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Let's Discuss Game Balance


Maf
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Remember when Thunder was unique because it had splash damage?

No, you probably don't.

Developers decided every turret ever should have splash damage.

 

Remember when Railgun was useful because of its great damage?

That doesn't matter now.

Developers decided that every new turret should out-damage Railgun.

 

Remember when Smoky was the go-to turret when you needed great rate of fire?

You might not.

Developers decided to add a turret that makes Smoky worthless with its greater damage and a reload speed that's not even noticeably faster.

 

Remember when Isida was relevant?

Developers decided to strip it of its identity and make it outclassed by Firebird and Freeze. The experience that you get from healing allies, if they even let you, is so infinitesimal that it's not even worthwhile.

 

Remember when Firebird was nice because of its burn damage?

Nope, you can get burn damage on other turrets too.

Edited by micah3

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What are you even talking about? 

Alterations are over-powered.  Their effect or time of effect can be reduced by 50% and still be a good alteration.  No need to be able to make so many kills per press of the shift key.  Balance is also allowing all tanks to enjoy and take part in the game.  When tankers leave games, it is usually because the game is not balanced.  One shot kills can occur with or without alterations, but that does not make it fun for tankers being shot.  Being able to use the freeze alteration to continuously re-capture control points or score in assault does not make it fun for everyone.  Freeze protection should protect against this. 

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Alterations are over-powered.  Their effect or time of effect can be reduced by 50% and still be a good alteration.  No need to be able to make so many kills per press of the shift key. 

That is not Alterations. Those are Overdrives. 

 

I don't see how an alteration can have "uptime". 

 

Being able to use the freeze alteration to continuously re-capture control points or score in assault does not make it fun for everyone.  Freeze protection should protect against this. 

I think you're talking about Hunter's Overdrive. That isn't an alteration. And it stuns you, it doesn't "freeze" you. Dictator's Overdrive freezes enemies in the radius and Freeze protection helps against that. 

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This game doesnt have anything about balance, because of kits :) You dont need to rank up anymore, cause kits allow you to get higher equipment already before the rank what it requires. With those kits there isnt such a thing as balance. 

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This game doesnt have anything about balance, because of kits :) You dont need to rank up anymore, cause kits allow you to get higher equipment already before the rank what it requires. With those kits there isnt such a thing as balance. 

I'd suggest this game, at least at the highest levels, is the most balanced I've played. You can mostly play any turret or hull and feel you have a good chance. Most of the changes they make seem good....except the latest striker one. A have a friend who exclusively plays striker and has had to abandon it since uranium was for some reason nerfed to oblivion. Its still better than the old days when hardly anyone played striker

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Remember when Thunder was unique because it had splash damage?

No, you probably don't.

Developers decided every turret ever should have splash damage.

Thunder has always been the turret for people with no specialization that goes with every playstyle. Some would argue Smoky fits this better, but I've never liked Smoky for a general use tank. It's too weak and the only advantage it has is entirely RNG. Thunder has better impact force, more damage, splash damage, and a very manageable reload and turn speed. Think of Gauss, Magnum, and Striker as sidegrades to Thunder.

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This game doesnt have anything about balance, because of kits :) You dont need to rank up anymore, cause kits allow you to get higher equipment already before the rank what it requires. With those kits there isnt such a thing as balance.

 

When you realize that kits used to have 3 protection modules instead of 1 now

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I'm sure many of you have noticed as well. I don't know WHAT tanki did to the firebird, but it is rediculously over powered now. I can't even play on DM anymore cause it's nothing but FIREBIRDS. De-op the firebird! In the tanki v-log once, they said that the Hornet was every-other-hull. Well now the firebird is every-other-turret!! Idk what it's like for you liuetenants and Generallisimo's, but it is MURDER for warrant officers, and lower. Sorry if this goes to as a rant, but it is a rant. I am so sick of the firebird, I just wanna break it in half. What do you guys think?

I entirely agree with you not only in DM but in CP and CTF also the firebirds kill me a lot of time

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  :) I have Viking M3 20/20 and Fox M3 protection 14/15 

 

At the moment when i am attacked by Firebird which has alts on (which most have at legend level) my Fox prot is rubbish. :o

 

 

 

I think: 

 

1/   Either the Firebird should be toned down as it is too dominant in close battles.

 

OR

 

2/  Protections should be given the option of alts too.

 

 

 

PS...the second idea would mean more money for Tanki..

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A few thoughts:

 

You use Isida and Magnum a lot it seems, along with Ricco. With Isida, You can take Fire on, but it may kill faster than Isida...you're playing a healer, so you're gonna lose to close range turrets probably. With Magnum and Rico, remember that Fire does 0 damage from a distance, so if you kill a fire from afar, it cant damage you. Close range turrets are supposed to be good because if they arent, they have no use. Fire might be a bit strong, but especially vs Rico, it doesnt seem that strong.

 

Short answer, keep your distance and fire doesnt hurt. Your viking is as fast an a fire's viking

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I think: 

 

1/   Either the Firebird should be toned down as it is too dominant in close battles.

Something to note is that Firebird is a melee turret, which means it has to get in your face to deal damage, and get even closer to your face to deal its maximum damage, so it's understandable if the damage is high, just like Freeze and Isida, who all compete and dominate over each other in different scenarios. 

 

It was much worse when it first received its rework. M1 protection against it was useless in the Warrant Officer ranks. I can't tell if it's in a good spot right now, as having damage fixed is a bit hard to balance initially. 

