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Let's Discuss Game Balance


Maf
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I agree that Smoky in general is a good/very good turret. It may now be the new hotness since Vulcan, Firebird, and Freeze all got nerfed today.

Firebird is too weak compared to the other turrets; compare firebird of today to firebird of three months ago:

 

-much less afterburn

AND

-less damage

 

Firebird and freeze need more damage, firebird needs a bit more afterburn damage and freeze needs an alteration that increases freeze effect. 

 

You might be thinking "This will make them too strong" but no, that is a result of players playing on small maps.

 

I highly encourage you to play on maps besides Noise and Polygon if you think firebird and freeze are too OP, because naturally they will be OP on those maps. And they should be.

Edited by r_I_already_won0
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Been using Smokey since day one, but they have made it so unusable with not a single advantage in any map. Just useless. Thunder for example has almost the same rate and more impact on long distance. It can take me 20 shots to take a far wasp... impact has no effect... 

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Been using Smokey since day one, but they have made it so unusable with not a single advantage in any map. Just useless. Thunder for example has almost the same rate and more impact on long distance. It can take me 20 shots to take a far wasp... impact has no effect... 

Topic merged

 

Either you're miscalculating something or trying to kill someone with Smoky when they're on the opposite side of a huge map. I like Smoky and to me it's one of the most powerful weapons at the moment. You just need to treat it like Twins and only shoot at medium range. And make sure you train to hit corners of the enemy when they shoot at you, since Smoky has the highest impact-per-minute that gives it a massive advantage in 1v1 encounters.

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A Smoky can kill a Wasp in 3..4 shots.

The weak damage beyond it's range is 10%.. to it takes 10x longer.

True.

 

When you see the damage counts displayed for hits at long range... 23, 27, 19, 26.... you think meh... not too bad.

Until you remember the hulls now have 10x the health. M3 Viking at 2500 health. 10+ shots. Yikes.

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True.

 

When you see the damage counts displayed for hits at long range... 23, 27, 19, 26.... you think meh... not too bad.

Until you remember the hulls now have 10x the health. M3 Viking at 2500 health. 10+ shots. Yikes.

Yeah, railgun is so OP compared to smoky over distance and it can reload in 4 seconds.

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True.

 

When you see the damage counts displayed for hits at long range... 23, 27, 19, 26.... you think meh... not too bad.

Until you remember the hulls now have 10x the health. M3 Viking at 2500 health. 10+ shots. Yikes.

Yes..you're actually doing 2.3 (old) hp of damage. Yikes

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Yeah, railgun is so OP compared to smoky over distance and it can reload in 4 seconds.

They have simply different operational-ranges, and each one excells in it's area where you have to use it.

I consider both as pretty balanced.

 

(the only thing that distrubs me about rail, is that I need 3 shots now to kill a Viking.. TTK increased.. *grmsnslsm*)

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They have simply different operational-ranges, and each one excells in it's area where you have to use it.

I consider both as pretty balanced.

 

(the only thing that distrubs me about rail, is that I need 3 shots now to kill a Viking.. TTK increased.. *grmsnslsm*)

But for the poor light hulls...:(

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They have simply different operational-ranges, and each one excells in it's area where you have to use it.

I consider both as pretty balanced.

 

(the only thing that distrubs me about rail, is that I need 3 shots now to kill a Viking.. TTK increased.. *grmsnslsm*)

Yeah but it was annoying on a map like halloween as you have to get closer to utilize smoky... leaving you an open target.

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But for the poor light hulls... :(

Light hulls have to stay 2shot kill. They were 2shot kills before the update too.

 

It makes sense to have the mediums set apart from lights by dying at 3rd shot but I still dont like it :p :p

 

But it would make sense too, if the light hulls would gain back some of their speed and acceleration, to make up for it.

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Light hulls have to stay 2shot kill. They were 2shot kills before the update too.

 

It makes sense to have the mediums set apart from lights by dying at 3rd shot but I still dont like it :P :P

 

But it would make sense too, if the light hulls would gain back some of their speed and acceleration, to make up for it.

Okay.  But as of now all light-hull players are practically forced to buy railgun protection.

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Okay. But as of now all light-hull players are practically forced to buy railgun protection.

I swear by the Kodiak Rail-Thunder-Rico module. It's my go to for any battle. I'll only switch out if I find a nest of Twins or Fire-Freezes on small maps.

