Jump to content
EN
Play

Forum

Let's Discuss Game Balance


Maf
 Share

Recommended Posts

the only disadvantage is that it'll take slightly longer to reload IF you happen to shoot at wasp/hornet with only 2/3 of full charge...

 

but how many wasp/hornets are there compared to the other 5 hulls? also, how often do you happen to have exactly 2/3 charge right at the moment when you can shoot one?

 

 

i think those complaining are those who spend the entire battle camping and killing some useless wasp/hornets for their k/d instead of killing the more important enemies

Yup  - I have those shafts on my team all the time.

Sit there in one spot all game, just picking off tanks as they appear in their LOS.

 

Meanwhile, the flag is stolen and carrier is totally ignored, cuz... it's work to look for them.

Shooting a random tank on other side of map rarely helps your team win a CTF...

  • Like 1

Share this post


Link to post
Share on other sites

So... Shaft Arcade has same re-load as Smoky, does more damage up to 50m, and probably similar damage out to 80m.

 

What the heck are all these Shaft users whining about?  Most damage far range, and very good up close as well.

Guess they expect one-shot kills every single time they peer in a scope...

If you release the space bar while in snipe mode and you don't use the full charge ( which is called quick sniping by the way) then it'll take away the full energy instead of what you used up.

  • Like 1

Share this post


Link to post
Share on other sites

If you release the space bar while in snipe mode and you don't use the full charge ( which is called quick sniping by the way) then it'll take away the full energy instead of what you used up.

Oh I get it - they want to kill 5 tanks per minute.  From across the map.  Boo hoo.

 

I'd say they are more than compensated for by the buff that makes Shaft better up close than smoky.

Can now compete well on maps other than Brest & Highways.

Share this post


Link to post
Share on other sites

Meanwhile, the flag is stolen and carrier is totally ignored, cuz... it's work to look for them.

Shooting a random tank on other side of map rarely helps your team win a CTF...

I did that all the time; the key to win crystals with the least amount of effort.

It was there to exploit just like Magnum, both turrets are forced into more dynamic gameplay which is not my preference but ohh well.

Share this post


Link to post
Share on other sites

Oh I get it - they want to kill 5 tanks per minute.  From across the map.  Boo hoo.

 

I'd say they are more than compensated for by the buff that makes Shaft better up close than smoky.

Can now compete well on maps other than Brest & Highways.

Haha, hardly. Quick snipes do not kill tanks...unlike doped up thunders, magnums, and rails.

As a non-camping shaft user, the quick snipe is used to soften multiple targets for either your team's assault on the base or to defend against the inevitable train of incoming isida+insert twins-vulcan-rico-etc. It is great for helping in team battles (which are the only battles I like playing in). A smart shaft player makes all the difference on a team...they just don't score that well:) Unlike the camping shaft players I guess.

Share this post


Link to post
Share on other sites

Haha, hardly. Quick snipes do not kill tanks...unlike doped up thunders, magnums, and rails.

As a non-camping shaft user, the quick snipe is used to soften multiple targets for either your team's assault on the base or to defend against the inevitable train of incoming isida+insert twins-vulcan-rico-etc. It is great for helping in team battles (which are the only battles I like playing in). A smart shaft player makes all the difference on a team...they just don't score that well:) Unlike the camping shaft players I guess.

How is it softening targets when they use RK a lot of the time?

Share this post


Link to post
Share on other sites

How is it softening targets when they use RK a lot of the time?

Thanks to the cool down period it means that they won't be able to hit the RK on the way out of the base with your flag...so you can kill them on their way to their base if you didn't prevent them from reaching the flag in your base. Also if I can get defenders to hit RK BEFORE my teams main assault force arrives, they will not be able to survive the onslaught once they arrive. 

 

Again, remember that this Shaft is one of the ultimate team-oriented turrets. Isida is obviously designed for team battles too.

Edited by enri_chill

Share this post


Link to post
Share on other sites

Thanks to the cool down period it means that they won't be able to hit the RK on the way out of the base with your flag...so you can kill them on their way to their base if you didn't prevent them from reaching the flag in your base. Also if I can get defenders to hit RK BEFORE my teams main assault force arrives, they will not be able to survive the onslaught once they arrive. 

Ok, I think I get it. Forcing them to use reserves (even if they kill you) leaves them vulnerable to the 2nd wave/next attack. 

Thanks.

  • Like 2

Share this post


Link to post
Share on other sites

At several times the game's performance is so poor it's not even worth playing MM so I end up at parkour battles.

 

You guys have no idea what it's like to start a game with a PING in the hundreds and FPS below 10, then carrying on the whole battle with FPS in the range of 20-30 and PING sporadically jumping up and down. The real problem here is that this is now happening more frequently to me.

 

This lag is due to some minor updates that are barely noticed, imagine what kind of lag will result from the new overdrives and drones planned for release on Halloween.. just thinking about what's gonna happen is making me feel nauseous.

 

 

 

 

Edit: I know this has nothing to do with game balance, but how can you discuss gameplay when you can't even play it properly in the first place. :(

Edited by Michael828
  • Like 1

Share this post


Link to post
Share on other sites

Everyone uses Rail protection because it's m2 Alteration makes it able to 1-shot medium hulls with DD. (Which is STUPID).

