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tanksargent2

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  1. It's just clear to me that every single "adjustment" they implement in such apparently unnoticeable ways are just a subliminal way to force us to use the drones that consume more supplies upon activation (if we want to make any impact in our matches, which is to say having fun) because supplies act like a slot machine for players, especially those who do not consistently pay for anything and thus become the prime target for Hazel & Co. of every update they release concerning such aspects of the game. Maybe the decrease in healing per tick is not so directly connected to this, but in time the victims of these changes are always the same: people who do not run protection against certain turrets, who do not run armadillo, and/or who do not use Defender/Crisis to even be able to take hits. Aka f2p players or those of us who are inconsistent in paying for anything (only payed once in my case). I hate to see how, one by one, those things that were a GIVEN in past versions of the game become monetized in some way or another to a point where skill and experience have no room in this game anymore. Namely supplies and fixed damage (without stupid critical hits) or at least ranging from X to Y. I'm not against paying for in-game stuff, I honestly think we all should pay every now and then for whatever we want so that somehow we acknowledge this is a product that we want to keep using and enjoying, but taking away basic, universal stuff or making it harder and harder to obtain without resorting to a(n) (significant) expense of money? C'mon. Why not just make certain augments and your beloved skins harder to obtain if you want, which is okay and something to work towards or outright think about paying for, but leave supplies, both upgrades AND micro-upgrades, and basic augments (mostly for turrets) alone and accessible to everyone? Is it not obvious that players need to have a competitive tank to play with and be of any impact/use from mid to towards endgame? I can't stand having teammates with 4-5-6-7k GS in my team and not only watch them not being able to withstand most attacks from more powerful players, but also watch them have no clue of what they're doing nor what mode they are playing in, which basically leads to an early loss, probably a rage quit from me before that happens, and definitely 0 fun and little to no will whatsoever to keep playing. I will not waste those precious supplies in games where the disparity is so obvious and hindering that it makes me care no more about winning.
  2. tanksargent2

    Client version not working

    @Hope Yes! The solution that @elcatalagamer gave worked perfectly, the client version is now working. @CaptainKiller You're right, it doesn't feel all that different at all, except for the overlapping screen issue (which I already solved) and the significant decrease in FPS and Ping that, for some reason, I keep getting when playing from the browser version as opposed to playing from the client one. The client version is supposed to be like a shortcut to the browser version, or so that's what I thought, but the first has better quality of life (overall playability, connectivity, etc.) that somehow I don't get from the browser one.
  3. tanksargent2

    Client version not working

    I haven't changed any settings or anything from 3 weeks ago (when the cient version stopped working), so I guess whatever is happening must be the result of something going on on their servers (or so I hope). Actually I was thinking, maybe it's because of Tanki's birthday and everything going on these past weeks that the client version is crashing or something, just like servers in general have been working poorly and often kicking people out of games even when they have good internet connectivity (which I think I do too). Idk, I emailed them and the last thing they asked me to do was to try using a VPN, but that's not something I'm willing to try because, first, I never needed such thing so why would I now, but second and most importantly, even if I changed my mind, I'm pretty sure I would be forced to play in the client version through a VPN forever as I don't expect the devs to do anything about this issue, especially if for some reason it only happens to me...
  4. tanksargent2

    Client version not working

    Hi everyone, I have seen a couple threads on this topic in the past year or so but I couldn't find an answer to the problem I'm having. Basically the client version is nor working, I just get a gray screen and nothing else happens, and everything I have read so far as a solution for this involves playing from the browser site, which I don't like because of the much worse FPS I get there and the impossibility to even change those settings due to the screens from the Option menu, for some reason, overlapping on screen, so that almost whatever option I want to click on to enable or disable something, it just changes tabs from say Graphics to Sound. I think I might be missing something here, like the client version being linked to a default browser in your computer you can delete files/browser history/cookies/etc. from from the threads I read in the Forum, but I'm not sure and I would appreciate it if someone could explain how the client version is linked to the game servers because it is not explained anywhere in Tanki's site nor is any solution for this problem given other than "cleaning your browser's cache" or something alike and, unless the client version is linked to a browser somehow, I don't think these instructions have anything to do with the client version at all. Anyone had/having this problem and fixed it? I had it in the past but the previous solution I found online did not work this time...
  5. tanksargent2

