" beam when healing or attacking, especially when you and the other tank move side by side in one direction. With earlier bigger "tolerance", this was no probem. The "lock" on the horizontal axis is also not very stable. One shot from the enemy is often enough to interrupt the beam. And the same problem is with the vertical axis, especially when using a "high" tank vs. a "low" tank [Dictator vs Hornet etc.] or vice versa, or when using the beam at the beginning of a slope. None of these were an issue before 441.) 2) Make the 5 sec damage power equal to earlier 9 sec damage power (i.e. increase to 5580 from 4200). 3) Change the "cone alternation" for Isida, solved by point 1) above, to 20% self-healing advantage, "compensated" with 20% less power (5/10 sec -> 4/8 sec) or 20% longer charge time. 4) Make the *healing* beam from Isida locked until the spacebar is released, or until the tank leaves the cone. (This means that if I heal tank A, and team tank B gets between me and tank A, I keep healing tank A. If I decide to heal tank B, I will press the spacebar again.) To explain, Isida is not OP with these suggested changes compared to other turrets, because: - It can hit/kill only one tank at once (disadvantage against all other turrets except Smoky, Rico, Vulcan and Shaft). - There is no "side" damage caused by the beam (disadvantage against Thunder, Striker, Hammer). - There is no "after shot" damage effect (disadvantage against the two other close combat turrets - Freeze and Firebird). - With all other factors equal (theoretically), it is often the primary target (given the healing ability). Will you consider these suggestions? -
Patch Update #441 - Changes to Isida, Hammer and Shaft, and other changes
Tomas_cz replied to theFiringHand in News Archive
I'm on TO for playing, not to know who is who. How shocking. :) And honestly I'm more interested in facts than in referring to names (as if when "Hazel" says that something is OP, it is supposed to be more true than if someone else says so). "Original was OP, Interim was crap. New one is Meh." - Interim was still better that the new one. Overall more kill energy, self-healing (though small), better cone. That is why I would like to read some plausible reasoning (not what is on the first page) of newly introduced disadvantages, especially when the OP was already sorted with the interim version AFAIU. "Simple read the forum." - Sorry, I don't have time to randomly read thousands of posts in the hope of finding something specific. I thought you would be able to support the arugment about OP (which you yourself brought in) with e.g. a link to a specific thread. "Just use it when situation is right, and don't use it when it's not appropriate." - I'm not sure I understand correctly. I've been playing with Isida as the only M3+ of mine for years, and I had no issues with problematic situations. (Well, I usually avoided large open maps, knowing Isida's limits.) But the last update puts me on a borderline. Are you now saying "don't play Tanki"? Or what is the idea behind "don't use it"? Should I start "building" a new tank instead, and in a few years time, after hundreds k of crystals spent to get another M3+, experience the same disillusion as now with Isida? "Oh btw, striker is a very bad example, never compare short range turret versus long range." - Well, they both are tanks in the same game. If Isida needed nerfing from interim status, I wonder why Striker is considered fine when it causes more damage. I can live with that, I'm just trying to find some logic when Isida got nerfed second time in a row, while other tanks are not touched, even if they are more or equally dangerous than/as interim Isida. -
Patch Update #441 - Changes to Isida, Hammer and Shaft, and other changes
Tomas_cz replied to theFiringHand in News Archive
"When you want to compare changes in a complex game like TO you need to start somewhere. If you want to add another layer (or more) to the calculation, please do it." - I am just saying that your selective comparison does not prove much in relation to the overall gameplay or ability to survive. "The tipping point would be when you reach the max damage for 5 seconds of the new turret." - Exactly, and this is not an improvement, it is at best neutral. "Isida interim was definitely worse than both Original and New. I agree with you in that." - Erm, I nowhere said that. "Interim" Isida was definitely better than this. "All I see is that you want to be killproof in any encounter" - Sorry, but it was not me who said "So now you will have a loss of 13% for the new turret." and "the new version is more efficient (+30%) than the interim variant on a 5 second gameplay against hull with less than 3540." in the same post. Is new Isida better, or not? That is not too clear from your ambigous formulations. For me, the new one is definitely worse (both in regards to the attack power, and to the overall abilities). "Hazel was very clear on it, Isida original was OP and this had to be changed." - I don't know who is Hazel. Nevermind, more important thing is that as far as I can see, somehow no one bothered to explain what exactly was OP on the interim Isida. Where can I see the complaints from non-Isida tankers? Are these more frequent than complaints against other hulls? Just a quick comparison, Striker is more dangerous, with 3880 damage per 4 seconds. Fair enough, but if this power is not a problem, why Isida with 2480 or 3360 per 4 seconds is a problem? And that Isida had 10% self-healing? Well, on the other hand all other tanks have the ability to damage/kill more tanks with one shot/attack. Each tank is unique, and I'm all ears to finally find out what was supposedly wrong with Isida - would be definitely more interesting stuff to read than when TO hide nerfing behind words about "compensation" or "easier targeting". If Isida is bound to healing now, all right, but then TO should finally launch daily missions for Isidas, focused specifically on healing or overall gameplay points (yes, the latter is avaiable already now, but for all hulls). Because missions like "kill 50 tanks" or "gain 300 points in DM" are now clear disadvantage for Isida, compared to all other hulls. -
Patch Update #441 - Changes to Isida, Hammer and Shaft, and other changes
Tomas_cz replied to theFiringHand in News Archive
