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Let's Discuss Game Balance


Maf
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I have them both, with the same upgrades.  Ricco with ALT outperforms Smoky.  It's not really close.

 

The Devs have nerfed smoky too much over last yr or so and it mostly sits in my garage.

Yeah all turrets have their strengths and weaknesses but overall Rico comes out ahead of Smoky on the Advantages Minus Disadvantages Scale. Rico and Twins just need to be dialed down from 11 to 10. Smoky dialed up from 9 to 10. 

 

Magnum dialed down from 14 or 15 to10, lol.

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With the current viking there really is no feasible point of even using hunter : all the users are alienated which is why there are more vikings in general and hunter users are in the minority.

 

tanki devs have made viking all in one hull which means that it is the fastest medium hull, (most speed) has the most balanced amount of stability and power.  meaning things arent balanced

 

But it also has more speed than hunter, which even at m3 all category of hulls (light, medium heavy) have the same amount of health due to nonsensical tanki dev rebalance

 

Which is why i propose that hunter should have an increase in its top speed / handling / acceleration and viking have a decrease in parameter

 

(Infact none of the descriptions due to the tanki nerfs of turrets / hulls have been updated at m3 they all have same health but for mammoth it says no match for this ones armour where titan matches it as a heavy hull at m3.)

 

By adding unqiue characteristics to each hull instead of giving them same amount of health at m3, this would mean more variety in battles and less drugging because people would have less / more varied amount of health which would make the battle more fun and not have to rely on drugs for kills even in non pro battles.

 

 

There was no point of nerfing hunter like that that just means less people would use it and switch to other equipment which isnt balanced. hunter is smaller than viking does it really make sense for viking to be the most fastest medium hull? Even the names a viking wasnt really as agile while a hunter would have to be agile to attack / catch its prey in general.

Edited by XLG1
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Why did tanki remove the ability for freeze and firebird to shoot through other tanks? That's part of what made them special.

I think tanki should allow firebird and freeze to shoot through other tanks. This allows them to make more effective kills. They would still have the other nerfs they got after the rebalance.

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Smoky, meh. used to be my favorite turret of all time, it has a sentimental value to me being my first M3-M4 turret.

 

But sadly, it has gone into deep hibernation long time ago seeing that turrets like Rico and Twins dominate battlefields.

 

Yet it doesn't take much to redeem Smoky, only a slight buff in terms of reload time and maybe range and that't it.

 

Reload should go down to 1.3 at M4 and range should be the same as Thunder's. 

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I get really annoyed whenever I use Vulcan. Whenever i encounter a close range player, they are already half way down my health before I even START SHOOTING. This rly pisses me off, and I rly recommend that tanki online changes it.

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Smoky, meh. used to be my favorite turret of all time, it has a sentimental value to me being my first M3-M4 turret.

 

But sadly, it has gone into deep hibernation long time ago seeing that turrets like Rico and Twins dominate battlefields.

 

Yet it doesn't take much to redeem Smoky, only a slight buff in terms of reload time and maybe range and that't it.

 

Reload should go down to 1.3 at M4 and range should be the same as Thunder's. 

The reload time, IMHO, is the least of my concerns. I can still reduce a Thunder-Viking or the like to scrap metal without taking much damage myself. The thing is, Smoky is supposed to be a mid-ranger. Yet, the weak damage does less than an M0 Twins shot...

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With the current viking there really is no feasible point of even using hunter : all the users are alienated which is why there are more vikings in general and hunter users are in the minority.

 

tanki devs have made viking all in one hull which means that it is the fastest medium hull, (most speed) has the most balanced amount of stability and power.  meaning things arent balanced

 

But it also has more speed than hunter, which even at m3 all category of hulls (light, medium heavy) have the same amount of health due to nonsensical tanki dev rebalance

 

Which is why i propose that hunter should have an increase in its top speed / handling / acceleration and viking have a decrease in parameter

 

 

 

(Infact none of the descriptions due to the tanki nerfs of turrets / hulls have been updated at m3 they all have same health but for mammoth it says no match for this ones armour where titan matches it as a heavy hull at m3.)

