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Let’s discuss the adjusted parameters for Railgun, Smoky and Shaft


semyonkirov
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Tankers!

 

With the introduction of the auto-aim feature for enemy turrets, light hulls started flipping over too frequently when hit by Railgun or Smoky. This was especially noticeable in format battles.

 

We analyzed player feedback and decreased the impact force of Railgun and Smoky. Now, flipping over a Wasp or a Hornet is still possible, but it requires some skill!

 

We’ve also increased the acceleration of Shaft’s scope in sniping mode.

 

You can discuss these changes in the comments below. Also, make sure you share your impressions via the poll.

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I'm not a big fan of this update. Parkour's going to be harder with the reduced impact force of Railgun (although I don't mind it that much in normal battles), and Smoky's a lot harder to use now, since impact force was a key strength. I don't think anybody was complaining about Smoky flipping light hulls, so this seems to be uncalled for.

 

The Shaft update was alright though.

I agree 100 %

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I strongly believe that reducing rail and smokey's impact has nothing to do with fixing the "flip" issue. If it did why not reduce that impact of hammer as well, it flips more tanks then smokey did. Also the problem isn't with rail and smokey's impact it was with the new targeting of the turrets. Instead of fixing the impact effect on the turrets they chose the lazy way out and simply nerf the guns. They will never tell us the real reason but I'm sure we will find out someday, after some more update and re-balances.

 

By the way, I wonder what effect this is having one the players of their beloved Star Series. Real smart timing to change the 2 guns used over at SLTV just as the new season is starting.  I wonder if this is the real reason. Here is what I think happened.

  • they didn't want players flipping over and having to self destruct all the time. Doesn't look very good, to the audience, when the "stars" of tanki have to keep self destructing. Bad publicity and kinda boring to watch.
  • they didn't have enough time to re-program the turrets targeting subroutine, to remove or reduce the effects of getting hit (impact)
  • the quickest way to fix it is to reduce the impact force on the 2 guns used. It only takes a minute or 2 to change some values in a configuration file.
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I strongly believe that reducing rail and smokey's impact has nothing to do with fixing the "flip" issue. If it did why not reduce that impact of hammer as well, it flips more tanks then smokey did. Also the problem isn't with rail and smokey's impact it was with the new targeting of the turrets. Instead of fixing the impact effect on the turrets they chose the lazy way out and simply nerf the guns. They will never tell us the real reason but I'm sure we will find out someday, after some more update and re-balances.

 

By the way, I wonder what effect this is having one the players of their beloved Star Series. Real smart timing to change the 2 guns used over at SLTV just as the new season is starting.  I wonder if this is the real reason. Here is what I think happened.

  • they didn't want players flipping over and having to self destruct all the time. Doesn't look very good, to the audience, when the "stars" of tanki have to keep self destructing. Bad publicity and kinda boring to watch.
  • they didn't have enough time to re-program the turrets targeting subroutine, to remove or reduce the effects of getting hit (impact)
  • the quickest way to fix it is to reduce the impact force on the 2 guns used. It only takes a minute or 2 to change some values in a configuration file.

 

Very correct on that, but its not just about star series, its also about all the players in the game, and just to ruin the gameplay of the 2 guns for just a tournament seems stupid. Now its also very hard to parkour or do flip games.

 

 Tanki should undo this update :angry:

Edited by SuS_Zack

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I am very disappointed in this update i purchased M2 smokey 2 ranks ago at the new years sale and now tanki changes one of smokeys biggest advantages? And not to forget railgun, flipping people in XP was a fun thing to do, most people i played with enjoyed the flipping with the new update allowing to shot turrets, tanki i want some crystals back on smokey and rail gun, ease back on changing the game so much, and realize people are always going to make hate comments about certain things, for example take a google pole BEFORE u come out with a update like this, keep up  work TO I'm looking forward to machine gun turret and hammer paints. 

