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Balancing of Turrets


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CTF:

Sometimes during CTF battles when a match starts and there is one full team and a team with 2 or so members the full team takes advantage of the other team and starts to capture flags before that other team becomes full. In the end that full team may win because they had a head start. Its not fair and they dont deserve the battle fund.

 

Suggestion: Flags captured when a team is severely outnumbered should not count towards the final score. (This issue is not dynamic at all and it causes disrupt in battles.  

 

CP:

The same thing for CTF. When one team is outnumbered the other team takes advantage and captures the point. The point will continue to increase the score and get an easy battle fund. When the outnumbered team starts to increase in the amount of players then they cant even win because they are so far behind. As far as 200 - 10. 

 

Suggestion: When a team is severely outnumbered the control point will stop increasing in score until the battle ends, the early battle termination is triggered, or if the outnumbered team increases in the amount of players.

 

Firebird:

Firebird M2 and Firebird M3are severely over powered. The rival of that turret "Freeze" wont stand a chance unless it circles the firebird. The other problem is that the damage output is to much. The amount of energy released when triggered is to much for the high damage.

 

Suggestion: 

  1. Change the required rank for M2 firebird to Colonel.
  2. Decrease the amount of energy in Firebird.
  3. Firebird should overheat just like Vulcan after unleashing a full consumption of a clip.
  4. The afterburn effect should be the same as that of Freeze.

Shaft:

Shaft has become overpowered over the past two updates.

 

Suggestion:

  1. The arcade shots should only be shot twice before Shaft can enter Scope mode.
  2. The Area surrounding the scope should be black, that way shaft can only see whatever the cross hair is pointing at.
  3. The charge up for Scope mode should be at a slower rate. 

 

 

Smoky:

Instead of Smoky having a critical chance it should have critical shots when it hits certain parts of a hull. Its impossible to believe that the hulls have no weak points when being shot. For example hitting the engine should take out more than half of the health.

 

 

 

Vulcan:

A turret that has that much range shouldnt have that much impact force on any hull. It knocks all hulls off course and makes you crash into obstacles.

 

I havent played with Vulcan for a while after the update that first nerfed it. Yesterday however i started to use it again and, i discovered one thing has not changed. Its one thing that does not make Vulcan a long range turret. There are 2 things long range turrets have 

  1. Charge up
  2. Damage does not decrease over range

With Vulcan however its absolutely annoying that it takes forever to kill a Viking on the Kolhoz, Kunger, Barda,Brest and opposition map. However when other players use it on me, i can barely turn without crashing or losing my aim.

Heres an example of how well it works for other players: 

https://www.youtube.com/watch?v=5SfNpSbqQ-o

 

Vulcan already has trouble fighting at close ranges, so why make it harder for it at long ranges?

 

Suggestion:

The impact effect should have a different effect.

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ok...

This explains the amount of posts you have :)

 

 

 

arun24,

I like the ideas regarding CFT and CP.

Minor implication: how should you end a battle that runs until 10 flags, if most of your opponents leave at flag 7... but there are still enough of them so you don't get an early battle termination?

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ok...

Can you please stop commenting on my topics "ok..." 

Seriously its annoying since i dont know if your trying to say if the ideas are bad or good. Saying "ok..." does not help anyone at all. The comments section is for you to post feedbacks and what you think about my suggestion. It doesnt help anyone if your gonna post "ok..."

 

 

This explains the amount of posts you have :)

 

 

 

arun24,

I like the ideas regarding CFT and CP.

Minor implication: how should you end a battle that runs until 10 flags, if most of your opponents leave at flag 7... but there are still enough of them so you don't get an early battle termination?

Thanks.

 

I didnt really think of that... Maybe the battle could just continue till the end. But if it were like 20 flags and the opponents start leaving at flag 7 then maybe the Early battle termination should be triggered.

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Balance of hulls as well:

Wasp&Hornet +5-10 armour at m3+ 

Medium hulls  got 15 armour increase and heavy hulls recieved 30 armour increase and also got max speed boost and steering speed.

