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Everything posted by Abellia
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Well, yes, but it's also the case that the game does not promote healing in the slightest. The time-to-kill is so low that you will have a hard time consistently finding someone who will always stay alive long enough for you to heal them, and also have a hard time staying alive to heal them yourself without someone to heal you back, meaning you need to find someone new to heal every death, which happens more often than if you were to just try to kill people yourself, because killing the healer almost always results in a shorter fight. If both damage per second and healing per second were halved, and isida's ammo doubled, healing could see much more use, but as it is now, increasing your survivability depends way too much on specific counters that most players do not have enough variety of. See Mad Tanks (November, 2020) for a less drastic example of this.
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...No turret is strong enough without a maxed drone. What is the point you are making here?
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I will give you the benefit of the doubt and assume you meant booster here... No turret is strong enough without a maxed drone.
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Oh I have no doubt it will be detrimental, at least for a little bit. It will be good for the game in the long run though, because it simultaneously removes an aspect of unfairness - which is good in practice! - but then it drags back the curtain on how drastic the problem with statuses, immunities, and protections is, and more people will inevitably start complaining about how they can't whip out their immunity against the 4 EMP augments on the enemy team - which is what people who didn't have multiple immunities had to face before. It introduces a problem to the paid playerbase that they do not have to deal with now. Now, logically speaking, who would protest such a change? The people who this will not change anything for? Or the people who this will change everything for? Hell, the devs literally acknowledge this is why they want to change swapping...
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...I would wonder if you and/or your teammates were simply not presenting enough of a threat to them so they didn't take out protection against you, but considering I've had a full group swap to thunder protection against myself as the only thunder on my team, I don't know how that'd even be possible. Seriously, what kinds of players are you fighting?
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About this I wonder - how are you all fighting battles where you don't find people swapping against you when you're using meta drones with meta augs, meanwhile I'm out here playing Brutus + Adren Magnum/Adren Thunder and getting 7 prots taken out against me, when there are no other people using the same turret as I am? It's not like they use Thunder/Magnum prot to protect themselves, they're using status tesla/twins/freeze, and it's not that they start with the protection - they take it out after the start of the battle. Anyone want to explain this?
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I would like to note. This has been possible even before the recent change, it just made it painfully obvious when people are doing so. Quick question, what kind of weirdo pops nuclear supply on viking overdrive (because otherwise you're not getting it within the wait period), and then pops it before the match even starts? What are you doing? Unfortunately, fairness is not something people on the forum understand. If you paid for an advantage, like status effects, protections, immunities, a better connection, what right do the developers have to take it away from you?
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Hey, we also have the first one! Status augments/immunities. Both that and prots are missing the other two to keep them in check, but who cares? 1/3 is better than 0/3! (it's not.)
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Well, that's not really my problem. I think you're being ridiculous defending a system that enables people to freely pull out +50-150% stat-boosts against each other simply by having more options to choose from, and pointing fingers at the individual problems that swapping enables the abuse of, rather than just removing swapping to cut all of it back at the root - not fully, but at least some amount. Tanki certainly supports free play for people who have everything...it sure doesn't support it for people who don't.
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1. Okay, good? Good. You shouldn't be able to pull out a -50% stat-debuff against someone who can't do the same against you because they don't have as many crystals to spew out/aren't as lucky. 2. This isn't a problem with swapping, this is a problem with protection modules existing in the first place. Also: see above. Imagine getting creamed by someone and not being able to neuter their damage output, good grief! That would be unbearable! 3. See the second and first point. This isn't a problem with swapping, and swapping in fact makes the problem worse. 4. See the third point. That's not a problem with swapping, and swapping in fact makes the problem worse. I'm glad the change is happening. I'm not glad about the system that's probably going to replace it ("presets" that you can freely swap between, and pay for more slots of. Maybe enough people will finally see the problems with swapping if said system's cancer is turned up to 1000% with free swapping for p2w players.)
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So hang on: Protections are hard to obtain The amount of protections you can obtain and use at the same time is limited based on your economic status in game They can be bypassed by a secondary module or protections that is even more annoying to get ahold of Because of the number of turrets there are in the game, having more of them to select from is exponentially more beneficial And secondarily: Being able to swap makes all those factors amplified because you have effectively more to equip at once, as top-tier offensive options are ALSO limited by your economic status in game. I can't tell if you're aware of how stupid the system is and you're poking fun at it or not.
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I agree, because it enables powercreep - i.e. "It doesn't matter that this is a cancer ray because you can use CANCER IMMUNITY :D" which doesn't hold up in the context of trying to have a fair gameplay experience, especially once you factor in the fact that there are multiple "strains" of cancer all with their own immunities. It is also responsible for the exponentially multiplied problem of modules from a small problem into a big one with the addition of the fourth slot, and as a consequent result the critical system. Although, Railgun is probably not a good example of the direct consequences with its current critical system, but rather of the secondary ones - "Railgun is too strong = too many people use protections against railgun = railgun needs buffs" is an incredibly stupid justification, and their solution to it, rather than being to nerf modules, was "Make railgun ignore protections." And what did that lead to? "Railgun ignores protections so it's too strong = people still use protections even though railgun ignores them half the time = railgun needs to have an easier time ignoring protections." What kind of crackhead thought any of that was sensible game design?
