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Let's Discuss Game Balance


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I had a similar idea that I posted somewhere else. I thought that since the most difficult Magnum shots are those with the longest projectile flight time, then why not make it so that the shortest shots have much less damage than now (20-50% less), while long range shots have much higher damage (50-100% more). That way magnum players would be nerfed for trying to use their turret in close range or shooting straight with 100% power, but they would get rewarded for using it as actual artillery, i.e. shooting in massive arcs across the whole map.

 

Although the issue is that a magnum could just find a sweet spot where their shots land at the enemy base every time, and send increased damage shots into the same spot with pinpoint accuracy.

 

the problem with your idea is that not all 100% 0° shots are easy. For example using hull tilt and shooting up at a player on a bridge is one of the most difficult types of shots. But I guess that's an exception that could be ignored.

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magnum is not underpowered so any nerf won't work..

Typo?

 

I had a similar idea that I posted somewhere else. I thought that since the most difficult Magnum shots are those with the longest projectile flight time, then why not make it so that the shortest shots have much less damage than now (20-50% less), while long range shots have much higher damage (50-100% more). That way magnum players would be nerfed for trying to use their turret in close range or shooting straight with 100% power, but they would get rewarded for using it as actual artillery, i.e. shooting in massive arcs across the whole map.

 

Although the issue is that a magnum could just find a sweet spot where their shots land at the enemy base every time, and send increased damage shots into the same spot with pinpoint accuracy.

 

the problem with your idea is that not all 100% 0° shots are easy. For example using hull tilt and shooting up at a player on a bridge is one of the most difficult types of shots. But I guess that's an exception that could be ignored.

You are not suggesting that the longest shots should get a boost compared to current Max damage, are you?

 

My tweak on the ideas is that min elevation is ~ 10 degrees and damage is based on charge-up.

Send it out at 100% charge-up?  Does current Max damage.

Send it out at 50% charge-up?  Does 50% current Max damage.

Same for Splash radius - dependent on charge-up.

 

So  a magnum trying to hit a tank right in front of it will do a lot less damage than someone far away, as the charge will have to be << 100% to hit the close target.

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You are not suggesting that the longest shots should get a boost compared to current Max damage, are you?

Why not? If short range shots are to get a massive nerf, then why not compensate that with a boost to the damage of the hardest shots? It would encourage using Magnum the way it's meant to be used - as artillery.

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Why not? If short range shots are to get a massive nerf, then why not compensate that with a boost to the damage of the hardest shots? It would encourage using Magnum the way it's meant to be used - as artillery.

Lobbing shots across the map to a flag-area from a mine-protected, wall surrounded base should not be considered "hard" - especially since the magnum is not in any danger.  Just takes a few missed attempts (probably still damaging someone with that splash radius) before the "zone" is narrowed in.

 

I don't think increasing the amount of damage a flag-defender suffers from "gods above" would be considered a "nerf".

It does a lot of damage already.

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Nope striker needs a increase in projectile speed / more vertical auto aim

 

+++++++x1000000000times

 

 let it stay that way

 

No , no need , because it has the fastest speed

 

maybe as a alt

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Lobbing shots across the map to a flag-area from a mine-protected, wall surrounded base should not be considered "hard" - especially since the magnum is not in any danger.  Just takes a few missed attempts (probably still damaging someone with that splash radius) before the "zone" is narrowed in

That is true, and I did mention it in my first reply here.

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Ever since the update of the flag location indicator, it is as if magnum got more OP.

I know right!

Like a 3rd eye... it's magnumificent

 

giphy.gif

Edited by splitterpoint
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Two thoughts of a Wasp/Shaft sniper:

 

 

1. Dictator's much easier to kill than Viking - it often only takes one shot, and it's a bigger target too. I'd incease the armour on Dictator.

 

 

2.  Magnum's my biggest fear (after other shafts of course),  but I've nothing but admiration for the skill of those guys who can land it on a sixpence.. The annoying thing is the splash damage from a wayward shot, which is too powerful.  I suggest you reduce the splash damage radius of Magnum to ensure that it's a fair balance between power and skill.

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Magnum is perfectly-powered and doesn't need any nerfs.

The only ploblem to your soloution is to learn how to correctly play with Magnum ;)

Just learn and this issue won't be a ploblem...

And by the way, do you even think the developers even care about this topic thread and will even read it?

We don't have a voice!

What is the "correct" way to play with Magnum?

 

And how do you force someone to "play it correctly"?

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Developers did not mention in any V-Logs since Magnum's release that they were planning to nerf Magnum. If Magnum was too powerful, developers would of nerfed it already. There are no needs to nerf Magnum in any way, because this turret has been engineered to be the most powerful turret of all. Striker needs a bit of a buff in its salvo mode.

