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Maf
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What about adding spaced armor which has the same HP as main armor but can not be healed by repair kit or OD?

 

If you want to know how it would look, see Panzer 4 H or Panzer 3 M.

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About ^ posts, I think striker is very weak. Its lock onto a tank is very slow and the damage isn't that powerful. Give it a little buff, it desperately needs one!

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You are wrong Maf, quite a few times, I have managed to take Juggernaut and I have died almost immediately. That's because juggernaut needs more armor.

 

Nothing else needs to change for juggernaut. All it needs is more armor, so that it cannot get destroyed too quickly.

 

I remember when juggernaut was first seen in a live stream (with Nives, months ago) it used to be very strong. That is how juggernaut should be.

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Fire and Freeze are so broken I'm tempted to buy Magnum, a level I never thought I would lower myself to. I'm tired of them killing me in two seconds without being able to fight back. With Magnum I could hide and one shot them........ Maybe High caliber ammo for Railgun will do the trick.

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Magnum and Firebird now sit at the top in terms of power. Magnum is still broken because it's a parabolic weapon in a game designed for non-parabolic weapons, and Firebird can now kill you just purely using the burn effect. Don't make the mistake of thinking the Tanki devs care about "balancing" the game. What they do is make 1 or 2 turrets op for a month or so, then users flock to the store to buy kits, crystals, and modules, thus making them a boatload of money. 

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Magnum and Firebird now sit at the top in terms of power. Magnum is still broken because it's a parabolic weapon in a game designed for non-parabolic weapons, and Firebird can now kill you just purely using the burn effect. Don't make the mistake of thinking the Tanki devs care about "balancing" the game. What they do is make 1 or 2 turrets op for a month or so, then users flock to the store to buy kits, crystals, and modules, thus making them a boatload of money.

 

Magnum has been OP ever since the day it was released back in April 2017.

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I think the average number of kills is about 5-10, which is how it should be.

 

On low ranks you will see this kind of results more often because most of players are noobs and Juggernaut needs skills. And when JGR comes in hand of an experienced player who is playing on low rank account, he/she plays spectacularly. Nerf will be bad for inexperienced players.

 

On high rank it's so difficult but not impossible...

 

 

 

 

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Magnum has been OP ever since the day it was released back in April 2017.

Yep, and it will always be OP because of the nature of the gun. Being able to shoot in a parabolic nature from the safety of your base will always be OP, no matter what Tanki does. But then again, they have no actual interest in balancing the game. 

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   Striker is far, far worse. Striker deals massive amounts of damage, and with Double Damage in effect can deal damage so high that there's nothing you can do to survive it.

 

No thanks to it's lock on mechanic. I'm sure a lot of people like the idea of a lock on mechanic, heck I do, but Striker just seems to be a mistake.

 

It outclasses Railgun and Shaft in damage, has the splash damage of Thunder, has the two barrels of Twins, and on top of it all a lock on mechanic. It makes so many turrets obsolete. It's a perfect example of power creep. 

 

Not at all.  Sure it deals a lot of damage, but if you rarely hit the target you aim at...

 

It is a mistake.  You might get a lock-on 1-in-5 tries.  That's a recipe for your own destruction.

 

Striker may seem like it outclasses other weapons on paper. But again, in reality, it hardly ever hits.  2500 dmg x 0 hits = zero damage.

 

It may seem useful in low ranks where tanks move much slower. In upper ranks the missiles are to slow to hit and striker usually dies before it can achieve lock-on.

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I think juggernaut should be able to kill a tank in 1 shot, regarless if it is a light, medium or heavy hull, with higher reload. Right now in low ranks,  the firing rate is too much for low ranks to handle, in medium and high ranks you can just use double armor and repair kit and 1v1 the juggernaut, which seems completely absurd.

 

Do you think this is not true? See, a medium hull for example can withstand 2 shots. Double armor? 4 shots. Repair kit? 6 shots. Alongside with the other tanks attacking jugger, jugger won't stand a chance. And jugger can't even use the striker mode, it takes too long just to TRY to kill 1 enemy, while you can also take huge damage from the explosions.

 

So, I say it again. Let it kill any tank in 1 shot, even if it has double armor, but increase his reload. Fair for both sides.

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I think the average number of kills is about 5-10, which is how it should be.

 

On low ranks you will see this kind of results more often because most of players are noobs and Juggernaut needs skills. And when JGR comes in hand of an experienced player who is playing on low rank account, he/she plays spectacularly. Nerf will be bad for inexperienced players.

 

On high rank it's so difficult but not impossible...

