Jump to content
EN
Play

Forum

Let's Discuss Game Balance


Maf
 Share

Recommended Posts

Thunder? Really? It is the most underpowered turret right now.

Shaft is fine.

Ricochet already has massive impact force, that should stay as it is or drop.

I agree with what you said about Smokey. The critical damage happens too often.

thats complete bs

A stock m3 rico is worthless, 1 clip cant even kill m3 viking

Share this post


Link to post
Share on other sites

thats complete bs

A stock m3 rico is worthless, 1 clip cant even kill m3 viking

I'm talking about impact force at my rank. It is quite powerful and it can easily stop me from landing even a single shot often. 

 

Are you talking about damage????

Share this post


Link to post
Share on other sites

I'm talking about impact force at my rank. It is quite powerful and it can easily stop me from landing even a single shot often. 

 

Are you talking about damage????

Well the impact force on rico is also bs- it can only kill m2's quick other than that its the most under powered at m3

Share this post


Link to post
Share on other sites

Smoky's critical shots are balanced by the relatively low damage from its normal shots. I have M3 Smoky and it's pretty weak if you don't MU it and if you're using it without Double Damage against a Double Armored M3 Viking. I'd say it's okay right now (at least at my level). Smoky M2 is pretty powerful at the level it is unlocked so I understand what you are saying. M1 Smoky is not that powerful on the other hand.

 

Thunder is weak as crap even at M3 at my level (at least mine is, and I don't MU that much so maybe that's why) but they nerfed Thunder enough with the slower reload and supposedly "increased" damage per shot. I don't feel a difference in the increased damage but there is a clear difference in reload time. I had M1 Thunder and bought the Bulldozer kit (M3 Thunder M2 Mammoth Emerald) for the M3 Thunder for the faster reload, only for it to get increased in time a few days/weeks later. It does not do enough damage at my rank. It does, however, do tons of damage at lower ranks, like Lieutenant Colonel, when the Bulldozer kit is available for purchase.

 

I agree that Shaft is OP. A non-drugged M2 Shaft can one-shot a non-drugged M1 Titan (no paints). Tell me that's not insane. Now you can imagine just how powerful M3 Shaft is. If you can imagine how powerful M3 Shaft is, then you can imagine even more how powerful M4 Shaft is, thanks to the MU update which gave many tankers easy M4s. Shaft needs a damage nerf.

 

As for Hunter, I can't really say. I still have M0 Hunter so... Although I have seen other M2-M3 Hunters in battle, flipping them doesn't seem like a big problem to me. It takes a lot of effort for a Wasp to push a Hunter and by the time the Wasp pushes it a decent amount, it's dead. With enough skill (maybe luck for me) you can flip a Viking M3 with Smoky.

Edited by generalpotato_PRO

Share this post


Link to post
Share on other sites

You've got to be kidding me, you want to nerf Shaft even more??? Yet you say "I've been here since 2012" remember Shaft then? That was OP. And the only time it was ever used. IMO Shaft should be able to 1 shot a M3 Dictator. Charge and tap shoot a M3 Titan and a charge to 2 tap shoots for a M3 Mammoth. Then we might actually see some Shafts, and some protection from it. Of cause with this damage changes it would need to go back to a long charge and fast reload.

 

Thunder is disadvantaged, it needs some more damage, not too much but some more.

 

Smoky is fine. DD is meant to be deadly.

 

Yes Hunter should be able to push light hulls, but then again look at Mammoth... Wasps can almost push it, makes sense...

Share this post


Link to post
Share on other sites

You've got to be kidding me, you want to nerf Shaft even more??? Yet you say "I've been here since 2012" remember Shaft then? That was OP. And the only time it was ever used. IMO Shaft should be able to 1 shot a M3 Dictator. Charge and tap shoot a M3 Titan and a charge to 2 tap shoots for a M3 Mammoth. Then we might actually see some Shafts, and some protection from it. Of cause with this damage changes it would need to go back to a long charge and fast reload.

 

Thunder is disadvantaged, it needs some more damage, not too much but some more.

 

Smoky is fine. DD is meant to be deadly.

 

Yes Hunter should be able to push light hulls, but then again look at Mammoth... Wasps can almost push it, makes sense...

Shaft is kinda ok as it is. 