    Some opinions from players of eleven years

    Well at least in something we agree. But you still seem to omit part of what I said. Yes I said I don't like the critical hit system, but I also said that even if we take it into account, with this patch's nerf it makes no difference for the Railgun anyway, it still doesn't make it consistent in high ranked battles because, for the tenth time, it's base damage as well as its critical damage has been reduced, whereas on the defensive mechanisms end, everything has remained the same, so Railgun is outright not a good turret anymore even amongst the long-range turrets. It relies heavily in the critical hits and still falls short in the damage output department. So, it may be irrelevant what I think of critical hits, but it still makes very little to no difference in the equation in the end.
  6. tanksargent2

    Some opinions from players of eleven years

    Well I'm sorry to tell you, but critical hits did NOT use to be part of the game, so I will keep ignoring critical hits since I do think they are not beneficial to the game with certain turrets like the Railgun as well as, I shall reiterate too, no turret should rely on critical hits in order to be useful. Maybe Smoky is closer to sucking than being useful without augments, but it can still get some kills with the right support. Regardless, concerning the "critical hits have defined smoky since day 1", I guess you mean since they were added to the game right? Because, as I said, they have not been there since the very beginning, they've been added to all turrets this year, only Smoky had access to them before, and I don't think they help balance damage output especially with Railgun and Smoky since it either makes them almost completely dependant on critical hits or straight up not viable without them. So black or white, but no grey. Oh, and remember the Armadillo module, right? Even without it, with a base 700 DPS, 50% protection is enough to make Railgun hard to get kills even outside 1 on 1s. Now, with all due respect, it feels like you didn't read my previous comment. I said that I didn't think it mattered to count the critical hits anymore given that not even landing two in a row would raise my probabilities to win a 1 on 1 with Railgun against any opponent, one of the reasons being its DPS is NOW 700, which is underwhelming for higher ranks to say the least. Oh, and the First-Aid supply doesn't help matters much either, you know. Had it stayed 900 DPS, then I would not be ignoring critical hits because with a base 900 DPS it was still possible to make some work with any augments really, and crits felt (not entirely, but more) like a bonus, not like a requirement to get kills. Now most of those augments are not of much help, since the turret definitely relies on crits more than ever before, which means it might actually work better with those augments that raise the crit damage and chance, but oh wait, they nerfed crit damage too remember? So, even if count them, they don't make a difference now. It just doesn't get many kills outside of using the Booster Drone (which helps get kills primarily because of its attack boost, not the crit. chance or damage you are so fond of) and the Viking's OD, maybe the Hornet's too. Yes, crits are part of the game, but not a positive one for the most part, because you know why they were added right? Let me quote it for you: "We have been actively working on turret augments that interact with the status effects. They change the characteristics of the opponent’s tank for a certain period of time. For example, they pierce the armor or stun the tank. There are a lot of ideas to create even more interesting mechanics for such augments, but we could not work on them before because of some problems. We had to make new Railgun augments weaker so it wasn’t too difficult to play against them. Because of this, we decided we needed another solution: either introducing critical damage or reworking the damage distribution entirely. For the latter, the habits developed through years of playing with this turret would lose importance. Because of this, we decided that it is necessary to make the balancing process of turrets and augments easier. We created a mechanism, and this is how it will work: Removes the random damage distribution from all turrets; Adds critical damage to all turrets, just like Smoky, but with different damage multipliers for each turret. With this change, we get a flexible mechanism that allows us to add augments with status effects for all turrets in the game." So, they basically admitted the first nerf to Railgun because of its augments being hard to play against (which might be true, I don't know since I don't have such augments), and then they added the critical hits to the rest of turrets (as of March 21st this year) to keep up with the power augments give to turrets. See the "[...], but with different damage multipliers for each turret" part? Why do you think Gauss, Magnum or Shaft don't have the same crit. chance or critical boost as Railgun or Smoky? Because they don't NEED them, they work fine without them. For them it is more like a bonus that may help you in certain situations where opponents may have a lot of protection against your turret, and besides 1) overall, I'm pretty sure players do not carry more protection from Gauss or Magnum than from Railgun, and 2) even withouth the 50% protection and the crits, now Railgun has a tough time getting kills because its damage output has been lowered to the point of not necessarily being a threat in 1 on 1 scenarios NOR a killing machine from the distance. Doesn't that feel like imbalanced, then, for a turret to NEED critical hits to work? As I said in my previous comment, Railgun has the potential to be OP if not dealt with correctly from the devs end, but that is in no way a justification for the nerf it just received since it has gone from useful and maybe unplayable in certain matches in the right hands, to useless for the most part and easier to handle than ever.
  7. tanksargent2

