Jump to content
EN
Play

Forum

Tekken

Tanker
  • Posts

    340
  • Joined

  • Last visited

  • Days Won

    10

Tekken last won the day on May 14

Tekken had the most liked content!

Reputation

487 Excellent

2 Followers

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I suggested similar things for firebird, to have new interesting augments for this outdated turret, but I guess this require changing turret mechanics and that's why devs won't do it, certainly not in form of augment, if they decided to do something like you suggested it would be implemented as a brand new isida turret mechanics
  2. Fair, but remember sustainable nanobots when it came out? It could heal for 40s without any pause , do you think it was OP or no? I played with that augment a lot, and I can guarantee you that it was not really OP certainly not toxic, most of the times you were not able to outheal damage and anyone who was being healed by you died anyway (sooner than expected) It was not even extra good for score farming, sometimes it was more annoying than useful, you had to play it (and still do) with crusader or hopper/ares due to weak cone angle it have, maps with uneven surface like massacre, future, silence, highways etc... = not good at all, and I usually died sooner than I managed to use all my energy for healing (in fact it did happen very rarely) You basically could not run out of energy for whole battle duration and yet it still was not OP, how many players played with it back then? If it was OP it would be spammed and abused by meta slaves but nobody actually played with it, only few enjoyers like myself. So I don't think infinite healing for isida would make game toxic, if it was made with a good disadvantages, that's what I think. As for Phoenix augments farm, I think it does not matter anymore, phoenix augments are long killed and curret "phoenix" augments are just little better stock turrets with bonus points gain, and "status" which is not lucrative enough to most of the players. In contrary I do think that killing ASL mode (with how they nerfed points per cap, was bad idea) This game is camping circus, long range nonsense is constantly kept OP and with the new drones mechanic it will get only worse, so having one mode where players play active game and are trying to reach objective is not bad at all, let them have those points, why not? Why gatekeep hull phoenix augments to few choosen ones who were numb enough to stick with just one single turret and hull for hundreds of hours, making process faster should be a thing. I could have phoenix for isida and any hull by now, if I sticked with just one turret and hull , but it makes game boring and rigid. I think it would be good to have option to transfer experience from other hulls just to one, all phoenix are same anyway so why not.
  3. I can be top 3 without any augment and only brutus drone, (which I proved in few of my videos) it's not about being in top3 at the end of battle, it's about options turret offers. Why exactly should I use isida now? I can barely heal, if I do heal and waste all my energy at 1 target I can't attack effectively, so I in concluion, I can't heal, I can't attack, aiming is harder than with other melee range turrets (you have to maintain constant aim at target otherwise you will get 0 damage while beam is still shown at enemy) and you have 260 damage, which is weakest from all the melee turrets. Yes I know Tesla has 800 but you have to consider fact that first tesla hit does not need reload, it's instant, so after 1s, dps of tesla is in fact 1600 + it has other perks (dmg distribution to multiple target for example, electro ball is capable of dealing damage etc) Same for Hammer, option to attack multiple enemies, in first few seconds, DPS is highly in favour for hammer, then it gets even (but good luck surviving) + hammer impact force causes isida most likely to miss at least 1s of its attacking. In conclusion what I want to tell you is that all other melee range turrets has their gimmick and it's working for that turrets, Hammer has great impact force, multiple augments that are useful Tesla has chaining, ball chaining, electro ball damage, great status effect etc.. Freeze has freeze effect + better base damage and way stronger crit hits, Firebird, weakest of the 4, has burning but it still has option to attack multiple enemies and base damage is at least better. (I think it also deserve buff) What does isida have ? Few seconds of healing followed by unavailability to attack enemies due to low energy. Weakest dps, no impact force, option to attack just 1 target, weak critical hit dmg, weak critical chance. Only one good thing about isida is no damage drop, but you can barely use that to your advantage over other melee range turrets. So yeah, you can perform with it to be in top 3, but why would you play with it? Other melee range turrets are all better, healing is way better with nanotech or healing emitter, status effect are way better for tesla and hammer. There is literally nothing unique about isida now, anyone who will play with it is willingly nerfing himself.
