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Abellia

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Everything posted by Abellia

  1. adaptive reload, stun, emp, cryo, increased splash %s, increased crit splash radius, incendiary, ap, jamming, adren, increased splash range, hyperspace rounds but splash just speculative but I feel pretty confident saying that all status ones are correct and at least two of the miscellaneous ones are correct other potential options for the miscellaneous augments are: (Top left) Thunder with a hammer reload system (Middle row, second from left) increased crit damage, splash removed Mehhhhhhh
  2. Honestly? Just stick them at two mil. This stops people going for them in progression, which they shouldn't be anyways, and makes them nothing more than a leisure purchase for established players at legend ranks, whilst keeping them attainable, since people are absolutely willing to shell out over a million on drones in sales.
  3. Abellia

    Let's Discuss Thunder!

    "A bit" Yeah see there weren't protections for it up until the beginning of may, then there were a few. After the most recent ginormous buff to it, there are now a lot of protections. It went from 810 dmg to 990, the reload went down, and Sledgehammer went from a 33% damage boost decreasing with range to a +50% damage boost decreasing with range, so...it got buffed "a bit."
  4. Abellia

    Let's Discuss Thunder!

    Yeah, it's alright, but unfortunately compared to Sledgehammer and Adrenaline I just don't think it does enough ?
  5. I would like to note that that is exactly where we left off, with the shrugs being used as a dislike button and otherwise ignored, before someone decided they were super annoyed about others using shrugs as dislike buttons just like them, and started trying to pick fights about it. Also - game kinda trash, y'all got DDoS'd and refused to admit it lol
  6. Abellia

    The Shrug Reaction

    Yeah. I mean, I didn't see a problem with the spam - it basically just was used as a dislike, was it not? I don't see the problem with it. But some people really wanted it to be a dislike button that only they could use, because they didn't like that others could disagree with their posts. An entirely unnecessary change, but also an entirely a neutral one. .
  7. >Leaves shrug without reading Classic. I want to have the event redone with some tweaks to avoid it being as drastic of a change as it was last time - that much is obvious from my initial post. Is it really flaming if I'm telling you to read my posts because you keep replying to them without doing so? If you're just gonna keep trying to pick a fight, I'm gonna keep pinging mods until one steps in.
  8. Can't wait for the "but I actually read the posts before I add the shrug!" Meanwhile, on my last post: Ignores the part about TTK being massively lowered compared to November 2020 Ignores the part about status durations being halved Ignores the part about speed bonuses being halved Calls the game "overdrive reliant" despite charge times being the highest they've ever been
  9. God, I'm tired of your nonsense. @NikmanGT
  10. ttk has been cut almost in half since then, and overdrive charge times have doubled. I'm really not convinced you read my posts.
  11. It is mandatory for the sake of the game. I do not consider them balanced because I don't think they're overpowered, I consider them balanced because we cannot expect them to be nerfed. I don't get how I am the only one who realizes this - but my approach has worked. There haven't been any en masse status nerfs like there have needed to be, and there was finally a large across the board garage augment buff. I think considering anything that is locked behind a paywall as "overpowered" leaves you unable to come up with a proper solution to fix the balance issues.
  12. I see no problem with Sledgehammer as it is now. It represents an accessible, competitive option. I have been saying this about status augments - I would not nerf them, in the grand scheme of things, on their own, as that would lower the total number of viable options in the game - and these were options with limited accessibility. Sledgehammer is something everyone can get and use. Following the same logic, it really should not be nerfed. If you nerf Sledgehammer, then all status augments, RFM, Helios, Vampire Nanobots, Healing Emitters, Plasma Torch, Adrenaline Smoky, Adrenaline Thunder, Remote Rocket Explosives, and Short-Band Emitters (and this is just off the top of my head) all have to come down with it, and looking at how many of those options are locked behind a paywall...I just don't see it happening. You are looking for a change to TTK. Not a change to game balance. I don't like changes that decrease accessibility in favour of balancing around the middle of the game - We have too many of the viable (viable in my terms, busted in yours) options locked in containers to ever expect an en masse nerf of those sorts of augments, and hence I always try to consider the game balance in the context of the highest power levels of the game.
  13. This sounds more like the bug was ongoing because...that's what it was like when the bug was still here. Oh wait, that's what the game is still like!
  14. Rather hilariously, the game has not been fixed. I am still getting bugged in the exact same ways. I try to enter a match, and then my account is repeatedly disconnected if I attempt to log in. This continues until the match timer has ran out, for 15 minutes usually. Other times, I join a match and start with kills and/or deaths. Brilliant...?
  15. Abellia

