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[Issue 34] Changes in balance: players share their impressions


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Rather recently, there have been a few changes in the balance, in order to make Hammer and Vulcan feel balanced, now that players know how to use our new two turrets effectively. This is definitely a controversial matter, and I've gone around the community to find out what some of us think of the changes. The product kits are also going in a new direction - you can express your opinion and view the opinions of other members here.

 

"What is your opinion on the changes in balance recently added to the game?"

 

 

translater

 

This is one of the best updates of the game, especially Thunder and Freeze that are very strong and its very good.

 

 

GurmitSingh

Annoying at best. I hate it. With the re balance I have to get used to a nerfed vulcan and change my battle strategies. Again, it takes time to adapt. The re balance has thrown my future plans out of the window after 3 days of testing. 

 

However, nothing in this game is unbeatable. I suppose it's 'fair' by making other turrents OP like Fire and Rico...

 

 

FirestoneBear2.0

 

The balance was a nice change, but I have not yet been able to adjust this dramatic shift. My favorite turret of the game before the re balance was smoky. Now, they think they have made a better turret by increasing damage and decreasing crit hits, in reality they have made the gun more like a slow shooting ricochet, sparsely layered with weak critical hits. Ricochet was already an OP weapon in the game, and they have only succeeded in making it unstoppable. So far I have not seen any turret that is a close adversary. I am not a rail player but with the fast reload speed it has peaked my interest for the future of tanki.

 

 

Lou21589

 

Overall : Good Update
 
Firebird: I haven't noticed much difference with Firebird, It's still the king of close range, and without drugging getting to close to one will almost certainly result In death, I like It's increased burning damage because It's making a feature that's unique to Firebird more powerful, and therefore more effective, I haven't noticed It's difference In reload speed much, because I get destroyed by Firebird in one charge anyway. 
 
Freeze: Freeze Is one of the most controversial changes In this update, as almost all of It's important stats have been improved. Increased Freezing effect on turrets, Damage Increased, and It's reload has been shortened. I see a lot of people saying Freeze Is overpowered now, Which I disagree with strongly. Freeze still does less damage than Firebird, So If you come up against an enemy Firebird, The only way to successfully defeat him Is to circle him so his area of effect doesn't affect you. Freeze Is definitely a formidable opponent on the battlefield. With it's much stronger turret freezing, let one get too close, and you're probably a goner.   
 
Isida: Isida has suffered with this update In my opinion, Although It's range has been Increased, It's decrease In cone width, and the recent update that means It locks onto whichever part of the enemy hitbox is closest to you, means that isida is a real pain to use for attacking. The way It's beam flickers around Is really hard to master, and I respect anyone that can still use isida offensively. Isida can still heal, but sometimes you find yourself in an awkward situation when your isida isn't locking onto your teammate for some bizarre reason, and In close quarters combat seconds matter. It's also had It's energy and recharge Increased, which is good if you can get the hang of It's gameplay mechanics. 
 
Hammer: Hammer has had it's reload lengthened a little, and It's cone of pellets widened, Normally, I would still consider it as being overpowered, but thanks to the jackhammer kit and the boost In the other turrets stats, It's definitely not such a fierce opponent that it used to be. 
 
Twins: Ahh twins, The ranged turret that gives close range one's a run for their money, Definitely has benefited from this update. It's range has been decreased, but let's face it, no one used Twins for their range anyway! With a serious Increase In close range damage coupled with Increased shell velocity, This is definitely a turret to beware of. I found one of the most frustrating things when using twins was It's slow moving shots, You're shots would fall short and no matter how far ahead you aimed they never seemed to make contact, So I'm glad that they Increased this stat.
 
Ricochet: Ricochet.... Ricochet. One word. Overpowered. It's become a version of Smoky, that shoots much quicker AND can hit enemies behind cover. It's increased shell size means It requires much less skill to hit targets AND It's reload, Impact force was Increased! I understand that Ricochet holds a lot of sentimental value In this game as It used to be the best turret there was all those years back, But In this version of Tanki which Is all about balance, It needs to be buffed, just a little.  
 
Smoky: Thunder's little brother, Smoky. Always underestimated by opponents. That was until you hit them with a critical hit that removed over half their health- Oh wait, That doesn't happen anymore? Okay then... So smoky has had It's special ability nerfed... I'm not sure why but okay. Tanki Online has always been unique for it's special turrets and sci-fi take on tanks, So for them to be decreasing Smoky's Crit, but Increasing Freeze and Firebirds special ability just seems wrong to me. Smoky has almost become a bog standard 2-pounder you would find on some of the British WWII tanks, It has a decent rate of fire, Good range, but doesn't do much damage per shot. However... because Smoky's damage per shot has been increased, none of this matters, because It does more damage without crits, the reduced crit damage has almost no effect, because your more powerful standard shots has brought the enemy's health down low enough for a crit to finish them off, and therefore this has made Smoky a more predictable and effective weapon!
 
