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Maf
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Brutus drone should have increased power, weight, and speed by 10% also and not just damage and armor. 10% more micro upgrades for your turret and hull

That's actually a pretty decent idea, but with a few revisions. I think it would be beneficial if the speed and maybe even the turret rotation speed were increased while using this drone, but I don't think changing the weight and power would be necessary. Now, having this extra speed might be a little overpowered, so maybe Tanki could make it so for the first 20-30 seconds after using a battery (This drone uses batteries every 1 minute), THEN the speed would be increased. Nice idea, hopefully this update comes (I use Brutus drone all the time, so these updates would be good, and I would love to see them).  :)

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Why does this useless drone consume as many batteries as other drones? Non upgraded Brutus should give 5%+ protection or simply make it consume 1 battery each 5 minutes

Edited by Legacy
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It 1 shot everything. I wonder it can 1 shot god mode on. aaaand 1 shot in less than 1 sec. How cool? :rolleyes: :wub:

Ok, I think you've been overreacting. 

 

I am certain that this "one-second shot" you're referring to is actually ~1.5 seconds, or maybe even 2 seconds. It takes about 1 second just to reach and pass the minimum sniping damage. And then for M4 Shaft, you'd need to keep charging a bit more for it to reach 1,500 damage, which, with double damage, should kill you. But then I don't know if you're wearing a drone or not, so that makes the Shaft have to charge up slightly longer, very slightly. 

 

Shafts are able to one-shot every hull in the game, but Stock Shaft cannot do that. Only Heavy Capacitors is able to one-shot heavy hulls. And you need to charge up for ~7.5 seconds, which in the heat of close range battle, is terrible. So I'm not surprised that HC Shafts are in the back, where they can get the most out of their alteration. 

 

And as a Viking player, you have the best advantage against Shafts. Your low profile and higher speed makes it harder for Shafts to accurately track their target compared to Hunter or Dictator. 

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Ok, I think you've been overreacting. 

 

I am certain that this "one-second shot" you're referring to is actually ~1.5 seconds, or maybe even 2 seconds. It takes about 1 second just to reach and pass the minimum sniping damage. And then for M4 Shaft, you'd need to keep charging a bit more for it to reach 1,500 damage, which, with double damage, should kill you. But then I don't know if you're wearing a drone or not, so that makes the Shaft have to charge up slightly longer, very slightly. 

 

Shafts are able to one-shot every hull in the game, but Stock Shaft cannot do that. Only Heavy Capacitors is able to one-shot heavy hulls. And you need to charge up for ~7.5 seconds, which in the heat of close range battle, is terrible. So I'm not surprised that HC Shafts are in the back, where they can get the most out of their alteration. 

 

And as a Viking player, you have the best advantage against Shafts. Your low profile and higher speed makes it harder for Shafts to accurately track their target compared to Hunter or Dictator.

 

Who play without alts?

I'm not talking about me. I'm taking about what is OP.

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Who play without alts?

I'm not talking about me. I'm taking about what is OP.

I play without alterations. Others play without alterations. If you can't play with the Stock Turret, then how would you have fared back when it didn't have alterations for it. 

 

Heavy Capacitors isn't common because it isn't really needed often. You'd see more light and medium hulls than heavy hulls. What are the alterations you see on the enemy Shafts that put you in the grave? It can't be RFM or Light Capacitors, as their maximum sniping damage deals less damage than your Viking's HP. 

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I play without alterations. Others play without alterations. If you can't play with the Stock Turret, then how would you have fared back when it didn't have alterations for it. 

 

Heavy Capacitors isn't common because it isn't really needed often. You'd see more light and medium hulls than heavy hulls. What are the alterations you see on the enemy Shafts that put you in the grave? It can't be RFM or Light Capacitors, as their maximum sniping damage deals less damage than your Viking's HP.

 

Congratulations in advance. You're going to be Senior Community Manager very soon. xD

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I love how all ODs except Hunter have weaknesses.   Titan with ability to camp in enemy base and spawn-kill is not OP?

And you call Hornet OD assistive?   It Is entirely Offensive - a Rail with DD active can one-shot most hulls on the battle-field.  How you describe that as "assistive" is beyond words.  The only time it is not lethal is in the hands of noobs.

 

Hunter...

- short range - shorter than all but the very close range turrets like freeze, fire and Isida.  Most turrets can do significant dmg or kill hunter before it can activate

- does not damage enemies in any way like wasp or Mammoth

- does not re-set ODs - a Viking that survives the 3 second stun can activate OD and kill Hunter in 1 second

- does not affect all ODs - at very least does not turn off Viking OD even though it might have stunned it  :o

- effect is blocked by obstacles and elevations in terrain.  A tank 5m away but behind a small wall is not affected.