They increased damage of some turrets and reduced reload speed/gave more energy to short range turrets. So light hulls needs an increase to their armour.

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Can you please stop commenting on my topics "ok..." 

Seriously its annoying since i dont know if your trying to say if the ideas are bad or good. Saying "ok..." does not help anyone at all. The comments section is for you to post feedbacks and what you think about my suggestion. It doesnt help anyone if your gonna post "ok..."

 

 

Thanks.

 

I didnt really think of that... Maybe the battle could just continue till the end. But if it were like 20 flags and the opponents start leaving at flag 7 then maybe the Early battle termination should be triggered.

your idea makes fire useless, vulcan more unpopular, shaft ......idk & smoky OP

early battle termination is to end battles quickly not to stop players from capturing

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your idea makes fire useless, vulcan more unpopular, shaft ......idk & smoky OP

early battle termination is to end battles quickly not to stop players from capturing

Hmm, Freeze is currently useless. You have nothing to say about that. Understand that Firebird is a common turret for two popular maps: Island and Polygon. It makes no sense if your gonna be met by a turret that has a powerful fire rate for its damage and energy. The afterburn is to lonmg and the damage taken in is to much. If it overheats it makes sense because metal melts with prolonged exposure to heat. With low heat it would cause the metal to expand.

 

Shaft is currently OP right now. M2 Shaft can kill M2 hornet in 3 arcade shots and  can kill M2 hornet in a matter of seconds because the charge up is so fast.

 

Smoky is OP right now, with the chance of getting critical hits. The weak points of a hull should be more to the rear. So if your driving towards a smoky with the front of your hull facing him, then you wont get critical-led.

 

WHAT SENSE DOES IT MAKE FOR ONE TEAM TO GET FREE CRYSTALS BECAUSE ONE TEAM IS OUTNUMBERED??????

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I definetly agree with the CTF and CP ideas.

It is true, my firebird M2 with double power, took down a double armour-M2 titan pretty quickly, so raising the rank is a good idea, but i cant agree upon the other firebird ideas.

Personally, the rarity of shafts that have trained with it is low, you dont come across many skilled shafters in battles, no matter map size. I cant decide upon agreeing with your shaft ideas, but i cant agree with slower charge rate.

Smokey, that would kind of make it OP knowing that you'd crit everytime you hit a certain part, which isnt hard on a slow and wide mammoth.

Im nit too sure about the vulcan one.

 

Once agains, arun, youve presented me good ideas, and bad ones. At very least, these ideas have improved since a long time ago, but once again, i cant decide wether i can fully agree or not..

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I definetly agree with the CTF and CP ideas.

It is true, my firebird M2 with double power, took down a double armour-M2 titan pretty quickly, so raising the rank is a good idea, but i cant agree upon the other firebird ideas.

Personally, the rarity of shafts that have trained with it is low, you dont come across many skilled shafters in battles, no matter map size. I cant decide upon agreeing with your shaft ideas, but i cant agree with slower charge rate.

Smokey, that would kind of make it OP knowing that you'd crit everytime you hit a certain part, which isnt hard on a slow and wide mammoth.

Im nit too sure about the vulcan one.

 

Once agains, arun, youve presented me good ideas, and bad ones. At very least, these ideas have improved since a long time ago, but once again, i cant decide wether i can fully agree or not..

Thanks. I have been on such teams that lose because of this major flaw.

 

Thanks, M2 Firebird is very OP. I only suggested the other ideas because of the recent Micro Upgrades update. If a Firebird M2 can become a Firebird M3 at Major then it needs some nerfing. It also needs the self damage effect because with a turret that can harm other tanks that bad, why cant it harm itself?

 

Oh boy i see shafts. They kill me so fast when im using Hornet, Wasp or Hunter. Their charge up is way to fast and the arcade shots are to powerful. Seriously Tanki if you wanted to promote Shaft then do what you always do. Have a 70% sale. Firebird was never that popular until that sale. In fact Freeze was as Popular as Firebird right now until that update. Then Tanki slowly started to nerf freeze, every update.

 

I do admit that the Smoky hitting the rear of the tanks all the time is very OP, so i have decided to scratch the idea and think of something new.

