Jump to content
EN
Play

Forum

Let's Discuss Game Balance


Maf
 Share

Recommended Posts

Im not "new" to the game, this is just one of the many accounts i have accumulated over the three years of playing. But you're wrong about hunter. Yeah it has faster acceleration but for any tank, it takes a couple seconds to get to top speed and viking is faster so, really, your exposure time is reduced with Viking. Plus, if i see a tank i know i cant take down and they dont see me, i dont bother shooting I just go the opposite way. But in cases they see me, I will stay and do whatever damage i can if there is no where to run, but luckily i did get away.

However. Hunter has a turret closer to the edge, so it's better for peek-a-boo.

Share this post


Link to post
Share on other sites

However. Hunter has a turret closer to the edge, so it's better for peek-a-boo.

I dont do peek a boo. If im behind cover, i stay out, making the opponent do peek a boo, but i will shoot a fe times to make sure when they pop out i will hit them, plus its a form of suppressive fire to keep them hiding. Then I will look to see where my shot is and I will alter my aim to get my shot to be as close to the wall as possible, so when a hunter user does pee a boo on me, they get hit most of the time since they have to move out of cover, aim and shoot in a split second, whereas I know I will hit my target.

Share this post


Link to post
Share on other sites

I dont do peek a boo. If im behind cover, i stay out, making the opponent do peek a boo, but i will shoot a fe times to make sure when they pop out i will hit them, plus its a form of suppressive fire to keep them hiding. Then I will look to see where my shot is and I will alter my aim to get my shot to be as close to the wall as possible, so when a hunter user does pee a boo on me, they get hit most of the time since they have to move out of cover, aim and shoot in a split second, whereas I know I will hit my target.

Piece of advice: Never do that at higher ranks.  It is a deathtrap situation.

Share this post


Link to post
Share on other sites

Piece of advice: Never do that at higher ranks.  It is a deathtrap situation.

Like I said, I sacrifice myself for my team. Me sticking out gets the enemies to show their faces for my team mates to shoot.

 

Camp is the peek a boo map. I love that map.

Share this post


Link to post
Share on other sites

Like I said, I sacrifice myself for my team. Me sticking out gets the enemies to show their faces for my team mates to shoot.

 

Camp is the peek a boo map. I love that map.

Well, you won't really be helping your team by dying, but I see your point. :)

 

Camp is a troll map.  It is my least favorite map in the game.

Share this post


Link to post
Share on other sites

Well, you won't really be helping your team by dying, but I see your point. :)

 

Camp is a troll map.  It is my least favorite map in the game.

I love that map. Smoky is terrible on it, but I still manage to get top spot most times....

 

I used to only care about my K/D, but since I realized it's not really important, I get higher scores in my battles since I dont hide until i see a repair kit. I go at it till I die.

Share this post


Link to post
Share on other sites

I'm convinced the difference between the 3 medium hulls comes down to personal preferences. Especially with respect to the turret used. 

 

After the last couple days gaving played the new system for awhile, after a lot of upgrading via kits, the MUS sales, and the Halloween sale (in that order of significance for me) ...

 

I gotta say I love the current Viking hull. Today I realized I don't head-butt enemy tank like I used to. But its so fast and responsive. The Smoky turret is a bit sluggish but the combo still works great. And with the extra speed I've stumbled onto some new moves I've never seen before.  :ph34r:

 

Ditto driving Hornet. Now full-time with Isida it is a rush to drive when I'm in the zone. 

 

Titan on a speed boost handles much like the old Viking except even tougher (than the old Viking). It is not as tough as it used to be but now it is quite nimble. I usually dig speed but there are days I prefer Titan's smooth steady ride as I ride over hapless foes popping at with their .pea-shooters.

 

Which leaves Vulcan/Wasp. I just committed to this combo during Halloween  It is great fun combo when I remember how to drive and fight. I need more practice driving Wasp but it's great fun when it's going well. :)

Share this post


Link to post
Share on other sites

Since I am here typing . . .

 

 

I had a fight today in the Rio alley. An ally Mammoth blocked my escape route while I had the flag. While we were starting to untangle an enemy freeze opened fire, from the other side of the mammy. I tucked in behind it and eventually had a safe shot or two over the mammy shoulder. The mamy was beat up but lived and I was unwounded. So that blocking effect does work if you have the right conditions to remain screened from a fire/freeze

 

I felt sorata guilty for stealing the flag so I amde sure to give the next one I snagged to the mammy.  Poor slow things. :)

Edited by LittleWillie
  • Like 2

Share this post


Link to post
Share on other sites

I'm convinced the difference between the 3 medium hulls comes down to personal preferences. Especially with respect to the turret used. 

 

After the last couple days gaving played the new system for awhile, after a lot of upgrading via kits, the MUS sales, and the Halloween sale (in that order of significance for me) ...

