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Positive

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Positive last won the day on August 4

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  1. Positive

    Juggernaut in Pro Battles?

    Topic moved from Game Discussion.
  2. Yeah so what I'm saying is, what if we balance floating hulls taking in account their mechanics. For example, their mobility might stay more advantageous than tracked hulls, but we nerf the speed and overdrive to a point where each sort (tracked or hovering) has it's own even tradeoffs and advantages. Would this fix the issue for you? If this doesn't fix your concerns, you're in fact arguing about semantics of the word tank and not about balance.
  3. Ah, I see what you mean. Your ideas mostly focus on progression, which you see as the underlying cause of mm imbalance as well. Personally, I mainly play at Legend rank, so I’m not too familiar with how things are at the lower ranks. That said, are you aware of the April update in which the speed of experience points gained is reduced from x3 to x2, while the battle funds increase remained at x2. Back in 2020 it was reduced from x4 to x3. So this already covers majority of your suggestion. You could argue whether the adjustment is sufficient, but the direction is correct, right? But slowing the progression even further comes with a risk of boredom and quit early if it feels too grindy. I mean we try keep the forum organized right, it's nothing personal if your post gets moved to a more related topic.
  4. Hi, you got a link for that? I'm curious.
  5. Thx for the suggestions. They're definitely not ignored and there're many past instances of player suggestions being on the roadmap, so definitely keep sending them. I guess balancing floating hulls even to tracked hulls will do the job, right. I don't believe people have problems with the semantics of the word "tank", but rather just the strength of the floating tanks. If they're both equally strong, you'll have no problems with them I believe, am I right? Yeah so you already contradict your own statement here. Prioritizing gs, but at the same time acknowledging that gs is far from enough to balancing a battle. That's why it's difficult to create balancing games consistently. Do you mind explaining? Because I always thought that k/d is pretty meaningless and definitely shouldn't be taken into account when balancing. A camping player with 5 kills 0 deaths has a higher kd ratio than a flag-pulling player that probably contributed more to the game but has a kd of 0.5 for example.
  6. Exactly. This is the correct view imo. It just creates a feedback loop, good players amplify the hull’s strength, the hull amplifies their performance. It’s not a conspiracy or placebo, it’s just meta clustering and imbalance combining.
  7. No I didn't ask for your definition of a good player or what makes hovering hulls stronger. I also never denied that they are. I just asked a simple question so I can understand your vision better. So again, in your opinion, why do you think the team with the most hovering hulls wins most of the matches as you said. Is it that the floating hulls makes players good, or that better players just understand it's a stronger option and chooses to use it more often?
  8. Is it that the floating hulls makes players good, or that better players just understand it's a stronger option and chooses to use it more often?
  9. I mean I never denied any imbalance in some of the matches you enter. But just comparing GS between teams doesn’t really tell you a whole lot, plus it’s also often biased by pessimistic recall. Mm balance is a multi-factor problem that’s not easy to fix. You’d have to consider more than just raw numbers. That said, I’m curious what ideas you have for improving MM balance.
  10. The ability to leave a battle whenever completely breaks the idea of a win rate based system.
  11. I think it's not really about how many strong arguments a turret has, but how strong an arguments really is. Excalibur is disproportionately powerful compared to both Railgun's and other turrets arguments, hence it's deserving of a nerf. Imo a turret having just one overtuned augment creates a bigger problem because it forces every player into the same build. True, would like to see some other viable options.
  12. Positive

    Conta

    Hello, please post your question in English. Topic closed.
  13. Hmm basically... Vlog: Hover hull rework Forum: Hover hull bad because not tank ? track hull good ?
  14. Never heard or experienced something like this before. You're saying the stats are likely reduced, this can simply be checked using the wiki for comparison, right? Have you tried that?
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