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Let's Discuss Game Balance


Maf
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Rico and Vulcan are both very fun turrets. If you want to have fun and aren't too worried about where you land on the leaderboard, go for it.

 

But if, as your post suggests, you are in it for power and results, stay with the OP turrets. Get Firebird for battles where your enemy has Freeze protection.

If you know how to use it, Smoky is too OP now.

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Rail got weaker then stronger? this doesn't make sense.

Rail got weaker, but faster reloading. So it can shoot twice as much as before. So if you are good at adapting then the new rail should be good. Its does less damage though. M2 rail can no longer one shot hornet M0. But I don't see why it would need to 'cause of the reloading.

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Twice as much? Definitely not.

Rail can fire 40% more shots.. but deals accordingly less damage.

Good for rushers, bad for campers, neutral for Midfielders.

Edited by BlackWasp777

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Supplies are kinda OP right now. Too many people are complaining that they are ruining the game. All turrets and hulls got nerfed or changed in someway. My idea is to reduce the power of garage supplies:

Repair: The repair would take 5 seconds to fully heal any tank.

Double damage: It would do the same damage only at long range. At long range double damage will do 50% less damage. For example, if a smoky does 50 points of damage, on double damage it would do 75 points of damage at close range and only do 25 at long range.

double armour: Double armour will hold protection only against close range and mid range attacks. Long range attacks will still do full damage to the tank even if the tank has double armour.

Speed boost: The nitro will have the same speed as before, however it will have longer cooldown time.

Mine: The mine will do splash damage killing/injuring anyone near it. Its splash damage will be similar to thunder's.

 

All supplies will have a 20 seconds cooldown after either one is used.  Each supply should last only last for 10 seconds.

Like if you agree with this topic, :D

 

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We, players with M2 Railguns now need 3 hits to destroy Hornet M3 and even Wasp M3.

I would like just like you told for DR that there are alterations, to M2 to have equiped alteration with little higher damage and decrease other things.

Where is a Pro in that you need 3 hits 95% of the time?

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We, players with M2 Railguns now need 3 hits to destroy Hornet M3 and even Wasp M3.

I would like just like you told for DR that there are alterations, to M2 to have equiped alteration with little higher damage and decrease other things.

Where is a Pro in that you need 3 hits 95% of the time?

Topic merged

 

I'm pretty sure that the damage is quite balanced now and your estimation for 3 hits being required 95% of the time might just be caused by your own perception. Even if the bias does exist, I suppose it gives you something to strive towards in order to be better, i.e. buy M3 Railgun.

 

Either way, developers are aware of this and if they consider the problem to be serious they may implement a balancing feature.

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Supplies are kinda OP right now. 

Topic merged

 

Developers are not planning to make any more changes to supplies in the near future. Besides, your idea for balancing supplies isn't that good. Adding range into the equation for supply effectiveness will only make them more complicated to for developers to ake and for players to use, but it won't benefit gameplay.

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Railgun is way to OP against hornet and wasp now.  It can still destroy hornet and wasp in two shots but it reloads much faster.  This means that a railgun user, even without drugs, can take down a hornet and wasp very easily.  How is this balanced?

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You guys think you have it bad after the rebalance ! My M4 Thunder doesn't even cause damage at the stated rate (1020). Within the max damage distance and against unarmored/unprotected hulls, just 888 - 993hp damage is as good as it gets, I have to hit wasp/hornet 3 times with an M4 turret to kill it now!

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My M4 Thunder doesn't even cause damage at the stated rate (1020). Within the max damage distance and against unarmored/unprotected hulls, just 888 - 993hp damage is as good as it gets, I have to hit wasp/hornet 3 times with an M4 turret to kill it now!