Edited by gameboy6
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So darrex you are saying that instead of using the light hulls at the risk of "getting flipped" players should have chosen medium/heavy hulls to resolve this problem? That will only make thing s a lot worse IMO,

 

1) How do you expect the gameplay of large maps to be? If most of the players of such maps started using med/heavy hulls to avoid being flipped how much boring the gameplay will be? Furthermore if 1 or 2 players ( or a minimal amount of players in both teams) used light hulls how would their life be out there? Would they enjoy getting flipped every once in a while without even making it to the enemy base? Who is going to help them get their D/L and the point score lost due to self destruction ?

 

2) Have you ever considered how it would have affected the XP/BP format if this update was NOT applied? During the last few weeks the XP/BP format battles were more of Flip-O-Rama rather than a battle of skills. This would have been even worse if the season 3 of starladder was conducted WITHOUT this update. XP/BP battles are meant to test the skills of a player/team rather than his /their ability to flip enemies. True, there is certainly some skill involved in flipping the enemy and keeping yourself without being flipped but that alone should NOT allow to change the gameplay of XP/BP battles.

 

This is exactly why this update fits in correctly. Flips will still happen but not at the extremely disturbing rate which happened at the last few weeks.

 

The only downside however I see in this update is the effect it has on parlour. With the reduced impact force parkouring will be much harder and will need even more techniques....

 

 

Did you at least read my entire post suggesting why smoky was OP? This game will never be totally balanced. It was unbalanced in the history, it's unbalanced at the present and will always be unbalanced in the future as well. What devs are trying to do is minimize those imbalances from time to time and make this game playable.

 

I really can't understand why a player of your calibre and experience is making such worthless suggestions through walls of texts which wont make you seem any clever.

 

Always remember to,

 

#StopCryingAndStartAdapting

1.) I never said to only use heavy hulls...nor did I ever mention that was the only way to avoid being flipped as mentioned you can/may also manuver your hull to avoid it aswell. On larger maps it may make sence to use a light hull but again it gives tactical advantage and there for may be more prone to the impact of enemy turrets. This is a risk you may take to gain an advantage on enemy flags. I personally am a Dictator hull user and have no problem playing larger maps with it and still winning and usually scoring in the top 2 positions.

 

2.) Given you read my previous qoutes you will see that I truely believe the complaints of the flips are coming mainly fom XP/BP players (I dislike this format personally) and that the game surely offers alot of other game formats and should not suffer these characteristic changes of a turret because of one format. Rather then change it for the whole game, give an option for the XP/BP matches to turn off the knockback feature of turrets given you must have that change for better game play. I also think that people need to be thinking of strategy of how to avoid getting flipped being this takes skill, verses taking the easy route by saying it should take skill to flip another being thats the easier solution. And YES, if you are using a light hull it should be prone to flip just like in real life.

 

3.) You should also know I have a full m3/m4 garage and have been lucky enough to get skilled and test all weapons and am aware of how effective each weapon is against other turrets and hulls and how to counter each one. With that being said railgun is one of my least favorite because it is not as effective as some of the other elete weapons in my opinion, and for that reason I feel the railgun and smoky users have the knockback features it once had because thats what allowed them to par up to the other turrets. You would think as a non railgun user I would be all for this update but its simply not the case...I feel its the only way to make that turret somewhat fun.

 

4.) I did see you comment on the smoky verses the thunder in which made nooo sence. You must understand that a thunder user (I am one of them) may effect 5 tanks or even more in one shot given they are bunched together and if you take into account the knockback force of all 5 tanks combined it way out does the knockback force of the smoky on a single target. Not to mention the thunder is a more effective turret in certain battle formats do to the high damage it can cause on several tanks in one shot....If yu add up the damage it will do on several tanks it will way out damage the smoky on a single shot even if it was criting the whole time.

 

5.) I love taking a break from battles every once in a while and have found parkouring to be a great way to relax and have fun with friends. I found this type of format is the best way to bond and play with my lower ranked buddy's and feel like we could still accomplish great things in the game. So now understanding that in certain situations that it may be good to shorten up the gap in ranks for battles It now has prevented me to ever play with my lower ranked buddys and has also prevented us from doing some of our favorite tricks in parkour nerfing the railgun.