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A few thoughts:

 

You use Isida and Magnum a lot it seems, along with Ricco. With Isida, You can take Fire on, but it may kill faster than Isida...you're playing a healer, so you're gonna lose to close range turrets probably. With Magnum and Rico, remember that Fire does 0 damage from a distance, so if you kill a fire from afar, it cant damage you. Close range turrets are supposed to be good because if they arent, they have no use. Fire might be a bit strong, but especially vs Rico, it doesnt seem that strong.

 

Short answer, keep your distance and fire doesnt hurt. Your viking is as fast an a fire's viking

Doesn't (stock) Isida have highest DPS in game?

 

Isida can heal, but unless it's equippped with the alt I wouldn't classify it as a healer.  That makes it sound impotent in combat - which s far from the truth.

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Doesn't (stock) Isida have highest DPS in game?

 

Isida can heal, but unless it's equippped with the alt I wouldn't classify it as a healer.  That makes it sound impotent in combat - which s far from the truth.

You are correct...maybe...with the Fire alt doesnt it heat up super fast? I havent played either in a long time

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That is not Alterations. Those are Overdrives. 

 

I don't see how an alteration can have "uptime". 

 

I think you're talking about Hunter's Overdrive. That isn't an alteration. And it stuns you, it doesn't "freeze" you. Dictator's Overdrive freezes enemies in the radius and Freeze protection helps against that. 

Ok.  Then overdrives and some of the alterations can be reduced to help restore some balance.  Having a combination that is overpowered in comparison to other tanks may seem great except when you are on the opposing side.  For example, having one tank, like the Gauss causing the majority of the damage to the opposing team creates an unbalanced game.

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Ok.  Then overdrives and some of the alterations can be reduced to help restore some balance.  Having a combination that is overpowered in comparison to other tanks may seem great except when you are on the opposing side.  For example, having one tank, like the Gauss causing the majority of the damage to the opposing team creates an unbalanced game.

I think you might still be confused. Turrets dont have overdrives. I've been frustrated by the overdrives in the past, but since the latest update, they seem much more balance mostly. Viking's OD is powerful but only comes up a few times per game. Hunter's is very powerful, but since the most recent update, I've been huntered fewer times. Hornet is very strong as well, but with the exception of hornet magnums, I dont see it doing anything exceptional. 

 

And when we talk about Turrets, I dont see any turrets that have an advantage over all other. I almost every battle, I see few tankers with the same equipment. This game is probably the most balanced I've seen. 

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I used Mammoth with Thunder and it worked very well. Now, with new OD's Mammoth, I feel my tank is useless, it's not fair. Please return old OD's Mammoth, it's very important to me  :rolleyes:

 

I am from VietNam. Thank you.

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I used Mammoth with Thunder and it worked very well. Now, with new OD's Mammoth, I feel my tank is useless, it's not fair. Please return old OD's Mammoth, it's very important to me.

Um.... tons of tankers complained that Mammoth OD is OP. I am alright with it.

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Its interesting how most games would have people arguing over the balance of things like turrets, but somehow tanki has those balanced so well mostly that we discuss hull overdrives, because thats all there really is to discuss....and for the most part, those are balanced as well. hornet is annoying, but also requires a ton of drugging if you want to consistently top boards and not die constantly

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but also requires a ton of drugging if you want to consistently top boards and not die constantly

True. When I play Railgun/Hornet, I get ragdolled because of my extremely low health, but I can get easy kills when I have my Overdrive and Double Damage active.

 

Thanks to my Round Destabilization, I was extremely close to one-shotting a Dictator M2.

Edited by GrayWolf8733

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True. When I play Railgun/Hornet, I get ragdolled because of my extremely low health, but I can get easy kills when I have my Overdrive and Double Damage active.

 

Thanks to my Round Destabilization, I was extremely close to one-shotting a Dictator M2.

On equal footing or double damage and the Dic was unprotected? If the latter, then you're still missing out on a lot of damage compared to some other RD users who seem to get lucky with every shot. One-shotting heavy hulls with ease. 

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On equal footing or double damage and the Dic was unprotected? If the latter, then you're still missing out on a lot of damage compared to some other RD users who seem to get lucky with every shot. One-shotting heavy hulls with ease.

I didn't check the GS. It could have been M2 10/10 for all I know. But I definitely have had better shots (in the mid/upper-3000s)

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I don't think tanki is balanced.  Keeping balance is a very complicated task.  It is not just overdrives, although I agree that the mammoth needs the old overdrive.  The mammoth is so slow, the speed increase is almost unnoticed.  The existence of complaints does not mean a change was needed.  To balance, the base tanks need to be tested without alterations and overdrives and then with alterations and then with overdrives and then with different combinations to represent the various tank configurations.  Instant overdrives are used by everyone to capture flags, control points, goals, etc.  I previously suggested there be a zone without overdrives around flag bases, control points, goals, etc. in the same way that you cannot place a mine too close to the flag.  The zone for control points, goals, etc. should be larger, so that the overdrives cannot be used.  The titan's healing dome is pretty much the same as invincibility, so why wasn't that nerfed.  One can also argue that overdrives should be allowed for defense only, but I would rather not have the overdrives around the goals.  Probably the most balanced overdrive is given to the dictator, yes, the original overdirve.  Some tankers didn't like that either.  The Hunter overdrive should not cause drop of the flag or ball, enough is done by deactivating supplies and power ups.  Again, tankers park these by the goal and just wait for someone to show up, so they can stop the goal.

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I believe that for balancing the game, the way the MM System chooses tanks for battles should be changed. Instead of grouping players into battles based on ranks, they should be grouped into battles based on Gear Score. For instance people people with GS 2000 should be in battles with people having 1800-2200 GS and so on. Now that GS doesn't depend on skins,paints and supplies, this should be much easier.

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