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Let's Discuss Game Balance


Maf
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I don't look to play Pro battles because every time I do I find Poly CP in the CP section and nothing else. In tCTF it is mostly Parkour or BP/XP stuff with the rest mostly Sandbox.  It is all variants I do not play, or some extremely limited simple scenario for grinding like Poly CP. Containers have given me a lot of Pro access lately but I rarely think to look. 

 

Maybe this will change if/when matchmaking comes out. Then everyone can use the 'pro' section. maybe then these no drug choices can be rel;ied to exist. 

yeah - with MM I suspect we can't pick out map.  So that might be when Pro (Custom) battles become more popular again.

 

I honestly believe the "no missions in pro-battles" was partly due to complaints from druggers - not enough 'cannon fodder' to make up a good game for them. And look now - it's the opposite - plenty of players in "normal" battles while Pro maps are ghost-towns.

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So you're saying once Shaft has fully changed in sniping mode it begins to empty again, effectively dealing less and less damage the longer you wait? 

If so thats basically how Shaft was when it was first introduced, but instead of reducing damage it just took you out of sniping mode completely. 

 

Though is is an interesting idea, it will make Shafts more common. 

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Shaft's pretty fun already. Just go to Brest and aim for jumping tanks.

 

Also, If you seek the difficulty of being a sniper, play a game like contract wars. Shaft shouldn't be made that hard to use because this game isn't for people who must spend years practicing; it's made for kids and children alike who'd rather have fun faster than wait a long time.

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Shaft's pretty fun already. Just go to Brest and aim for jumping tanks.

 

Also, If you seek the difficulty of being a sniper, play a game like contract wars. Shaft shouldn't be made that hard to use because this game isn't for people who must spend years practicing; it's made for kids and children alike who'd rather have fun faster than wait a long time.

But it's too easy to use, especially if you compare it to Stiker, Railgun or even Vulcan or Ricochet.

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But it's too easy to use, especially if you compare it to Stiker, Railgun or even Vulcan or Ricochet.

I get your point, but then the thing about Sniper rifles is just that. Either they are very easy to use, or landing a hit is very hard. It's pretty much like that in every game I played so far anyways.

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So you're saying once Shaft has fully changed in sniping mode it begins to empty again, effectively dealing less and less damage the longer you wait? 

If so thats basically how Shaft was when it was first introduced, but instead of reducing damage it just took you out of sniping mode completely. 

 

Though is is an interesting idea, it will make Shafts more common. 

As I said, it's ammo bar would fill up and empty like Twins. It would continue to do this repeatedly, it would be about timing the shot right.

So how am I to defend myself in close quarters?

Arcade shots. Shaft can defeat close-ranged weapons within their range too easily.

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Shafts have already enough problems with pesky Railguns and Magnums so if somebody made them more difficult to play, Shaft users would probably switch to Smoky, Thunder or Vulcan. Railgun and Magnum would be even stronger than now.

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Not when it is nerfed as much as you are requesting it to be.

The point is that Shaft is not a short-ranged weapon. It is currently possible to beat a Smoky with it, if you only use arcades.

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The point is that Shaft is not a short-ranged weapon. It is currently possible to beat a Smoky with it, if you only use arcades.

That is mainly because the Shaft players use heavy hulls and Smoky players use medium hulls. Shaft has less DPS when critical hits of Smoky are counted.

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But it's too easy to use, especially if you compare it to Stiker, Railgun or even Vulcan or Ricochet.

Striker, Ricochet-no need to turn turret with light and medium hulls

 

Vulcan-stays in 1 place forever and uses only turret

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That is mainly because the Shaft players use heavy hulls and Smoky players use medium hulls. Shaft has less DPS when critical hits of Smoky are counted.

This is only true on higher ranks, as on low-medium ranks, you'd be lucky to deliver a single critical hit in a fight with one enemy, even if it is a Mammoth or Titan.

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Striker, Ricochet-no need to turn turret with light and medium hulls

 

Vulcan-stays in 1 place forever and uses only turret

Trends seen in mundane unremarkable players, yep.