All the guys you shoot must be hackers :P

 

(sorry for your low damage. Maybe it helps you to feel better, if you try to imaginge you would have run an Isida, and then you woke up and felt sooooo happy that you choose Thunder :P)

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My Firebird acts like all the enemies are on quadruple armor (if that's even possible). It does a pathetic 150 damage at a time at best. I've had it do only 70 damage and had to unload a full packet just to destroy a Wasp M1. The burn is horrible and it does almost no damage (at most ~100 damage total, and with large amounts of druggers in my battles, usually it's far less than that). Additionally it is getting very hard to find battles without tons of drugging M3 players (mainly players from Marshal to Generalissimo, but even at my rank the players drug very heavily and hardly any kills take place the entire battle). Right now the once early-unlocking M3s such as Thunder M3 are ridiculously powerful. To make it worse, they are really common in battles at my own rank. They typically take two shots to kill me and if the Thunder is well upgraded it takes only one shot (I use a Hunter M2 MUd 8/50). Also, both my Hunter and Wasp are so much slower than they used to be while gaining a minimal amount of health (I really don't care about that; that is not why I got Wasp and Hunter in the first place). For a mere 100 (in this new number system) health gain, my Wasp now goes slower than Hornets and some Vikings. The stats don't say this, but my actual results are much worse than what they say. My Hunter also feels really slow (it's now slower than Viking!). I got it because I wanted a fast medium hull. Now they basically swapped parameters and I am stuck with a Viking basically, that happens to have good turning speed (but not much better than Viking to make up for the maximum speed difference). Viking is clearly a better hull now, especially at the M3 and M4 levels. It has comparative health, much faster maximum speed, and its turning speed is still really fast (10 difference doesn't really mean much; once you get past ~110 after that it gets harder to control, so will not necessarily be a gain). Basically, what I learned from all this is that none of the stats are accurate, and so they can not be trusted. When considering what to get, rely on users' experience with that piece of equipment rather than the stats, and you will be better prepared for the results. I myself feel like I just got shortchanged now that my heavily upgraded Firebird M2 (33/50) with a Hunter M2 or fully MUd Wasp M1 struggles to kill mere M1 tanks. Twins M1 and Vulcan M1 still beat me up.  :( I cannot play for much longer with reasonable chances of getting M3s at a reasonable rank if these problems persist. With druggers far more frequent and far more heavily drugging than they used to be, I hardly get any XP. It is not uncommon for me to get only 100 XP from being in a 15 minute battle for the whole time, due to the near immortality of the many drugging tanks. (This is just at my own rank; it gets even worse if I can't find a battle at my own rank and have to fight drugging M4s instead). At the rate I am going, it will take many weeks of playing regularly to rank up when I have only 10K XP needed left.

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Fire, Freeze and Isida deal their damage each 1/4 of a second.

So.. if your firebird _would_ have a damage rating of 440/sec, then you will see four number poping up, dealing 110hp each, and those will be shown 4x a second.

 

Also the damage decreases with range.

 

But despite of those effects, there seems to be an issue with the afterburn effect. It is most likely at least 25% shorter then according to the wiki numbers,

Edited by BlackWasp777

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According to my stats my Firebird is supposed to do 669 damage per second. On my burn I get only around 100 damage total at most, so it is negligible. At best each individual number is 150. The problem is I have never gotten numbers four times per second. Maybe Tanki decided not to do this due to clutter, but my damage is noticeably worse than it used to be. I see the numbers only about at best twice per second. That's still only ~300 damage per second (much lower than the Vulcan users who I have to face, and it's a much shorter range turret). My burn doesn't really do anything, so I can't rely on it anymore for anything. This makes it almost impossible to use with Wasp since I will have to directly engage the enemy every time and my health won't be that good. Also my chances of escaping will be quite low since I am outrun by many of the other hulls.

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Rail is still weak, only now it is even weaker. Freeze is still OP as heck at m4 level. Kills me quick even on m4 with double armor and freeze paint. I can still light them up with m4 smoky or m4 thunder. Isida on the other hand is as dead as a doornail.

Rail is not weaker against hornet and wasp. It can STILL two-shot a light hull, but now it reloads like a thunder.  It's impossible to escape and you can't catch them while they're reloading now.  

When you say freeze is OP and it kills you in seconds, you are referring to the damage.  The freeze effect is almost unnoticable at m4 level.  And twins does more damage than freeze every second.  Freeze is an anti-drugger gun, that's really why I use it. I love making people use RK when I'm behind them and I kill them anyway.  Serves them right.  Freeze is often the only gun that can save a badly losing team with their base overrun by enemies, except maybe a drugging twins or vulcan. 

You are aware that the freeze effect was recently set back to pre-update conditions again, right?  

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I just checked the afterburn of an M0 Fire.

It seems that the damage is reported 4x per second (with each tick of the game engine), but the afterburn is reported only 1x/second.