 

When you talk about someone of my caliber making worthless suggestions you should rethink your opinion being that I AM a person of that caliber and I have also had a chance to master almost every gun and am usually MVP in most battles I join which goes a long way.

Edited by darrrex
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Flipping has never been annoying to me. I figure I should play better.

 

Pushing enemies, though, it is always extremely frustrating when you push them and keep them from being able to target you, UNTIL all the sudden, for no apparent reason, you climb up on them. Then they hit you, and you miss them, especially if it happened just as your rail started glowing.

 

Much bigger problem than flipping is how hard it is to push opponents without climbing onto them or under them.

 

How 'bout a fix for that?

 

Tanks should push each other. It should be hard to get on top of one another by bumping. 

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Not a good move. You've already not added anything to the rail and now you've decreased it. Shame. Revert it or compensate us rail users with something else. After all the crystals I've spent on the upgrades just for this? Either revert it or compensate by reducing the reload time.

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Flipping has never been annoying to me. I figure I should play better.

 

Pushing enemies, though, it is always extremely frustrating when you push them and keep them from being able to target you, UNTIL all the sudden, for no apparent reason, you climb up on them. Then they hit you, and you miss them, especially if it happened just as your rail started glowing.

 

Much bigger problem than flipping is how hard it is to push opponents without climbing onto them or under them.

 

How 'bout a fix for that?

 

Tanks should push each other. It should be hard to get on top of one another by bumping. 

Absolutely true. Fighting with rail is already a tough thing. No need to decrease rail's specs. In fact, we need a mighty rail.

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Railgun's impact force now is so LOW it's almost impossible even with skill to flip a hornet the same [M] as your railgun :/ You have to have 1 [M] above. XP battles have had a whole new level of skill, how to flip your opponent. If you just shoot normally you CAN'T flip another person except if it was on the side of a wasp. They should've increased wasp's weight instead, because even now it's still easy to flip. You needed to do like the hull is a bit higher, this shoots the turret instead and flips hornets, while now it's impossible >:( Please redo the update back to what it was before.

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Better do something on Hammer, and the flipping in xp/bp was really fun

 

 

(I'm a wasp user, I only get flipped 3 times in 30 minutes.)

 

    Tanki Online  tommy-submachine-gun.gif

Edited by eefschiet

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Playing rail-hornet in Stadium CTF tonight, I flipped more in 45 minute than I've ever flipped in two hours. If flipping is the problem, it isn't fixed. 

 

Stadium has extra opportunities to flip, but I had to SD more times in that one match than I've ever before. I like stadium, and I have played with this equipment before. 

 

Skill? Or were my opponents just lucky?

 

I think it is mostly a matter of luck rather than skill. With smoky, sure skill, given the immediate firing, but rail has too much timing involved for high precision pinpoint hits to just clip a tank for flipping. And smoky never had sufficient punch to flip a flat tank. It does well when someone is in the air or is topping a ramp, but I just don't see flipping as a significant problem. 

 

It does seem there was concern about the Star Ladder tournament. Nothing else makes sense.

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dont get sad smoky users, i think you still bought a very decent gun, when i play on high ranks i see a lot savanas, which means you are still feared :)

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IMO I still believe that smoky was in need of a nerf and the tanki devs answered that need correctly. Let me explain why,with a simple comparison with thunder, smokies arch nemesis.

 

1) The average damage of both of the turrets are as following,

 

Smoky- 1549

Thunder- 1669

 

This is without taking the critical hits into consideration. If they were considered smoky will be definitely surpassing thunder at damage.

 

2) Impact force stats of both of the turrets before the update are as following,

 

Smoky- 3.4 (WTH?)

Thunder-1.8

 

This is where it really occurred to me that smoky is in need of a impact force nerf. At the exact same time thunder only had 1.8 impact force. I mean seriously can't you guys see the huge imbalance here?