 

 

 

 

a61h0rakQsaSEmHwYy4Ipg.png

 

QdfFLgt4QP_bUEVUkRbgTA.png

 

 

... by abusing broken camping spots. The juggernaut needs less healing and more armor to make it a bit more consistent. People get anywhere from 0 to 100 kills with it because of how easy it is to heal when camping, and without camping you get just frozen and annihilated instantly.

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I think the average number of kills is about 5-10, which is how it should be.

 

On low ranks you will see this kind of results more often because most of players are noobs and Juggernaut needs skills.

 

 

 

 

 

Juggernaut needs skills because it uses double Railgun. If it got triple Thunder instead of double Railgun, it would be much stronger (and easier to play) so it would turn into real bias as it should be.

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I have M4 hammer with the 5 shot alteration. It slaughters anyone without Hammer protection. Unfortunately a lot of people have Hammer protection so you waste some time avoiding some tanks. But it is still good and powerful. In my opinion, it has to be M4 to really be effective. 

I also have M4 thunder. Since they buffed it a little it is better. Still a lot of people have protection. If you play it like a rail and get in a good hide and mine yourself in it is great. Of course, I always have Magnum protection because if you hide they will just drop bombs on you.

Yeah thunder has good range, I like it a lot!

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I have M4 hammer with the 5 shot alteration. It slaughters anyone without Hammer protection. Unfortunately a lot of people have Hammer protection so you waste some time avoiding some tanks. But it is still good and powerful. In my opinion, it has to be M4 to really be effective. 

I also have M4 thunder. Since they buffed it a little it is better. Still a lot of people have protection. If you play it like a rail and get in a good hide and mine yourself in it is great. Of course, I always have Magnum protection because if you hide they will just drop bombs on you.

There's only 3 slots on the modules... so if many have Hammer / Thunder, which are they vulnerable against?

 

Magnum?  (does lots of damage, sight unseen)

Freeze?  (does lots of damage quickly)

Firebird?  (kills you as it runs away)

Rail?  (still LOTs of them in many battles)

Isida  (highest DPS in game)

 

Now that many turrets "seem" OP, I think the modules are split among more than just a "top 3".

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Juggernaut needs skills because it uses double Railgun. If it got triple Thunder instead of double Railgun, it would be much stronger (and easier to play) so it would turn into real bias as it should be.

I'm not sure what there is about that double Railgun that makes it so hard to play.

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I think juggernaut should be able to kill a tank in 1 shot, regarless if it is a light, medium or heavy hull, with higher reload. Right now in low ranks,  the firing rate is too much for low ranks to handle, in medium and high ranks you can just use double armor and repair kit and 1v1 the juggernaut, which seems completely absurd.

 

Do you think this is not true? See, a medium hull for example can withstand 2 shots. Double armor? 4 shots. Repair kit? 6 shots. Alongside with the other tanks attacking jugger, jugger won't stand a chance. And jugger can't even use the striker mode, it takes too long just to TRY to kill 1 enemy, while you can also take huge damage from the explosions.

 

So, I say it again. Let it kill any tank in 1 shot, even if it has double armor, but increase his reload. Fair for both sides.

No, it should have high DPS but no one shotting ability. Also needs a speed nerf. 

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As of today, assuming a skilled player (average to above average, experienced, not novice) is using it, the most powerful turrets are:

Firebird, Freeze, and close behind, Isida.

Those three are hands down strongest.

 

Still strong, is Richochet and Thunder.

In DM, Firebird, Freeze, or Isida will be first, usually top three.

In team matches, Thunder and Richochet tend to find the top spot, Thunder because of splash, Rico because of versitility. 

 

Smoky, Hammer, and Twins vie for the middle. Smoky rewards skill most, Twins rewards consistency and persistence

 

Rail, Shaft, Magnum, and Striker, more or less in that order, greatly depend on the skill and tactics of the player. Magnum has a decided edge in being a key player in team battles. Magnum is often decisive. After Magnum: Rail, then Striker, then Shaft for team battle decisiveness.

 

Oh, and Vulcan, last and certainly least. Right now, it isn't worth using, especially in DM.

 

From 1 (lowest) to 7 (highest):

7 Firebird, Freeze, Isida

 

5 Richochet

4 Thunder

3 Smoky, Hammer, Twins

Between 2.5 and 6.5 depending on player skill and tactics, and map and battle format, Rail, Shaft, Magnum, and Striker.

 

1 Vulcan

 

Until they add back more gyro on Vulcan, buff its dps, and solve the overheat problem, it really is a sad excuse for a turret at the moment.