- Has a 1 second delay that is long enough for turrets like Hammer Duplet or Rail to one-shot the Hunter before EMP goes off - even after they have pressed shift.

- 3 seconds is not that long - at best the Hunter might be able to kill 1 target if correct turret equipped.  Viking can kill many enemies in the 7 seconds it has. Have you seen what Magnum or Thunder can do to grouped enemies with the rapid-fire splash?

 

Hunter's OD has so many weaknesses, that to classify it as "unfair" boggles the mind.  If you are constantly sucumming to it's effects maybe it's time for you to adjust your game strategies.

u r completely wrong in this. 1.short range. yes, it is sort of short ranged. But as long as you use it in a important spot, such as by a flag,or, even worse, by the blue base in assault, it doesnt make a difference. It still has a huge affect- like, if im about to score, in assault, and the hunter uses his od- well, even if i slide onto the base, i dont score. or where someone is carrying the rugby ball, or flag, if the hunter uses his od there his team is basically guaranteed to get it/ return it. 2. does not damage enemies... well, it sort of does, because the hunter usually shoots at the victim of his od, no? and the have no way to protect them self. 3. correct, sorta. but the viking would die unless the hunter was a noob. Its not that hard 2 kill a viking with no supplies. Even if he does survive, saying that one OD can- barely- beat another (the viking will have heavy dmg) is not saying that the latter is not op. 4. does not affect all ods- no, it doesnt. only some, which is completely disables. 5.has one- second delay. yes, if you have a very powerful turret and r poised to shoot at exactly the right time, you can disable it. the other 90% of the time, you can do nothing about it. 6. 3 seconds is not that long. Well, first,the hunter is probably not alone, and with help will be able to kill the disabled tanks. second, even AFTER the tanks r able to move and shoot, they still are severely disabled without any supplies. The hunter sill has an advantage over them. third, hunter od is not only used for killing. as mention b4, it can simply steal a flag, return a flag, take the rugby ball, etc. without a way to stop it.

 

I think the main problem with hunter OD, is that most of the time, you have nothing to do about it. you will die, because you cant move, shoot, or defend yourself at all. that is not the case with any other overdrive.

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Were you attacking base 7 or 8 times by yourself?  If you know Hunters are there you need to send in a "first wave"

 

A Hornet Rail with DD can one-shot any medium hull - isn't Hunter a medium hull?

Wasp running in first and dropping a bomb... Hunter disables bomb or dies.

 

Sounds like the issue is not Hunter, but the battle mode.  It is dumb that destroying carrier sends flag back immediately.  Does not happen with CTF...  so why does it happen with Assault?   

 

If you were a light hull carrying flag, and Hornet Rail with DD shot you - how is that any different from what Hunter does?

Actually - there's a HUGE difference - Hornet can do this from more than 22m away - correct?

You obviously dont know what its like using hornet od at all. UNLIKE hunter, the shots can be avoided. in addition, not everyone uses a turret that can one shot a medium hull. 

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Also, hunter with rail and dd can also kill a medium tank- unable to move, without da- in 3 seconds. It should be pretty easy, u know?

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u r completely wrong in this. 1.short range. yes, it is sort of short ranged. But as long as you use it in a important spot, such as by a flag,or, even worse, by the blue base in assault, it doesnt make a difference. It still has a huge affect- like, if im about to score, in assault, and the hunter uses his od- well, even if i slide onto the base, i dont score. or where someone is carrying the rugby ball, or flag, if the hunter uses his od there his team is basically guaranteed to get it/ return it. 2. does not damage enemies... well, it sort of does, because the hunter usually shoots at the victim of his od, no? and the have no way to protect them self. 3. correct, sorta. but the viking would die unless the hunter was a noob. Its not that hard 2 kill a viking with no supplies. Even if he does survive, saying that one OD can- barely- beat another (the viking will have heavy dmg) is not saying that the latter is not op. 4. does not affect all ods- no, it doesnt. only some, which is completely disables. 5.has one- second delay. yes, if you have a very powerful turret and r poised to shoot at exactly the right time, you can disable it. the other 90% of the time, you can do nothing about it. 6. 3 seconds is not that long. Well, first,the hunter is probably not alone, and with help will be able to kill the disabled tanks. second, even AFTER the tanks r able to move and shoot, they still are severely disabled without any supplies. The hunter sill has an advantage over them. third, hunter od is not only used for killing. as mention b4, it can simply steal a flag, return a flag, take the rugby ball, etc. without a way to stop it.