 

The fire rate is okay, but if its gonna affect tanks in such an annoying way then it needs to be rethinked. 

 

Thanks. I never knew you were presented by all of my ideas. The ideas have improved from my hatred of what Tanki was doing and how annoying Teams were because my teammates were greedy and druggers were ruining battles. 

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Hmm, Freeze is currently useless. You have nothing to say about that. Understand that Firebird is a common turret for two popular maps: Island and Polygon. It makes no sense if your gonna be met by a turret that has a powerful fire rate for its damage and energy. The afterburn is to lonmg and the damage taken in is to much. If it overheats it makes sense because metal melts with prolonged exposure to heat. With low heat it would cause the metal to expand.

 

Shaft is currently OP right now. M2 Shaft can kill M2 hornet in 3 arcade shots and  can kill M2 hornet in a matter of seconds because the charge up is so fast.

 

Smoky is OP right now, with the chance of getting critical hits. The weak points of a hull should be more to the rear. So if your driving towards a smoky with the front of your hull facing him, then you wont get critical-led.

 

WHAT SENSE DOES IT MAKE FOR ONE TEAM TO GET FREE CRYSTALS BECAUSE ONE TEAM IS OUTNUMBERED??????

isida is powerful & u haven't mentioned anything about it & thunder is weak

if smoky's crit hit can take half of a hulls health by hitting its engine imaging what it could do to a mammoth

devs want each & every hull & turret to get popular so to do this they will have to OP & shaft is one of those turrets

 

this affects the battle fund & how will this actually help us?

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I agree with the problem of CTF.

 

You play a 30 minute round, the round ends, and suddenly instead of 10 v 10 it becomes 10 v 3. The team with 10 starts capping and spawn camping and it becomes nearly impossible for the team with 3 to catch up. Even if 7 more people join the match is lost already.

 

When a player caps a flag they get 10x the number of players on the other team as a score, but, the team always gets 1 point.

 

So in the situation of 10 v 3 the team gets 1 point and the flag taker gets 30 points.

 

How to solve this? If the teams are unbalanced from the beginning then the flag captures don't count - the players get to keep their score but the team doesn't get a point. This would ensure some fairness until the opposing team has enough players to actually defend.

 

Next to drugging the issue of team imbalance is the worst thing about Tanki. It is ridiculous that when a match begins one team can have 10 and one can have 3.

 

 

 

Hmm, Freeze is currently useless

 

2qv4h9f.png

 

I just finished this match. The top score on the winning team was from a person using Freeze (M2 I think with Hunter M2). Quite effective if a different thought process is used instead of the usual way of using Freeze.

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Make sure you tune up Thunder as well; it really sucks since the last update.

You talking about the M0? Cause if it does its cause all heavy and medium hulls got increased health.

 

isida is powerful & u haven't mentioned anything about it & thunder is weak

if smoky's crit hit can take half of a hulls health by hitting its engine imaging what it could do to a mammoth

devs want each & every hull & turret to get popular so to do this they will have to OP & shaft is one of those turrets

 

this affects the battle fund & how will this actually help us?

Is there a need to mention Isida WHEN I MADE ANOTHER TOPIC ABOUT IT? 

 

That would be flooding on my part and i could get banned.

 

Why didnt you read my last post? 

 

I do admit that the Smoky hitting the rear of the tanks all the time is very OP, so i have decided to scratch the idea and think of something new.

 

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I agree with the problem of CTF.

 

You play a 30 minute round, the round ends, and suddenly instead of 10 v 10 it becomes 10 v 3. The team with 10 starts capping and spawn camping and it becomes nearly impossible for the team with 3 to catch up. Even if 7 more people join the match is lost already.

 

When a player caps a flag they get 10x the number of players on the other team as a score, but, the team always gets 1 point.

 

So in the situation of 10 v 3 the team gets 1 point and the flag taker gets 30 points.

 

How to solve this? If the teams are unbalanced from the beginning then the flag captures don't count - the players get to keep their score but the team doesn't get a point. This would ensure some fairness until the opposing team has enough players to actually defend.

