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It used to be like that where fully microupgrade items were not as powerful as the next modification 

When?

 

I joined when you MU specific parameters of your item.  MU all parameters and it was same as next m-level...

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When?

 

I joined when you MU specific parameters of your item.  MU all parameters and it was same as next m-level...

Then it was there before you joined, it was like that when it was introduced and then there was an update making it same as the next m-level

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Then it was there before you joined, it was like that when it was introduced and then there was an update making it same as the next m-level

 

How exactly did that work? 

From m2 to m3  &  m3 to m4 some items have small increments in power.  So what's the point of MU if it gives you a tiny increase?

 

Also - were you still able to get the next m-level for free?

 

I remember that as well but I can't remember when it was. it was long ago though. 

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The difference between m3 and m4 were more before but an update made the standard m3 have higher stats so m4 would be less of a difference

 

This update was somewhere in 2016-17

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Twins needs to be buffed it's average now , average turrets are not scary , devs pls make twins scary again  :D  :D  :D

What are you talking about? twins is one of most dominant guns in the game right now, it needs a nerf, not buff.

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Would anyone else like to see a new turret? Things are getting a bit boring.

No.  It would be OP as no one would have protection.   Remember Magnum?

 

Don't want to see any new turrets until they start adding more protection module slots - already too many turrets to worry about.

 

And none of this lag where the new turret runs amok for 3-6 months before Devs finally introduce the module.

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it surely doesn't look like that to me. 

Looks like that to me. The number of times I've seen a random Twins + Titan with the Stable Plasma alteration enter a DM battle halfway and win is uncountable at this point. 

Edited by TheCongoSpider

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Still in my sights is that ridonculous smoky alt that gives it an autocannon.... that impact is worse than twins was in a previous life before it was smurfed.

 

Next has got to be striker... its getting to be as bad as magnum ever was. When even a miss deals more than half a titans health... something is seriously wrong. And a string of direct hits that magically seem to fly round corners can annihilate same said titan with double armour up.

 

That double shot hammer needs a bit of attention, but nothing like striker or smoky

 

And last but not least this tank heating business going on with vulcan, it doesn't do enough damage to ever kill you before it overheats you, its just turned into a long range Firebird....

 

They all need some smoothing out guys....

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Still in my sights is that ridonculous smoky alt that gives it an autocannon.... that impact is worse than twins was in a previous life before it was smurfed.

Yes autocannon is overpowered, it's normal shots are weak but the critical hits do allot more damage and are much more often

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Still in my sights is that ridonculous smoky alt that gives it an autocannon.... that impact is worse than twins was in a previous life before it was smurfed.

 

Next has got to be striker... its getting to be as bad as magnum ever was. When even a miss deals more than half a titans health... something is seriously wrong. And a string of direct hits that magically seem to fly round corners can annihilate same said titan with double armour up.

 

That double shot hammer needs a bit of attention, but nothing like striker or smoky

 

And last but not least this tank heating business going on with vulcan, it doesn't do enough damage to ever kill you before it overheats you, its just turned into a long range Firebird....

 

They all need some smoothing out guys....

Smoky Autocannon has impact nerfed a lot - 85%.

 

All the ranged turrets with Incendiary Alts are goofy.  Smoky is way worse than Vulcan - it does not need to self-destruct to do fire damage.

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Yes autocannon is overpowered, it's normal shots are weak but the critical hits do allot more damage and are much more often

It also disrupts repair kits faster than most of the other turrets. 

 

Still in my sights is that ridonculous smoky alt that gives it an autocannon.... that impact is worse than twins was in a previous life before it was smurfed.

 

Next has got to be striker... its getting to be as bad as magnum ever was. When even a miss deals more than half a titans health... something is seriously wrong. And a string of direct hits that magically seem to fly round corners can annihilate same said titan with double armour up.

 

That double shot hammer needs a bit of attention, but nothing like striker or smoky

 

And last but not least this tank heating business going on with vulcan, it doesn't do enough damage to ever kill you before it overheats you, its just turned into a long range Firebird....

 

They all need some smoothing out guys....

Please know that this affects all projectile-based turrets. By that, I mean turrets such as Twins, Ricochet, Striker and Magnum. Sometimes, it would look as if it missed but still did damage on your screen but on the enemy's screen, it hit you and did damage. This happens almost every time I go against a Ricochet. Most of the projectiles would go behind me but I still get damage. I know that's perfectly fine because that has to do with each participant's ping. 

 

That mechanic is too broken because it trumps Stock Hammer by using the element of surprise. M4 Hammer needs two shots to kill any unprotected M4 hull. With Duplet, you can fart those two shots out 0.27 seconds apart compared to Stock M4 Hammer's 1.8-second interval. This is why you see Duplets commonly getting kills with each clip they empty. 