  • Like 1

Share this post


Link to post
Share on other sites

tanki its not fair for thunder. you decreased its damaged and now its reload. before i was able to shoot 3 before dying. but now i can only shoot 1. when compared it to smoky i can shoot only 2 whereas smoky shoot 4. its just not fair. must upgrate thunder reload and its damaged. else it become railgun. if you upgrate it you must not decreased any of its upgratess. 

Share this post


Link to post
Share on other sites

Shaft is kinda ok as it is. 

M0/M1/M2 all seem pretty fair and quite balanced, but M3 is badly weak. It always needs DD on, it also can't complete well in DM like it used to. Yea, I once was a Shaft player, back before rebalance. :/

Share this post


Link to post
Share on other sites

Hello tankers,

I think it is time for a change. I had quit Tanki Online for 3 months, and when I came back there were many improvements. However, there are still a lot of things that can be improved.

           

First of all, I noticed that Smoky has received a major “critical” update. The critical shots happen more often. This is so common that I die within the third shot of being attacked by a Smoky (M2). For those of you who will claim that I am biased, please think again as I am actually saving for the Paladin Kit. Many of you will say to get a paint, which is something I plan to do. However, Thunder and Twins are also turrets that are very annoying and require you to have a paint in order to survive for more than the average time it takes to kill a tank. Emerald is a good choice, and Savanna is better than Needle in terms of value, but has anyone considered how expensive those paints are? Smoky and Thunder both have this strong knockback “punch” and I’m pretty sure that those paints don’t do anything against the punch.

Suggestions

 

1.    Decrease the chance of Smoky’s critical hit. It happens too often and when on double power, it’s very deadly. There is no need to nerf it, there just needs to be a balance in the current gameplay.

2.    Decrease the punch that both Thunder and Smoky have. If anything Ricochet should have that strong of a punch because of its rapid firing rate. 

 

 

 

Second of all, there is a major problem with Hunter. Ever since the swap between Hunter and Viking’s weight, Hunter has become “puny” and inferior. I have used Hunter, and it happens to be my second favorite hull, however it can be pushed by any hull. With what I have experienced, pushing a Wasp is harder than it seems. The weight removal of Hunter has compromised performance and value. Hunter can now be very easily flipped, pushed and the position can be changed by any little impact. Catching Gold boxes is a problem because of the fact that Hunter is pushed so easily without much force needed.

Suggestions

1.    Balance out the weight between Hunter and Viking. After all Hunter is a medium hull and should be able to push light hulls. Light hulls should be pushed by Hunter, not vice versa.

2.    Add a little bit more speed to use the drifting technique to its full advantage.

3.    The health of M2 and M1 Hunter should be increased by at least 10%. They are inferior to other hulls and rely on double armor to survive the most annoying guns in Tanki Online

 

 

Third of all, Shaft is OP. I have said in the past, and I will say it again. I understand that nerfing the turret completely would make it inferior and return it back to the days when it was unpopular.

Suggestions

1.    Increase the size of the crosshair.

2.    Fill in the area surrounding the circumference of the crosshair with a black or opaque color. This will help balance the turrets high damage because they will only be able to see what’s directly in the scope.

3.    Decrease the damage of the “arcade” shot. Decreasing the reload time wouldn’t make much sense because then Shaft would not be able to defend itself in short ranges. Currently when shaft hits a light or medium hull with an arcade shot, ½ or 1/3 of the health will be taken respectively.

 

Please keep in mind that none of these ideas are biased and that they are based on what I have experienced. Yes, buying paints will help the situation, however paints with maximum protection against one turret are very expensive and offer puny protection from other turrets. Take for example, Inferno. It has high protection against Freeze or Firebird, but very minimum protection against Twins.

 

Topic merged

Share this post


Link to post
Share on other sites

The reason you think Shaft and Thunder are OP is because of your rank - this is where most guns are still M2, but those two are available at M3. Once you get to Generalissimo, you will find that most (if not all) M3+ weapons are well balanced and no corrections are needed. Until then you just have to get used to the fact that whatever M3 gun or hull unlocks at the rank you are on will be OP.