Sorry, but using a specifically selected tank without any protection is not a good example. Many tanks use protection (against Isida) and/or armor. And there are also heavier tanks than Viking. Your calculation with "4,2 second" does not fully reflect reality of the game. Isida may be more efficient against Hornets etc. now, but that is the only positive difference after the update. Combined with the fact that it cannot heal itself, the possibility to make more damage before being killed is limited, compared to the "interim" version. In other words, with the same style of play, I suspect the K/D ratio now would be worse than before. -
Patch Update #441 - Changes to Isida, Hammer and Shaft, and other changes
Tomas_cz replied to theFiringHand in News Archive
Ability to attack longer in one go definitely matters (positively). If a tank is needed to be killed with 5000 DP, this was achievable within 10 seconds and 1 full charge earlier (incluiding self-healing). Not every tank attacking you kills you within 10 seconds, even if they focus only on you - but with 15 seconds (available now before full recharge) it is different. -
Patch Update #441 - Changes to Isida, Hammer and Shaft, and other changes
Tomas_cz replied to theFiringHand in News Archive
The more I play after the new update with Isida, the more I see that the change "to make targeting easier, we’ll also be narrowing its attack cone slightly" is not very good. It is not an improvement, but quite the opposite. Especially the shooting/healing on/near slopes is more difficult. Please fix this, at least the vertical cone. Thanks. -
Patch Update #441 - Changes to Isida, Hammer and Shaft, and other changes
Tomas_cz replied to theFiringHand in News Archive
No no no! After all the improvements, please nerf Isida a bit. What about completely removing the fighter functionality? -
Patch Update #441 - Changes to Isida, Hammer and Shaft, and other changes
Tomas_cz replied to theFiringHand in News Archive
There are two more problems with Isida (one old, one new): 1) "And to make targeting easier, we’ll also be narrowing its attack cone slightly." - I am not sure why is this presented as an improvement. Before the update, I was able to "lock" an enemy or a team mate and the beam was easily continuously active even if the other tank was moving back and forth (e.g. Railgun), or if we moved in the same direction side by side. Now, the beam is much more often interrupted, which means I have to "shoot" again (earlier I could simply keep the space bar pressed), and I have to turn the turret left/right more often. In addition, due to the narrower beam the interruptions happen more often also when my tank is hit or when I jump down one level in the map, chasing an enemy (e.g. near the small slope in Silence) - in the same situations, there were no problems before. Please change this back or explain the purpose/advantage. 2) When I attack with a continuous beam, and I'm killed before I kill the enemy or before the beam is interrupted, there are no (partial) points added for the healing. Please make a change which reflects the actual amount of healing in the score in these situations. Thanks. -
Patch Update #441 - Changes to Isida, Hammer and Shaft, and other changes
Tomas_cz replied to theFiringHand in News Archive
If Isida needs e.g. 5000 HP for a kill, then it is out of luck - it was possible then, within 10 sec, but now it will have to wait at least 15 sec to make the final hit. As Isida's damage beam is continous (but weak when it comes to one "micro hit"), different logic applies than to a few stronger shots. So not always faster. -
Patch Update #441 - Changes to Isida, Hammer and Shaft, and other changes
Tomas_cz replied to theFiringHand in News Archive
Developers, moderators or whoever is in charge... It was said: "To compensate for the removal of the self-healing mechanic, the update will greatly increased Isida’s damage" Isida's energy pool when attacking was 10 seconds, with 620 HP/sec. Now it is 5 seconds, with 840 HP/sec. This means in total, with one full charge, the HP is 4200 compared to 6200 earlier (while the reload time stays the same, not reduced to 5 sec.). As a result, it is possible to kill less tanks 1 on 1, compared to before the update, with one full load (and before I reload, I might well get killed). Please let me know: 1) Why do you call this "compensation", when there is nearly 50% disadvantage as a result? This "compensation" actually means further limitation (in addition to the removed self-healing mechanic). 2) Will this be fixed any time soon? If not, please explain why the attack power of Isida is reduced? Was it killing too many tanks compared to other tanks? (As explained, the damage is actually *greatly reduced*, not "greatly increased" as you put it.) 3) Why do you provide misleading information about updates? Any negative changes are more acceptable when presented in a fair manner. Thank you. -
Patch Update #441 - Changes to Isida, Hammer and Shaft, and other changes
Tomas_cz replied to theFiringHand in News Archive
Isn't the possibility of Isida being killed rather related to the hull, than to the turret? I have Isida, and I am quite frequently killed by Striker. -
Patch Update #441 - Changes to Isida, Hammer and Shaft, and other changes
Tomas_cz replied to theFiringHand in News Archive
Damage per a second, not total damage. Isida has 5 seconds with one full load, Freeze has 8 seconds (plus "after-effect", plus able to hit all tanks in one direction at once). Will the HP/sec increase at least to 960 (from 600), to make up for the maximum load? Honestly I doubt it. -
Patch Update #441 - Changes to Isida, Hammer and Shaft, and other changes
Tomas_cz replied to theFiringHand in News Archive
"We want to make a bigger distinction between Isida’s roles of "fighter" and "medic". [...] If the turret is attacking an enemy, its energy pool will last for 5 seconds. But if it is healing a team member, its energy pool will last 10 seconds." - This is not a bigger distinction, this is ruining the fighter role. (By the way, you could have also achieved the same distinction by keeping the energy at 10 for attacking, and increasing it to 20 for healing.) Never mind, but I would like to know when will the daily missions and other special events (e.g. the Valentine Day contest) finally start to reflect the fact that Isida is much more "medic" than "figher"? Otherwise it is not fair compared to tanks whose only role is to shoot enemies, and which obviously have much higher chances / faster progress in missions like "300 points in DM", "50 kills" and so on (while there are no missions like "gain 300 points with healing" etc. for players who actively use Isida).
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