Vulcan: Not much to say here, except changes for the better, Vulcan used to be hella overpowered In DM's and CP battles, so I'm glad that they increased overheating damage, decreased It's Impact force and turret rotation speed. Vulcan Is still a force to be reckoned with though, It's high damage means anyone unfortunate enough to be targeted by one is almost sure to get shredded.
 
Thunder: Thunder, Smoky's big brother, has received an Increase In one shot damage, whilst a decrease In re-load speed. Meaning Thunder Is a little like Railgun now, It's more of a turret to stay at range and pour supporting fire into your enemies. whilst your team finish 'em off. It's also has It's splash damage reworked, I would like to say It's been increased? All I can be certain about is that a Thunder with double power is a hornets worst enemy.
 
Railgun: Oh tanki... why you do 'dis? Just as I had managed to come to terms with Railgun and Hornet's hit and run tactic. Railgun's reload has been improved, although only a little, In a battle scenario It feels like It reloads much faster. Railgun Is definitely going to be more pesky than ever on the battlefield, But It wouldn't be fair for Railgun users If they improved all the other turrets stats but left Rail as it was.
 
Shaft: Shaft has received a small Increase in damage per shot when in arcade mode, which basically means that when you get caught out In scope view you can deal with any low health light tank that's bothering you up close, relocate, and start sniping once again. Shaft can never do too much damage so I'm fine with this update.
 
Updated stats on Hulls: Wasp & Hornet have received some extra weight, which Is good because they always end up being bullied by railguns, flipped over. Wasp has also had it's acceleration Increased which is good for escaping from a sticky situation or racing across the map to help out your teammates. Hunter's has swapped weight with Viking (a long overdue update) whilst getting a boost In track traverse. Viking's had it's weight Improved, obviously. Dictator and Mammy have had their maneuverability increased whilst Titan's also has it's weight boosted, the ultimate hull for pushing enemies off the map. All In all, nothing astray here. Always good to have some more maneuverability for hulls which allow for more tactical use.

 

 

alpha_destroyr

 

This update helped me out a lot. Especially in choosing what I want to get in my garage in the future.Its a good think that the test servers were on this week. I could make use of my time and play there and it brought me to a conclusion that my two favorite game modes,XP/BP and CP just got better. I liked the updated Ricochet most. The increased range and faster reloading of ricochet were one of the updates Ricochet users were waiting for. I am now atlast satisfied with the Freeze mechanics now. Even though I don't like or use Vulcan,I feel quite sad for the Vulcan users as the turret got nerfed pretty badly and they die quite often now. I love how the developers have worked on this balancing update. Its definitely better than the old balancing update 123 and I don't think people will be "quitting" the game like before.This update provides a better experience to the tankers and gives them a variety of equipment to choose from. There is no specific "Good" or "Bad" turret or hull.All are pretty much equal and have their own uses. Of course there is room for improvement,which I think the developers will be working on but for now,I think this is an enjoyable update.

 

 

Soldier28

 

Firebird: It is okay with the Update. It can fight with other turrets. nothing Really Change. (I dont play with Firebird Maybe some people can make a better opinion)

 

Freeze: I love the update with this Turret. I like how it slow the Turret Better than the hull. If a Freeze Freezes you its like no Escape.

 

Isida: I play with Isida.  And i like the Abilities with it, It can heal and Kill. i think it can Catch up with other turrets becoz it heals teammates and Isida is not rlly a killing weapon. I like the update for isida.

 

Hammer: Hammer is OP Before. But once its Updated it became less OP and it can keep up with other Turrets. 

 

Twins: I really like the update with the Twins. Twins players usually go close to their enemies. 

 

Ricochet: Nothing rlly change with Rico. its a good weapon.

 

Smoky: I dont like when they made the Critical Chance Less. At M3s Critical Chances are Common, Maybe even with M1 (Idk :/) Criticals are suppose to be High Damage.

 

Vulcan: Really got Nerfed i think. Look at this topic http://en.tankiforum...howtopic=258874

The update with vulcan are really bad. Its all Negative. And that topic is the one that im Basing on. coz i didnt have a Good Chance at The Test coz of lag.

 

Thunder: A Good Turret after the Update.

 

Railgun: Also a Good Turret after the update.