Share this post


Link to post
Share on other sites

It is simply a problem, that this game:

- has sometimes huge and sometimes small performance steps from one modification to the next (M0>M1, M2>M3, M3>M4)

- that those modifications are not available at the same rank

 

This whole balance thing would be much more easier, more usefull and simply more balanced this way:

 

Continous gear perfomance increase:

 

Basic Gear Performance

- buy a smoky (like todays M0).

- upgrade it by 100 linear steps up to todays M4

- at each rank the max. available upgrade level of all your turrets and hulls increase. This means roughly 3 steps per rank. So no rank can have overpowered euipment.

- total prices for a certain performance (turret + upgrades to reach that performance) should roughly match todays pricing

- at reaching a certain performance level, the looks of your gear would change (step 0 = m0 looks, step 25=m1 looks, ...step75=M3 looks.. and maybe they simply design a special look for full upgraded stuff = M4, so that there is an additional teaser to really go the whole path).

- If you enter a XP/BP battle, the stepping of your rail gets fixed either to what M2 is today or M3 of today. It depends on whatever step you can reach with the stepping you really have bought. Same for parcours weight.

 

 

 

bonus realm (buyers mainly; some clever planning tankers as well):

- If you want upgrades that are not yet unlocked at your rank, you _can_ purchase them as well, but you have to pay 2x..3x the price. Lets call this "Early" upgrades / "power-plus" upgrade.

- By "early" or "power-plus" upgrades, you can be max. 10 upgrades steps / or 10% of steps ahead of the usual upgrade maximum of your rank (so your overpowerness becomes less important as the others catch up in time)

- Kits will give you certain amounts of performance upgrades (add +10 to smoky) or modify your gear directly into a defined state (your smoky was 20, your rank allows a maximum smokey step of 60, the kit gives you directly smokey step 70). But unlike today you are unable to purchase an M2 kit and upgrade it to full M3 while beeing in M1 ranks ;)

Edited by BlackWasp777
  • Like 1

Share this post


Link to post
Share on other sites

I'm sure many of you have noticed as well. I don't know WHAT tanki did to the firebird, but it is rediculously over powered now. I can't even play on DM anymore cause it's nothing but FIREBIRDS. De-op the firebird! In the tanki v-log once, they said that the Hornet was every-other-hull. Well now the firebird is every-other-turret!! Idk what it's like for you liuetenants and Generallisimo's, but it is MURDER for warrant officers, and lower. Sorry if this goes to as a rant, but it is a rant. I am so sick of the firebird, I just wanna break it in half. What do you guys think?

SAME FOR ME

Share this post


Link to post
Share on other sites

Continous gear perfomance increase:

I'm not sure, but from what I understood - this is pretty much exactly how equipment upgrades will work in Tanki X

  • Like 1

Share this post


Link to post
Share on other sites

where have you seen this information about TaniX?

It may have been in one of the V-logs, or said by developers on the forum.

Share this post


Link to post
Share on other sites

 

Hello tankers, [/size]

I think it is time for a change. I had quit Tanki Online for 3 months, and when I came back there were many improvements. However, there are still a lot of things that can be improved.[/size]

            [/size]

First of all, I noticed that Smoky has received a major “critical” update. The critical shots happen more often. This is so common that I die within the third shot of being attacked by a Smoky (M2). For those of you who will claim that I am biased, please think again as I am actually saving for the Paladin Kit. Many of you will say to get a paint, which is something I plan to do. However, Thunder and Twins are also turrets that are very annoying and require you to have a paint in order to survive for more than the average time it takes to kill a tank. Emerald is a good choice, and Savanna is better than Needle in terms of value, but has anyone considered how expensive those paints are? Smoky and Thunder both have this strong knockback “punch” and I’m pretty sure that those paints don’t do anything against the punch. [/size]

Suggestions[/size]

 

1.    [/size]Decrease the chance of Smoky’s critical hit. It happens too often and when on double power, it’s very deadly. There is no need to nerf it, there just needs to be a balance in the current gameplay. [/size]

2.    [/size]Decrease the punch that both Thunder and Smoky have. If anything Ricochet should have that strong of a punch because of its rapid firing rate.  [/size]

 

 

 