    Run another Mad Tanks event

    I ( as well as a few others) think that the time to kill in the game (ttk) is way too low rn. So, I would like to propose a redo of an experiment we had back in November of 2020 - Mad Tanks, 2.0! This time, there's a few more things to take into account though - between direct damage from overdrives, the speed boosting drones being much more common, critical hits, and last but most certainly not least, the much more common threat of status. So to compensate for these, I propose the following changes: All hull health is doubled along with all direct damage dealt by overdrive All melee turrets have doubled energy recharge and tank size Shaft and Ricochet have +50% energy recharge and tank size(Specifically for Shaft, this preserves its ability to deal large amounts of damage at full charge, but increases its windup time in order to do so, and increases the ammo capacity of Rapid-Fire Mode. Ricochet and Shaft cannot have doubled energy tanks as a result of Rapid-Fire Mode and Helios). All healing is halved Damage dealt by mines doubled All status durations are halved with the exception of those that come from Overdrives All speed bonuses provided by drones halved (and last one just because of how much I want to avoid screwing this drone over) Camper works when above 80% HP rather than when at 100% This is meant to preserve the state of the overall game balance as it is, whilst increasing the time-to-kill within the game. Thoughts on running an experiment with these conditions to see whether or not the meta changes significantly, and then if not, to see if players prefer the slower gameplay and whether or not as a result the match time can be shortened back to 7 minutes?
  16. Nah. Helios and Plasma Torch were setting an unhealthy precedence that the paid version is directly better than the garage version. Recent updates have said no to that, thankfully.
  17. I hate to say it, but no. Healing Shaft is balanced. We have too many offensive monsters that specialise into burst damage now - the game is balanced because stats all around the board are broken. If the pace of the game is slowed down, sure, we can look at nerfing it then. But currently, Healing Emitters has a tough time surviving long enough to heal - and even if it does, who's to say that it can do so successfully? A pair of Booster RFMs can nuke the hell out of a heavy before a Booster Healing Emitters can save it, in a 2v2. This should be indicative of plenty. The less time it takes to kill someone, the less worthwhile healing is. Prior to this patch, I would agree that it probably should have had at least one of its aspects tuned down, as the only augments with sufficient kill power to neuter it were legendary augments. Now, we have Sledgehammer, RFM, Short-Band Emitters, Electromagnetic Accelerator "Scout", Adrenaline Thunder - pick one, coordinate with a teammate - like healing emitters requires you to do - and blast whoever they're healing into smithereens. Also, if any of you want to complain about protection modules saving them, that's an entirely different topic that I think I have made my views very clear on. It's not great how the game is and I don't think the rarity is why Healing Emitters doesn't need a nerf, but...this is the healthiest the game has been in a very, very long time - I would say since the introduction of AP augments to the game.
  18. Abellia

    Let's Discuss Shaft!

    I agree that it is probably more powerful on some maps but I don't think it's fair to instantly write off AP Shaft with its double scope playstyle or the sheer obnoxiousness of Healing Emitters. Also consider the following: Short-Band Emitters. It deals 991 damage with a 2.01 second reload - practically identical to stock Thunder. Also, it lets you break the 2k damage barrier on a quick scope about as fast as Light Capacitors does - whilst retaining the capacity to charge past 3k damage. It is one of the top tier all rounders in the "nearly 1k damage, 2 second template" category - it competes quite nicely with Sledgehammer, RRE, and Adrenaline Thunder, by bringing versatility rather than raw power. I will agree that RFM quite comfortably competes with things like berserk, plasma torch, blunderbuss, and duplet, and actually reaches very close to Helios as well. Frankly, I think it's just nice that we have two solid free to play Shaft augments lol
  19. Abellia

    Let's Discuss Thunder!

    Okay, where do I start after the most recent patch? I'll start with a ranking as free-to-play options: Sledgehammer: 10/10 Adrenaline: 10/10 Small Caliber Charging Machine: 7/10 Subcaliber Rounds: 6/10 Stock Thunder: 8/10 So now Adrenaline and Sledgehammer. Booster Sledgehammer gives you 32 meters to deal 1.5k+, and without booster it gives you consistent 1k+ damage through most of your range whereas the other Thunders rely on crits to do so. Defender Adrenaline Thunder and Defender Sledgehammer let you deal 1k+ damage whilst using defender - I don't know what else I have to elaborate on here, given that almost all the other "almost 1k damage, 2 second reload" require booster to break 1k. Small Caliber Charging Machine is just alright. It has stats good enough to compare to High-Precision Aiming System and brings splash damage with it, so I think it's fine as it is despite being outclassed by most other options within the 2 second reload template. Subcaliber is just alright. It's fine for those who don't like splash, but considering that they only just buffed Thunder's ability to make use of its splash by net buffing its splash damage to nearly 500+, it seems kind of nonsensical to pick this over Scout, which deals the same damage as it, but with penetration instead of a splash-less projectile. I think current Thunder is excellent - it is an accessible and excellent option at all stages of the game. Adrenaline and Sledgehammer can compensate for lower modifications in progression, and statistically they are solid enough to compete with other top tier options at endgame.
  20. Abellia

    Tanki Fund

    This gets funnier every time you put it on a lottery event that is only accessible via an in-game currency in such large quantities that it effectively requires you to pay to have the amount required to participate in the event. Two skin conts is nice.
  21. Abellia

    Let's Discuss Drones!

    ??? Shouldn't it be: The range at which Sledgehammer Rounds one-shots unprotected medium hulls is increased to 32 metres (from 0m) The range at which Sledgehammer Rounds one-shots unprotected light hulls is increased to 73 metres (from 61m) The range at which Sledgehammer Rounds 2-shots unprotected medium hulls is increased to 93 metres (from 84m) Since Sledgehammer Booster starts at 1707.75 and loses 12.3155048 damage per meter (1280.8125 damage over 104 meters).
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