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Let's Discuss Game Balance


Maf
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Yes, and it's still too over-powered. 

I use Vulcan on my alt, I feel like there's 0 impact force when I hit the tank! But when I get shot, I can't get really anywhere.

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Nerf Fire, that's the turret that's OP at the moment. Buff Thunder, Vulcan, and Freeze, they practically don't exist in the matches I play. Rest are fine as they are now.

Edited by NewbieCake
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Nerf Fire, that's the turret that's OP at the moment. Buff Thunder, Vulcan, and Freeze, they practically don't exist in the matches I play. Rest are fine as they are now.

Amen to that. 

The burning time is ridiculously OP.

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There are three guns I believe are grossly overpowered. These guns are so over powered one who is three ranks below me can easily kill me. I have no defense against these guns in the hands of lower ranks, and this is why I call these guns “In house cheats”

Topic merged

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Vulcan and hammer were the two biggest mistakes Tanki has made. Vulcan was WAY overpowered when it was introduced and the rebalancing has not fixed it. Two Vulcans on one team makes it virtually impossible to capture a flag at Generalissimo level. Hammer still has too great a range, although hammer is not as bad as it used to be. But Vulcan needs to be nerfed.

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I believe Hammer's range is too far, or I should say the damage at mid range is too high, and it can damage multiple tanks with one shot. In the other word: overpowered.

 

Vulcan's impact force is still high even it has been reduced in earlier time. The vertical shooting angle is unbelievably big. I was a several times shot by Vulcan when I was under a cliff and the Vulcan is right above me on the cliff. The shooting angle formed with the horizontal is probable 85 degrees or even more.

 

Twins is now over and over-powered. I don't know why made it so powerful. May be you have your reason but this definitely is not balancing the game.

 

Isida's beaming angle is too small. At least make it bigger for healing.

 

Thunder's reload time is too long.

 

Shaft's normal (arcade) shot is a bit too powerful.

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Vulcan's impact force must be drastically decreased. It's impossible to drive properly while Vulcan is firing at you.

 

The main reason I want it XD,love that impact.Same goes for hammer.

Now as for game balance ,I would love to see thunder climb walls again,not sure what stat change effected this but it has me sits.Now thunder just sits

Edited by DeadBolt

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Its ridiculous how far that 'shotgun' can shoot,

Have you fired a shotgun in real life? Bring up the size a few times and you have the Hammer. It's range is fine.

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Let me correct some things 

Firebird is not OP at m4 and weirdly freeze just gets equal to it . Here you can see it

http://en.tankiwiki.com/Micro-upgrades_Firebird    -- for firebird

http://en.tankiwiki.com/Micro-upgrades_Freeze     -- for freeze

 

Firebird max damg is 72 and freeze gets a whooping dmg of 80

Though I would say that burn damage is equal to freezes freezing effect to some extent because when someone heals a titan freezin at that time goes to zero , that should be changed or not because freeze does more dmg.

 

Twins my friend is OP , m4 twins gets a huge boost from m3 17.00-21.00

Hammer is OP too a double power hammer will take down a mammy with darn ease.

Last but not least is Vulcan , I mean too OP impact force

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here what i think about the current balance.

 

Firebird is fine stats-wise. Is just that 1 tank out of 3 is a firebird.

Suggestion: no more firebird-related kits and singular sales untill the gun diffusion goes to standard levels.

 

Freeze feels useless. his damage is good, but the main feature (freeze effect) takes too much time to freeze enemy tanks, and wears off in seconds.

Suggestion: reduce damage by 10% but increase freezing.

 

Isida has been messed-up by the last changes. it once was the shortest range gun with a great angle of fire, but now has the longest range of the melee guns with a minimal angle of fire.

Suggestion: shorten range to about 15 meters but increase auto aim up and down.

 

Hammer range is inappropiate.

Suggestion: damage should greatly dissipate after 20-25 meters. the turret also gets extremely op with double power ( 2-3 tanks out with a single clip)

 

Twins feels fine, the damage decrease over range balances the high damage output at close ranges, but is Extremely Overpowered if used against low-modifications due to the gun combination of damage and overwhelming impact force.