Smoky had nearly double the amount of impact force of thunder and the ability to deliver it every 1.4 sec.

 

3) Though many don't compare it I believe the auto aim angles does play a huge role on smokies nerf. The auto aim angles of both of the turrets are as following,

 

Smoky- auto aim upward =9 deg

auto aim downward = 12 deg

 

Thunder- auto aim upward =7 deg

. auto aim downward =10 deg

 

Though it might seem not much of a difference this dealt comes into play when your battling targets on higher and lower platforms. Smoky will easily be able to reach it's targets while thunder will be still trying to tip in a manner to find it's target.

 

Some of you might argue that the thunder's longer range will allow it to equalize this but I don't agree with it either. The main reason being the range difference of thunder and smoky is just 12m which I believe is not enough to overcome the stuff I mentioned above.

 

Same thing goes with splash damage as well. I don't consider splash damage is enough to overcome the above weaknesses either. Though splash damage is totally useful in every kind of situation I still don't think it's enough. Yeah but I do have to agree that at certain cases thunder can defeat the smoky singlehandedly. It depends.

 

All in all I believe this update was necessary and it was correct that the devs implemented it. The main hate for this might be coming from the smoky users themselves who might be feeling bad because of the nerf. (Exactly the way nearly half the community cried and whined when the devs nerfed the shaft at the rebalance.)

idk but for the fact i would like to tell you that me and my friend 6 months ago went in test server. i had M3 smoky fully Mued+ Dictator M3 fully Mued+no paint protection. and my friend had Thunder M3 fully mued+ Dictator M3 fully Mued. we did the test. we went infront of each other. started shooting each other and guess what Thunder always win. and i was wondering how. you should also get in and do this test

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idk but for the fact i would like to tell you that me and my friend 6 months ago went in test server. i had M3 smoky fully Mued+ Dictator M3 fully Mued+no paint protection. and my friend had Thunder M3 fully mued+ Dictator M3 fully Mued. we did the test. we went infront of each other. started shooting each other and guess what Thunder always win. and i was wondering how. you should also get in and do this test

Interesting fact:

 

Even with critical hits, smoky only does max ~43 damage per second.

 

Thunder does a consistent 40 damage per second and at a far better range. The difference is not 12 meters, smokys damage drops off fast after 60 metres

 

Splash is such a useful quality in my opinion, much more useful than smokys Impact force. Though smokys impact is good, it doesn't let you double or tipple your damage, hit a huge range of places, and not to mention thunders impact when upgraded is not bad at all.

 

Thunder also does more damage per shot, so gains more out of the 'free first shot'. This is what makes thunder win in a one on one in many situations versus smoky. T he first shot is loaded and is thus free, thunder does more damage on this shot, so takes more advantage of it. Having more damage per shot also makes peekaboo tactics easier.

 

I would suggest thunder to those struggling to decide between the two.

Edited by Pathfinder
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Interesting fact:

 

Even with critical hits, smoky only does max ~43 damage per second.

 

Thunder does a consistent 40 damage per second and at a far better range. The difference is not 12 meters, smokys damage drops off fast after 60 metres

 

Splash is such a useful quality in my opinion, much more useful than smokys Impact force. Though smokys impact is good, it doesn't let you double or tipple your damage, hit a huge range of places, and not to mention thunders impact when upgraded is not bad at all.

 

Thunder also does more damage per shot, so gains more out of the 'free first shot'. This is what makes thunder win in a one on one in many situations versus smoky. T he first shot is loaded and is thus free, thunder does more damage on this shot, so takes more advantage of it. Having more damage per shot also makes peekaboo tactics easier.

 

I would suggest thunder to those struggling to decide between the two.

yeah i agree. thats what i was trying to tell him that smoky is good and have its own advantage but thunder is awesome too and it is most of the times better than smoky. and i dont like why the impact force of smoky has been reduced.

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