 

Striker, no need to turn the turret?  What are you smoking?

 

You haven't had fun until you've circle strafed a heavy hull to death in your Vulcan / Wasp. lol

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Trends seen in mundane unremarkable players, yep.

 

Striker, no need to turn the turret? What are you smoking?

 

You haven't had fun until you've circle strafed a heavy hull to death in your Vulcan / Wasp. lol

I am smoking an essence of high quality Minecraft dirt.

 

Striker can be used without salvos by shooting only single rockets like with Thunder. Salvo is just a bonus.

 

Vulcan Wasp? You meant Instant Flip? Why would somebody use that gun with a light hull?

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     I have noticed a problem in battles (on small maps like island) that have multiple isidas on one team. It is hard to destroy a chain of isidas because you can usually only destroy one at a time. This just allows the other isidas to heal it. In the past, turrets such as firebird and freeze could deal full damage through other tanks. These turrets could be used to control isida chains. I can see how that ability was overpowered, but it was balanced by isida's self healing. In my opinion, isida's self healing was fine without drugs. I think that isida's self healing should be existent; however, double damage should increase only the damage, not the rate of leeching.

     Also, as a side note, has anyone actually found twins splash damage to be useful? Cus for me, it just damages me. I don't think I have ever given other tanks splash damage.

Edited by CrazyJack_EN
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I have noticed a problem in battles (on small maps like island) that have multiple isidas on one team. It is hard to destroy a chain of isidas because you can usually only destroy one at a time. This just allows the other isidas to heal it. In the past, turrets such as firebird and freeze could deal full damage through other tanks. These turrets could be used to control isida chains. I can see how that ability was overpowered, but it was balanced by isida's self healing. In my opinion, isida's self healing was fine without drugs. I think that isida's self healing should be existent; however, double damage should not increase only the damage, not the rate of leeching.

     Also, as a side note, has anyone actually found twins splash damage to be useful? Cus for me, it just damages me. I don't think I have ever given other tanks splash damage.

Isn't isida trains everyone's biggest pet peeve?

 

The only way that twins splash damage will ever be effective is if your targets are a bunch of dumdums. I would just buy the alteration that removes splash damage.

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Isida trains are generally what people cite if they make a case that Isida is OP.  No doubt Isida trains can be powerful but at the same time they are fun to bust up. :)

 

Healers healing healers is something yo see in any game that has a healer type. It is just going to happen. But when it does the rest of the team isn't getting healing.  So using this technique does come at some cost. And Isidas do run out of energy.

 

Overall I think the complaints overstate the reality. 

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Isida trains are generally what people cite if they make a case that Isida is OP.  No doubt Isida trains can be powerful but at the same time they are fun to bust up. :)

 

Healers healing healers is something yo see in any game that has a healer type. It is just going to happen. But when it does the rest of the team isn't getting healing.  So using this technique does come at some cost. And Isidas do run out of energy.

 

Overall I think the complaints overstate the reality.

 

As long as those isida trains are on my team, I ain't complaining :ph34r:

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     I have noticed a problem in battles (on small maps like island) that have multiple isidas on one team. It is hard to destroy a chain of isidas because you can usually only destroy one at a time. This just allows the other isidas to heal it. In the past, turrets such as firebird and freeze could deal full damage through other tanks. These turrets could be used to control isida chains. I can see how that ability was overpowered, but it was balanced by isida's self healing. In my opinion, isida's self healing was fine without drugs. I think that isida's self healing should be existent; however, double damage should increase only the damage, not the rate of leeching.

     Also, as a side note, has anyone actually found twins splash damage to be useful? Cus for me, it just damages me. I don't think I have ever given other tanks splash damage.

Get magnum/thunder/striker

shoot at the center of the isda train

Magnum is preferred cause it is OP :P

Edited by gokuMI6

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Or take the back isida out first B)

If you use Splashing turrets B)  You can get multi kill's which will reward you with the xp

losed with the train

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