Second of all, there is a major problem with Hunter. Ever since the swap between Hunter and Viking’s weight, Hunter has become “puny” and inferior. I have used Hunter, and it happens to be my second favorite hull, however it can be pushed by any hull. With what I have experienced, pushing a Wasp is harder than it seems. The weight removal of Hunter has compromised performance and value. Hunter can now be very easily flipped, pushed and the position can be changed by any little impact. Catching Gold boxes is a problem because of the fact that Hunter is pushed so easily without much force needed. [/size]

Suggestions[/size]

1.    [/size]Balance out the weight between Hunter and Viking. After all Hunter is a medium hull and should be able to push light hulls. Light hulls should be pushed by Hunter, not vice versa. [/size]

2.    [/size]Add a little bit more speed to use the drifting technique to its full advantage.[/size]

3.    [/size]The health of M2 and M1 Hunter should be increased by at least 10%. They are inferior to other hulls and rely on double armor to survive the most annoying guns in Tanki Online[/size]

 

 

Third of all, Shaft is OP. I have said in the past, and I will say it again. I understand that nerfing the turret completely would make it inferior and return it back to the days when it was unpopular.[/size]

Suggestions[/size]

1.    [/size]Increase the size of the crosshair.[/size]

2.    [/size]Fill in the area surrounding the circumference of the crosshair with a black or opaque color. This will help balance the turrets high damage because they will only be able to see what’s directly in the scope. [/size]

3.    [/size]Decrease the damage of the “arcade” shot. Decreasing the reload time wouldn’t make much sense because then Shaft would not be able to defend itself in short ranges. Currently when shaft hits a light or medium hull with an arcade shot, ½ or 1/3 of the health will be taken respectively.[/size]

 [/size]

Please keep in mind that none of these ideas are biased and that they are based on what I have experienced. Yes, buying paints will help the situation, however paints with maximum protection against one turret are very expensive and offer puny protection from other turrets. Take for example, Inferno. It has high protection against Freeze or Firebird, but very minimum protection against Twins. [/size]

 [/size]

 

 

About increasining m1 and m2 hunter health....

No. M1 hunter is already the same as Viking with health, so it wouldnt even make ant sence if Hunter had way more health than Viking at m1...

I use hunter alot and i really like it, though iv never noticed that wasps and hornets can push me easily too. I think that hunter is actually very well balenced and versitile.

About smokey...

I understand that smomey is extremly annoying, though its Impact force shouldnt be nerfed. Just remember who has smokey and keep an eye on it. It also may be op for you right now, but it will start to becom less and less op as you rank up. Thats how it is with most items. Example: when creating a new account, twins is op, then it becomes less and less op. I used to be a big twins player, then a few ranks before WO1, i had to stop cause it sucked. The same thing will happen with m2 smokey at some point. ..thunder is only good with DD too, and my advice with dealing withthunder in an open area with no cover is to circle it while getting cloeser toom then try to ram it. The thunder will hesitate too shoot, as the spash damage woyld hurt

itself too, but if it has DD...well your dead unless your lucky and it has low health.

Shaft...

I dont think its OP at all. Sure, it will one shot you most of the time and there is no point in getting an paints, but its long reload is...well..long. i do agree it should have ajustments, but nothing too big. The laser was a big nerf with it, so now the best map for it is Monte Carlos and even there it can be killed easily by a railgun

Share this post


Link to post
Share on other sites

I think Firebird M1 needs to be buffed.

Now before you all try and kill me with those torches and pitchforks, lemme explain.

 

Firebird M1 is the cheapest M1 turret, and as such, it kinda sucks as stock. It used to be an overpowered mess -- I'd see everyone running around with it -- but just like countless times in the past, when Tanki nerfed it, it was nerfed too much. I'm not talking about the damage, I'm talking about the burn time. It used to be 12.1 seconds, now it's been reduced to 5.7 -- less than half! I know the turret itself is cheaper than a bundle of drugs, but damn, it's an M1, and should be treated like it. The stock burn time is beyond negligible, it's just not there.

 

I'm not asking for a huge nerf, but a slight increase in the burn time, maybe 7.6 seconds, would help Firebird users immensely, and it wouldn't be all that game-breaking. To balance it out, I think the damage could lose a few ticks, maybe reduce it to 38 or something -- a bit above Isida M1, but still in the realm of decency.

 

There, I've said my piece. Y'all can use those torches and pitchforks now.

Edited by AlphaNinjaGirl
  • Like 2

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
 Share

×
×
  • Create New...