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Let's Discuss Game Balance


Maf
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I personally think Ricochet takes the most skill to use, and it is the best gun in the game if you can master it. If you are able to master it you can destroy anyone, as its DPS is better than freeze. (when I last checked) I have gotten to a point where I am very skilled with it,but by no means even close to mastering it. The best Hulls for it are Hornet (occasionally), Hunter (favorite), and Viking. Aside from this I think firebird M1 needs to be nerfed a little or become more expensive/available at a higher rank.  

I tend to agree, because especially using the ricochet effect itself has a high learning curve which involves

skillful, fast use of cameraview and the notice "how to bounce effectively".

 

Ricochet is already strong and pretty good when it 's just shooting straight shots,

and many Ricochet players almost only use the straight shots:

but only the pro 's who unlock the "secrets of bouncing" are capable to transform it into a very, very deadly weapon.

 

Fortunately imo there are not that many Rico pro 's, because I don 't particularly like meeting them in a battle... :D

Edited by Lord-of-the-Snipers
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Well overheating causes 30hp damage per second (at max. temperature) - while an Isida can heal 50..65 (about this) per second.

+ dont forget Isidas reload..

So over the thumb the Isida will be able to cancel out the healting damage.. but most of the other damage dealt to the Vulcan would be effective.

 

I think this idea would help

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^ because Isida is actually quite balanced in most cases.

It just becomes overpowered if it comes in packs with two other isidas or if it keeps a Vulcan alive.

 

For an instance, if it heals a Twins-Mammuth, the problem is not so massive. Twinnners can't go to the edge of their base and over the whole map with supressive fire -.-

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^ because Isida is actually quite balanced in most cases.

It just becomes overpowered if it comes in packs with two other isidas or if it keeps a Vulcan alive.

 

For an instance, if it heals a Twins-Mammuth, the problem is not so massive. Twinnners can't go to the edge of their base and over the whole map with supressive fire -.-

Very true, but how often dobyou really find an isjda alone in a team battle? Plus, many gismos will drug because there really isnt anything else for them to upgrade except to M4 and some other M3s, which are just a little more expensive than that huge drug kit thats only like 108k... drugs are much more common at gismo, which is why isida is so op....

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I still think creating a unique overheating system for Vulcan that an Isida cannot heal would add an element of skill to the turret as well as balance the game better. Vulcan is honestly just too OP in my opinion tbh

 

 

EDIT: Might post a topic on this in the ideas and suggestions if enough people think so (since it is an IDEA for vulcan it can go there)

Edited by TheRollingSlab
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Even mods think its op too....... Damn_Slow said tht in the Womens Day tornament... so what i dont understand is why there hasnt been a nerf yet? They decided to nerf freeze, of all turrets...one of the more balenced turrets in my opinion......

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Hello,

 

Reading through the game balancing section of the forum there are two main concerns, A) freeze sucks now, B) and Vulcan is OP when combined with a pack of Isidas. The idea that I am proposing is a change in the overheating system in Vulcan. Currently, the overheating causes the same affect as Firebird and can be fixed with either a repair kit or an Isida. I think that a unique overheating system should be added that can ONLY be restored by repair kit. (when the Vulcan is in its overheating stage, it cannot be healed/overheating removed by Isida. Only repair kit can fix this) However when it is not in its overheating stage, it CAN be healed by and Isida. I think this would help balance the game significantly and also add an element of actual skill to the turret, rather than camp somewhere and hold down the space-bar. 

 

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I mean, the fact it's overheating isn't bad, especially if it still only dies from it after five minutes (Without outside damage).

Healing them is only half the problem, the main problem is this gun can fire forever. .-.

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I heard in September or something about how the sel damage of Vulcan was gonna be changed alot. It would do much more damage than now, and in big chunks instead of gradually. That would make it less op and harder for isidas to heal to. I remeber seeing that, but im not sure if thats a TankiX thing or if it was an abandon idea

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I personally think Ricochet takes the most skill to use, and it is the best gun in the game if you can master it. If you are able to master it you can destroy anyone, as its DPS is better than freeze. (when I last checked) I have gotten to a point where I am very skilled with it,but by no means even close to mastering it. The best Hulls for it are Hornet (occasionally), Hunter (favorite), and Viking. Aside from this I think firebird M1 needs to be nerfed a little or become more expensive/available at a higher rank.  

Maybe not the hardest use, i often see it used with very little skill, but definetly the hardest to master.

