Jump to content
EN
Play

Forum

Changes in turret and hull parameters


semyonkirov
 Share

Recommended Posts

Man now Thunder is horrible. I used to use it but now I will switch. Not only is it weaker but it is easier to hurt yourself with your own shots. That is sad especially because i have spent thousands of crystals on it.  :(

This is the purpose of updating the parameters. Oh, you feel your Thunder becomes useless,? Great, just buy something else. Ooops, you have already spent your crystals on your Thunder? Good ! Buy crystals with your real money. After you have acquired the new turret...do some battles...save up some crystals and do some MUs on the new turret.....Ooops.....they make another update and your new turret becomes useless and you used up your crystals and you need to buy crystals with your real money for a new turret and repeat it.

  • Like 1

Share this post


Link to post
Share on other sites

so you dont have time to update the daily missions and you make a new update about balance that made about 2 months ago ? i dont get it

  • Like 2

Share this post


Link to post
Share on other sites

hey, but railgun and lighter hauls  ?  

 

impact force and + reloading speed  on rail  and some  protections on lighter hauls.

 

Let me to give u an example on basic MO   (gun and haul)  and you will know why I say about boosting  on rail and lighter hauls  ( without paints) .

 

For example:

 

Me = rail + wasp  ( M0)

Opponent =  thunder + any haul ( M0)   ( the only chance for rail to destroy from fist shoot is if he shoot in a another wasp M0 , but is about luck, no skill) 

 

 

when I shoot in a tank M0 with my rail M0 I don't destroy it . in this case my reloading time for next shoot is 7.54 (remember, one shoot with rail gun) , in mean time, the thunder ( is with damage but is not dead) has 3.44  time for reloading time . So my math say this :  7.54 : 3.44 = 2.12  ==>  2 shoots  for thunder before  my rail is again ready for fire.  and  if you count the time you will see 3 shoots  in 7.54 because the 3.44 + 3.44 (time for reload for thunder) start after his first shoot. (first shoot is without time spend)    So is like this :  first shoot + 3.44 + 3.44  for thunder = 3 shoots in 7.54 .    Remember:  after full recharge on rail,  you have a small time to wait.   7.54 + space bar (warm time)  and then shoot      = ? time

 

Thunder M0  damage = 28.5-49.1  i,m lucky if thunder fire (2 shoots) with minimum damage. this is my only option to destroy him with my second shoot. 

 

Another angle :  if thunder hit me first ? 

 

wasp M0  =  life  65 .  1 fist shoot from thunder M0 with minimum damage = 65 - 28.5 = 36.5 life for wasp.  (remember , thunder fire first) 

So , wasp has 36.5 protection and fire first shoot and then he must wait 7.54  for reloading.  With 36.5 life , thunder has time for another 2 shoots.

 

So, where is the balance ? When you start the game , you start with M0 and small maps . Where to " hide" your rail to shoot from distance when only upper ranks allow you to play on bigger maps.....until that you must play on small maps and distance is relative  to get full advantage @ rail range.....NoSkill or Unbalanced system ? 

 

 

So, the problem is not in the skill or lucky shoots , is the TIME.  Rail's impact force is almost pointless.

- no effect against freezer  , isida  because is pointless

- no effect against thunder , smoky,shaft,hammer,  because those guns fire instant.

- no effect against twins  ( is the twins is on heavy haul, say good bye from impact force help )

- no effect against Vulcan  because Vulcan has that tracking system .

- yes effect - against r ail because rail has visual warming time and you know when you must shoot. 

 

I have skills but I don't have time because some mechanics are not balanced. you know haw may players join in a 1 vs 1 or 2 vs 2 battle an the leave the battle after 2 minutes ?  To many ! because in small battle ( 1 vs 1 , 2 vs 2 ) you see the real unbalanced system.   ( also if they have unlucky to play only with " druggers" , they leave the battle in 1 - 2 minutes because they feel very fast if  in the game is unbalanced guns combo.

 

 

Another point of view :  twins,smoky,rico  has to much power force.  wit the wasp M0 + rail M0 ,  90% you miss the shoot ( close& middle range) because those gun shoot very fast and impact force is to much .

( I repeat :  in close & middle range) 

 

 

Another point of view : you know haw many guns go faster then rail from M0 to M1  ?  ( from rank point of view )

- fire bird

- freeze

- Smoky

- isida

- hammer

- Rico

- Vulcan

- Shaft

 

Those guns go to M0 to M1 faster and the balance  damage/time reloading go  away  (bad) 

 

So, guys, make this game to be base it on skills. 

 

Another point of view:  You know haw many guns don't must wait for full recharge ,and also they do damage?

I let you find the answer for that )

 

 

now I must to go @ work and my time is limited to continue this post, but if you are agree I will post all  non-advantage from unbalanced system. I have so many point of view with unbalanced game for rail and outer guns.

