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Let's Discuss Game Balance


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

You're not being serious. You said:

 

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

 
Send it out at 50% charge-up?  Does 50% current Max damage.
Now you say that at 0% you don't even fire. Then what about 10%, will it cause 10% damage?  :D
 
I would agree with 0% but that option should actually be removed, instead all shots would start with 10% charge, that means a quick tap of the spacebar would fire at 10% power, and that would mean 50% damages and 50% less splash radius. 100% power should cover the distance of the longest map at the appropriate angle.
 
Angles should remain from 0 to 90 degrees.
 
10% = 50% damage
...
100% = 100% damage
Edited by r_Issimo2

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You're not being serious. You said:

 

Now you say that at 0% you don't even fire. Then what about 10%, will it cause 10% damage?  :D
 
I would agree with 0% but that option should actually be removed, instead all shots would start with 10% charge, that means a quick tap of the spacebar would fire at 10% power, and that would mean 50% damages and 50% less splash radius. 100% power should cover the distance of the longest map at the appropriate angle.
 
Angles should remain from 0 to 90 degrees.
 
10% = 50% damage
...
100% = 100% damage

 

Yes, 1% damage per 1% power was original idea.

But that might be too limiting... so maybe starting at 10%=50% damage ramping up to 100% = 100% might be more palatable.

 

And I'm sticking with the 10-degree min - else the Magnum can do 100% to a tank 5 m away.  That defeats the whole purpose of my post.

Edited by wolverine848

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I could live with a Magnum doing 100% to my tank from 5 metres away because of the charging time (a Shaft can do the same thing to me if I don't kill it quickly enough). It's the strength of Magnum's "arcade shot" (low power > 100% damage) that annoys me more than anything else.

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Yes, 1% damage per 1% power was original idea.

But that might be too limiting... so maybe starting at 10%=50% damage ramping up to 100% = 100% might be more palatable.

 

And I'm sticking with the 10-degree min - else the Magnum can do 100% to a tank 5 m away.  That defeats the whole purpose of my post.

Thanks for partially agreeing with me.

 

I would like for 0 degrees to stay, I think it gives players more shooting possibilities when shooting in maps like Noise.

 

Maybe a slower charge would prevent players from doing 100% charged shots to tanks in close range, and shorter reloads could compensate that small nerf. Slower charge would also help those that have power and angles figured out but have a hard time controlling the shots.

Edited by r_Issimo2

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I could live with a Magnum doing 100% to my tank from 5 metres away because of the charging time (a Shaft can do the same thing to me if I don't kill it quickly enough). It's the strength of Magnum's "arcade shot" (low power > 100% damage) that annoys me more than anything else.

 

I guess a slower charging time (making point-blank shots more hazardous to magnum) might be a decent solution as well...

 

 

Thanks for partially agreeing with me.

 

I would like for 0 degrees to stay, I think it gives players more shooting possibilities when shooting in maps like Noise.

 

Maybe a slower charge would prevent players from doing 100% charged shots to tanks in close range, and shorter reloads could compensate that small nerf. Slower charge would also help those that have power and angles figured out but have a hard time controlling the shots.

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Just nerf the damage or splash radius.

 

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.

Problem with this is that camping people continuously firing to other team's base wont get any damage.

 

I know that there is a similar idea for magnum but I just want this idea to be heard.

So anyway, there are many turrets that are difficult to deal with at their respective range. Magnum on the other hand is difficult to deal with at All ranges .

So the first part of my idea is to nerf any shots that have been lobbed off ledges and down onto lower elevations by 50% in terms of damage and 50% in terms of splash radius. The reason for this is because the current magnum can damage many enemies badly so easily. With this idea, the new magnum can still damage a group of enemies easily, but not as many and not as badly either.


The second part is to nerf just the damage of a 0 degree, 100% power shot when it hits a close by enemy by 50%. The reason I didn't include the splash radius in this scenario is because I want it to damage the user as well. That way by the time the users gun has reloaded, the enemy would have put the hurt on them.

I think that in order for the magnum deal it's current amount of damage, it should have some air time.

What do you guys think? :)

Well firstly I dont think that's the problem, then magnum would be no use at all.

The second idea is not good, because people will then use 1 degree 100% shots or 0 degree 95%, etc... even if that happens where those kind of shots are lower in damage, it would not be harmful to camping people.