I think the hardest gun to learn to use is shaft, you have to partially abandon common skills, and master rarer ones like being stealthy, predicting the right time to scope, playing with terrible vision and knowing your damage in a unique way.

The hardest gun to use might be smoky, not op at any range, so a newb ususally ends up facing his enemies on the worst places, because of bad prioritation and keeping the distance/closing it, you can't rely on easy things like fast dps, big loads of damage per shot and you definetly need aim. Maybe even freeze, with the nerfs.

 

I think the guns hardness/easyness to use depends on the player... some are better at landing shots accuratly, some are good manipulators and some master the special effects like freeze, burn, self-damage or knockback faster than others. The things that affect this are the previous experiences with different guns, the internet-connection and the hulls you use most often etc.

Edited by stawp_thundertime
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Maybe not the hardest use, i often see it used with very little skill, but definetly the hardest to master. ++

I think the hardest gun to learn to use is shaft, you have to partially abandon common skills, and master rarer ones like being stealthy, predicting the right time to scope, playing with terrible vision and knowing your damage in a unique way. yes, if mobile and mounted on Hunter, Hornet or Wasp

The hardest gun to use might be smoky, not op at any range, so a newb ususally ends up facing his enemies on the worst places, because of bad prioritation and keeping the distance/closing it, you can't rely on easy things like fast dps, big loads of damage per shot and you definitely need aim. Maybe even freeze, with the nerfs.

 

I think the guns hardness/easyness to use depends on the player... some are better at landing shots accuratly, some are good manipulators and some master the special effects like freeze, burn, self-damage or knockback faster than others. The things that affect this are the previous experiences with different guns, the internet-connection and the hulls you use most often etc. like (mechanical) keyboard and fingerplacement

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In my opinion, the hardest to master is Thunder-Wasp.

Low armor and high self damage if you screw up make it very tough to get a hang of.

But when you do...

When you do, you inflict massive damage and a slightly better k/d. I personelly think Wasp/Thunder is for suicide players who sacrafice themselves for their team. I do not recomend this combo...even with skills....they are generally targeted because they are easy to kill and they cause constant chaos if they are ignored. Unless your a drugger, you shouldent use it. If you do use it, be prepared to not just do good for yourself, but aim for helping your team as a whole. Stay with flag carrier and go ahead to see if its safe, then if someone is chaseing your flag carrier, shoot them while your charging at them then ram your tank in front of them if you need to. If you know your damage well, and you know they will die in the next hit, dont ram them though. Just be prepared to grab the flag if your guy dies and make sure to land every shot

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Tanki still noob.

 

Friz Fire still out of balance.

 

Viking still too slow.

 

Dragers out of balance.

 

Premum un balance game engine too.

 

Mults are in action all the time

- friend recognizer of mult in map no work.

- same player on same IP is no harm so much, as player who play intentionaly for hours and do all the time saboting work... !!!

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Tanki still noob.

 

Friz Fire still out of balance. Storm or Loam, man.

 

Viking still too slow. Like it's meant to be? Try Hunter sometime.

 

Dragers out of balance. If I say I agree there'll be hell to pay, so sure.

 

Premum un balance game engine too. No comment.

 

Mults are in action all the time Meh, maybe at your rank.

- friend recognizer of mult in map no work.

- same player on same IP is no harm so much, as player who play intentionaly for hours and do all the time saboting work... !!!

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This guy remains me of arun24, all his does is whine and complain

 

And while I am here, freeze needs an upgrade. Either increase the damage, freezing power, or the time it takes for an enemy to unfreeze. Freeze (mine is M2) is so bad I prefer to use Firebird M1 if I am playing Island or Ping-Pong. It needs a change. And now I actually think firebird does no need nerfing, as I played with a group of M2 fire/hornets and they did well but not to the point of completely dominating the match

Edited by TheRollingSlab

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I've got an idea for a new Vulcan feature!

Alright, so real-life machine guns obviously can't fire forever, right?

Neither should Vulcan, I'm suggesting a "jamming" feature.

Every time you drain your ammo, the chance ticks up to "1", every five seconds you keep firing it goes up by one, until fifty is reached.

If the Vulcan hasn't jammed by then (Unlikely), it is assured a jam and cannot fire for at least thirty seconds.

A small timer will appear next to the ammo bar, visible only to you. Once the timer reaches zero, the chance drops back to zero and you can continue your attack.

Edited by The-Operator219
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