 

Magnum isn't OP primarily because of it's stupid damage per shot or its splash area. It's the fact that there is no counter to it, other than charging into the enemy base and going face to face with it behind the wall it's camped behind. We can't shoot at it! The mechanic of arc shots beaks the game and ruins the experience of maps that were once fun, such as Silence and Noise.

Share this post


Link to post
Share on other sites

Ugh, the days of Magnum domination are long over.. I barely see any Magnums and those I do end up in the lower portion of the score chart.

I stopped using Magnum after the update. Hopefully I can use it again with the new alterations.

Share this post


Link to post
Share on other sites

Ugh, the days of Magnum domination are long over.. I barely see any Magnums and those I do end up in the lower portion of the score chart.

i top battles even more often with it now :blink:

 

 

Hopefully I can use it again with the new alterations.

7cVs4SCncWw.jpg

 

for magnum 1st one looks like higher direct hit damage, 2nd one liijs like turret rotation speed, 3rd looks like a mine so probably it'd be able to destroy mines, 4th and 5th looks like firebird and freeze so... maybe it can do cause burning or freezing? :blink: :blink: :blink:

  • Like 3

Share this post


Link to post
Share on other sites

Ugh, the days of Magnum domination are long over.. I barely see any Magnums and those I do end up in the lower portion of the score chart.

I stopped using Magnum after the update. Hopefully I can use it again with the new alterations.

I like using magnum after the update. It shows that the devs really do care about balance. I found it quite interesting that they left magnum to fire at that reload time before the update, clearly it needed a nerf and I'm glad they didn't nerf the damage range. 

 

When I play it now, I play it with more strategy and risks. Shoot too early, I may die. Shoot too late, I may miss out a chance of killing the enemy before he gets to me and starts damaging me depending on how much HP he still had. I can't depend on a 5 second reload anymore. I don't think the splash damage nerf was necessary but whatever, It lets me focus on direct hits more instead of splash hits. Overall, it makes me feel more like a professional now that magnum is more technical. 

 

Those alterations for magnum look interesting. I might pick up the one that looks like it gives the tank after-burn after hitting it.

  • Like 2

Share this post


Link to post
Share on other sites

for magnum 1st one looks like higher direct hit damage, 2nd one liijs like turret rotation speed, 3rd looks like a mine so probably it'd be able to destroy mines, 4th and 5th looks like firebird and freeze so... maybe it can do cause burning or freezing? :blink: :blink: :blink:

All these alterations are really really intriguing, I seriously look forward to upcoming Tuesday!

 

I like using magnum after the update. It shows that the devs really do care about balance. I found it quite interesting that they left magnum to fire at that reload time before the update, clearly it needed a nerf and I'm glad they didn't nerf the damage range. 

 

When I play it now, I play it with more strategy and risks. Shoot too early, I may die. Shoot too late, I may miss out a chance of killing the enemy before he gets to me and starts damaging me depending on how much HP he still had. I can't depend on a 5 second reload anymore. I don't think the splash damage nerf was necessary but whatever, It lets me focus on direct hits more instead of splash hits. Overall, it makes me feel more like a professional now that magnum is more technical. 

 

Those alterations for magnum look interesting. I might pick up the one that looks like it gives the tank after-burn after hitting it.

I go in about 100% charge to get to the second shot faster but the medkit is my worst enemy, I mean it always was as Magnum but now the shell lobbing is over (thank god) I'm still figuring out what the best method is but I am so used to the cheap camp experience with my 30 degrees standard setting. I used to obliterate everyone mainly at short range which is not what the turret was designed for.. I like to exploit things. But now.. there are Firebirds everywhere backstabbing me because I can't see that quickly behind me. It's indeed a must to hit the target dead on, splash damage is too weak in relation to the massive reload time.

 

I have around 120 minutes of experience with the new Magnum; I am not getting K/D ratio's below 1.8 but it's just the score... the short range turrets are way past me in score after the first minute of battle.

Edited by splitterpoint
  • Like 1

Share this post


Link to post
Share on other sites

Looks like those who bought two alterations for one turret have wasted their crystals. In the latest vlog there will only be one alteration slot.

They said that players can only use one alteration at a time.

Share this post


Link to post
Share on other sites

Looks like those who bought two alterations for one turret have wasted their crystals. In the latest vlog there will only be one alteration slot.

That isn't the first time that TO changes have meant lots of us have wasted our crystals.

  • Like 5

Share this post


Link to post
Share on other sites

That isn't the first time that TO changes have meant lots of us have wasted our crystals.

2016/10/27 u buy m2 rail and happy with 2 shots 100% light hulls 3 shots 60% viking hunter dicktator 4/5 shots mamy titany. 2016/10/29 railgun get nerffed 

 

Wasp n hornet 3 shots viking 4/5 shots titany mamy 6-9 shots. 

.rip.

  • Like 1

Share this post


Link to post
Share on other sites

The game is just chaos now. Strategy is COMPLETELY out of the window now that alterations and drones have come into play. Everything is fast and tanks don't last 2 seconds before they get destroyed.

  • Like 4

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
 Share

×
×
  • Create New...