 

So as I said, nerf the damage, or splash radius, maybe impact force.

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Problem with this is that camping people continuously firing to other team's base wont get any damage.

It does work on maps with tight bases, like Wolfenstein, Polygon and Highlands. On those maps there's almost always enemies defending the base, who will take damage feom the shots.

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It does work on maps with tight bases, like Wolfenstein, Polygon and Highlands. On those maps there's almost always enemies defending the base, who will take damage feom the shots.

I think Revenge was referring to the Magnum itself - hiding safely in it's own base while lobbing ultra-powerful shots at enemy defenders.

And your suggestion to increase that would magnify the problem...

 

The whole idea of adding a turret to the game which the only counter is another turret of same type is the issue. To counter a magnum you need a magnum?  That's poor game design - as there are 12 other turrets - all with DLOS attack. 

 

The maps are not designed with Magnum in mind - no horizonal defenses (ceilings).  Actually - strike that - the maps were revised with Magnum in mind.  The only turret not negatively affected by all those extra barriers added is... Magnum.

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Lol, everyone just uses viking these days... so I'm buying one myself, "if you can't beat 'em, join 'em"

I would get hunter if I was you.

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I think Revenge was referring to the Magnum itself - hiding safely in it's own base while lobbing ultra-powerful shots at enemy defenders.

And your suggestion to increase that would magnify the problem...

OK, I agree. My idea is not the best.

 

Actually, I think a better alternative is a similar idea that, instead of making damage proportional to projectile flight time, would make it proportional to power, which is actually a much more sensible feature. That way easy short range shots would get a significant nerf due to being very slow, while more difficult long range shots with higher power would still give out decent damage. And in order to prevent this being abused through 0 degree 100% shots, the minimum angle of magnum should be increased to 10 degrees, so you would have to either use it as proper altillery/mortar, or tilt your hull in order to shoot straight. Both of these methods require more skill than simply launching a 0/100 shot at a nearby enemy.

 

Not only would this make effective use of magnum require more skill, but it also indirectly reduces Magnum's DPS, since to get higher damage the player needs to spend more time charging the shot up to full power.

 

I feel like this is a pretty significant nerf, so in order to compensate for it, Magnum would get an increase to its max damage (something like 15%) and/or the damage range would be removed, so that all shots always deal the amount of damage you'd expect.

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OK, I agree. My idea is not the best.

 

Actually, I think a better alternative is a similar idea that, instead of making damage proportional to projectile flight time, would make it proportional to power, which is actually a much more sensible feature. That way easy short range shots would get a significant nerf due to being very slow, while more difficult long range shots with higher power would still give out decent damage. And in order to prevent this being abused through 0 degree 100% shots, the minimum angle of magnum should be increased to 10 degrees, so you would have to either use it as proper altillery/mortar, or tilt your hull in order to shoot straight. Both of these methods require more skill than simply launching a 0/100 shot at a nearby enemy.

 

Not only would this make effective use of magnum require more skill, but it also indirectly reduces Magnum's DPS, since to get higher damage the player needs to spend more time charging the shot up to full power.

 

 

 

I feel like this is a pretty significant nerf, so in order to compensate for it, Magnum would get an increase to its max damage (something like 15%) and/or the damage range would be removed, so that all shots always deal the amount of damage you'd expect.

As much as i dislike the turret magnum (for this game)...

 

I'd rather have them running around doing their damage even at low charge if that meant NOT increasing their maximum damage.

 

My biggest beef with Magnum is the ability to do massive damage while hiding safely behind walls.

In no scenario can I endorse giving them more maximum damage from the long shots.  It just ruins CTF and CP battles.

At least when they 'come out to play' they are vulnerable to defenders.

 

Simplest solution... make the charge-up slower.  Better yet - a 0.5 second delay before the charging begins.

They don't have to be in a rush while camping, but if it takes a bit longer to get off even a close-range shot it might be more dangerous for them.

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I'd rather have them running around doing their damage even at low charge if that meant NOT increasing their maximum damage.

Well, I did say that it's just one of the options. So instead of increasing damage it could be just removal of the random damage, making damage dependent exclusively on the projectile's velocity at time of impact.