 

Next to drugging the issue of team imbalance is the worst thing about Tanki. It is ridiculous that when a match begins one team can have 10 and one can have 3.

 

 

 

 

2qv4h9f.png

 

I just finished this match. The top score on the winning team was from a person using Freeze (M2 I think with Hunter M2). Quite effective if a different thought process is used instead of the usual way of using Freeze.

Thanks CTF is pretty much the most "dynamic" battle mode of the game. I dont agree with your suggestion though. If a team is outnumbered and the the other team is just capturing flags the whole time then they shouldnt get anything since they are taking advantage of the other team...

 

Okay i am a master with Freeze. On my First account i can get up 50 kills in a battle using M3 Freeze on a bunch of Viking M3s and Hornet M3's. What i mean by useless is that every other turret can finish off Freeze faster than it can Freese them....

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You talking about the M0? Cause if it does its cause all heavy and medium hulls got increased health.

 

Is there a need to mention Isida WHEN I MADE ANOTHER TOPIC ABOUT IT? 

 

That would be flooding on my part and i could get banned.

 

Why didnt you read my last post? 

u did?

flooding?

]im not talking about the impact force

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u did?

flooding?

]im not talking about the impact force

  1. I was replying to  because he was talking about how Thunder is weak which is not true and its maybe because he does not have the M1. Which btw unlocks at Warrant Officer 4.
  2. Its basically spamming. Creating to many topics or posting comments of same relation.
  3. Whos Jim? Impact force about Vulcan or Smoky?

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  1. I was replying to  because he was talking about how Thunder is weak which is not true and its maybe because he does not have the M1. Which btw unlocks at Warrant Officer 4.
  2. Its basically spamming. Creating to many topics or posting comments of same relation.
  3. Whos Jim? Impact force about Vulcan or Smoky?

 

*i'm

there was a update a few weeks ago so there wont be any for some time

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Shaft is nerfed to the ground for 2 1/2 years and then when it becomes useful, you all want it nerfed again *facepalm*

Before people go on about me wanting Shaft nerfed because i dont like it please take a look at this.

 

Anyways, Shaft was never nerfed "to the ground". It was always a powerful turret. It was especially popular in stadium. You could get up to 100 kills, and get a good amount of crystals because there was so many Hornets and Wasp there. Not even Prodigi made Shaft unstoppable. Shaft has however become overpowered. An M2 Shaft need only to charge up for 1 second and me and my wasp is dead. Make it 3 seconds and so is my Hunter or Viking. They are still M1 but Shaft is to powerful now and Tanki themselves know that. According to one of the mods who said that they were aware of it and raised the specifications to make Shaft more popular. Once it became popular they would then again adjust the specs.

 

Instead tanki should have had a 70% sale on it and get it done faster.

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I totally disagree with shaft and fire. What are you trying to do, ruin the guns?!

The 'high damage' of fire and the 'burning time' is what obviously makes the gun unique. What do you think paints are 4?

The energy is fine and it's pointless increasing the rank 2 colonel. Making firebird heat up is useless. What do you think is the point of its reload time? It's so slow.

 

As for shaft it's sniping reload doesn't need to be slower. If that did happen the sniping damage would need 2 be increased.

The sniping rotation is VERY slow so it doesn't need the surroundings to be 'black'.

The gun has very slow reload time so why does it need '2 arcade shots'?

 

If your ideas were implemented in the game NO ONE would even use shaft or fire because it would be nerfed MASSIVELY.

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Make firebird overheat like Vulcan?! If they do that they will have to give firebird infinite ammunition. And it just makes no sense. Overheating because it makes others heat... I'm not going to think about this too much, I'm already getting confused. :/

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Make firebird overheat like Vulcan?! If they do that they will have to give firebird infinite ammunition. And it just makes no sense. Overheating because it makes others heat... I'm not going to think about this too much, I'm already getting confused. :/

Actually it does make sense for a gun that makes other tanks to heat up and die to burn itself. No they would not. I played on my lower account today and honestly those low ranks dont use the burn effect to its full potential. They just unleash all the energy on one tank and then reload and do the same thing again and again. Its not making good use of the gun and they are obviously only using the gun because of its high damage. 