    Some opinions from players of eleven years

    Well first of all, thank you guys for reading the long post. In response to this, I ignored many other aspects that would make a 1 on 1 Railgun-vs-X-turret not necessarily a 4-5 shot KO on purpose for the sake of making it as standard as possible. Is it a real scenario though? Well obviously not, that is true, but I made as simplified as possible because even if we factored in everything else that affects, I repeat, a 1 on 1 with Railgun, I don't think it gets any better than I depicted. And, to make it clear if I didn't properly, it was all about 1 on 1 scenarios, since as I said Railgun has many tools now that make it more of a support turret in certain situations, namely those freezing-burning, EMP and Stun augments, but it used to be a turret you could capture flags with, just make insane K/Ds with some skill and not just clicking a button like Tesla or Magnum back in the day, and other things now it can no longer do in most situations. You say Railgun has "one of the highest critical hit % in the game", which is true, but I think that is not the reason why you can claim that "in most cases it did not take 4 shots to destroy a Viking. Nor will it take 5 shots now". I see up to three major reasons why: 1) the enemy you targeted had already received damage, if you didn't pick it because you KNEW it had received damage and thus you could potentially kill it before the 4-5 shots required; 2) two, the target you picked, assuming you were seaching for targets from a safe spot and not searching for a different spot because you were low on HP and just bumped into an enemy, was most likely a medium-light tank, because they have less HP overall and therefore the 50% modules do not give them as much protection as it would to heavier tanks; 3) and three, because there are teammates nearby and you expect them to also focus their target on that same opponent once you open fire or just come by, which is not how a 1 on 1 situation should unfold. Now tell me, is this the only way a turret should work like? I mean, using Railgun, how many times do you find yourself moving forward when encountering an enemy that is facing you? Usually you shoot and hide in order to wait until you've charged your next shot, and then try to shoot and throw your opponent off so that you gain extra time to charge a third shot and so on until you get the kill, but if we take into account all other mechanics in the game, supplies, drones and so, do you honestly think you can have the upper hand? Because let me tell you, even with a fully upgraded Railgun and Viking, and 40% protection from a Ricochet, and even him/her having 3/4 of HP remaining, I still lose to a Ricochet giving my best more than 50% of the times. To me, this is my everyday experience with Railgun, except for those matches where for some reason people don't carry the Falcon module and it becomes much, much easier to get a very good K/D (which, let me clear, is NOT a demand nor do I think would help balance the game at all). If we look at past mehcanics, there was Railgun + Hornet's OD and it was busted, but not impenetrable nor unplayable, and still outside of that combo, it was still difficult to perform good to excellent in any given match given everything we have said so far affects it's viability. As for the counter measures you mentioned, yes they do help reduce the critical damage from Raligun, but to what extent? Do you think the right one? Let's put it this way: when there are multiple targets you can pick, do you pick the ones with double defense up or the ones without it? From an instinctive perspective, in your mind you pick them in order, first the one you can kill first, and then either fight the rest if you feel you can take them down by yourself or try to escape safely. What I mean is, not all those counter measures apply at once often times. For example, let's say we have the EMP Rounds augment equipped, and the opponent does not have the Defender Drone either equipped or active. Okay, but s/he can still have the EMP Immunity, or both, which is not that uncommon either, which in turn leaves your chances of defeating your opponent entirely to your raw damage and maybe the OD, which adds insult to the injury, not to mention s/he might also have the almost obligatory 45-50% protection module equipped. Now what? Do you still want to go on 1 on 1 with this opponent? I don't even think the throw off move will save you in this case. And there are more examples of you being in disadvantge just because of the fact that Railgun now does not deal enough damage to even consider going in 1 on 1s, and not having the ability to also work in 1 on 1s is already a handicap other long-range turrets do not have and thus makes it a handicap itself to use Railgun over something like Gauss or Shaft in most cases. All these reasons do not apply for, say, a Ricochet, since they can just attack recklessly and more often than not still get 1 or 2 kills before going down, which is far less likely to happen for a Railgun even with the Scout augment now. These two turrets serve different purposes, but the Scout augment allows