 

By adding unqiue characteristics to each hull instead of giving them same amount of health at m3, this would mean more variety in battles and less drugging because people would have less / more varied amount of health which would make the battle more fun and not have to rely on drugs for kills even in non pro battles.

 

 

There was no point of nerfing hunter like that that just means less people would use it and switch to other equipment which isnt balanced. hunter is smaller than viking does it really make sense for viking to be the most fastest medium hull? Even the names a viking wasnt really as agile while a hunter would have to be agile to attack / catch its prey in general.

You see a lot of vikings in upper rank because we liked the characteristics before the re-balance and bought it.

The Devs swapped Viking/Hunter stats and we were stuck with what we bought - cant afford to buy another medium hull.

 

Viking is not better than Hunter - just different.  Viking has speed, Hunter has Stability. depends on what weapon you use mostly.

Smoky better with stability (you need to keep peppering enemy with hits to get critical) so Hunter as of now is prob better for smky.

 

Only thing Devs should do is reverse that silly switch they implemented. All it did was make players mad, not spend more crystals.

 

The reload time, IMHO, is the least of my concerns. I can still reduce a Thunder-Viking or the like to scrap metal without taking much damage myself. The thing is, Smoky is supposed to be a mid-ranger. Yet, the weak damage does less than an M0 Twins shot...

Yes - smoky's weak damage of 10% is pathetic. Turret is not good beyond close-side-of-medium-range.

 

I do think the reload could be tweaked a little - they nerfed it a couple times within a 6-month span.

Edited by wolverine848
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I think they should give Smoky a clip or something. The reload is quick but like people say, Richochet and Twins have much higher burst damage and both can easily compete with Smoky at it's range.

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Just tested it: Mammoth gets its aim knocked of more, pushes worse and is slower than Titan. Fair? This is all because of the stupid "lateral acceleration" stat that Mammoth has more of. UNDO THIS PLEASE! Why should anybody use Mammoth anymore if you don't? I spent 3200 crystals + 4/10 MUs on my Mammoth, don't tell me that it is now worse than Titan.

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I get really annoyed whenever I use Vulcan. Whenever i encounter a close range player, they are already half way down my health before I even START SHOOTING. This rly pisses me off, and I rly recommend that tanki online changes it.

Topic merged

 

This is an intentional nerf that's meant to make Vulcan less effective in close range combat. I doubt it will be changed. However, you can always buy the M2 alteration for Vulcan, which reduces the barrel spin-up time, but also reduces damage.

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Just tested it: Mammoth gets its aim knocked of more, pushes worse and is slower than Titan. Fair? This is all because of the stupid "lateral acceleration" stat that Mammoth has more of. UNDO THIS PLEASE! Why should anybody use Mammoth anymore if you don't? I spent 3200 crystals + 4/10 MUs on my Mammoth, don't tell me that it is now worse than Titan.

Not in my experience. I use +impact ammo with Smoky a LOT. Titans are rocked more than Mammoths. Mammoths and Dictators are most resistant to the Impact alteration,

 

One of Mammoth's advantages is its forward mounted turret. You can poke less of your hull around corners when shooting.

 

llSideSwipell, on 15 Jan 2018 - 09:02, said:snapback.png

I get really annoyed whenever I use Vulcan. Whenever i encounter a close range player, they are already half way down my health before I even START SHOOTING. This rly pisses me off, and I rly recommend that tanki online changes it.

 

Get in the habit of spinning up the gun early. I start spinning up before I round a corner before I even know there's anyone there around the corner.

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Wolverine

 

Yea it sucks to shoot someone all the way across the map with m4 smoky with dd 

That's not what the turret was designed for...

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Magnum (Artillery) is not well designed for this game, take some looks on real Artilleries. These that have the fastest reload can't move. Compare it to Tanki. Wasp-Magnum can easily demolish in a Hill CTF battle.