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Short-range turrets specifically designed to be used effectively at short range should of course be stronger than long-range turrets being used at a close range. Otherwise there will be no reason to ever get a short-range turret in the first place as they will all be UP. I find it a bit frustrating that both Firebird and Freeze have lost the capabilities that made them viable weapons (and Isida got demoted to nursemaid). I understand that players have been complaining about Firebird and Freeze being too OP in the past, but cmon, they're supposed to have better damage if their range is much more limited than the other turrets! I have to work hard to get close enough to my opponents to use my turret, but now that Firebird damage is no better than the medium and long-range turrets I am losing all the time despite my equipment being much better upgraded than my opponents.

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TankiOnline playing wrong with the balances. That is for real becasue they know there is no possible balance on hulls and weapons when the problem is not there. They may try whatever but when the skills factor have been drop to zero, there will not be possible balance unless they admit they need to stop focusing on the money, and start thinking like gamers. The problem start with the mixing of ranks and selling specific weapons, example M2s to lower ranks when still most have M0s, that critical is the situation. the lower ranks still adapting to tanks and weapons, trying to figure out which ones better fit to his battle style and all goes to trash battling against superloaded weapons, because an M2 may become and M2+ (M2 upgraded) which practicaly equals an M3, so just see the unbalance, an M0 Vs. an M3. that is why many quit the game, may be they still want to spent some money, but not his way, first, they have to wait to get up from 4 to 6 ranks to be able to buy the M2 which may become an M3 (M2 upgraded) Second, why? don't ask, I don't know, but 99% of the gamers join the winner team not the one with less points, so that makes things worst, we get desperate, so why, if you in a battle of (lets say, 10) now there are 6 and 5, you let a player get in in the 5 team becasue the other has 6, but that is not the point, you should let a new player get in in the 6 player side vs 5 IF the 6 player side is losing the battle, that is balance. So to enter a battle should be not in the number of players but helping the side losing the battle. All other changes, in weapons and tanks capabilites is contrary on what the player wants, we really get dissapointed. What the porblem if a weapon is stronger than other? we adapt to it, we use the same weapon against the enemy, so what is the problem? So all weapons should be design in types, short distance (very destructive) long distance (very destructive) and mid range, all equal. Isida should be a very short distance weapon very powerful, it is for helping the team, Vulcan is ok, should be very long distance power, but should last much less, Shaft should be long distance with really shorter reloading times, and yes inverse action, short distance no power, long time to turn, Vulcan very short time to turn, but very short action time. And so on, That would be a gamers balance, not a money view balance as you actually do. Supplies is another mess now, what are they for? you want to addapt its use?, ok, do the supplies times even shorter, but let them all load isntantly at will. Fast speed shorter, double armature shorter 10 seconds, same as double damage, Make the mines timed, not to dissapear with the user dead, make them explode with touch or time whatever first. let them damage both team sides, let them last 45 seconds so be cautios to use them, you can damage your own team. Thanks, have more to say, if you agree email me to oscar(at)foro5.com 

Edited by PINNAKATE

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By the way, don't mix the ranks that way, ok, make, let say 5 groups of your actual ranks and make them equivalent to M0, M1, M2, M3, M3+, five to five, dont let mix ranks and weapons, if you sell an M2, be sure the gamer belongs to that ranks, AND don't let them upgrade to M2+, ok, ok, you want money, let them upgrade half way, from there you should request to belong to M3 ranks, so they have the option, buy an M3, or upgrade to M3, if you by M3 you can half upgrade more, that will be the gamers choice.

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I swear by the Kodiak Rail-Thunder-Rico module. It's my go to for any battle. I'll only switch out if I find a nest of Twins or Fire-Freezes on small maps.

There is a rather new module with Rail, Thunder Smoky.

As a Rico is a deathsentence to my Wasp (firerate so high that I can not fight back with rail, as I am constantly pounded) I preffer this one.. but first I have to get it :p

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There is a rather new module with Rail, Thunder Smoky.

As a Rico is a deathsentence to my Wasp (firerate so high that I can not fight back with rail, as I am constantly pounded) I preffer this one.. but first I have to get it :p

Rico protection means Rico will run out of ammo before killing a Medium hull. Not helpful for Wasp though.