Railgun to just go forward and attack opposing tanks from closer distances thanks to it's higher shot reload like Ricochet or Twins would do, but it's no use if the damage output is not enough to kill the opponent before s/he kills you. Also, most augments do not give enough critical chance boost nor critical boost to justify using Railgun and expect to get a kill under 4-5 shots, at least in my opinion. Besides, it does not shoot fast enough to even feel right to rely on the critical damage to get the kill before going down or just getting it and survive the encounter outside of the Scout augment, which actually reduces the critical damage by 40%... When it's DPS was 900, it was kind of okay as other people mentioned with the Scout or Destabilization rounds, maybe for the rest of augments too, and maybe they needed a slight nerf in critical damage or raw damage or something, but now that it is 700 DPS and also the critical damage itself has been reduced too, I see no big difference in taking the critical damage into account for this. Besides, remember there is still the Armadillo module, which I'm pretty sure I mentioned and that it is gradually becoming more popular and seen equipped in other players, as one would expect, which basically makes the idea of using Railgun based on the premise it will get a kill under 4-5 shots thanks to its critical hits not true (nor a thing) in most cases. Relying on critical hits won't get you anywhere because of the Defender Drone, the Armadillo module, Repair Kits and 50% protection amongst others, which is a fairly common combo in high ranked battles. I keep putting it in bold because, as I mentioned in my previous post, I do think this patch was made to solve the problem of brokenness or imbalance in lower ranks, but it does no good for higher ranks. Referring back to the Smoky example, if one decides to use it with the Autocannon augment, the moment there are two or three players with the Armadillo module in the opposing team, depending on the map, teammates and other factors, a player could probably feel forced to change either augment or turret, and being forced to play with something other than what you wanted because the match simply won't let you kill anyone to me is a clear sign of imbalance. Not to mention if there are 50% protections, Defender Drones, or even good/bad team support. Is it really impossible to, instead of literally not being able to break through such defenses at all on your own, make it just difficult and skill-requiring? Because it does seem possible to me to make a few changes in some turrets and protections to make that viable, which in turn would help balance things a bit more. As for the "No one has to use augments - they are optional", tell me, do you think there are turrets that are viable in high ranked battles without augments? Maybe the Twins, the Freeze? Smoky? Well they would be good or better without them if, at least from my perspective, protections and defense boosts were not that high, because yes (in the case of Railgun) you can use Railgun's impact force to throw your opponent off and maybe gain extra seconds to fire a potential second shot, but how many times will that save you? It is a different story with Smoky and Twins, for example, since they fire much faster and also kind of is one of their saving graces. It is a sign of skill, though, to know how to throw off our opponents, and it requires time to master these kind of moves, but it is not worth the effort if it does not pay off in the end is it? It's easier to pick turrets that just one shot everything or two shot everyting and just don't need to rely on such skills. Again, this is 1 on 1 scenarios, because if we add in more players, a Railgun user will most likely be supporting from behind, in which case Railgun is still useful as I play with the turret quite often and that's the main role I accomplish in most game modes and situations, given that 1 on 1s are not a favorable matchup for me in most cases. And yes, this is personal experience and other players might not have my same issues, but overall I do think the nerf to Railgun exceeds what it really needed in order no to be broken with the right combination of hull, augment and drone. Well that's the problem, that critical hits are a key component to the Railgun. Smoky can work without critical hits, as well as Twins or Shaft, but Railgun just doesn't, at least not anymore. It actually helps support my argument that Railgun is far less viable now with this patch than before, you just made it more clear that without the critical damage this turret is very easy to handle and poses little threat, even when supporting teammates. A turret should not rely on critical hits to function, because they are one of the best ways through your oponents defenses and thus the counter measures to them are solid, so instead of Shaft's only saving grace being it's damage output, I think it was Raligun's saving grace actually. And now it received a nerf both in damage and critical damage. I would agree for a nerf in critical damage, but was it necessary to lower raw damage for higher ranks? I don't think so.
  8. tanksargent2