 

Shaft: I like it a bit, U know why? its Becoz It Increased the Shot in Arcade mode. Let me give u an example: If i Shot a Viking M3 with Double Armor and also  Shaft with Double Power, It didnt Finish him off. the thing u gotta do is Finish him off with The shot at Arcade mode. 

 

I like the Update on hulls. They give a buff on steering.

 

Wasp: I dont like they Added More Weight into it. Make wasp more less in parkour.

 

Hornet: A good update for it i guess.

 

Hunter: A very Good update for hunter. For me Hunter is for the light hull section.

 

Viking: I think Viking didnt really have a bad update for it.

 

Dictator: A good update for Dictator Becoz it Increased the maneuverability  and its good for gold

 

Titan: Idk why are TO even adding more Weight for a Big hull. 

 

Mammoth: Good update for it. Nothing rlly changed.

 

 

Blueeagle_super

 

The changes of balance have really had a positive effect in game.It seems nice to use every type of equipment as it is the best in it's own way and the recent changes have encouraged players to experiment different turrets and hulls.Also due to this update,players have noticed that there is more to any hull or gun than meets the eye.

 

 

Penguin40

 

The changes of balance is really good. All the turrets have been kinda rebalanced and it is good. I don't feel any problem with it. And the other new updates were good. It has improved every turret and most hulls. I like every turret's change. It is very good as it balanced all the turrets and most of the hulls so that they stay balanced.

 

 

Dark_White_TURBO

 

The Changes of balance is really good for each tanker.

It used to be 20% easy way to confuse our enemy.

They don't understand what will be our next move.

So it used to be a better choice for us.

Its also up to us that what will be our next equipment.

Due to this update, players are playing a little bit conveniently then before.

Its a kind of trick for me to confuse my enemy.

 

 

HimalayanPanther

 

I think the rebalance had a positive effect on Tanki's gameplay.There were changes in the parameters of hulls and guns which has brought a new type of gameplay in front of players.Now the players have something new to discover in Tanki.I have just played with my freeze and railgun.The XP/BP battles now seem to be more fast and furious as there was a boost in railgun's reloading time.And what can I say about my freeze ^_^ .I had threw away my freeze away(it was getting rusted) but now the parameters have changed and I find it much more effective :).It freezes the enemies much more effectively now and that is what matters for a freeze user like me who always want to tease others by making them slower as a snail :D  :lol:.I think that hammer and vulcan are now also well balanced.I don't think that players will again complain that hammer and vulcan are OP. I really appreciate the rebalance.Developers have done a great job.  Hats off to devs ^_^.

 

 

LatviesuTanks2013

 

Hey, i realy like the changes in balance, but something with wasp isnt right, i mean - when ur going up a hill and u do the railgun raising trick wich was shown in v-log, it kinda does massive wheelie or even jumps!
Personaly i now like that vulcal and hammer arent OP and now it is possible to fight them! Realy love that now railgun has faster reload, i now play with wasp-rail more often as i did before. But now i think that firebird doesnt do any after burn on my small acc, it realy makes it harder to play which is good, i think now there will be less powerleveling!
And now i see that players play more free, they arent scared about powerfull oponents, eweryone is the same! Now only skill maters!
Great update!

 

 

Xxcandy_manxX

 

I didn't mind Tanki before the update and i don't feel anything really has changed. I'm a big Xp fan so the only weapon i felt has changed is Railgun.  Tanki's updates are always good. Keep em up

 

Edited by Hexed
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I read a lot of the comments that were posted in the forum. While I'm sure the feedback here is all genuine I know there was a good number of players critical of the changes yet barely a negative words in this piece.

 

While i commend you for pulling this together I'm disapointed with the total bias towards positive comments.

 

This is why many tankers (the people who actually play the game) feel like we are ignored.

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In my opinion freeze gun's amount of energy did not need to decrease. As a matter of fact it was very unnecessary and upset about it. In addition to that freeze gun's freezing effectivity was decrease also with would make a lot easier for oppents to wipe out the tanker who's using freezemgn. Last but not on behalf of freeze gun the freezing distance has been decrease by half. In other words fifty percent with is a even bigger benefit for shooting gun turrets like shaft, railgun,railgun xt, hammer,shotgun,smoky,thunder and ricochet. And a word for my producers think about what a foolish choice you made.

 

Next up isida. Because of the decrease in cone width it's so much easier for other tankers to get away. Plus, the tanker that manage to get away ends up destroying the person with isida which is another unfair advantage.

