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augments Add more augments without critical hits
Philosopher replied to NBIHFADH in Ideas and Suggestions
@H0T-SHOT Not sure how you read it. It only guarantees that your critical shots won't deal less damage than regular shots. Tanks without armadillo would still take twice the damage compared to tanks with maxed armadillo - from critical shots of course. Basically you wouldn't find yourself in a close 1v1 thinking "oh please I hope I don't crit next shot". By making crits stronger but rarer, you would actually preserve their uniqueness AND effectiveness against even armadillo with no actual downsides. Well, besides finding a meaning for augments like destabilization for railgun. So if a tank has no protection from a turret but has maxed armadillo, every shot would deal the same damage. I believe the most practical solution would be to nerf armadillo (in order to not buff/alter crit too much), maybe to a 30% at maxed upgrades. -
augments Add more augments without critical hits
Philosopher replied to NBIHFADH in Ideas and Suggestions
@NBIHFADH Another option would be to make it exactly twice as powerful as normal shots, and balance it's frequency around that (and ODs accordingly). This way even with max armadillo you deal equal or more damage to normal shots. -
I think every player would like to have those epic augments to dominate, but of course it's very hard to get them, at least from containers. Besides their importance in battle, I feel locked out from a lot of fun in the game. Soooooo many ideas most players don't get to try. It's probably possible to make crystal versions of such augments, that unlock either by legend rank, or turret mastery. They are weaker than the real thing, possible to acquire through grinding, and they require some crystals to unlock (Could even be .5m). Heck, they can even be alterations and not augments, they would appear as purple in the slot of the epic augment. If you have the epic, you can't have the crystal version of course. As for names, Prototype ".." as an early and worse version of the finalised augments. Let me know what you think, thank you.
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I really don't like that it requires saboteur to use properly. I think disconnecting miner - saboteur is impossible, but having them do super well together makes them bad individually. So my suggestion, make miner augment mines' damage (maybe 15-25%), and have two checkpoints regarding saving the mines. For example below 6 mines saves 100%, below 18 saves 70%, above 18 saves 30%. This way Miner isn't useless without saboteur, but it still synergizies with saboteur without making this combo obnoxious+lowskill.
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category Ideas for Supplies and Drones!
Philosopher replied to Ilia.ArchangeI in Ideas and Suggestions
For further explanation: Equiping Crisis leads to your tank spawning with two grey icons for DA, and DD. Those are the reduced effects. If you use nitro, you keep the grey icons, but also gain a golden nitro icon. If you use DD, you keep the grey DA icon, and the DD becomes golden. Golden being the increased effect of the supplies, as it is currently.- 2,749 replies
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category Ideas for Supplies and Drones!
Philosopher replied to Ilia.ArchangeI in Ideas and Suggestions
I have saved crystals for 2 drones, and I am considering which ones to upgrade. Did my research, and things are looking bad for crisis. At this point it's a wish version of booster - you are more vulnerable (unless you detect the threats), so you are forced to play safe with long range weapons. In which case, just use booster. If you want to use DA or Nitro, you have to abandon DD, so not sure how much I would like to do this. What I suggest: remove the bonus (passive) DA, DD from all drones (except Hyperion), make it slightly stronger (40% of supplies effect maybe?), and make Crisis gives those bonuses when the supplies aren't active. Basically you have 40% of one at all times, 150% of the other. You use nitro, so you go fast, but you have 40% of DA and DD. You choose your strength in any situation, without abandoning all other attributes. Not sure if nitro should also be part of this. It would end up with a constant movement boost. So what about Brutus? Make it a F2P Crisis. It can be Defender, Booster, Trickster, but here is the catch: Only if you pick up the supply. You pick DD? Congrats, you have the bonus DD for the duration. Oh you picked a DA now? You lose the bonus DD, but now you are a certified defender user. I don't know if this would make it too strong for its price, but maybe the effects can be reduced for it (either duration or strength). It would certainly be lots of fun lol- 2,749 replies
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Is it me or standard ricochet is a bit weak now? It has only slightly higher burst than smoky, but way lower DPS. Its range is smaller. Basically it was good 5 years ago, but now with defender/crysis, way more competent players with upgrades protections, and lifeguard.. I just empty my energy bar, enemy is alive and well, and I awkwardly wait to die. I don't main this turret, so I might be wrong. Same should be true for augments like berseker and status effects (excluding AP). So my suggestion is either add 15% or so to the energy bar, or make it reload 10% faster. Helios and the other crystal augment seem good, so those should be balanced accordingly if a buff happens.