    Some opinions from players of eleven years

    This is going to be long. Moreover somewhere between 8-10 years worth of complaining, I'm afraid. This is going to be both a complaint and a review of some aspects that I think are important to note about the topic I want to discuss: the Railgun. I don't know much about statistics, but I do carry a bag of 10+ years of experience in this game that I think let me talk about what I think is not right in the game right now. I've been playing Tanki Online since 2010, and regarding my personal favorite turret, the Railgun, it has never been the same since the paint/protection split. The pseudo buffs it received in the form of augments and critical damage were good for some time, and maybe OP if we factor in other mechanics like Hornet's OD before its rework or some augments combined with the Booster Drone (what turret has not had it's OP time?); but even so, I believe Railgun has barely seen regular use in high ranked battles outside of those peaks and particularly not in serious battles. It just can't deal enough damage to be considered for mid or close-range play, even though it has, and I emphasize, augments that have made that playstyle viable in the past with this turret. Nowadays it's one of the, if not the most, hit-and-run turrets in the game, which forces the player to be much more cautious when using the turret than with most, if not all, other turrets in the game, and probably consider using it only in not just big maps, but very big ones, so that they can find a spot from where to shoot and not get hit that easily. Not because of their hull's defensive capabilities, but because of the lack of Railgun's offensive ones. That raises the question: why use a turret with inconsistent results and an unclear purpose in this meta (2016-2021) (more on that later), when there are several more that do its job better, require less effort and have a clearer niche? Just as @SAO-Kirito , I find myself unable to replicate the amazing K/Ds I used to do back in the day just out of skill with the Railgun, or even be of much help to my teammates when using the turret in most battles. Let me tell you this: no, it's not a matter of "getting better at the game", because I did nothing but improve and adapt to the changes every match I played since 2010, just like the rest of players, and I do think I know a lot about how to play with this turret and exploit its traits as much as possible. The problem is not us players not getting better or adapting, but the solution, ironically. I find it difficult to understand why nerfing turrets is always seen as the solution, or even hulls for that matter. So, let me expose the three major problems to the Railgun that I see with this patch: 1) Before today, Railgun's base damage at MK7+ was 900 (although not so long ago it was not a fixed number either). So, in order to destroy medium tanks like Viking or Hunter (3000 HP at MK7+, without supplies up nor drone), 4 shots were required (leaving aside the critical damage and protections, that is). Now that it has been reduced to 700, the required number has raised to 5 (since 700 times 4 is 2800), and that comes into conflict with the statement made in the Forum under the title "Patch Update #661 - Released 3rd September 2021", which states (and I quote): "We've decided to decrease the damage of long-range turrets while keeping the number of shots needed to destroy a tank the same." What this implies is, first and foremost, that it is not true that (at least) Railgun keeps needing only 4 shots to destroy a medium hull, becasue the base HP of hulls has not been decreased. For heavy hulls, the same issue applies: at MK7+, Mammoth, Titan and Ares have 4000 HP, which means 5 shots were required to destroy such tanks (900*5= 4500), but now with the decrease from 900 to 700 that is no longer true, as 700 times 5 is 3500 and thus is 500 points short. So, for heavy hulls, now the minimum shots required is 6. It does suffice for light hulls as their maximum HP is 2000, but not if they have a drone equipped to boost their defense by more than 100 HP points, which would then mean that instead of 3 shots, 4 shots would be required to destroy light hulls as well (700*3=2100, but if hull + defense boost is 2101+, then it's 4 shots or more). So now, in order to deal those 200 HP required to destroy a medium hull or 500 for a heavy hull, we need to do it through either supplies or augments. I am not going to plunge into that pool, but any player with several hours invested into the game knows how unlikely it is to find an opponent with either no protection module from Railgun, no defense