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Balancing of turrets and hulls


semyonkirov
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this update sucks, rico is dominate, I spent a couple of hundred upgrading my hornet and isida for nothing would not have spent

my money if I knew that they was going to make my set up worthless on the battlefield I had 25/25 micros on self healing to have

it knocked down by 20 points, even if I am attacking a rico they kill me in 4 shots or less cant keep alive, I think for many you may

have ruined this game and I will wait a little and see if you fix it if not you can expect no more money from me,

 

Thank you

yes i agree the game heading in wrong direction cause now real money is being wasted on stuff thats you no longer have  or cant afford to begin with

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Rail hasn't changed at all. Actually with the rebalance rail has more chance to kill with 1-shot a hornet because hornet's damage has been decreased. <_< Also, if rails could 1-shot hornets then it would be unbalanced and not fun at all.

yes it has how it can kill my m1 manmoth in one shoot with m1 protection .. and im very,,,,,, about it cause i spent money on somthing that was reduce again to nothing

Edited by gcode

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So Shaft can fire an arcade shot at any time?

nope you have to build it up i tried with power left wouldnt fire until charged

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Here are my opinions for this rebalance:

 

TURRETS: 

Smoky: Its still an okay gun since base damage and critical chance has been increased, but the problem is it's maximum effective range and critical damage. BALANCED

 

Firebird: This gun is overpowered because even though it's afterburn damage has been weakened, it's time has been greatly increased from 10 seconds to 30 seconds. It's base damage, reload time and max charge has been increased too.  OVERPOWERED

 

Twins: It's a good gun. Still capable of dominating because of the decreased damage can be made up for its greatly increased fire-rate.  BALANCED

 

Railgun: Barely any difference until when you max its Penetration Power MU at M3 which takes a great deal of crystals and time.  BALANCED

 

Isida: Increased range and damage cannot make up for its decreased self-heal and healing. Come on developers, Isida was made for healing teammates, so why decrease its healing?   UNDERPOWERED

 

Freeze: Increased damage and less time for freezing is good, but although its range and freezing time has been decreased, it's still does great in battles.  BALANCED

 

Thunder: Increased effective range and fire rate is good. Although many players complain about it's damage decrease, i think its a fair trade-off, you just have to get used to it.  BALANCED

 

Ricochet: Damage was greatly increased. I don't think the decrease of the maximum shots can balance this overpowered gun. 2 shotting hornets when on double power and killing Mammoths with one full charge?  OVERPOWERED

 

Shaft: Shaft's damage decrease was a let down, I know, but at least the arcade shot got a whole lot more useful.  BALANCED 

Edited by Stinger911
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@Stinger911: I pretty much agree with everything you posted.

And I agree, Isida got a lot weaker. However, if devs are going to boost it, do not make it as strong as it was before. It was overpowered.

 

As for Firebird, I'd say make the after-burn last 20 seconds instead of 30.

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Oh and while I was playing, I also realized something else that's awesome, Isida's nerf.

So while I was in a drug war, I realized that before, enemy drugging Isidas were undoubtly Overpowered. They'd never die and steal flags so easily, especially Isida/Hornets that ran off so fast and survived so many hits. -_- Freeze sometimes didn't work either, because they self-healed and damaged SO much. -.-

Now it's not much of a problem, Isida users have to heal now. :P And can't go on the offensive as much as before, which is good.

Isn't your Isida M3...

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Good update for me(Rail Wasp user)- Now hornets are like a new version of mammoth!  :P :angry:  Of course i love hornet beside of my wasp,Now i have a wasp m1 in my alt account that i mu'ed about 4-5 times its speed,Now its faster than a hornet m3!  :lol:Thanks devs but reality is this balance?

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Here are my opinions for this rebalance:

 

TURRETS: 

Smoky: Its still an okay gun since base damage and critical chance has been increased, but the problem is it's maximum effective range and critical damage. BALANCED

 

Firebird: This gun is overpowered because even though it's afterburn damage has been weakened, it's time has been greatly increased from 10 seconds to 30 seconds. It's base damage, reload time and max charge has been increased too.  OVERPOWERED

 

Twins: It's a good gun. Still capable of dominating because of the decreased damage can be made up for its greatly increased fire-rate.  BALANCED

 

Railgun: Barely any difference until when you max its Penetration Power MU at M3 which takes a great deal of crystals and time.  BALANCED

 

Isida: Increased range and damage cannot make up for its decreased self-heal and healing. Come on developers, Isida was made for healing teammates, so why decrease its healing?   UNDERPOWERED

 

Freeze: Increased damage and less time for freezing is good, but although its range and freezing time has been decreased, it's still does great in battles.  BALANCED

