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Open testing of changes in balance!


semyonkirov
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My ANALYSIS

 

TODAY i GOT HOLD OF THE TEST SERVER AFTER A LONG WAIT AND DECIDED TO CHECK FEW OF THE TURRETS.:-

 

1) freeze-  I BELIEVE freeze has become extremely overpowered and is the freezebird meaning the new firebird.i mued it toally and its damage was reaching 80 and mind you it opens at major general stage.it is a drugging weapon.i decided to go agaisnt a maxed fire.hornet vs hornet and fire lost..freeze won comfortably.maxed freeze wins over most weapons now in short range.freeze also won agaisnt a maxed isida. easily on drugs.even thouygh the self damage was maxed.if tanki keeps freeze as they are on test server.freeze is the turret to go for now!

 

the cons of using freeze now is that it freezes less or minimal so your tank wont get stuck.you can move.infact couple of wasps had no effect of freeze and were able to rotate their railgun easily thus creating a problem.all this ofcourse changes with drugs as freeze can eat wasps and hornets without consuming 20 percent of their power on drugs.

 

 

 

 

2) ISIDA- the new good thing about isida is the fact that its range has increased considerably.i was able to catch a wasp wtih my hornet and kill it easily thanks to long  reach of the isida now.to be honest did not find any more changes except the max damage now is at 66.the energy usage did not seem very different either.

the range is a welcome change.

 

 

3) HAMMER-with the hammer.i think tanki has gone back to its old design which means the turret is mounted in such a way that it shoots straight most times.I think this is a welcome change as if you are a hamer user many of your shots in hill would go over the wasp and hornets.though the power of hammer is same.there is no change.!!

hammer is still Op and infact freeze vs hammer.freeze had no chance still..the widening range of hammer needs to tested more.sometimes it seemed like at an angle i needed 3 shots on a hunter m3 with maxed hammer whereas at some points i needed 2.it is still not sure what widening angle means exactly.

power wise hammer still rules!

 

I will continue my analysis on smoky,shaft in another post!

Edited by ajitvik

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Updated suggestions:

  • Yep, Railgun reloads too quickly. It's able to compete with Thunders at medium range, which is not what we want.
  • Smoky's gotten better, but it still feels a bit weak. Try adding back a little bit more critical damage at M3 and M4.
  • I feel like Shaft reloads too slowly. Try increasing it by a little bit.
  • Freeze has become too effective due to the turret constriction effect. Reduce it somewhat.

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Updated suggestions:

  • Smoky's gotten better, but it still feels a bit weak. Try adding back a little bit more critical damage at M3 and M4.

 

I can't stress this enough. Critical damage is what makes Smoky Smoky. Otherwise it wouldn't be critical...it would just be regular damage! By reducing Critical Damage, you are effectively reducing Smoky's capability in combat...regardless of the slight increase in normal damage you give to it. Critical hit has already been critically nerfed enough. Plus, veteran players of Smoky would grow bored with its increasing predictability...

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I can't stress this enough. Critical damage is what makes Smoky Smoky. Otherwise it wouldn't be critical...it would just be regular damage! By reducing Critical Damage, you are effectively reducing Smoky's capability in combat...regardless of the slight increase in normal damage you give to it. Critical hit has already been critically nerfed enough. Plus, veteran players of Smoky would grow bored with its increasing predictability...

To be fair, they did add extra damage to the shots. At M4, the standard shots deal ~10 more damage, while the critical damage has been reduced by 20. If you can get at least 2 shots onto your target, the loss in critical damage would be made up. At least that's how it's supposed to work- it seems to be weaker in gameplay for some reason.

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To be fair, they did add extra damage to the shots. At M4, the standard shots deal ~10 more damage, while the critical damage has been reduced by 20. If you can get at least 2 shots onto your target, the loss in critical damage would be made up. At least that's how it's supposed to work- it seems to be weaker in gameplay for some reason.

Maybe impact force?

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Hi , i was checking the tables for the re-balance and came across a term called projectile damage for rail gun.

What is the relation between rail gun damage and projectile damage ? is the rail gun damage is the overall

Damage that the projectile causes to enemy tank including flying debris ? and projectile damage is just the damage

Caused by the projectile ?

 

 

projectile_damge.png

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Feel like the isida's changed drastically making the cone so small on the vertical as you can't aim at higher people. 