boost up, not enough MUs invested in the hull, no drone (or sufficiently MUed), etc., not to mention everything at once. That is rather unreal and quite the opposite: more than 50% of the opponent's team is filled with protection modules for Railgun usually (40-45% protection, if not more), Defender Drones everywhere, supplies always up (as it is to be expected), etc. So I think it is safe to assume that in most cases not even 5 shots will suffice to destroy an opponent (in a 1 vs 1 scenario, that is), which renders Railgun less viable for mid and close-range combat even if we now took into account all the augments and boosts available to it in the game, since other hulls and turrets have them too and can make better use of them under the same circumstances. I believe what the developers meant to say was that, for lower ranks, he decrease in damage for long-range turrets would not affect how many shots were required to destroy opposing tanks, though I haven't made the calculations for that. But this leads me to the next issue: 2) First-Aid supply. So, say I am right about the patch and it was intended for lower ranks. Let's keep with the 4 shot requirement to destroy an opposing hull with Railgun for now. So, imagine I just shot that tank three times, and I am about to shoot for the fourth time, which should ensure the kill, right? Well, if the opposing player decides to heal up, s/he will employ the First-Aid supply to heal back up to full... That is, until getting hit, in which case the supply stops healing the tank up. Well, I don't know for lower ranks, but for higher ranks, that extra damage that the turret can deal can come in clutch to destroy an opposing tank that has just healed with the First-Aid supply, given that we can't know exactly how many HP it healed and that all turrets now have fixed DPS. So, back to the hypothetical situation from before, now that the opposing tank has healed who knows how much, depending on how much time it took me to shoot the other tank and stop the healing process (with that 4th shot, that is), now instead of say 1 additional shot to ensure the kill, I may need 2 because the opposing tank healed up from 200 HP left to 800 HP (as I said, we can't know the exact amount, the current HP are not displayed on screen), and given that now my Railgun can't deal more than 700 HP per shot (again, this is hypothetical, no drones nor supplies involved), I am forced to shoot 2 additional shots to finally ensure the kill, which I might not achieve because 6 shots is already too many shots to destroy a tank for turrets like the Railgun, and even though it doesn't charge that slowly, that only applies for the first 2 to 3 shots, but not for 6. It is quite clear to me that dealing 3600 HP damage with 4 shots to a Viking is more likely to require 1 or 2 additional shots to ensure a kill after a First-Aid supply than dealing 3500 HP damage with 5 shots and the First-Aid supply, which will most likely mean 7 to 8 shots total if played correctly with no external interventions. 3) 50% protection is too much. For any turret. To combat the overwhelming (defensive) power of this combo, that is, Defender Drone +50% protection module (which I dare say is the worst enemy for the Railgun player) and other defensive upgrades to various mechanics in the game, other turrets gained extra tools over the past years like (excessive) critical damage that conveniently overcome the effect of the drone (namely Freeze and Firebird), reworking their shooting speed or receiving augments that shut down all supllies at once (Gauss was the first I believe) and thus neglecting the drone's effect or any supply activated for that matter. The Railgun has received some augments that looked good on paper, but even the developers had to rework them because they were underwhelming in power compared to other augments for Railgun and even other turrets. In addition, the addition of new modules such as the Armadillo and AP Immunity counter too well the most viable options for Railgun to deal damage in my opinion, that is, with the newly added Super-Armor Piercing Rounds augment (which adds a 40% boost to the base damage in addition to the armor-piercing effect), and the Large Caliber Rounds and the Round Destabilization augments, which all give a boost to the base damage and also increase the damage per critical shot. If we talk about my personal favorite, the Electromagnetic "accelerator" Scout augment, whose description goes like this: "this modification will help you in dynamic one-on-one battles" and whose purpose is to enable Railgun as a medium-close range weapon, if with the aforementioned