 

Let's try to find a balance elsewhere. Protection modules? Yeah, it would be perfectly balanced IF there were enough protection modules like for Thunder and Railgun. But nope, there is like only one per 150 players, excluding low ranking ones. Put that in game modes, of which 4/5 are team game modes (soon to be 5/6). 30% Magnums and 0.0066% protection modules per an average battle. This wouldn't actually harm anyone if this turret was more like other turrets that either require skill (with no displayed angles and power bars), are much nerfed (like Vulcan) or have medium/low splash range and damage (Ricochet), also considering there are more protection modules owned against aforementioned turrets than the Magnum.

 

But no - High damage + Large Splash range & damage + camping and ability to shoot behind the cover from above (which inability of turning the turret left-right only covers this as an excuse) + maps designed for gameplay with no rains of splash-hell that weren't considered to be changed due to ruined good gameplay.

 

To not forget to mention, Product kits are the way to go if you're an average player. Most never buy a plain protection module from the Protection tab in the Garage. Obviously because they aren't a way to go. Now, what you can expect even without knowing the actual protection modules' protections, are incarnations of those old paints' protections. Most well-suited kits an average player would go for are those which also have protection modules with protection against: most common (Twins/Thunder/RailgunFirebird), or mediumly common (Shaft/Freeze/Hammer/Ricochet). Note also that previously, some existing paints were given the protection against new turrets right after their release (Hammer best example), and many of those paints were in product kits. This was a very great release of a new turret. No need to have either luck to be between 10/[few thousands] (or anything similar) who would receive a protection module with a protection against the new turret or loads of crystals to spend on modules (under M3 modifications, because they are worthless after M3) when you're an avarage, non-buying/slightly buying player.

 

How Magnum passed? Just like that - few months passed and still no re-balance matterlessly of all the screams. Well yeah, if you can't beat them, leave or join them. Magnums everywhere. Campers behind every house. Inability to spot an upcoming projectile because of the camera. Projectile with speed of flash, damage of like a Soviet TM-35 mine which targets you from above.... What's next?

 

If you read to this point, you can freely change the topic's title to Let's discuss game inbalance. Would suit the reality better.

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Long post about Magnum above me.

As a magnum elitist I completely agree. Splash damage should be nerfed. I target a particular player, not anyone who was passing by at the time. It's unfair.

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Wolverine

 

Yea it sucks to shoot someone all the way across the map with m4 smoky with dd and you get 10 points of damage. I used to sit in one spot the whole game in kunger and rule the whole map. They nerfed it into nothing. I think Hazel thinks everyone should us magnum lol.

Odd - I quoted wrong post...

Edited by wolverine848
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That's not what the turret was designed for...

What is it designed for?

 

Loses to Rail/Magnum/Shaft/Thuder at long range

Loses to ALL short-range turrets at short range

Not really better than Ricco or Twins with Alt at medium range.

 

Smoky has a very small range of effectiveness vs other turrets.

They took too many teeth out of it over past couple years. That's why you don't see nearly as many smokys as Ricco.

 

It's only current advantage is that many players don't equip a smoky module because of it's relative "rarity".

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Nerf the following turrets;

Twins M2

Thunder M1

Firebird M1

Ricochet M2

Freeze M3

Smoky M1

Magnum M0

Magnum M1

Magnum M2

Magnum M3

Magnum M4

 

Nerf the following alterations;

Firebird’s Compact Tanks

Railgun’s High Caliber Ammo

 

If not, boost the following turrets;

Smoky M0

Isida M2

Shaft M1

Shaft M2

Striker M0

Hammer M1

Vulcan M0

Vulcan M1

Edited by Tanker-Arthur

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Why do Thunder and Firebird M1 need nerfs? They're good, but not that good.

 

Shaft and Isida on the other hand are very powerful turrets, and you'd be surprised how good Smoky M0 is. The crits do a lot more damage relative to the modification than other modifications of Smoky.

Thunder M1 better be good - it unlocks at W04.  Some M2s start to unlock shortly after that...

 

Oh yeah - Stinger kit at same rank. :o

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Imma buy the M2 alt. for Smoky, let's see if it makes the turret any better 'cause currently its quite useless.

i began using it again quite recently. It's quite handy in some situations. In other situations I go to the m1 alt. Almost never use it w/o one or the other alt.

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