Jump to content
EN
Play

Forum

Let's Discuss Game Balance


Maf
 Share

Recommended Posts

Teams with 2,3 and 4 magnums each all night long tonight.  Quit before completing missions.  What a !!!!so and so!!! addition magnum has turned out to be..

 

Tanki company can do whatever the !!!so ansd so!!! want with the overdrives and matchmaking and so forth.

 

At this point, who really gives a !!! sio and so!!! ?

Magnum is OP and has not been nerfed because Tanki want people to buy protections from it. Then there will be fewer Thunder/Shaft/Railgun protections.

  • Like 2

Share this post


Link to post
Share on other sites

Teams with 2,3 and 4 magnums each all night long tonight.  Quit before completing missions.  What a !!!!so and so!!! addition magnum has turned out to be..

 

Tanki company can do whatever the !!!so ansd so!!! want with the overdrives and matchmaking and so forth.

 

At this point, who really gives a !!! sio and so!!! ?

That's how it is now. Titan M4 Magnum M4 - brutal.

  • Like 1

Share this post


Link to post
Share on other sites

I judt played two CP games on Deathtrack with wasp/vulcan. OMG it was such a blast. Hit and run shoot and scoot. It was a reminder of how Tanki can be fun. 

 

Then it occurred to me... only one magnum in the entire game, each time.Both games were the LOS line of sight combat where accuracy, using cover, and maneuver are required. To kill you must risk being killed. 

 

These games are such a rarity these days.

Share this post


Link to post
Share on other sites

I judt played two CP games on Deathtrack with wasp/vulcan. OMG it was such a blast. Hit and run shoot and scoot. It was a reminder of how Tanki can be fun. 

 

Then it occurred to me... only one magnum in the entire game, each time.Both games were the LOS line of sight combat where accuracy, using cover, and maneuver are required. To kill you must risk being killed. 

 

These games are such a rarity these days.

Solimansk CP last night - at least 4 magnums on other side.  I went out of my way to track them down wearing Magnum Protection and killed them.  If I was dying I made sure I took them with me.

  • Like 1

Share this post


Link to post
Share on other sites

Solimansk CP last night - at least 4 magnums on other side.  I went out of my way to track them down wearing Magnum Protection and killed them.  If I was dying I made sure I took them with me.

 

I target magnums with extreme prejudice yes.  I do have a Mag module. But I am slow to think of changing. Then I figure only 3 minutes left. But I launch myself at them when I can. Will impact their aim across the map if I can. Won't kil them but but love sending a shell like 45 degrees off aim. Sometimes you get to see that. :)

 

Only a couple games with multiple magnums this mission batch. Usually 1 per team but not the swarms. Actually had mostly good games today. And I has definitely using the force tonight, These are not in the firing solutions you are looking for.

Share this post


Link to post
Share on other sites

Chernobyl maps are officially rigged, thanks Magnum.

After introducing Magnum i never play any map with different  elevations..

Edited by omarhero1
  • Like 1

Share this post


Link to post
Share on other sites

Twins' infinite firing breaks game balance.Sure you can take advantage of their self-damage but it's still unfair, you'll have suffered major damage before you can take out a Twins user.

To make things less unjust I'd suggest switching one stat with Ricochet - rotation speed.

Share this post


Link to post
Share on other sites

I am just returning from a 15 month break from Tanki to discover two new turrets,  the Striker and the Magnum.   Striker can be dealt with like any other turret,  it's powerful but at least it's line of sight.  The Magnum, if not nerfed soon,  will be another nail in the coffin being built for Tanki.  I remember when everyone whined and complained about shaft because they could snipe from behind bushes,  etc,  so tanki responded by putting a laser on the turret and eliminating the idea of stealth sniping for shaft.  Shaft still had to have line of sight though,  even before the laser.   Now Tanki has introduced a turret that is OP'd and can hide behind buildings allowing no one to fight back against it unless they get right up on top of it.  Maps like Silence and Noise are now nothing but Magnum maps.   I guess Tanki needed to give the players too afraid to get virtually shot at to play the game a turret that would allow them to spend money.  

Watching one turret ruin so many maps has me thinking it's time for another 15 month break from the game.  I'm certainly not going to spend money to protect myself from a cowards turret. 

  • Like 5

Share this post


Link to post
Share on other sites

Twins' infinite firing breaks game balance.Sure you can take advantage of their self-damage but it's still unfair, you'll have suffered major damage before you can take out a Twins user.

To make things less unjust I'd suggest switching one stat with Ricochet - rotation speed.

Twins is best dealt with using weapons like Railgun. Trust me, it is not OP; it requires pratctically no skill other than driving and holding the spacebar. This makes sure it is not OP, as there are no "special tactics" to learn other than to reverse away from close-ranged encounters.