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but 99% of the gamers join the winner team not the one with less points, so that makes things worst, we get desperate, so why, if you in a battle of (lets say, 10) now there are 6 and 5, you let a player get in in the 5 team becasue the other has 6, but that is not the point, you should let a new player get in in the 6 player side vs 5 IF the 6 player side is losing the battle, that is balance. So to enter a battle should be not in the number of players but helping the side losing the battle.

 

Supplies is another mess now, what are they for? you want to addapt its use?, ok, do the supplies times even shorter, but let them all load isntantly at will. Fast speed shorter, double armature shorter 10 seconds, same as double damage,

 

Make the mines timed, not to dissapear with the user dead, make them explode with touch or time whatever first. let them damage both team sides, let them last 45 seconds so be cautios to use them, you can damage your own team.

Wait - if it's 6 vs 5 and "6" is currently losing you want to be able to make it 7 vs 5?

How do you know it's not already trending up for the "6" team?

What if it's CP... 25-28?  Still make it 7 vs 5? You don't think it will quickly be 42-29? Where do you draw the line?

 

"load instantly" = no cool-down time? After 10 seconds load another DD?  Would become even more unbalanced as those with huge supply cache would absolutely wrek those without. They can afford to keep spamming supplies.

 

If you want friendly fire you have to go all the way - Thunder Splash would damage team-mates and fire/freeze would affect team-mates.

That would never fly.

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Its very very annoying when using thunder for distances. In rio map a small map for example, the road side near the beachee, when using thunder shooting the blue flag, by calculating the damage distance (thunder m4), we get approximately a damage of 60  to 70. We know thunder m4 damage is 740-1020 and also know it decrease over distance but to 60 such as a map as rio which is small. 

 

Its totally unfair and same place when shot, the damage is inaccurate. Also, recently, smoky range damage remain unchanged, then why not do the same to thunder, it will be a re balance in the game.  

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Its very very annoying when using thunder for distances. In rio map a small map for example, the road side near the beachee, when using thunder shooting the blue flag, by calculating the damage distance (thunder m4), we get approximately a damage of 60  to 70. We know thunder m4 damage is 740-1020 and also know it decrease over distance but to 60 such as a map as rio which is small. 

 

Its totally unfair and same place when shot, the damage is inaccurate. Also, recently, smoky range damage remain unchanged, then why not do the same to thunder, it will be a re balance in the game.  

Topic merged.

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Its very very annoying when using thunder for distances. In rio map a small map for example, the road side near the beachee, when using thunder shooting the blue flag, by calculating the damage distance (thunder m4), we get approximately a damage of 60  to 70. We know thunder m4 damage is 740-1020 and also know it decrease over distance but to 60 such as a map as rio which is small. 

 

Its totally unfair and same place when shot, the damage is inaccurate. Also, recently, smoky range damage remain unchanged, then why not do the same to thunder, it will be a re balance in the game.  

You can check the chart #12 here and see that currently Thunder does still more damage than Smoky on long ranges. Thunder has 130 m range of min. damage. From which position were you shooting at the blue flag? So in standard you will get 50% of the average damage which is 440 (if nobody has modules and no splash included). What damage is inaccurate in your point of view?

Edited by Tani_S
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Its very very annoying when using thunder for distances. In rio map a small map for example, the road side near the beachee, when using thunder shooting the blue flag, by calculating the damage distance (thunder m4), we get approximately a damage of 60  to 70. We know thunder m4 damage is 740-1020 and also know it decrease over distance but to 60 such as a map as rio which is small. 

 

Its totally unfair and same place when shot, the damage is inaccurate. Also, recently, smoky range damage remain unchanged, then why not do the same to thunder, it will be a re balance in the game.  

The damage is not the same all the time, the initial damage for each shot is a random value between 740 and 1020 - and therefore different for every shot you do (while the lowest and highest values are very unlikely, and the values in the middle of the bandwith are very likely).

This initial damage is then reduced over range.. but even beyond the farest distance, thunder still dals 50% of this initial damage. This is way more then Smoky.. therefore Smoky needed the buff.

 

If you now say you deal only 60 hp, then I would guess you do not talk about a direct hit, but you talk about splash damage (you hit something close to the enemy, and he gets harmed). 60 is very low.. but it's aprox. the damage that you deal to targets

- at the end of your splash damage radius, almost out of your effect

+ they have about 30% protection.

As you hit things that are at the border of your effectivity, it's ok that you deal such low damage.

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