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Balancing of turrets and hulls


semyonkirov
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isida sucks, buff self healing

Isida's bad when plain, but Fully-Drugged it's just a deadly weapon... If your'e talking about a weapon that's bad - Twins and Smoky.

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Simple. He is vorking in this, or he is connected.

 

I'm not "vorking" in anything. Am I not allowed to have an opinion without being accused of being a member of staff? Am I that influential? Edited by MrTactics

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Smoky still rocks

People don't know how to use it

smokys fun to use but before the rebalance was better...but it doesnt rock

 

now when manouvring tank in a different direction to where the turret is pointing, or while on the move with hull and turret at different angles rather then in a straight line (turret front or back) its too hard to make a hit, from close up or far....shots go so wild (and far shots can be as low as 5-10% damage, so u need to hit 10 times in some cases to get a kill with little impact force and a slower reload rate then ricochet for example, so target has plenty of time to get cover (or fire back) whilst being damaged so little, and even if he did get a bit damaged its likely another team mate will get the kill)...plus the gradient now for the shot is very very flat especially when someone is above me, while ricochet and railgun for example can stay flat even when the tank is on a gradient and when the tank is on a flat plane can generate high angles at target

 

maybe you meant to say smokys a bit rocky :blink:

lol :D

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but i think shaft now is very well balanced...they can still take me out in one shot in scope over and over again, even though they can't enter scope mode until only at full charge (buying me time to slip under their radar to get cover and across or into the battle field in CTF battles), but that hardly makes that much difference as they couldn't snipe (since the rebalance before) until fully charged anyway and being snipers they have plenty of time as most prefer taking things easy and carefully, but improvement in the turret came mainly down to increase in turret rotation speed out of scope mode...and thats not just snipers in my rank or higher destroying me...plus arcade mode has improved slightly giving the user split second choices in the heat of battle and a decision as to whether they should use arcade or scope (and i think users like that) but luckily arcade mode isnt that strong enough to make sufficient damage or to cause the turret to be Overpowered but buys time for the sniper and can be a life saver if opponent has low health

 

just want to add that what i think might not and won't be entirely applicable for other users in all cases, as some turrets (aswell as hulls) perform differently at various maps, for instance shaft users would probably/invariably perform better at seruphov or berlin for example then at silence majority of the time in a set model

Edited by ATTANKER

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oh by the way i have viking with max upgrades 

50% paint  pro from railgun with

x2 times armour  and still get killed with one shot  from a railgun  :wacko:  :(  ????????

yeah its a silent killer, bad enough its damage and penetration power but now even its impact force is mega....even railgun lasers from my own team mates makes me jump...lol....but i think it only needs a slight tweak without upsetting the vast hordes and masses

 

personally i didnt like the rebalance as it left turrets not in equilibrium, even if you use more patience and skill then your opponent and make more hits you can still get destroyed in a 1 vs 1 face off...this is definetly true in my case when i face ricochets...their overpowered stats and performance stand out so much i cant believe that i havent gone into a battle with ricochets only yet...luckilly paints come to the rescue to keep me from drowning but its not enough, they need to tweak their gradients of fire, its enough they bounce up down left right (i would like to say nerf their impact force too as i can't get a hit in sometimes, but then all those guys that brought a ricochet in the sales will get upset...even i brought rico for the first time...lol i had no choice...50%...but i dont use it)

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^Don't you get it? Tanki is all about $$$.

The developers' perception of balance is not really a balance, it's more of a "Make certain guns/hulls underpowered and the others overpowered and give sale to the overpowered guns/hulls" type of balance. You know, to keep the money flowing.

 

TBH, If I had a million dollars, I would give it all to the devs and tell them to change Tanki back to the way it was 2 years ago.

 

Eventually they will change the parameters again and make Rico really underpowered in an effort to "balance" the game. -_-

 

STOP BEING IGNORANT PEOPLE!!!

That is exactly why i buy the hulls/turrets that hardly get affected :p

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from my last post in regards to ricochets overpower, from where i say they can tweak the vertical angle/gradient radius of fire...perhaps instead reduce its range...i cant see why twins should be very close range and has lower impact force and doesnt bounce like ricochet, aswell as a relatively shorter range than what ricochet has (doesnt just bounce but its like a pinball in some places hence ricochet - i suppose because you can get self damage from back fire thats where they tried to balance the weapon but only inexperienced users will more times then the average ricochet user discharge charges back on their tank, its not like thunder where you get a splash effect which is unavoidable)...i just think the weapon is too complete, its made twins thunder and smoky surplus to requirement in some cases...yeah fair enough at kungur or berlin or dusseldorf you can understand the limit of its range, but all weapons should have their pros and cons and ricochet doesnt have many cons

JMO

Edited by ATTANKER

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Before Re-Balance
Hulls
Wasp - too light (hull could flip over even turrning)
Hornet - balanced (popular because of lowest price and quickest access to upgrades)
Hunter - balanced (less popular because of high ranks to unlock access to upgrades)
Dictator - little too light (less popular, reason same like Hunter)
Viking - ballanced (popular because most universal and 2nd lowest price)
Titan - too high power (even higher than Mammoth)
Mammoth - too low power, too slow (even on nitro)
Turrets
Smoky - overpowered only because of few crits in a row (bug or something?!), little too expensive
Firebird - little too high afterburn damage
Twins - balanced (less popular because most expensive)
Railgun - balanced (one thing bad - you could hit target even when it had to hide - bug or something?!)
Isida - little overpowered especially with drugs (popular because of lowest price and quick access to upgrades)
Thunder - little too high damage
Freeze - little too long fire rate and "frozen" effect (too cheap like Isida)
Ricochet - little underpowered except impact
Shaft - little too slow rotation and useless arcade mode

We see that were only few little things to improve and biggest problem for unpopullar stuff was prices and rank limits.
What I mean? For example most popular hull - Hornet - cost 252 250 with quick access to upgrades when other hulls cost about 330 000, same with for example Isida - cost 255 300 with quick access to upgrades when Twins cost 426 850 (!!!).
Developers should re-balance prices and ranks limits to unlock upgrades more than parameters. But what we get?

Some high overpowered weapons, some high underpowered, there are no more hulls "piramide" from weakest and fastest to slowest but most armored.

It is highly unbalanced now, there are few king items on the battlefield, rest is useless, strategy and team work are decreased to minimum, it is no more fun in game, only primitive drug slaughter.

Greetings,

Ex-Tankman

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