 

I gotta say I love the current Viking hull. Today I realized I don't head-butt enemy tank like I used to. But its so fast and responsive. The Smoky turret is a bit sluggish but the combo still works great. And with the extra speed I've stumbled onto some new moves I've never seen before.  :ph34r:

 

Ditto driving Hornet. Now full-time with Isida it is a rush to drive when I'm in the zone. 

 

Titan on a speed boost handles much like the old Viking except even tougher (than the old Viking). It is not as tough as it used to be but now it is quite nimble. I usually dig speed but there are days I prefer Titan's smooth steady ride as I ride over hapless foes popping at with their .pea-shooters.

 

Which leaves Vulcan/Wasp. I just committed to this combo during Halloween  It is great fun combo when I remember how to drive and fight. I need more practice driving Wasp but it's great fun when it's going well. :)

My M1 Viking on Speed boost is quite the quickster being faster than Wasp, throw on double armor to make it stronger than mammy, put a Smoky on top with double damage, pretty much nothing can stop you.

 

takes THREE M2 RAILGUN shots to kill me WITHOUT double armor, so to see those purple beams fire hopelessly at me as I zoom across the map with much gusto puts a smile on my face

Share this post


Link to post
Share on other sites

My M1 Viking on Speed boost is quite the quickster being faster than Wasp, throw on double armor to make it stronger than mammy, put a Smoky on top with double damage, pretty much nothing can stop you.

 

takes THREE M2 RAILGUN shots to kill me WITHOUT double armor, so to see those purple beams fire hopelessly at me as I zoom across the map with much gusto puts a smile on my face

I just traded in my m1 Viking for m2 only 2 weeks ago. It's that same driving experience as you have but just more so. :)

 

After last weekend now I have it and Smoky m2 t MU 18 or 19.  You ar right it is a very effective combo even w/o drugs. I can eneter games with 3-4 higher ranks now easilly.

 

One tjhinng about the medium hlls for player like you and me should be pointed out.

 

Ay at m3 and m4 the medium hull all thave teh same HP. At m0, m1, and m2 they do not. 

 

I could have bought an m2 Hunter, Viking or Defender at m2. But the HP vary at m2 from 2000 to a high of about 2170 for Viking. With every MU step the other 2 hulls close the gap with Viking but they do not catch up in HP until all hulls at a ful m3. So for players climbing the ladder, there are still differences like this to exploit. All 3 medium hulls are not equal for all players!

  • Like 1

Share this post


Link to post
Share on other sites

I just traded in my m1 Viking for m2 only 2 weeks ago. It's that same driving experience as you have but just more so. :)

 

After last weekend now I have it and Smoky m2 t MU 18 or 19.  You ar right it is a very effective combo even w/o drugs. I can eneter games with 3-4 higher ranks now easilly.

 

One tjhinng about the medium hlls for player like you and me should be pointed out.

 

Ay at m3 and m4 the medium hull all thave teh same HP. At m0, m1, and m2 they do not. 

 

I could have bought an m2 Hunter, Viking or Defender at m2. But the HP vary at m2 from 2000 to a high of about 2170 for Viking. With every MU step the other 2 hulls close the gap with Viking but they do not catch up in HP until all hulls at a ful m3. So for players climbing the ladder, there are still differences like this to exploit. All 3 medium hulls are not equal for all players!

I also noticed at the M2 level, Viking is the fastest and strongest in terms of HP out of the three medium hulls. (Hunter, Viking, Dictator)

Share this post


Link to post
Share on other sites

My Wasp M3 on Nitro outrunns every Viking without nitro.

My Wasp M3 on Nitro also outrunnes all other Wasps wihtout nitro.

My Wasp is awesome, ah noo.. wait... actually it is a non-agile nible cardboard tank.. maybe just the Nitro is awesome?

 

(tune in your sarcasm detectors, pun intended, no offence :) )

Share this post


Link to post
Share on other sites

The game would be better if, when there are same number of player at both teams that player who wants to join can only join to losing team.

There are a number of problems with that. For example, if they're a battle with all m2s and the badly losing team needs an m2 player, they wouldn't want an m1 hornet/m1 rail player to help defend who was forced to join their team, now locking anyone else from joining.  Badly losing teams actually are HAPPY when a noob joins on the other team because that is one more player slot used up for the other guys...and the "noob"s counterpart could be a full m2/m3 guy who's ready to save the day for their team. I'm not sure if I explained this too well, as I am not a tutor sort of person, but I hope you get the idea. :)

Edited by r_I_already_won0

Share this post


Link to post
Share on other sites

My Wasp M3 on Nitro outrunns every Viking without nitro.

My Wasp M3 on Nitro also outrunnes all other Wasps wihtout nitro.

My Wasp is awesome, ah noo.. wait... actually it is a non-agile nible cardboard tank.. maybe just the Nitro is awesome?

 

(tune in your sarcasm detectors, pun intended, no offence :) )

Your first two statements were very obvious and any new player would know that Wasp can outrun anything on nitro -_-

Share this post


Link to post
Share on other sites

Oh.. ok.