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under review Battle balance for on-going battles (joining after battle starts)
Philosopher replied to Philosopher in Ideas and Suggestions
Sorry for coming back to this. https://prnt.sc/IdCFPwdphwFg In this battle for example, my losing team (and I already joined at 0-2) got a 7.5k reinforcement, while the winning team (2-3 at that point) got a 10k reinforcement. I was addressing primarily legends battles in the post, as it's practically impossible to determine who is stronger player at such ranks. -
https://prnt.sc/JyxjfzEjCmtD Yet another battle where I was the "reinforcement" with 8300GS against 9999GS, and I had to wait in the tunnel for the battle to be over while my team was getting spawnkilled and the enemy team delayed the battle so they get more stars (by the looks of it, they delayed it for 6 minutes, maybe more). But hey, at least we got another 8000GS reinforcement player soon after, and we managed to turn the battle around! Everyone knows 8k GS is the nightmare of 10k GS players for a reason!
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@Gabe2607 I watched Taspens on YouTube, and apparently he gets pretty annoyed when many players have good tanks. Test server was also a miserable experience cause every player had strong augments. The game becomes unplayable for everyone when OP augments are common, they are only meant for the very heavy buyers to dominate everyone else.
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@Maf Unless I am mistaken, Berlin is a big map with the defense point on a side. It should at least follow Alexandrovsk model and have it in the middle. Now the defenders point their turrets to one direction and shoot at everything that moves, and attackers can't handle defenders' long range turrets sitting all the way back. Also because of the size of the map, it's impossible to have coordinated attacks. Most flag carriers go one by one. As I said in a previous post, big maps shouldn't support all modes, there is no way to balance this.
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@The_Voltage Freezing argument: Getting touched by freezes locks you in place while your supplies run out, making your best tactical option self destructing Counter argument according to this^ guy:
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under review Battle balance for on-going battles (joining after battle starts)
Philosopher replied to Philosopher in Ideas and Suggestions
I am aware of that, but in high legend ranks only that many 10k players exist. If you lose, it is probably cause enemy team already has more/stronger 9999 players, so you don't really get reinforcements that can turn it around. I admit I didn't check everything. But yeah, either 50% or 100% would be pretty easy to implement, and would give me a reason to stay even if team is losing hard. Those ideas sound unfair, and wouldn't work in high legend ranks. To clarify again, the aim of my suggestion is to move the battle from one team's base to the actual objectives (spawn killing is pretty common in my games). It should be a short boost that helps you push enemies back when they get too close. In theory, it would allow non hyperion/crisis users to activate their drugs, get some map control and start fighting - but at this point all players are equal, no advantages to the team losing. An adjustment that might be required would be moving the objectives a bit inward, otherwise capturing a flag against superior enemies would be too difficult - but even then, if many spawn at that time it means your team is already hard winning. So I suspect this wouldn't be required after all, would only be annoying sometimes (it's also the reason I recommended ONLY reduced damage taken, and not bonus damage dealt)- Edit: I actually suggested both in the end lol, but was thinking about it. But it's also true that CP battles are usually decided in the last 2 minutes. We already get good stars and crystals based on our performances, so overall being able to turn games around isn't that important. What's important is to have the ability/opportunity to do so, influencing the game to the point you don't lose hard anymore. The mechanisms should always revolve around balancing the teams in my opinion, not turning battles around. -
https://prnt.sc/jhjHZSxjmWAw https://prnt.sc/vbq1TU7Mx_LB Battle was practically over at 8 min, but we kept getting spawn killed till 13 minutes passed for their stars. Thank you for this amazing system tanki, there is nothing like logging in a game to have my time wasted!
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@2shots2kills Thank you for the insight, as I don't play hovercrafts myself!