 

The temp limit if that M0 firebird is 0.1, and the max burning damage that I could deal was indead 30 (300 x 0.1 = 30). But this 30 was given once per second.

The minimum afterburn damage that I saw was 1hp, but usually the smalles value is like 10hp

 

It seems to me, that if I heat up a tank for 0.5 seconds, I deal no burninng damage at all, which is not good and not usefull

Edited by BlackWasp777
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I just checked the afterburn of an M0 Fire.

It seems that the damage is reported 4x per second (with each tick of the game engine), but the afterburn is reported only 1x/second.

 

The temp limit if that M0 firebird is 0.1, and the max burning damage that I could deal was indead 30 (300 x 0.1 = 30). But this 30 was given once per second.

The minimum afterburn damage that I saw was 1hp, but usually the smalles value is like 10hp

 

It seems to me, that if I heat up a tank for 0.5 seconds, I deal no burninng damage at all, which is not good and not usefull

m0 fire is a joke anyway.  I'm wondering where the burn effect for m2 fire went.

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Rail is not weaker against hornet and wasp. It can STILL two-shot a light hull, but now it reloads like a thunder.  It's impossible to escape and you can't catch them while they're reloading now.  

When you say freeze is OP and it kills you in seconds, you are referring to the damage.  The freeze effect is almost unnoticable at m4 level.  And twins does more damage than freeze every second.  Freeze is an anti-drugger gun, that's really why I use it. I love making people use RK when I'm behind them and I kill them anyway.  Serves them right.  Freeze is often the only gun that can save a badly losing team with their base overrun by enemies, except maybe a drugging twins or vulcan. 

You are aware that the freeze effect was recently set back to pre-update conditions again, right?  

I think Freeze is like Isida in that both should be considered to be primarilty team game turrets. The Freeze effect is akin to "crowd control" functions in other games. CC functions are generally at their best in team situtions.

 

Or looked at from the flip soide, it is very hard to find the sweet spot for the freezing effect in a DM situation. Too much means the frozen tanks cant even struggle back - and players HATE that. Too little means the freeze effect rarely is deciseive compared to simple damage output. (Hope that makes sense.)

 

Anyway, I think what t

anki is best at is balancing the various turrets and hulls. What that need to focus on is fixing the Crystal payouts, the proponderance of Poly CP-type grinding, and othe raspects of the economic/progression portion.

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I just checked the afterburn of an M0 Fire.

It seems that the damage is reported 4x per second (with each tick of the game engine), but the afterburn is reported only 1x/second.

 

The temp limit if that M0 firebird is 0.1, and the max burning damage that I could deal was indead 30 (300 x 0.1 = 30). But this 30 was given once per second.

The minimum afterburn damage that I saw was 1hp, but usually the smalles value is like 10hp

 

It seems to me, that if I heat up a tank for 0.5 seconds, I deal no burninng damage at all, which is not good and not usefull

perhaps we see only one out of every four burning effect ticks .. but the other three still take effect.

 

Aftrerburn is definitly down after that patch, but OTOH it still does register kills. I don't feel that it's useless, rather mush less useful.

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Topic merged

 

Developers are not planning to make any more changes to supplies in the near future. Besides, your idea for balancing supplies isn't that good. Adding range into the equation for supply effectiveness will only make them more complicated to for developers to ake and for players to use, but it won't benefit gameplay.

Than I suggest you forward your idea to the devs. Your ideas are very good. The idea where you'd have to buy a PRO pass to use supplies is good. How can people have so many supplies that they can go on using them through out whole matches. Its like when your firing a gun. You'd have to have thousands if not millions of bullets just to keep firing for 10 - 15 minutes, 'cause 30 bullets to be fired out take no longer than a few seconds. At max maybe 5-10. And that is the same with supplies, except supplies last longer than 10 seconds. Most supplies last for maybe 20-40 seconds. But they can still be used a lot, despite their cooldowns. Buyers are getting the best of it. They can buy the crystals and not only that but now buy special crystal packs that include supplies (the 2.99 special offer). Its unfair that buyers can have that many supplies than go buy even more. If a buyer has enough money to buy 1k of each supply don't you think they'd have enough for the PRO pass too? My point is if people want to use supplies, they should pay for a PRO pass. If your idea does get added then a lot of people will stop leaving Tanki and Tanki will be improving step by step till its the awesome game. :)

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