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The purpose of a nerf is to nerf. The purpose is not to leave the item just as powerful, but different. It is not a negotiation it is a nerf.

 

Just left TO again because both games I played had 2-3 magnums on each side.  They got 4-5 times the exp of us 2nd class citizens who excist in TO these days to provide kills for Magnums.

 

Wolv is right about the bankruptcy of needing a magnum to counter magnums.

 

 

TO player who want a good game to play are asking for Rock Paper Scissors Lizard Spock

 

TO is giving us Rock.

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Meh, not so magnificent when you're any other turret.

Yes Splash family got the upper hand after that update in returning the flag

 

And helpful in XP/BP in big maps 

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Striker improvement

 

This idea is only related to striker arcade (1 by 1) shots, it has nothing to do with salvo mode (4 missiles in one go).

 

If we long press space bar, the striker laser appears, which really helps in aiming at enemies.

So what i commonly do is wait for laser to appear, target at enemy, and then let go of arcade shot.

 

Then during the reload time, the laser disappears. Even if we press and hold space bar, laser doesn't appear until arcade shot has reloaded.

 

So my idea is that laser should always be visible even if arcade shot is reloading, so that while the shot is reloading, we can easily take aim with the laser, and let go of the missile quicker than would have been otherwise possible.

 

its a bit complicated idea, let me know if i haven't been able to explain properly, i'll give it another try.

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Strikers' reload time is already fixed. Unless the developers need/want to fix it, it will stay the same.

This idea isn't about reload. It's about making the laser always stay on, even during reload.

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Most turrets in the game are not balanced. For example, thunder, without protections, is a beast. However people noticed that and the best tier turrets have 50% protection against them among high ranks. So, the second tier turrets are the good and usable, and things in between the two tiers are also usable. The game has become balanced this way.

 

However Magnum, is

1. Wayyyy too annoying, while others are too, this one is more so because you suddenly die.

2. Annoying because they camp and have fixed angles and power to fire to a location. So, magnum camps in their base. It's CTF.

They have a angle and power and direction specifically to effectlvely fire to their base. They also have another set of those for firing to the other team's base. When one guy gets too close to them, press C, fire. If a guy is a bit far, put the angle to about 40, and shoot about right.

It takes literally no skill to advance to top 3. All you need is a few experiments to accurately fire to bases.

3. Because they ruined SO.MUCH.MAPS. A good example is Noise. Blue team got rekt.

4. Not good magnum modules. Doesn't help a lot.

Lots of more reasons.

 

Striker is underpowered.

I am too tired to write this, just you know, try to use striker.

Yes, Magnum is annoying as it is, but the worst thing it can be used in close combat too. CTF, opponent team runs away with the flag, little kamikaze comes to meet us halfway and boom straight into the face. It buys enough time to deliver the flag. It should not be allowed to shoot under 50 degree and with small launching force. If it shoots 1 m ahead of itself called mine with splash damage. Striker needs an alteration that can seek and destroy camping style/long range weapons, like shaft and magnum.

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i don't know if you guys also experience this, i experience some unbalance with some turrets,

 

what happen is a Smoky M2 and Thunder M2 able to one shot Titan 8/10 upgraded M1 with Double damage, also able to one shot my M1 wasp 5/10 upgraded without any drugs. 

Also i see recently there are so many smokys and Thunders in game, every top guy is a thunder or smoky, and light hull players like me have like 30 deaths per single CTF. 

 

I really feel like Thunder and Smoky are OP and must nerf. other turrets like Railgun,Shaft are made to one shot people, but they have their own weakness, but smoky don't have a weakness.

I really say, smoky suppose to be the most primitive turret, but its now most OP around my rank, with some drugs, they are always best killers.

 

 

Adding something about Magnum, magnum's splash damage should be reduce a bit, cause, its also a turret that can one shot tanks, and when it one shoot at the defense spot on ASL mode, its really unfair

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I really feel like Thunder and Smoky are OP and must nerf. other turrets like Railgun,Shaft are made to one shot people, but they have their own weakness, but smoky don't have a weakness.

I really say, smoky suppose to be the most primitive turret, but its now most OP around my rank, with some drugs, they are always best killers.

Neither Thunder nor Smoky are OP. The only problem with Smoky is that it's a very popular choice to MU to M2 at the M1 level.

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