Suggestion: maybe keep higher-level modifications away from early rank-unlocks by kits (like it happened recently)

 

Ricochet: the gun feels fine. can be used by a baby but it requies great skills to master. just an extra bullet or two in the clips might help countering the double-armors supply addicts.

 

Smoky got quite weak after all the recent balances. the gun main features, impact force and critical hits, got nerfed by an huge amount. if feels like a watered-down thunder or ricochet.

Suggestion: increase impact force.

 

Vulcan feels fine to me. the damage is not too high and the impact force gives this gun a reason to exist.

 

Thunder needs help. it got nerfed update after update, and is now only a shadow of itself. the damage buff is not enough to counter the highly increased reload and lowered splash damage, and the abundance of thunder-protecting paints is not helping.

Suggestion: increase reload speed Or splash damage range. Maybe both by nerfing the damage a little.

 

Railgun feels ok. maybe a little impact-force increase could be useful.

 

Shaft is broken. the gun needs bug-fixing regarding the aim getting stuck, and an overall increase in stats. the laser scope makes sniping really hard by giving away the sniper position, that gets targeted by half the enemy team while he should stand still to shot.

Suggestion: fix bugs, and Remove laser/Greatly increase gun stats.

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In my opinion there only are 3 over powered turrets, these are:

 

*Hammer, because: The damage of a hammer is way too high for its 3 shots. This should be balanced a lot harder, by example you could change the reloading time after the 3 shots real hard, or just make the dmg less insane ... When i played against a hammer m1 while i am a hornet m2 i noticed that the time that hammer needs to kill me is way lower then every other gun (except firebird, but fire has a way lower range), with a double damage it could even 1 hit kill me when it standed next to me. When you look at railgun, it can do the same but! railgun only got 1 shot and a slow reload, hammer has 3 shots and then a little reload ...

 

*Thunder, because: It's reload gets way to fast on m1 - m3, this fast reload isn't balanced with it's dmg. When thunder is far from 3 hornets, has damgage druggs it can almost kill them all in 1 hit. When you do the same with a dictator you will be able to notice how fast the 3 dictators die because of the fast reloadspeed of thunder.

 

*Firebird, because: firebird is a good and usefull turret in a teamgame or sologame, m0 and m1 is good balanced, you have to go close and fire at somebody and let him burn to death, but the m2 and m3 firebirds are way too overpowered because of its insanely high damage and burningtime. A firebird m2 kills a hornet m2 by shooting less then 3 seconds on it and just let him burn to death... If he continious shooting it only takes a total of 3-4 (or a litlle more) seconds to kill you. A firebird m2 kills a titan m2 way too fast while a titan should be a hard hull to kill.

 

And i would also like to say that i think that titan is way more better then mammoth because of it has much more speed and is just a little less hard to kill than a mammoth. And i have the same opinion when looking at viking and dictator where dictator is the better hull.

 

Thanks to read this post...

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Nerf Fire

Nerf Vulcan

Nerf Railgun

 

Be Brave Tanki :3

 

===

 

Btw, isida is still the shortest range turret at the moment.

And the most weak at damage.

Keep the range, and add autoaim degree. Currently even add a little, that will really help to improve, that illustrate how horrible isida autoaim.

Or decrease the range, add superior autoaim + damage + heal

 

===

 

And for vulcan, decrease its impact force or decrease its energy and add its selfburn.

 

===

 

Tanki need turret that bad at kill light hull, but soo effective kill heavy hull (Opposite of Hammer and Vulcan)

Maybe like turret that use poisoned wind, or nanorobotic wind. the more aerodynamic its hull (lighter) more light the damage it will receive.Add its name Hurricane :D

 

Or turret that fire magnetic shell, that when touch wall or floor, it will damage all tank in that area for limited time. u need to run to avoid the damage.and the slower hull will have the major disadvantage.

 

===

 

Freeze should decrease its victim speed, but not to point its annoying. At CTF, before, a lot of freeze can make base flag untakeable

Try to decrease its freezing effect on hull, but increase its freezing effect to turret. or totally froze them.

 

===

 

Btw its just me, but i hate the fact the heavy hull become key for deciding winner in small map.

No skill required

Investing on another hull, is too expensive. so that big no no for me

Edited by AliceTreatPU

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