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Rail is more than adequate imo

 

-picture-

That's a unique sight you got there. I had this case aswell; 0 protection modules when I was using Thunder... I did  24-0 or something lol. Rail is dangerous clearly seen in your example so I have Rail protection on almost all the time.

Edited by splitterpoint
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[...] I have Rail protection on almost all the time.

I only have Rail protection, railgun clearly looks fine doesn't need any buff, an M2 (10/10) railgun with the 100k alt is basically the old version, it's nearly 1-2 shot for every hull in-game. (in MM battles of course...)

 

 

Ya66SBE.png 6n7TUvR.png

Please, just don't touch rail it's fine how it is.

 

 

Edited by DRAKO523
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I only have Rail protection, railgun clearly looks fine doesn't need any buff, an M2 (10/10) railgun with the 100k alt is basically the old version, it's nearly 1-2 shot for every hull in-game. (in MM battles of course...)

 

 

Ya66SBE.png 6n7TUvR.png

Please, just don't touch rail it's fine how it is.

 

 

Amen 

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General Turret observations (from m0 to m3+) so far:

  • Everyone hates magnum due to its unpredictablity and damage. I share the feels though but its balanced no matter how hard I look at it, unless its on a ledge...

           OK It has a tactical unfair advantage. TO needs to nerf the turret's damage, projectile travel, some maps and other things related to "Tactical Advantage".

  • Isida now focuses more on its role as a support. It's decent and regular for team play but not on DM's so its fine
  • Railgun...

        Here's hoping that TO absolutely applies VERY VERY "VERY" little change on this original treasured turret for seasoned and pro tankers alike. Hoping that they won't overbuff it like what happened to Firebird and Freeze as;

  • Firebird is now more focused on group destruction. While freeze focuses more on protecting against flag capturers and point takers as well as sneak attacks and slowing down fast tankers.
  • Vulcan. Your typical long range version of twins.
  • Twins. Your typical short range version of vulcan.
  • Ricochet. Your typical mid range version of the two previously mentioned turrets.
  • Striker...

TO needs to calculate this turret's balance soon. Its too underpowered except when played in CP mode. This turret needs to be a sentinel in general.

  • Smokey. a turret for pro tankers no balance needed.
  • Thunder. a turret for normal tankers, unless when equipped with the wasp, viking or hornet hull. No balance needed.
  • Hammer. Your tactical operation's No. 1 partner where you deal high damage in limitation of it having an ammo. No balance needed.
  • Shaft. Your normal 1-hit KS in the game. Its a support in general so ... no balance needed.

What else did I forgot?

Edited by r_Xeo70
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Good observation 

I agree to you 

 

Also there are some guys who are good with Fagnum and they don't need a ledge 

but these are just 2-4% of the total Fagnum population

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Ricosck was just in a Highways DM ranks to Marshall.

 

First place, Leo_9000_3, with M3 Isida.

 

Ricosck was second with M3 Ricochet. 

 

M3 Hammer was third and a Firebird fourth.

 

Highways. Sniperville. There were three Isida in the battle, in Highways, death match! (At least 2 Firebirds & 2 Hammers. Short range weapons appear to be popular in long range maps.)

 

Keep pretending Isida and the other short range weapons aren't OP.

 

The current "balance" is, approximately:

From 7 (strongest) to 1 (weakest) [^ = one-shot capable]:
7 Firebird^
7 Freeze^
7 Isida^
6 -
5 Ricochet
4 Thunder(^)
3 Smoky
3 Hammer((^))
3 Twins
Each range 2.5 to 6.5 depending on variables per battle:
  Rail^
  Shaft^^
  Magnum^
  Vulcan
  Striker^

2 -

1 -

 

These last five aren't necessarily in order. They also aren't usually weaker than Smoky, Hammer, and Twins.

 

One-shot as I use it here means the opponent doesn't have legitimate opportunity to fight back or hide, particularly from respawn.

 

I can't say that I see any balance.

Edited by OKDad70

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Make Shaft very weak at M0

 

I know this is going to kill Shaft at m0 but TO needs to stop convincing new players to camp. If you ever play on an alternate account and enter a CTF or CP or RGB, everyone's like "omg shaft is so good". When you beat them they are like "My team sucks. I went 30-4 or something like that." 

 

Shaft is telling new players that all you need to do is hide somewhere and camp and one-shot practically every single hull, without actually contributing to the main objective. It makes the new players feel too good, because if your K/D is like 20, you are probably going to want to keep camping. New players also don't have enough skill to be able to wipe out these campers without having to also use a shaft, which makes shaft stronger outside of its stats. The excess of wasp and hornet players at m0 also help shaft players a lot. 

 

It also makes a lot of new players rage a lot because they got one shotted by some camper they can't even see. 

 

At higher ranks, shafts contribute to the team. But at lower ranks, they are hurting the new player's interest in the game and they are teaching players to camp instead of capturing flags or basically being a play-maker. 