 

I saw something in the Test Server that looked like a balance change for this alteration. What it would do is it would deal regular Vulcan damage but when it started to overheat, it would no longer do direct damage but it would heat up the tank. When you're overheating, the only damage you'll be doing is afterburn damage. This change could be good or bad if it's implemented but we can only wait and see. 

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Not so sure about the hit/miss thing, sure there's some element of disparity between two clients based on ping, but I seem to recall rockets doing fly by splash damage.  Maybe I'm imagining it... or got something wrong...  Mostly the ones that hit, I see hit...

 

A

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Not so sure about the hit/miss thing, sure there's some element of disparity between two clients based on ping, but I seem to recall rockets doing fly by splash damage.  Maybe I'm imagining it... or got something wrong...  Mostly the ones that hit, I see hit...

 

A

Striker, especially with the Uranium alteration, is an interesting case with this occurrence. Sometimes, if you're facing the Stock Striker and it finishes locking onto you and it fires its 4 missiles, it would look smooth as you take the damage. What if the Striker was a good distance away and you were heading for cover while swaying away from being directly in front of it? You would see that maybe only one missile impacts you but you receive 3 missiles' worth of damage. On the Striker's screen, 3 of their 4 missiles hit you and deal damage but it would not look like that to you because the servers have to process the information and send it to you. 

 

With Uranium, the projectile speed is lower. With Stock Striker, you would see the missiles coming to you and you would receive damage for each missile just before its respective missile touches you. The same thing for Uranium, except the projectile speed is lower. The moment it impacts you on the Striker's screen is where it is really close to impacting you on your screen. You may have your camera angle very close to your tank which may not allow it to see right behind it. Note that the missiles target where the laser was at last when the reticle finishes. If the laser was at the far back of your hull, then the missiles would go there and there would be a better chance you would experience the "damaged by invisible rockets" phenomenon. The angular velocity is somewhat strong for Striker so it's likely that the missiles would impact you are harsh angles. 

 

You played Ricochet for 305 hours. Has there ever been an occurrence where you died and that one last ball you sent out didn't do any damage to the enemy? Well on the enemy's screen, that ball did not come out. I hope this helps you in the future. 

 

More players need to be aware of this because they call others hackers because this phenomenon happens which I find ignorant as this happens in the General ranks as well. 

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Striker, especially with the Uranium alteration, is an interesting case with this occurrence. Sometimes, if you're facing the Stock Striker and it finishes locking onto you and it fires its 4 missiles, it would look smooth as you take the damage. What if the Striker was a good distance away and you were heading for cover while swaying away from being directly in front of it? You would see that maybe only one missile impacts you but you receive 3 missiles' worth of damage. On the Striker's screen, 3 of their 4 missiles hit you and deal damage but it would not look like that to you because the servers have to process the information and send it to you. 

 

With Uranium, the projectile speed is lower. With Stock Striker, you would see the missiles coming to you and you would receive damage for each missile just before its respective missile touches you. The same thing for Uranium, except the projectile speed is lower. The moment it impacts you on the Striker's screen is where it is really close to impacting you on your screen. You may have your camera angle very close to your tank which may not allow it to see right behind it. Note that the missiles target where the laser was at last when the reticle finishes. If the laser was at the far back of your hull, then the missiles would go there and there would be a better chance you would experience the "damaged by invisible rockets" phenomenon. The angular velocity is somewhat strong for Striker so it's likely that the missiles would impact you are harsh angles. 

 

You played Ricochet for 305 hours. Has there ever been an occurrence where you died and that one last ball you sent out didn't do any damage to the enemy? Well on the enemy's screen, that ball did not come out. I hope this helps you in the future. 

 

More players need to be aware of this because they call others hackers because this phenomenon happens which I find ignorant as this happens in the General ranks as well.

 

The bug definitely needs to be fixed.

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ideas for the overdrive

 


 

Hi!

I have a suggestion for the new overdrive in the game which is going to be released. As I have tested the overdrive I have notice that in JGR mode its really easy for the players to destroy the Juggernaut with the help of the new overdrive, so my suggestion is that the new overdrive should be removed from the JGR mode. It can be used in other mode like CP, TDM...….etc. If you keep the new overdrive in JGR mode then the mode is of no use players wont be having fun.

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I don't think it should be removed. Making Juggernaut stronger instead would probably be more fun.

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Juggernaut will be in urgent need for a buff after the overdrives are here.

 

In my opinion the health should be more than doubled, and its overdrive should be able to deal damage to close enemies. But the regular damage it deals from the railgun shots and striker missiles should be unaltered cause it's already pretty OP.

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