Thunder, Hammer, Rico all seem a bit OP, 

Bigger hulls dominated every match i was in with hornets being torn apart straight after spawning, 

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To be fair, they did add extra damage to the shots. At M4, the standard shots deal ~10 more damage, while the critical damage has been reduced by 20. If you can get at least 2 shots onto your target, the loss in critical damage would be made up. At least that's how it's supposed to work- it seems to be weaker in gameplay for some reason.

I think that's where the problem lies:

More hits to destroy a target rather than one critical hit that does the job. Before you land that 2 more hits, your're dead or enemy escape.

 

Anyways, Does anyone think tha. Viking M3 and Hammer M3 a okay combo? It's quite okay in sandbox and poly DM, but again depends if the enemy uses Tiger or Africa. :) It is annoying to deal with people using them in whatever XD.

Edited by GurmitSingh

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Hi , i was checking the tables for the re-balance and came across a term called projectile damage for rail gun.

What is the relation between rail gun damage and projectile damage ? is the rail gun damage is the overall

Damage that the projectile causes to enemy tank including flying debris ? and projectile damage is just the damage

Caused by the projectile ?

 

 

projectile_damge.png

I think this related to penetrating power, and they have just mis- translated the terms from Russian to English. Looking at it this way, the penetrating damage is improved by 15-20% (rough guess), But to be honest I have no clue about railgunning except I try to shoot railgun users on sight, if I can. :)

Edited by Strawwitz

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Hi , i was checking the tables for the re-balance and came across a term called projectile damage for rail gun.

What is the relation between rail gun damage and projectile damage ? is the rail gun damage is the overall

Damage that the projectile causes to enemy tank including flying debris ? and projectile damage is just the damage

Caused by the projectile ?

 

 

projectile_damge.png

impact force

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They didn't touch the impact force as far as I know.

umm they did,

i can't remeber the update name but they reduced smoky impact force.

i think it's the end of this turret.

hammer is the OP turret at the moment but they didn't even touch it.

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guys smoky is same....if you upgrade your m3 slightly..it goes to 95 critical damage and 52 damage...

 

on drugs it is still op...

 

 

freeze is the new weapon ..its damage goes to 80 DPS....its a killer weapon on drugs.

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guys smoky is same....if you upgrade your m3 slightly..it goes to 95 critical damage and 52 damage...

 

on drugs it is still op...

 

 

freeze is the new weapon ..its damage goes to 80 DPS....its a killer weapon on drugs.

Is it good on a Titan?  :huh:

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Is it good on a Titan?  :huh:

not really...even though they have improved the steering of hulls.smoky is still op on hornet and viking..even hunter...but extremely good on hornet.i was able to 3 shot dictator maxed with my smoky maxed on drugs..1 shot was critical damage...

viking can be 2 shotted if your smoky is m4

 

52x2=104+95x2=190

190+104=304.yes if your viking enemy has lost some strength..

 

 

ps: am currently testing rail's reload..and i had a dp of 15..i got foul play discovered message...lol...

Edited by ajitvik

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I think this related to penetrating power, and they have just mis- translated the terms from Russian to English. Looking at it this way, the penetrating damage is improved by 15-20% (rough guess), But to be honest I have no clue about railgunning except I try to shoot railgun users on sight, if I can. :)

 

Penetrating power on m4 is already 100% it didn't get a nerf and it can't get a buff since 100% is the max.

impact force

I think yes this might have been a wrong translation in the tables they provided. they mistranslated impact force to projectile damage.

 

Before 26 january update rail m4 impact force was 800 then after that update they nerfed it to 600 now they are buffing it again to 700 .... ahhh now i see why they increased the weight of wasp and hornet!

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hammer is the OP turret at the moment but they didn't even touch it.

The increase of the vertical spread will cause more pellets to miss high or low at greater ranges. I figure 1-4 pellets at (20m+ to max range) . 4 to 5 degrees may not seem like much but it is a 20% increase. 

 

On the same note, I don't really know if they are computing using a 90 degree or a 180 sight view.

Edited by Strawwitz

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I think yes this might have been a wrong translation in the tables they provided. they mistranslated impact force to projectile damage.

Pretty sure impact force.

In the english wiki the (already outdated) figures of impact force read:

Impact force | 2,9529 | 4,6353 | 5,4000 | 6,6235 | 8,0000  (from M0 to M3+)

 

(..then it was nerved a little)

So the size, range and relation of the figures matches well.

Edited by Rohrmeister
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