defensive combo it was already impossible to beat any opponent equipped with it one on one, now with the reduction in base power it will likely be even more difficult to deal with other combos that were not as difficult to deal with for Railgun, despite the faster reload time compared to the rest of augments for it. From my perspective, I think the 50% protection modules are one of the sources of the problem with the imbalance in the game, and I think that should get a nerf too, say from 50% to 30-35% (with its corresponing turret damage adjustments, of course). Now, strictly talking about my performance with Railgun, I admit I still make memorable plays and end up very high at the end of the match sometimes, wether lost or won. But that doesn't alter the fact that, in comparison, it is much easier to use and earn points (and win matches for that matter) in any playmodes with turrets such as Hammer, Magnum, Shaft or Ricochet than Railgun. And the gap is wide enough to come to the Forum myself (not that I feel more important than other people) and join other players in the complaint about the management of all aspects regarding this turret. I could also add a word or two for Thunder, because I think its nerf has also been significant, but I think Railgun got it worse (until developers decide to release a protection module against splash damage, of course). However, I understand, as a defeated-by-railgun player myself, that had the game less tools to deal with the Railgun, even though I just complained it has been nerfed too much and is not viable in high level matches, the turret could become broken because, if it wasn't clear, it does have the tools to be great and deal the damage it used to (when it was much more popular, back when, you guessed it, modules and paints were tied together), but that could cause serious imbalance issues given that 900 base damage (what we've had up until now for a while) is quite high for a long-range turret that does not recharge that slowly barring any modifications in that parameter from augments. With the Electromagnetic Scout, for instance, as it has no damage reduction, dealing 1800 HP damage every less than 3 seconds or so is definitely difficult to defeat, and a skilfull player could and would exploit that fact and it would be the other way round: Railgun being too strong and difficult to play against. Unfortunately, even if we factor in the drones such as the Booster one and augments that increase the raw damage of the turret, that number is unlikely to go higher because the 50% protection module(s) and boosts to the defense such as that from the Defender Drone impede such increase in power, which is fine as long as it doesn't go too far... But I believe that is the case, because on top of putting a stop to the potential of being too broken for the game (which is reasonable), these two (although not restricted to these) measures reduce Railgun's power so much that it now doesn't stand a chance in most matchups without a lot of support from drones, supplies and/or teammates, in addition of higher skill level from the player. Now that is a real lack of balance for a turret that is barely seen in others. For instance, Gauss does not suffer (as much?) from this, nor does Magnum. Shaft can be dealt with with 50% protection modules too when it comes to mid-close range combat, since the alterations that let it function in those scenarios do allow it to deal extra damage in exchange for higher shot reload time or shoot faster in exchange for more energy consumption, but for now it is still viable to use these long-range turrets in mid to close-range play as there are many turrets to protect from and a skilfull player will know how to use them more efficiently in either small, medium or big maps (if ever using them if the matchup is not favorable to their use). As for Railgun, I'm afraid skill is not only a must to make the most out of it, but also not enough to be consistent. Certain conditions have to be met, such as not more than 50% (actually 30% or so should be the percentage in my opinion) of opponents having 40-50% protection from Railgun, one's gear being slightly to way more upgraded than theirs, or simply have luck and fill in the match like a glove due to circumstances like the lack of opponents you would most likely face over and over over the course of the battle (say Shafts, Gausses or Magnums, given that they are long-range turrets too). If, as I mentioned, there were not enough tools available to control Railgun's power and/or the opponent player were not equipped with enough defensive tools against it (although that could happen in the current