Share this post


Link to post
Share on other sites

Twins is best dealt with using weapons like Railgun. Trust me, it is not OP; it requires pratctically no skill other than driving and holding the spacebar. This makes sure it is not OP, as there are no "special tactics" to learn other than to reverse away from close-ranged encounters.

The medium hulls are pretty fast though and everyone uses drugs but Twins is definitely one of the worst turrets to face on drugs. They'll have you in range within no-time.

  • Like 1

Share this post


Link to post
Share on other sites

I will suggest some changes at certain weapons that are unbalanced right now.

  • Twins
  1. Impact force -25%
  2. Bullet speed -15%
  • Magnum
  1. Splash radius -50%
  2. Time to fully charge shot +10%
  3. No more random DMG, DMG should be constant
  4. Splash DMG +10%
  5. Reload time +5%
  • Isida
  1. DMG decreases depending on distance of enemy tank, as well as healing
  2. Decrease turning speed ( as well as acceleration of it ) -20%
  3. Even the DMG of Fire, Freeze and Isida
  4. EXP for healing is rewarded by amount of HP recovered ( 1 EXP = 250 HP recovered )

Also prot. mod. should no longer reduce fire DMG and freeze effect

Share this post


Link to post
Share on other sites

I will suggest some changes at certain weapons that are unbalanced right now.

  • Twins
  1. Impact force -25%
  2. Bullet speed -15%
  • Magnum
  1. Splash radius -50%
  2. Time to fully charge shot +10%
  3. No more random DMG, DMG should be constant
  4. Splash DMG +10%
  5. Reload time +5%
  • Isida
  1. DMG decreases depending on distance of enemy tank, as well as healing
  2. Decrease turning speed ( as well as acceleration of it ) -20%
  3. Even the DMG of Fire, Freeze and Isida
  4. EXP for healing is rewarded by amount of HP recovered ( 1 EXP = 250 HP recovered )

Also prot. mod. should no longer reduce fire DMG and freeze effect

Wow - you must really have a hard time vs Isida.

 

Isida has been nerfed a lot in past year or so and you want more reductions?

 

Serious question - if it does same dmg as Freeze & Fire how does it compete?

Freeze and fire can damage multiple tanks at once, fire can kill even after its dead with afterburn and freeze can make it so target can't even fight back.

  • Like 1

Share this post


Link to post
Share on other sites

  • DMG decreases depending on distance of enemy tank, as well as healing
  • Decrease turning speed ( as well as acceleration of it ) -20%
  • Even the DMG of Fire, Freeze and Isida
  • EXP for healing is rewarded by amount of HP recovered ( 1 EXP = 250 HP recovered )
Also prot. mod. should no longer reduce fire DMG and freeze effect

 

Hmm, I don't agree with this. Range is already very short, so I don't agree on basing damage on distance. Turning speed... alright, not a major nerf. If this had to happen, reload needs to be faster. It depletes tooooo easily, and yes, it is very powerful in 1 to 1 situations, but once it kills someone, it takes forever to reload :( Alright, could work as well.

Share this post


Link to post
Share on other sites

Wow - you must really have a hard time vs Isida.

 

Isida has been nerfed a lot in past year or so and you want more reductions?

 

Serious question - if it does same dmg as Freeze & Fire how does it compete?

Freeze and fire can damage multiple tanks at once, fire can kill even after its dead with afterburn and freeze can make it so target can't even fight back.

Well i actually havent but those few times its just anoying how agile and strong is it. It competes because it has healing feature thats more than enough. About fire i agree, about freeze, nah, many have prot. so it does actually even freezes it in many cases.

Hmm, I don't agree with this. Range is already very short, so I don't agree on basing damage on distance. Turning speed... alright, not a major nerf. If this had to happen, reload needs to be faster. It depletes tooooo easily, and yes, it is very powerful in 1 to 1 situations, but once it kills someone, it takes forever to reload :( Alright, could work as well.

Thats what i mean, turret cant be OP in 1v1 and also heal it has no balance.

Share this post


Link to post
Share on other sites

I will suggest some changes at certain weapons that are unbalanced right now.

  • Twins
  1. Impact force -25%
  2. Bullet speed -15%
  • Magnum
  1. Splash radius -50%
  2. Time to fully charge shot +10%
  3. No more random DMG, DMG should be constant
  4. Splash DMG +10%
  5. Reload time +5%
  • Isida
  1. DMG decreases depending on distance of enemy tank, as well as healing
  2. Decrease turning speed ( as well as acceleration of it ) -20%
  3. Even the DMG of Fire, Freeze and Isida
  4. EXP for healing is rewarded by amount of HP recovered ( 1 EXP = 250 HP recovered )

Also prot. mod. should no longer reduce fire DMG and freeze effect

Fortunately specific parameter changes are not made by forum posters. 