 

I think the main problem with hunter OD, is that most of the time, you have nothing to do about it. you will die, because you cant move, shoot, or defend yourself at all. that is not the case with any other overdrive.

 

 

 

"Sort of short ranged"?  A Hammer Duplet can kill a Hunter before it's in range.  Try again.

 

Hunter actually does not do any damage to enemies.  There's no middle ground.  It does zero damage.

 

You can't base anything on whether or not there's a team-mate around.  And in DM - zero team-mates, right?

 

You may die because you can't move - maybe.  Nothing guaranteed.  I've stunned enemies, and without DD handy they can survive 3 seconds of most reload weapons.

 

HOWEVER - if you are hit with Viking or even Hornet OD = guaranteed kills.

 

You obviously dont know what its like using hornet od at all. UNLIKE hunter, the shots can be avoided. in addition, not everyone uses a turret that can one shot a medium hull. 

How can a RAil shot be "avoided"?    Enemy might miss - but - if you are counting on that as a "balancer" that's a fools errand.

 

Over 70% of the hornets are using Rail. 10% are using Thuner for massive splash and the other 20% are a mix.

 

If you can't prevent a  Hunter from getting within 22m of you, you deserve to be EMP-ed.  

 

-------------------------------------

 

One of the common complaints about Hunter OD is fact that during Assault the Hunter can send the flag back to base instantly by pressing shift.

 

Guess what - so can Mammoth and Hornet and Viking.  They can instantly kill your tank - as soon as tank destroyed flag goes right back to base.  Big difference is Viking and Hornet can do this from > 22m away.

 

The issue actually is the battle-mode.  TO designed it that way.  Go complain about the rules of Assault.

Edited by wolverine848
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One thing to factor in is the protection modules of the stunned enemy, as well as if the Hunter has double damage activated or not. Chances are, if you have good protection against the Hunter's turret, it is likely that you will survive those 3 seconds.

 

Hunters usually try to zap more than one enemy. And most times, you can only focus on one enemy at a time, unless you're using a splash damage turret. And splash damage turrets only make up 36% of all turrets. 5/14. Add protection modules into that and it becomes even harder to kill the zapped players. Not to mention that the zapped players who survive could used their Overdrives (if they have it ready) against the Hunter immediately, like I've experienced too many times. 

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One thing to factor in is the protection modules of the stunned enemy, as well as if the Hunter has double damage activated or not. Chances are, if you have good protection against the Hunter's turret, it is likely that you will survive those 3 seconds.

...

Not to mention that the zapped players who survive could used their Overdrives (if they have it ready) against the Hunter immediately, like I've experienced too many times. 

Having the right Protection can certainly improve one's chances when stunned, but if the Hunter has protection against one's own turret, oh well, bEtTeR LuCk NeXt TiMe.  Except there won't be a next time when one's team loses the match to an EMP stun.

 

That aside, nearby teammates can also collectively beat a lone Hunter with their OD's, but how helpful will they be really against a pack of 3-4 Hunters with drugs + extra EMP's to spare?

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Having the right Protection can certainly improve one's chances when stunned, but if the Hunter has protection against one's own turret, oh well, bEtTeR LuCk NeXt TiMe.  Except there won't be a next time when one's team loses the match to an EMP stun.

 

That aside, nearby teammates can also collectively beat a lone Hunter with their OD's, but how helpful will they be really against a pack of 3-4 Hunters with drugs + extra EMP's to spare?

So... you are saying 3-4 Vikings or Hornet's wouldn't be able to kill those 3-4 Hunters from > 22m?

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What are the odds of 3-4 Vikings or hornets going up against 3-4 hunters?

Same as the odds of 3-4 Hunters being on same team?

 

And when I said 3-4 Vikings or 3-4 Hornets I was referring to a combination of 4 tanks being Vikings and Hornets.  Those odds are much, much higher than 4 Hunters on same team, IMO.

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Same as the odds of 3-4 Hunters being on same team?

 

And when I said 3-4 Vikings or 3-4 Hornets I was referring to a combination of 4 tanks being Vikings and Hornets.  Those odds are much, much higher than 4 Hunters on same team, IMO.

Have you even went up against a hunter?

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Have you even went up against a hunter?

How do you mean?  (it's an odd question)

 

 

I have Hunters on both my accounts and have fought Hunters with both accounts.

What context are you looking for?

Edited by wolverine848

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