 

Twin is now up hext in line. Now this is the gun I really feel sorry for. Do to the fact that this gun with no upgrades at all verses another hull with no upgrades at all, such as wasp for insistence would only be destroyed once the gun has shot the tanker sixteen times. Meaning the gun is very weak. Then the produces had the nerve to decrease it range by half or fifty percent and it's long range damage. Which gives it the second heaviest advantage against Guns that are stronger than it.

 

Now smoky which is only fifty percent stronger that twins as well as ricochet. The producers decreased it's critical damage which means it's close up damage means that it has a big disadvantage to angun such as hammer and ricochet. Ricochet's advantage is that because of it's faster reload even the gun could do as m CH damage smoky ricochet would win unfortunately instead of being a tie. Now hammer's advantage against smoky it that hammer would destroy any tanker before smoky can kill the oppent with hammer

 

Vulcan is even weaker tan twins by fifty percent which means it has the biggest disadvantage in tanki online. This gun in terms of damage is fifty percent of what twins is or another words half of what twins is. One hundred percent of what smoky, ricochet, freeze and isida with no upgrades. So the only reason why vulcan will kill gun stronger than it is because of it's high re of fire. Nw because of Vulcan's decreased current rotation speed when or while firing oppent tankers can easier drive circles of the vulcan tanker and turn their turrent and boom the oppent with vulcan is dead. Next disadvantage that vulcan has is it's decrease impact force with makes it harder to knock other tanker gun aim off giving them then advantage.

 

Railgun decreased penetration force make gives other gun with a faster reload a easier chance for railgun oppent to be done with. As well railgun xt.

 

Thunder decreased range when or while firing at tankers from angels instead of indirectly gives thunder a slit disadvantage because of the fact that two tankers that he shot by the gun, if the second tanker is not hit by thunder indirectly or right behind the other tanker do not take damage.and do to that the second tanker could put a hurting on the oppent with thunder.

 

Last but not least the hunter tank hull. It's weight decrease has make it much easier to flip over. Giving other tankers a killing advantage.

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I read a lot of the comments that were posted in the forum. While I'm sure the feedback here is all genuine I know there was a good number of players critical of the changes yet barely a negative words in this piece.

 

While i commend you for pulling this together I'm disapointed with the total bias towards positive comments.

 

This is why many tankers (the people who actually play the game) feel like we are ignored.

There is no bias whatsoever.

It merely just so happens that the opinions of the people I asked were positive.

All opinions are welcome.

 

If you're looking for more controversy, check the opinions on product kits.

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I can't get over the amount of spelling mistakes in soldier's opinion :mellow:

Even though he knew it was going o be in an issue of the newspaper   :P

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I personally feel that ricco has become op and wth happened to smoky It use to be m2 smoky could take out m2 hornet with two hits (one critical, one normal) now it's like three (one critical, two-three normal), it might not seem like much but it seriously changes way battles work, disappointed

Edited by joboom

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IMHO, everything that was done in the last half year in TO for Isida is wrong. Everything was done in order to make ppl that took isida for close range combat to fall in frustration now. For me and my Isida this "rebalance" is another big mistake in Isida "rebalancing" mistakes row that was done in the last half year.

More on this in my posts here:

http://en.tankiforum.com/index.php?showtopic=258576&do=findComment&comment=4603964

http://en.tankiforum.com/index.php?showtopic=258576&do=findComment&comment=4606742

http://en.tankiforum.com/index.php?showtopic=258576&page=2&do=findComment&comment=4626975

http://en.tankiforum.com/index.php?showtopic=258576&page=2&do=findComment&comment=4628431

Edited by r_qw1212qw1

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I rarely comment on stuff on the forum unless there's a TO issue that really irks me. From my experience so far (being ranks around major), the scenery is skewed.

 

One thing i want to highlight is the oversell on the viking hulls. Too many viking kits and every tom, dick n harry has it and it unlocks pretty early at m3 to boot. I demand tanki start an insurance coverage plan for hornets ASAP. If this horneticide was intentional, i assure you, it's working too well. 

 

With the help of some previous tanki kit-goofs n a plethora of paints like prodigi, dirty, corrosion, fracture, tundra, digital, sandstone, blacksmith being added to the equation, life for my m2 railgun feels like a long slow constipated session. At major, my m2 railgun choked on killing wasps. And for a turret that has one of the highest DPS stats and requires a decent amount of skill/effort to use with that slow reload, this is quite a shame. I'm quite surprised that rail being such a popular gun, no one has much to say about the recent changes affecting a rails play (specifically in non-format battles).

Edited by Spit_Fyre

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Whatever. All negative claims are not true. Try out The balanced version.... Try to be intelligent about it and work out the problems. .. Good luck escaping isida. If you are an isida and a tank turns around you you gotta learn turret control better

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