 

Anyone who suggests removing Isida's full damage at range feature simply does not understand how Isida works.  This change would force every Isida driver to weld itself to the butt of the tank it is healing.  That in turn means the Isida will be killed right away. It also means the tank being healed cannot maneuver without running into the damn Isida welded to its butt.

 

I have played Isida for a long time and loved it. But right now it is my lest favorite turret.  Here's one thing Isoda-haters do not get: Isida is no good unless your teammates are good.  Right now Isida is as balanced a performer as I have seen it in the past year+. Nerf it further and watch the Isidas vanish from the game.

  • Like 1

Share this post


Link to post
Share on other sites

each time they nerf a turret many players get unhappy and quit the game. I had a good friend who quit after they nerfed hammer... so instead of nerfing magnum how about they just bring back hammer, vulcan, isida, shaft, ricochet, twins, firebird, railgun, smoky and any nerfed turret i missed out back to what it was and buff the underpowered ones and all hulls? this way no one dedicated to a particular turret is unhappy.

Edited by GuidoFawkes

Share this post


Link to post
Share on other sites

Well i actually havent but those few times its just anoying how agile and strong is it. It competes because it has healing feature thats more than enough. About fire i agree, about freeze, nah, many have prot. so it does actually even freezes it in many cases.

Thats what i mean, turret cant be OP in 1v1 and also heal it has no balance.

Basing your suggestions on a "few times"?  I think the sample-size needs to be much larger...

 

Healing feature is not "more than enough". That puts too much dependency on teams. crappy team of light hulls that die before healing can be done = no score.  Rail would not suffer this penalty - they can still deal dmg/death if even if their team-mates are bad.

 

I have an M3 module with hammer/fire/freeze.  I still suffer afterburn and still get slowed a lot.  Until 1 month ago I fought Isidas with 0% protection.

  • Like 1

Share this post


Link to post
Share on other sites

Basing your suggestions on a "few times"?  I think the sample-size needs to be much larger...

 

Healing feature is not "more than enough". That puts too much dependency on teams. crappy team of light hulls that die before healing can be done = no score.  Rail would not suffer this penalty - they can still deal dmg/death if even if their team-mates are bad.

 

I have an M3 module with hammer/fire/freeze.  I still suffer afterburn and still get slowed a lot.  Until 1 month ago I fought Isidas with 0% protection.

Im an Isida user but i cant imagine going around with no Isida protection  :ph34r:

Share this post


Link to post
Share on other sites

After introducing Magnum i never play any map with different elevations..

ahahahaha you wont be able to do that after matchmaking ;) unless you quit this game you can only run but you cannot hide

Share this post


Link to post
Share on other sites

ahahahaha you wont be able to do that after matchmaking ;) unless you quit this game you can only run but you cannot hide

Quit the game join another. Hahahaha. If that does not work quit Tanki Online altogether. Hahahaha. The fruit of Magnum's "superior" design can be loss of customers.  Hahahaha.

Share this post


Link to post
Share on other sites

Quit the game join another. Hahahaha. If that does not work quit Tanki Online altogether. Hahahaha. The fruit of Magnum's "superior" design can be loss of customers.  Hahahaha.

with matchmaking there will changes in design of maps.

 

certain maps like highland, cologne, silence, noise make magnum OP.

 

but i've never seen magnum being a big threat in skylark cp, or kungur.

 

i guess newer maps will make magnum less OP.

 

unfortunately, the devs nerf a weapon only when they see too many people buying it, not when too many people complain about it.

  • Like 2

Share this post


Link to post
Share on other sites

Magnum, Striker, Isida + drugs = REKT

all 3 need to be nerfed a little... All three have too much damage and as of now players don't even have adequate protection against magnum or striker.... Either fix the module system so that magnum protections increase of straight up nerf these turrets

Share this post


Link to post
Share on other sites

with matchmaking there will changes in design of maps.

 

certain maps like highland, cologne, silence, noise make magnum OP.

 

but i've never seen magnum being a big threat in skylark cp, or kungur.

 

i guess newer maps will make magnum less OP.

 

unfortunately, the devs nerf a weapon only when they see too many people buying it, not when too many people complain about it.

I've seen Magnum totally dominate Kungur.  There were two Magnums on  one team who were good players. They knew how to lob a shot on every approach route. I tried all sorts of paths and pacing but I never even got close to a good firing location.

 

As for skylark I do not have any specific magnum stories. You are correct that Magnum is more problematic on some maps than others. But the overall design approach is bad. A turret that can shoot from complete cover should not also have a massive splash radius combined with a massive damage / shot. This combination is never going to work.

 

Magnum, Striker, Isida + drugs = REKT

all 3 need to be nerfed a little... All three have too much damage and as of now players don't even have adequate protection against magnum or striker.... Either fix the module system so that magnum protections increase of straight up nerf these turrets

Well this might be the first time I've ever seen a call to nerf Striker. :) But I will agree with you that splash damage has gotten too strong and too common in the game. 

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...