 

Thunder: Increased effective range and fire rate is good. Although many players complain about it's damage decrease, i think its a fair trade-off, you just have to get used to it.  BALANCED

 

Ricochet: Damage was greatly increased. I don't think the decrease of the maximum shots can balance this overpowered gun. 2 shotting hornets when on double power and killing Mammoths with one full charge?  OVERPOWERED

 

Shaft: Shaft's damage decrease was a let down, I know, but at least the arcade shot got a whole lot more useful.  BALANCED 

how you cant see thunder is completely and utterly nerfed is beyond me...as a smokey i never found it so easy to take out thunders....and i will riposte on your surmise of railgun, because actually rail gun aim lock in, is much improved than before, now if im trying to get to a high or low gradient/position in an effort to escape railgun i find it harder now, their weapons lock in very easily and impact force is much much greater and same goes for ricochet in respect of inclination/rise of their shots....basically the user doesnt even have to have a good aim and yet shots are likely to be more successful....i dunno if this is a good thing or a bad thing....atleast i dont use hornet...hornets are flipping over everywhere

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That rebalance was necessary, and you all need to remember that as much as it looks bad, Tanki was supposed to be like that (weaker Thunder and so on) and you just need to stop enjoying the minor mistakes that were in the parameters.

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No, you are talking as if everyone in tanki are having the same issue as you, that's my problem. You are manipulating your choice of words to make it look like all of tanki are against the change the devs made.

 

That's my problem, if you don't want an argument don't do it.

 

A lot of players who have been playing a lot longer then you, are not happy with the change, you don't take away from what has been paid for with many hours of play and many purchases to enhance a tank, only to be weakened by a re balance!

All of my clan members agree with what i'm saying!

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Well, Thunder at M1 was a bit too powerful, especially if you got it at a low rank, you've got to admit that at least. :P (Kits even?)

So the change to that was a bit necessary so new players don't feel intimidated if they kept getting 1-shot by a drugging Thunder.

 

@Remaine: You got that right, my Isida is M3 with several MU's. :D

(And it looks like I was right to put those MU's on reload last time. :D)

Edited by r_DidYouKnowThat0
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That rebalance was necessary, and you all need to remember that as much as it looks bad, Tanki was supposed to be like that (weaker Thunder and so on) and you just need to stop enjoying the minor mistakes that were in the parameters.

they didnt have to make any of the turrets weaker (it says in the video that the rebalancing is a never ending imperfect process therefore how can there be any mistakes in parameters)...the arguement many of us are making is to just improve them or the weaker ones in contrast, so all turrets are balanced against one another, but not to weaken turrets....thats what i think they could have done anyway.....i dont mean it quite in these words, but it feels like they are taking short cuts to fit it all in

 

changing parameters of hulls is a completely different matter, as can be noted by the much greater and huge response to the changes in turrets as opposed to the changes in hulls...tankers can adapt to hull changes except perhaps for a wasp user at one end of the spectrum compared to a mammoth user...but all the rest can make do and experiment with different hulls time to time....but turrets are far more specialised and everyone has their absolute favourites.

 

smokey rotation when taking an aim is way to slippy....why are they trying to make smokey like thunder, atleast in thunder you have a splash effect if u miss, well maybe they still do  :P....but smokey doesnt, and i didnt expect or hope to use it just for face to face shoot outs....smokey was made for quick reload...sharp slick turret rotation...and to distract opponents....it was a real team gun...not for death matches (unless your in a match as a top ranker)....but not anymore....even its reload is lessened...my fingers was automatically attuned to fire instinctively when turret reloaded...since update alot of times i press hit in the heat of battle i get no response because it hasnt yet reloaded, which never happened before

Now: NERFED

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In my opinion there are 2 distinct issues at hand.

Issue #1. The changing of parameters.  If your upset about having to relearn how to use a certain combo or even switch to and learn a new combo. Over time, this will be gotten over and forgotten. I personally don't have a big issue with most of the changes. I will adjust my game play and carry on.

Issue #2. Is the lack of consideration for the fact that real money and/or large amounts of time have, for some , been wasted or lost. Remember the higher the M level and amount of micro upgrades the greater the cost to switch combos if your garage doesn't have these items. This is the issue I have a problem with.

 

I still feel as if the re-balance, needed or not, was handled poorly. I also still feel as if some of the changes where made to force people to spend more crystals. Trying to get people to spend more money is great.  I had no problem spending hundreds of dollars, before the re-balance. What I do have a problem with is taking away what I already paid for. What would be nice is, if Tanki would say "We are sorry for having to make these changes, but they are necessary for the future of the game. We understand you have invested a great deal of time and/or money in building you garage. To help offset the loss and/or damage to your garage, here is something to help compensate for that." What the 'something' is, I really have no idea. That's something they can figure out. But it needs to be pretty good and, as someone else suggested, based off what you had in your garage before the re-balance.