And if you think I.m crazy , I will invite you to play some games in different situation  ( combo @the same level ) to see exactly my point.   Have a nice day and please, sorry for my bad eng.   ( i'm not so good )

 

 

 

 

 

Share this post


Link to post
Share on other sites

Reducing Shaft damage in arcade mode is a big mistake.  It's hard enough to defend against all the other close-quarters weapons.  Shaft was weak enough in arcade mode.  Now it just makes those who use it helpless in close battles.

Share this post


Link to post
Share on other sites

 
 
Dear tank! Most of the changes we know that will be good or bad. Firebird, how many times have changed? Cheap weapon is for everyone who did not buy. Freeze- was a good defensive weapon when it was played .. Shaft -good laser weapons before, now useless against strong opponents. Repair kit! What are you doing in this game? (Isida acceptable only slowly improving) Change your combined option. eg: REPAIR KIT = Stealth, offensive Module! The ink tank in touch = 50% increases, laser shaft is not visible, the player's name does not appear (only sees his own team) in the ink tank is not visible in the tank weapons power by 50% for women. etc This can be replaced in the repair kit.
The game funny things occurring = 1 --- The hulls abnormal behavior, 2; ---- opponent leads 48: 1 from 27 secundum left and come complete with accessories and 3 opponent is already linked Repair Kit. We laughed!. 3, --- Repair Kit! The 80s was a time of ZX Spectrum C64- cool. Good advice. if the CTF mode (and other modes) will be decisive superiority in the battle is over. Technical K.O! So they do not hate the new players in the game. The slaughter of the worst advertising.

 

Share this post


Link to post
Share on other sites

Reducing Shaft damage in arcade mode is a big mistake.  It's hard enough to defend against all the other close-quarters weapons.  Shaft was weak enough in arcade mode.  Now it just makes those who use it helpless in close battles.

Shaft is supposed to be weak in close quarters battles- I take full advantage of my M2 Shaft's arcade shots for use as an emergency weapon, but I don't expect to win from raw power alone. Good self-defense requires a combination of knowledge of terrain and being able to think quickly, and trying to use it as an offensive weapon at close ranges usually doesn't turn out well.

 

The decrease isn't very significant, and they did make it reload faster, so you can nail arcade shots more quickly. I wouldn't consider this to be a big debuff. I'm more concerned about the lowered zooming speed in scope mode.

  • Like 2

Share this post


Link to post
Share on other sites

hey, but railgun and lighter hauls  ?  

 

impact force and + reloading speed  on rail  and some  protections on lighter hauls.

 

Let me to give u an example on basic MO   (gun and haul)  and you will know why I say about boosting  on rail and lighter hauls  ( without paints) .

 

For example:

 

Me = rail + wasp  ( M0)

Opponent =  thunder + any haul ( M0)   ( the only chance for rail to destroy from fist shoot is if he shoot in a another wasp M0 , but is about luck, no skill) 

 

 

when I shoot in a tank M0 with my rail M0 I don't destroy it . in this case my reloading time for next shoot is 7.54 (remember, one shoot with rail gun) , in mean time, the thunder ( is with damage but is not dead) has 3.44  time for reloading time . So my math say this :  7.54 : 3.44 = 2.12  ==>  2 shoots  for thunder before  my rail is again ready for fire.  and  if you count the time you will see 3 shoots  in 7.54 because the 3.44 + 3.44 (time for reload for thunder) start after his first shoot. (first shoot is without time spend)    So is like this :  first shoot + 3.44 + 3.44  for thunder = 3 shoots in 7.54 .    Remember:  after full recharge on rail,  you have a small time to wait.   7.54 + space bar (warm time)  and then shoot      = ? time

 

Thunder M0  damage = 28.5-49.1  i,m lucky if thunder fire (2 shoots) with minimum damage. this is my only option to destroy him with my second shoot. 

 

Another angle :  if thunder hit me first ? 

 

wasp M0  =  life  65 .  1 fist shoot from thunder M0 with minimum damage = 65 - 28.5 = 36.5 life for wasp.  (remember , thunder fire first) 

So , wasp has 36.5 protection and fire first shoot and then he must wait 7.54  for reloading.  With 36.5 life , thunder has time for another 2 shoots.

 

So, where is the balance ? When you start the game , you start with M0 and small maps . Where to " hide" your rail to shoot from distance when only upper ranks allow you to play on bigger maps.....until that you must play on small maps and distance is relative  to get full advantage @ rail range.....NoSkill or Unbalanced system ? 

 

 

So, the problem is not in the skill or lucky shoots , is the TIME.  Rail's impact force is almost pointless.

- no effect against freezer  , isida  because is pointless

- no effect against thunder , smoky,shaft,hammer,  because those guns fire instant.