 

My suggestion for M0 shaft:

 

- Damage reduced by 35% (can't one shot medium hulls easily anymore)

- Reload time increased by 10%

- Turret rotation speed decreased by 50%   

 

The other modifications of shaft will be unaffected. 

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If people feel that short range weapons are too powerful that is probably because hulls are too fast. In lower levels you need to use wasp/hornet with fire in order to close the distance but m3/m4 lvls, even hunter is fast enough to get there. Slow medium hulls down and short turrets will have to choose between speed or health again

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If people feel that short range weapons are too powerful that is probably because hulls are too fast. In lower levels you need to use wasp/hornet with fire in order to close the distance but m3/m4 lvls, even hunter is fast enough to get there. Slow medium hulls down and short turrets will have to choose between speed or health again

I have been in many situations where in my Viking, a hunter would flat out catch up to me without much trouble.

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If people feel that short range weapons are too powerful that is probably because hulls are too fast. In lower levels you need to use wasp/hornet with fire in order to close the distance but m3/m4 lvls, even hunter is fast enough to get there. Slow medium hulls down and short turrets will have to choose between speed or health again

Exactly,

 

Stuff has changed, medium hulls have the speed of light hulls from around 2013 with way more armor.

And maps stayed relatively the same players need to cover the same distance.

 

Which also explains why there's no hull variety anymore. 90% of MM is full of Viking and Hunter.

Whe don't have dedicated defenders, mid-fielders or attackers; everybody is basically doing all of these things.

I am one of them; switching to Wasp is fun but not productive.. besides I could charge the enemy base just as fine with Viking.

 

Luckely I have Magnum to avoid most of the cheapskate spawn killing madness and lob shells from a safe spot full of my own mines.

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Two Magnums, two Isida, unbeatable. Absolutely overpowered combination.

 

 

Take note. The twins didn't matter on my team (me, first place, more score than third on the winning team). The twins didn't matter on the winning team. On the winning team, the Hammer mattered, but the Shaft was only annoying. The Rico and Thunder were also meaningless. The 2 and 2 were probably voice-communicating, but I bet they'd be just as effective without. They won 7 to 2 in 8 minutes.

 

I predict 100% winning team with 2 Magnums and 2 Isida. Overpowered slaughter.

 

Twins is nothing compared to Magnum and Isida (nor Firebird nor Freeze). Frankly, there is no balance in Tanki right now.

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If people feel that short range weapons are too powerful that is probably because hulls are too fast. In lower levels you need to use wasp/hornet with fire in order to close the distance but m3/m4 lvls, even hunter is fast enough to get there. Slow medium hulls down and short turrets will have to choose between speed or health again

Yes 

The only thing which is going to stop the domination of medium hulls 

*Cough*Viking,Hunter*cough*

Will be the Hull OD's

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I think, there should be two theories of hull balance. Either they all have battlefield roles or there is a rock paper scissors to them.

 

Battlefield Role:

Light hulls should be the best at attacking...attacking with mediums/heavies should not be an efficient thing, right now, however, Mediums are the best attackers.

Medium Hulls should be decent at both, but since theyre not great at either, they play support, helping Lights with attack or Heavies with defense.

Heavy Hulls should be too slow to attack efficiently. Otherwise there is no reason to use anything other than a heavy.

 

Rock/Paper/Scissors

Medium beat Light: More armor means they win 1v1.

Heavies beat Mediums: Same reason.

Lights beat Heavies: Speed allows light hulls to virtually ignore heavies

 

Right now Mediums dominate so there is no need for other types. Thoughts?

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Right now Mediums dominate so there is no need for other types. Thoughts?

you are right 

but i wont like to see RPS in tanki though 

I think the coming Hull OD's will solve the Medium domination 

 

Hornets OD is making me think we are going to see a lot of toxic XP's in MM  :ph34r:

who can 1 shot all hullls {except tity&mammy} :wub:

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What is Hornets OD? Could you also elaborate on how the ODs will fix it? Im interested because I've heard others say this too

Oh

Horents OD will grant all to see behind house , like radar

and it will grant the player ability to do dmg not taking into account of protection { imagine what a rail can do with the alt and DD } 

 

well look at them

http://en.tankiforum.com/index.php?showtopic=363133&hl=+hull%20overdrives&st=0

Give this a read to know all of the hull OD's

 

it will spice the game and , we will need to also consider the OD for hulls in battles so the medium domination can come to an end

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Hmmm...making Rail better wouldnt be bad...and would autmatically make smoky and hammer more relevant at knocking of aim. Rail could then take care of the Fires and Freezes before they could get close

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Look at people's profiles...hunter is usually the least used hull in their garage..I think its ok if it is used more

And I don't get why. I guess people dont realize how OP it is.

 

It is better than Viking in many ways except for speed (pretty useless if you keep getting knocked around tbh) and camouflage.

 

It has ridiculous stability (most important stat after health)

 

You can shoot over wasp, hornet, and Viking teammates.

 

You can rock better with it.

 

Turning speed is better.

 

Better pushing power.

 

 

I retired my m2.4 Viking the moment I bought m2 hunter and found out how much better it was.

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