I'm not talking about people who have only been playing for a few months and are low rank. The impact to these people is not as severe as it is to those who have spent the better part of the last year or more,  since the last re-balance, and countless number of dollars getting things just the way they want them.

 

I want to explain how I think they are forcing people to spend more, from the point of view of many I have talked to and from what I have witnessed in recent days.  First is the fact that many players seem to be dying with much greater frequency, so to stop that, they use drugs and a health pack more frequently. I had to use a health pack and be fully healed twice by an isdia after  1 firebird attack.This happened several times in that game. Sure I could have just let myself dye, but I was defending the flag.  I have gone threw more supplies since the re-balance then I did the whole month before. Because isida's healing capabilities where reduced so much, sometimes they can't heal you in time and you have to, again, use a health pack. With the popular hulls being weaker overall, sometimes the drugs you just put on get wasted because you just got  1 shoted by something. This is also happening much more frequently. Secondly is the necessity to rebuild garages, according to most of the people I have talked to, and several who have posted that in their own words. I'm not saying these are necessarily bad things. After all Tanki Online is a business. I just want to let people know what I think is the reason behind some of the changes.

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I did notice a bit of difference in Shaft. I'm going to try the others this week to see theirs.

People think they have ruined thunder, I personally haven't noticed but we'll see. :tank:

Edited by 403giggity

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they didnt have to make any of the turrets weaker (it says in the video that the rebalancing is a never ending imperfect process therefore how can there be any mistakes in parameters)...the arguement many of us are making is to just improve them or the weaker ones in contrast, so all turrets are balanced against one another, but not to weaken turrets....thats what i think they could have done anyway.....i dont mean it quite in these words, but it feels like they are taking short cuts to fit it all in

 

changing parameters of hulls is a completely different matter, as can be noted by the much greater and huge response to the changes in turrets as opposed to the changes in hulls...tankers can adapt to hull changes except perhaps for a wasp user at one end of the spectrum compared to a mammoth user...but all the rest can make do and experiment with different hulls time to time....but turrets are far more specialised and everyone has their absolute favourites.

 

smokey rotation when taking an aim is way to slippy....why are they trying to make smokey like thunder, atleast in thunder you have a splash effect if u miss, well maybe they still do  :P....but smokey doesnt, and i didnt expect or hope to use it just for face to face shoot outs....smokey was made for quick reload...sharp slick turret rotation...and to distract opponents....it was a real team gun...not for death matches (unless your in a match as a top ranker)....but not anymore....even its reload is lessened...my fingers was automatically attuned to fire instinctively when turret reloaded...since update alot of times i press hit in the heat of battle i get no response because it hasnt yet reloaded, which never happened before

Now: NERFED

i disagree about the hulls. i made a deliberate choice to go with viking rather than dictator. i wanted the heavier armour and did not mind the slower speed compared to dictator. now i have dictator.another bad point is that it gets knocked around when hit by almost anything. i paid money for a hull i no longer have!

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i disagree about the hulls. i made a deliberate choice to go with viking rather than dictator. i wanted the heavier armour and did not mind the slower speed compared to dictator. now i have dictator.another bad point is that it gets knocked around when hit by almost anything. i paid money for a hull i no longer have!

oh and as far as the turrets are concerned, the fact you can now change paints mid battle negates some of the weapons that are OP. but i agree that isida was to op and ricochet too soft

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why do u people gotta say negative things abt thunder :'( its still a beast gun

I would agree if it was before this re-balance, After re-balance M3 Thunder only deals 68.

Old M3 Thunder's max damage was 85. If you fully mu it then it would be 103.

Todays M3 Thunder can't even one shot M2 Hornet with DP.

Edited by percyjackson9470

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I would agree if it was before this re-balance, After re-balance M3 Thunder only deals 68.

Old M3 Thunder's max damage was 85. If you fully mu it then it would be 103.

yes,103,but after 10 metres of range your damage started decreasing already... now it's 50 metres of full damage at m0,capping at 70m at m4(fully micro'd m3)

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yes,103,but after 10 metres of range your damage started decreasing already... now it's 50 metres of full damage at m0,capping at 70m at m4(fully micro'd m3)

Old Thunder was way stronger ok, I used to be scared of Thunder M3s.

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Old Thunder was way stronger ok, I used to be scared of Thunder M3s.

i'd still be quite scared if i was one of those m3s... ;p it fires faster and has a wider vertical angle of fire c:

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