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Tldr of why equipment swapping should go: Player a is F2P, has EMP and AP immunity, has EMP Gauss. Player b has full immunities and a good enough variety of status augments, let's say they start with EMP Hammer. Player a swaps to EMP Immunity to counter the EMP Hammer, player b swaps to EMP Immunity to counter EMP Gauss. Things are fine, so far. Player b swaps to stun striker. Player a is screwed. Things are no longer fine. This problem compounds itself with groups and coordination, and with the level of equipment imbalance in the game, it does nothing but serve as a gear check - "do you have the anticancer to my cancer and do I have the anticancer to your cancer." I get that you don't like being vulnerable to statuses, but they have an equal chance of being vulnerable to you. Ultimately, not having it is fairer because the player who has more options cannot cheat by essentially dodging their bad luck. Get over it and stop trying to kill the game for players who do not have p2w diversity.
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When will you add Magnum's «Harpoon» augment as an epic item to Common and Ultra Containers?
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What upgrade is your Viking at? Also, are you sure you weren't shot just beforehand? edit: nvm just saw 7-6 viking in another post
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Wow what if a bunch of players have a bunch of the same status augment because they swapped to the only one your group didn't have immunity to and then the tanks in the group swapped to said status immunity How can you possibly not understand that swapping is horrible for balance???
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Well, the devs won't do anything about it, but more people will realize how stupid the system is and will want to get it changed. Ultimately this is one of the cases that I'd rather have more complaints for the sake of clarity - being able to swap is almost functionally equal to having two slots.
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What about Mammoth? It makes shaft much better, augmenting your capabilities to camp. ?
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I don't think the solution is to increase the number of slots players have. The EASIEST solution would be for them to stop messing with swap times and buff immunity drop rates and/or make them available for crystals so they become something you pick up as you progress, but come on. That cuts profits. That is never going to happen. The ONLY OTHER SOLUTION is to entirely remove swapping to remove all the points I've already stated about how the ability to swap plus dependency on a diverse garage full of comparatively overpowered gear is terrible for game balance. Increasing no. of slots just reimplements the problem in a more direct way. I'd rather have it than the swapping system though, because it's much more immediately viewable as malicious and players will push for the devs to do something about it more.
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autocan'tnon
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Firebird does not have a status that cuts your ability to deal damage in half (aka far more potent than burning, making it much more valuable to max out freezing on someone vs maxing out burning) and it does not have triple damage crits, hence Shock Freeze needs them removed. I'd just give it normal crit damage instead of 300% like it has now. Also, Freeze doesn't have a temperature limit. At mk1, you can cool someone to minimum possible temperature, hence Shock Freeze cannot increase the limit. Compact Fuel tanks' increased temperature limit also does not matter for Mk8 Firebirds, as they already can hit the max temperature limit. The reason for the damage change in the two of them is ammo. Compact Fuel Tanks has 2/3rds the direct damage dealing uptime that stock, Incendiary, HPP, and Adrenaline firebirds have, whereas Shock Freeze only has -15% normal damage. All that being said: I would be completely on board for a Shock Freeze buff. It is justified in how it designed compared to Compact Fuel Tanks, but it could use something to be on par with Adrenaline Freeze.
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Wow it´s almost like people got too used to having bogus crits that ignore protection
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So, gameplay QOL. None of this addresses balance, which is the issue it solves for the f2ps. It's like @LambSauce said, it's not great but it's the lesser of two evils. If you compare the impact being able to swap has on the game vs being unable to swap, one is very clearly more fair to players with a less diverse garage - aka most f2p players, and thus promotes balance. It has to be done.
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Bruh you people are fighting the least-tryhardy tryhards ever what the heck
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So you're acknowledging that there is an economic problem... ...and that the solution to it is to not play the game. This is not healthy. No, I don't really care about how long the timer is, my problem is that people can swap at all. Having it be shorter makes things worse, but being able to swap at all is...bad enough, to say the least. As for them sticking with their OP flavour-of-the-month - no?? In MM, it is quite common to see people swap their augments whenever someone pulls immunity. This does give buyers a huge advantage - say you only have AP Immunity for your hull, and someone enters with AP Hammer. When there are no swaps, great! You're just fighting a normal hammer with a -10% reload buff. When there are swaps? The hammer player decides "You don't get to play the game, that's what you get for pulling out immunity against me :^)" and pulls out Stun Striker. You haven't forgotten that hull augments are locked behind either a) paywall or b) rng, have you? Same with status augments. Swapping is fundamentally flawed. >argue to make changes that will benefit the majority of players >said majority of players disagree you people are going to start saying exp boosts should be increased so low rankers can get more containers for more status augment next But it is caused by the ability to swap, so...it is the same issue?
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