state of affairs too), Railgun could potentially be broken. Nonetheless, I still believe there is no reason to apply such high defensive measures against it, because they certainly do not only put Railgun below other turrets in terms of viability, but also force many players to switch to other turrets like Shaft or Gauss, that serve similar purposes to the Railgun, but are not the Railgun. Also, the addition of new alterations only obtainable via Ultra Containers such as the Cryo Rounds and EMP Rounds seem to be of some help in slowing down enemies that may be running away with the flag or carrying the rugby ball and igniting opponents to defeat them more easily without the need of too many shots, but honestly that is a rather very specific purpose that other turrets (Freeze, Firebird, Vulcan) do better, and besides the measures against these strategies are widely spread because they are common and effective, so it is also hard to justify the use of these alterations over the ones that just increase damage overall and may be more helpful in achieving a better K/D ratio at the end of the day. Now of course not all players have all the tools to deal with the Railgun, or every turret for that matter, at their disposal, I know that. Also, this game is not only about 1 vs 1 all the time, nor facing tanks from full HP around every corner. But often times, that is the case, and we always need to make our predictions, moves and attacks based on the premise that our opponent is at full HP, with full use of all his/her supplies, so that we don't take the kill for granted and play to the best of our ability. Also, it is not fair to face an opponent with (much more) upgraded gear in comparison to yours either, right? And we can't just rely on facing players that will just not use drugs for some reason, always target light hulls from long distances, play the biggest maps possible or rely on our opponents having significantly worse gear than us or just being unprepared to resist Railgun's damage suitably. These are all some of the measures I myself had to (and still have to) use in order to either have fun, be of help to my teammates in some way or just earn as many points as possible for, say, completing daily/weekly/special missions and challenges if Railgun is my turret of choice. And that is not the way I want to play with it, because it just is not fun, not useful, and most certainly not strategicall at all for the most part. So, to conclude, my complaint center around two main issues: for one, the measures to contain Railgun from becoming broken, which I think are too restrictive and counterproductive, as well as not doing any favors to both the balance of the game nor the player community, and for two, the excessive % of protection against all turrets, which I think does need a patch and possibly drones too, although we had a recent one for them too but I don't think on the right features. Hopefully I didn't misunderstand any of the data I read and didn't embarrass myself writing this wall. Anyway, if anyone detects any errors in my argumentation or just wants to respond to it, please make constructive comments, not destructive ones :)
  9. tanksargent2

    Numbers don't add up...

    But that doesn't makes sense since 200% prot against my turret would mean that I would deal -3009 damage right? So it would kind of deflect the damage back at me hahahah. I did think of the Defender drone as the cause but as I said, it doesn't makes sense to me...
  10. tanksargent2

    Numbers don't add up...

    Hi! I need some help figuring something out. Here's the situation: the map is the one for the April fool's special event, my turret is Shaft mk7 (max. damage is 3009 atm, even more due to the short-band emitter alt.) and my target is a Hornet. How come I fire at the Hornet (Double Damage on for me, Double Armor up for him/her) in sniping mode from a short-to-medium distance and the shot only deals 750 something damage when the hornet has NO protection for the Shaft whatsoever? I checked the wiki and there's no drone that could potentially lower the damage to 750 something (actually save him from getting destructed). It is also not the first time that happens to me, nor the Hornet the only tank that actually had about 25% damage instead of the 100% it should deal (so over 3009). It also happened with arcade mode. I even suspected it had something to do with the skins since apparently most of the tanks, if not all, that received significantly less damage than it was expected from my Shaft had all a skin on. Does anyone know something about this?
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