  4. There has always been balance for isida healing simply by its range limitations, if someone was good isida healer he could also be easily focused by good enemy players, meanwhile nanotech or healing emitter can heal from safety, well hidden in base or behind random cover where nobody can focus him. Which one is more toxic ? To add salt to injury, even if you managed to heal with isida while being behind cover, you would eventually run out of energy and to be honest only support nanobots healing was strong enough to outheal some real damage. Meanwhile with nanotech or heling emitter you will never run out of energy, you can shot same target for the whole battle duration, on top of that both HE and nanotech have some gimmicks, HE can use sniper mode to either defend itself with good damage, or insantly fully heal anyone at just one shot (except juggernaut) nanotech has splash which means it can deal damage while healing. Juggernaut healing ? That's pointless. They have not solved problem at all, instead of isida+hornet/dictator ducklings healing juggernaut for the whole battle, you can just take viking+HE/Nanotech and do the same as before, in fact even better, because you will never run out of energy. Killing melee range healing was one of worst decisions made in this game. It killed or significantly decreased teamwork between players. Everyone ignores game objective, game is promoting camping and focus on killing instead of engaging in game mode. True, well at least it will be easier for me to just leave this game, all the fun is slowly getting killed, melee range is getting slowly killed, (new drone mechanics will only make it worse) and everyone seem to just spam OP meta crap which is usually for long range nonsense. How can this game be so bad at the balance ? I have never ever seen worse game balance, for me it's so obvious what should have been done for fair balance but for devs which should know better it's like mystery, I know they do it on purpose, to increase popularity of turrets like gauss which literally get buff after buff, or to profit. But it can be done way better, keep reasonable balance but also some OPish stuff so they can profit from it. Instead of augment focus economy , they should focus on other things, like achievements, skins, shot effects. I like the game, but I hate what it's slowly turning into
  5. Don't worry, you won't heal anymore with isida, because if you start healing then you will use all your energy in just few seconds and basically can't even attack to defend yourself, because attack now require energy either so once you use your 5s of healing at anyone you can just press delete and respawn, no point of healing, no point of attacking because 260 dmg per tick is joke, just use other turret isida is dead
  6. First they drastically nerfed healing, energy recovery and base damage from 290 to 260, and hid behind infinite shooting mechanic. Then they nerfed critical chance so status effects augments like pulsar or emp are worthless. Now they introduced finite energy for attacking again, but forgot to increase base damage, energy recovery or improve healing and only two somehow useful augments got further nerfed by increased energy consumption, mainly vampire. Beautiful job, whoever is in charge of isida balance never played with it because this turret completely lack any purpose in this game, every aspect of it is already replaced/outperformed in by other turrets or augments.
  7. just delete isida from game please , let it finally die, no reason to use it for any purpose. Healing is pathetic easily outperformed by X levels by nanotech and healing emitters Status effect augments suck and are easily outperformed by tesla or hammer (in melee range category) And now even last two somehow useful augments are getting nerfed to the ground Meanwhile freeze status effect or stable mix augment are again untouched, easily abused in every situation possible. Firebird buff nowhere to be found, after you delete isida, someone should deliver finishing blow also to firebird, no need for such turrets. Is this really all we have been waiting for over months without serious balance ? This nerf will change everything ! it was really needed !
  8. I will just take CP1 Paint and skip rest of it
  9. It still can turn off camper and adrenaline augments, slow you down (perhaps not as effectively as shock freeze) slow rotation of hull and turret which provides tactical value in melee range combats, has very strong critical hits, has longer energy bar than firebird , tempreature can reach -1 for every augment meanwhile all firebird augments except compact fuel tank are able to reach only +0,5 tempreature only compact fuel can reach +1 + there is also possibility to change freeze effect so it's able to reduce healing by 50 % or reduce impact force (anything is better than current version)
  10. I like that you finally noticed that stadium is unplayable, it needed spawns to be like for RGB to be at least playable (still not great but at least something) Now massacre please
  11. Tekken

    Elite Pass Rewards

    Vampire nanobots, Hammer Hunter duplet and heavy slugger and Twins PTA I remember these, perhaps there are more
  12. Everything is balanced, there is nothing more to do
×
×
  • Create New...