- no effect against twins  ( is the twins is on heavy haul, say good bye from impact force help )

- no effect against Vulcan  because Vulcan has that tracking system .

- yes effect - against r ail because rail has visual warming time and you know when you must shoot. 

 

I have skills but I don't have time because some mechanics are not balanced. you know haw may players join in a 1 vs 1 or 2 vs 2 battle an the leave the battle after 2 minutes ?  To many ! because in small battle ( 1 vs 1 , 2 vs 2 ) you see the real unbalanced system.   ( also if they have unlucky to play only with " druggers" , they leave the battle in 1 - 2 minutes because they feel very fast if  in the game is unbalanced guns combo.

 

 

Another point of view :  twins,smoky,rico  has to much power force.  wit the wasp M0 + rail M0 ,  90% you miss the shoot ( close& middle range) because those gun shoot very fast and impact force is to much .

( I repeat :  in close & middle range) 

 

 

Another point of view : you know haw many guns go faster then rail from M0 to M1  ?  ( from rank point of view )

- fire bird

- freeze

- Smoky

- isida

- hammer

- Rico

- Vulcan

- Shaft

 

Those guns go to M0 to M1 faster and the balance  damage/time reloading go  away  (bad) 

 

So, guys, make this game to be base it on skills. 

 

Another point of view:  You know haw many guns don't must wait for full recharge ,and also they do damage?

I let you find the answer for that )

 

 

now I must to go @ work and my time is limited to continue this post, but if you are agree I will post all  non-advantage from unbalanced system. I have so many point of view with unbalanced game for rail and outer guns.

And if you think I.m crazy , I will invite you to play some games in different situation  ( combo @the same level ) to see exactly my point.   Have a nice day and please, sorry for my bad eng.   ( i'm not so good )

You are thinking too straight. Lets see

Whats if u and thunder are at a long range , rail fires and thunder miss and due to long range thunder dmg decreases results in enough time for rail to hit , in other words at long range railgun win and vice versa for short ranges but still thunder is at disadvantage bcz u can always hit him and them stick to him then it will be sd for him  B)

Rico is offesive gun and they reduced its offesiveness . Let see 

RIco is a turret and it has two abilities bouncy balls and imbact force , they reduced the imbact force so yeah u might defeat it now with rail. 

AND REMEMBER every turret has its advantage  rail advantage is unlimited range + doing some hard dmg on many tanks and now with new rebalance I must say it is a better aiding gun than thunder in lvls like island control boints.

Share this post


Link to post
Share on other sites

I really dislike the aspect of this business model where something you have already purchased is later nerfed or weakened in some way - making your purchase worth less than what you bargained for when you decided to buy it.

 

It's akin to a restaurant selling you a T-Bone steak, then, removing the tenderloin once it arrives on your table and refusing to give you a refund. 

True on the first part. However on the second part ,  a T-bone does not have a tenderloin, a T-bone with a tenderloin is a Porterhouse.  However it would be beyond rude for them to  take the filet off your plate and steak if they realized it after they put it on the table. 

Edited by Strawwitz

Share this post


Link to post
Share on other sites

Im not sure if you've noticed but freeze now equates the power of firebird

im not sure if you've noticed but the freeze do not freeze anymore

  • Like 3

Share this post


Link to post
Share on other sites

They returned its original freezing time and so what? You enjoy being freezed for 31 seconds?

this is the point of this turret to freeze tanks if u cut this effect there is not point of this turret to exist

 

try the freeze first and then come here and write your funny ideas

Edited by joe2vega

Share this post


Link to post
Share on other sites

I suggest to stop playing this game for 2 weeks.

Myabe TO game designers will understand that they are doing something wrong with all these rebalancings?

We should say that it is enough for us!

  • Like 3

Share this post


Link to post
Share on other sites

I suggest to stop playing this game for 2 weeks.

Myabe TO game designers will understand that they are doing something wrong with all these rebalancings?

We should say that it is enough for us!

Been there tried that does not have any effect

mostly because so many are addicted to the game.

  • Like 2

Share this post


Link to post
Share on other sites

I suggest to stop playing this game for 2 weeks.

Myabe TO game designers will understand that they are doing something wrong with all these rebalancings?

We should say that it is enough for us!

Already many have stopped and the server load is going down. We should join them and reduce it further. :P

  • Like 1

Share this post


Link to post
Share on other sites

this is the point of this turret to freeze tanks if u cut this effect there is not point of this turret to exist

 

try the freeze first and then come here and write your funny ideas

Yes to freeze momentarily ok not for 5 or 10 secs as freeze users need a pount with this turret

but not for the amount of time it was freezing

i bet you were ecstatic when it was freezing for such a long time :lol:

Share this post


Link to post
Share on other sites

This topic is now closed to further replies.
 Share

×
×
  • Create New...