 

What is so confusing?

 

I totally disagree with shaft and fire. What are you trying to do, ruin the guns?!

The 'high damage' of fire and the 'burning time' is what obviously makes the gun unique. What do you think paints are 4?

The energy is fine and it's pointless increasing the rank 2 colonel. Making firebird heat up is useless. What do you think is the point of its reload time? It's so slow.

 

As for shaft it's sniping reload doesn't need to be slower. If that did happen the sniping damage would need 2 be increased.

The sniping rotation is VERY slow so it doesn't need the surroundings to be 'black'.

The gun has very slow reload time so why does it need '2 arcade shots'?

 

If your ideas were implemented in the game NO ONE would even use shaft or fire because it would be nerfed MASSIVELY.

  1. You can disagree, but no im not trying to ruin the guns. Shaft was fine as it was. I would understand the M3 Shaft being a problem because of the paint "Jade" which had 45% protection against Shaft. Go and join a Polygon CP, or Island CP. It makes no sense. Tanki Online said that they could never implement a Fire and Wasp format because its basically powerleveling. Firebird destroys tanks so fast. its ridiculous that when i am on my main account fighting against a Wasp M1 with Firebird M1 with my M3 Freeze and Hornet M2 i die so quickly. I die in a matter of 4 seconds and i could last longer if i circle him but i would likely crash. I think paints are for protecting you against the gun. I use Storm which has 20% default protection for Firebird. That paint worked well for some of my friends until they could buy Inferno or Zeus which are way better. Lumberjack is more nicer though. But look at the prices of most of those paints... They are as expensive as 2 M3 Hornets. Yeah right its slow, the burning it leaves behind finishes you off by the time it reloads.
  2. If your calling underpowered, please spend more time playing in large maps. Your probably using it in Rio, where you die so easily using Shaft. The damage is already way to much. The arcade shots basically make the turret a Smoky. The rotation speed is meant to keep up with your targets over a distance. If your using Shaft in Sandbox and expecting to keep up with your enemy please rethink such a choice.

Maybe but i do know this, i once suggested a fullscreen button and it didnt exactly get the most positive responses. A couple months later it was added to the game, not for the reason i intended it for though. It was for Mouse controls. But hate on my idea and say something so dramatic and rude. In time something will happen. It already has. I used to suggest ideas that threatened gameplay. I have changed because tankis updates got better. 

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Once again your statements are false. I don't even know what you are talking about when you said 'go play polygon cp/island'. I have been playing in these battles for months and you NEVER see anyone using jade. You will usually find that paint in maps like stadium or Monte carlo, although much more use prodigi.

 

Why would fire even exist if the afterburn is the same as freeze and if the damage wasn't high? That's like saying 'remove smokys crits'. If that did happen the gun would be very similar 2 Rico so why should smoky even exist? You said you 'die fast in a matter of 4 seconds using hornet m2'. You call that op? You are using a weak hull so obviously you will die quickly and 4 seconds isn't that fast 4 a hornet. My twins m3 (full damage MU) can kill an m3 viking that fast and there is a big difference in HP between viking and hornet.

 

Since when was shaft 'severely overpowered'? I have got shaft m3 with full MU on sniping damage and it sounds as op as you are saying. But if I play in stadium /Monte carlo with MUs disabled it's not as op as you are saying. I MU'd my sniping damage for a reason: I play in large maps. 'The arcade shots are like a smoky'. Like I said with fire, if the damage isn't high what's the point of the gun? You are only mentioning the positive aspects about the turret. It has got slow rotation and reload which is a big weakness for the gun, as well as the arcade damage. Also you will encounter alot of enemies in close range in big maps and shaft is nothing 'like a smoky' in close range. It does take about 3 shots 2 kill a light hull using arcade but it needs defence in close range. Like I haven't even heard of someone saying shaft is 'the most op turret'. You only find shaft in large maps so it needs 2 be popular in large maps because of its high damage. And no I don't even play in sandbox.

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