I thought this section was about stating, that a tank on Nitro is faster then a tank without nitro.

Or that a tank on DA can more easily withstand beeing shot by others.

I must have been mistaken then :)

Share this post


Link to post
Share on other sites

The game would be better if, when there are same number of player at both teams that player who wants to join can only join to losing team.

I agree.

 

I think uneven number of tanks in a battle is actually worse than large supply usage.

When a team outnumbers the other team by enough tanks it is impossible to compete.

The larger team will control the map - and thus all the drop supplies. making imbalance even worse.

  • Like 1

Share this post


Link to post
Share on other sites

Anybody else think the protection modules aren't balanced currently, being flat XX% across all turrets? For example 35% protection against a low DPM turret is very effective compared to 35% against a high DPM turret. I notice this particularly in the case of smoky. There is no need of 50% smoky protection because 35% suffices pretty well. Agree? Disagree?

Share this post


Link to post
Share on other sites

Anybody else think the protection modules aren't balanced currently, being flat XX% across all turrets? For example 35% protection against a low DPM turret is very effective compared to 35% against a high DPM turret. I notice this particularly in the case of smoky. There is no need of 50% smoky protection because 35% suffices pretty well. Agree? Disagree?

Obviously you will feel the effect differently. Lets say you use hornet m4.  5% protection against hammer m4 makes you 3-shot, a huge difference.  5% protection against firebird m4 you won't even feel.  There is a good idea somewhere to have customizable protection levels, but it's unlikely to be implemented.

 

However, you can choose the module, so it's up to you.  50% against any turret is bound to be annoying. :)

Share this post


Link to post
Share on other sites

Obviously you will feel the effect differently. Lets say you use hornet m4.  5% protection against hammer m4 makes you 3-shot, a huge difference.  5% protection against firebird m4 you won't even feel.  There is a good idea somewhere to have customizable protection levels, but it's unlikely to be implemented.

 

However, you can choose the module, so it's up to you.  50% against any turret is bound to be annoying. :)

I believe you're talking about hulls where as I'm talking about the turret damage being dealt.

 

Convert it into "time to kill" and you will see the difference.

 

 

 

I hate getting into numbers *mumbles*

 

 

Edited by Spit_Fyre

Share this post


Link to post
Share on other sites

I believe you're talking about hulls where as I'm talking about the turret damage being dealt.

 

Convert it into "time to kill" and you will see the difference.

 

I too feel there should be no Modules that offer 50% Smoky. But that's probably because Smoky is my main weapon.  ;)

 

But all kidding aside...

 

It is a numbers game if you like to maximize your resources. Working out "shots to kill" your preferred hulls determines how much you should MU a module. Work out how much more % protection will allow you to survive another shot will help you decide to MU or not.

 

It was easier when you could upgrade specific protections within a module as you were not wasting crystals on an upgrade that could not possibly benefit you.

 

Now it's an ROI analysis. it's not for everyone - some people just like plug-and-play style. Each has it's own merits.

 

Oh wait - you're not worried about you upgrading modules?

But it's still applicable - for your enemies. They will do the above to survive longer vs you.

Edited by wolverine848
  • Like 1

Share this post


Link to post
Share on other sites

Well thats exactly the point why combined modules exist.

Those predefined combinations make you spend more on protection.

 

 

Else it would be much smarter to have a system where you may own 5 custom modules for each hull (premiums have 8) and you distribute a fixed number of protection points (that you have to buy) on each turret-protection inside the module.

 

If you buy the module it comes with 10 protection points that you can assign freely. You can upgrade the module from 10 up to 100 points; whereby you can only assign a max of xy% to a single protection (today 50%, but.. I think better 33%).

 

so I take my Viking-module1, I would take 20% railgun (to make me last +1 shot), 25% smoky (damn nasty), 25% fire (killer) and 30% thunder.

 

Then I configure module2 for CP/Poly with Twins, Vulcan, Thunder, Fire.

 

and so on.

 

But this would be too cost efficienct (it would suck out too few crystals out of the system)

Edited by BlackWasp777
  • Like 1

Share this post


Link to post
Share on other sites

^

It would be a bit OP though, I would just need 5% to make me 3-shot by hammer and then I could beef up the other stats.  However, I love this idea! :) It makes gameplay more varied and give people more customization options. More diverse combinations=more fun.

 

Not to mention I had this idea before I even discovered the forum... -_- 

Edited by r_I_already_won0
  • Like 1

Share this post


Link to post
Share on other sites

well if it's OP or not is defined by the max.Protection that you can assign to single turrets;

and by the max amount of protections you receive.

make it max 25% per turret and max 75% per module.. and you would run much more funny battles.

Share this post


Link to post
Share on other sites

well if it's OP or not is defined by the max.Protection that you can assign to single turrets;

and by the max amount of protections you receive.

make it max 25% per turret and max 75% per module.. and you would run much more funny battles.

150% railgun protection!! Whenever a Railgun shoots me I gain health! :D :D

  • Like 1

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...