 

Long ago, the turrets each had peculiarities and quirks. Dedicated players, willing to put in the time to develop the required skill, could turn these characteristics to significant advantage in some situations. Now, most everything is pretty much the same. Players have always derided twins as being a blunt object, but it used to require finesse. Smoky used to be rather specialized, requiring precise skills and consistency, but now, without expensive alterations, it is just a weak Thunder. Firebird and Freeze used to require specialized tactics. Both still benefit from such tactics, but are hardly required for effectiveness now. Isida was once unbeatable in DM, but then they over reacted and nerfed it to nonsense. Then they beefed it back to essentially original, but took away the self-repair. It used to require some finesse and specialty tactics, now it is simply over powered. (Isida stink and should be removed from the game so all players can breathe easier.) Specialty changed after the great leveling. Skills developed were simply no longer useful. Nearly all the specialty parameters were evened out, and everyone kinda hopes their strongest turret gets the next beef so as to dominate for a few weeks until Tanki realizes the overkill.

 

Game balance is a bit boring ever since the great leveling, only frustrated by the overkill tweaks from time to time.

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Regarding modules, eight turrets (including Ricochet) can hit you from too far away to respond to. Five of those can kill many a tank in essentially one shot. And that isn't even considering the three strongest turrets. Having only three module slots is a woefully deficient situation.

 

Three protections against 13 turrets is a defect in game balance. Something needs to change.

 

Garage change delay times are too long.

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I'm not sure what there is about that double Railgun that makes it so hard to play.

1 second shot delay. Enemy has enough time to hide or knock your aim before you shoot. Thunder is OP so it should be given to Juggernaut.

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Striker needs one of the following changes (not both):

1:

Lock-on is lowered by 1s (3.5 - 2.5) from m0  to m4 and missiles explode if they come within 1/3 of splash radius close to a tank.

 

2:

Lock-on is lowered by 1s at all modifications (2.5 - 2.0) from m0 to m4 and reload is lowered by .5s (2.0 - 1.3) from m0 to m4 but damage is between Max of Smoky and min of Thunder (so it cannot 1-shot medium hulls anymore without double damage)

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As of today, assuming a skilled player (average to above average, experienced, not novice) is using it, the most powerful turrets are:

Firebird, Freeze, and close behind, Isida.

Those three are hands down strongest.

 

Still strong, is Richochet and Thunder.

In DM, Firebird, Freeze, or Isida will be first, usually top three.

In team matches, Thunder and Richochet tend to find the top spot, Thunder because of splash, Rico because of versitility. 

 

Smoky, Hammer, and Twins vie for the middle. Smoky rewards skill most, Twins rewards consistency and persistence

 

Rail, Shaft, Magnum, and Striker, more or less in that order, greatly depend on the skill and tactics of the player. Magnum has a decided edge in being a key player in team battles. Magnum is often decisive. After Magnum: Rail, then Striker, then Shaft for team battle decisiveness.

 

Oh, and Vulcan, last and certainly least. Right now, it isn't worth using, especially in DM.

 

From 1 (lowest) to 7 (highest):

7 Firebird, Freeze, Isida

 

5 Richochet

4 Thunder

3 Smoky, Hammer, Twins

Between 2.5 and 6.5 depending on player skill and tactics, and map and battle format, Rail, Shaft, Magnum, and Striker.

 

1 Vulcan

 

Until they add back more gyro on Vulcan, buff its dps, and solve the overheat problem, it really is a sad excuse for a turret at the moment.

 

Long ago, the turrets each had peculiarities and quirks. Dedicated players, willing to put in the time to develop the required skill, could turn these characteristics to significant advantage in some situations. Now, most everything is pretty much the same. Players have always derided twins as being a blunt object, but it used to require finesse. Smoky used to be rather specialized, requiring precise skills and consistency, but now, without expensive alterations, it is just a weak Thunder. Firebird and Freeze used to require specialized tactics. Both still benefit from such tactics, but are hardly required for effectiveness now. Isida was once unbeatable in DM, but then they over reacted and nerfed it to nonsense. Then they beefed it back to essentially original, but took away the self-repair. It used to require some finesse and specialty tactics, now it is simply over powered. (Isida stink and should be removed from the game so all players can breathe easier.) Specialty changed after the great leveling. Skills developed were simply no longer useful. Nearly all the specialty parameters were evened out, and everyone kinda hopes their strongest turret gets the next beef so as to dominate for a few weeks until Tanki realizes the overkill.

 

Game balance is a bit boring ever since the great leveling, only frustrated by the overkill tweaks from time to time.

Interesting that you don't think Twins is super OP.......

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