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Developers did not mention in any V-Logs since Magnum's release that they were planning to nerf Magnum. If Magnum was too powerful, developers would of nerfed it already. There are no needs to nerf Magnum in any way, because this turret has been engineered to be the most powerful turret of all. Striker needs a bit of a buff in its salvo mode.

Welcome to Magnumi Online then.  Really shrewd game design.

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Diehard Wasp fan here (I know that I'm low rank, I started this account in 4th grade decided to try the game again), anyway I'd like to know why the devs decided to make Hornet such an obvious choice over Wasp, I mean wasp is barely faster and it's crappy acceleration never even lets you take advantage of that. Anybody else remember when Wasp was actually fast? I do, now it's not. Also, explain this, Hornet is supposed to be a bit sturdier than wasp right? At m0 they have the same health, at m1 Hornet has like 15 extra HP, at m2 Wasp has almost 200 more HP than Hornet, and at m3 they're the same. Why? Also, Wasp isn't nimble anymore, it's turning radius is horrible, and I already mentioned that its acceleration is garbage, don't even get me started on the reverse acceleration. As a non-buyer, Tanki has become a scary world to be in, everywhere I look are drugging Viking-Thunders who are two-shotting Titans and Mammoths, and one-shotting everyone else. Please make the good stuff more affordable, I've reached the stage where everyone except me has m2's, and it's going to be months before I earn enough crystals for a good kit, until then, the game sucks, this is why nobody plays anymore.

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Well then, those Titans and Mammoths are probably mults, always drug.. one needs to cancel out the other's drugs.

The whole concept of drugs is poor I know, it'll come down to pressing the right drug and pray you won't have much encounters during the cooldown.

 

This is why I love Magnum, I sit back where no one can reach me.

Now I can safely wait out the cooldown to immediately enable double damage again.

 

About Wasp, ahh yeah.. the speed used to be 12 M/S; it was insane. You could flip yourself when going to fast trough corners without even using recoil weapons. Wasp had very interesting gameplay. The main reason why I use it is because I invested crystals in the Wasp that used to have more speed.

 

Luckely the thing still doesn't skid, I hate that when chasing enemies on obstacle-rich ground or grabbing flags.

But right now, Hornet is better in every other aspect.

 

---

 

 

Actually I wouldn't use a light hull in the first place; medium hulls are fast enough in most situations.

The increase in speed as it is now, does not justify the decrease in health and it's noticable on the battlefield.

 

It used to though.. I think Viking was somewhere at 8 m/s and Wasp was more than 12 m/s.

Medium hulls were slower and lighter hulls were faster.

 

Perhaps they should do that again to increase hull variety and probably indirectly map variety aswell. Fast light hulls mean you could lose your flag in an instant when you don't pay attention so defenders with big hulls will become more important too.

 

Speculations, speculations, speculations..

Edited by splitterpoint

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What if power (0-100%) dictates damage and splash radius?

 

If you shoot at 0% you'd cause 50% damages with half the splash radius, and if 100% it would be the same damage as today, with maybe a little more splash radius.

 

To compensate, a little, reloads would be faster after a 0% shot, I say about 25% faster.

 

Remember that you can shot anywhere with 100%, even yourself, just aim 90 degrees and shoot at 100% and wait for the 100% damage.

Edited by r_Issimo2

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What if power (0-100%) dictates damage and splash radius?

 

If you shoot at 0% you'd cause 50% damages with half the splash radius, and if 100% it would be the same damage as today, with maybe a little more splash radius.

 

To compensate, a little, reloads would be faster after a 0% shot, I say about 25% faster.

 

Remember that you can shot anywhere with 100%, even yourself, just aim 90 degrees and shoot at 100% and wait for the 100% damage.

Ahem - see #5 above   :P

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Basically-lower angle, less damage. What about my idea for damage distribution?

 

0 deg-50% (no more noob Magnums)

5 deg-55%

10 deg-60%

15 deg-65%

20 deg-70%

25 deg-75%

30 deg-80%

35 deg-82%

40 deg-84%

45 deg-86%

50 deg-88%

55 deg-90%

60 deg-92%

65 deg-94%

70 deg-96%

75 deg-97%

80 deg-98%

85 deg-99%

90 deg-100% (good luck)

 

This would motivate Magnums to shoot using high angles in order to deal 90% and more damage. They would be killed easier by Shaft. If they would be charged by Twins or close range guy, only 50% damage. Sorry, Magnum.

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Ahem - see #5 above   :P

Sorry, didn't see, but mine is better anyway.  :P  ;)  :)

 

You forgot about 0% power, will those shots get 0% damage?

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Sorry, didn't see, but mine is better anyway.  :P  ;)  :)

 

You forgot about 0% power, will those shots get 0% damage?

I'd say at 0% the shell never leaves the barrel... so yes, 0 damage.

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