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Let's Discuss Game Balance


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8 hours ago, wolverine848 said:

Rail does not need an OP sniping mode to do high damage across the map with no warning.  That's the comparable.

Of course I'm playing the game.  2 Gauss per team?  1/4 of the team is Gauss?  Come on... maybe 1 battle every now and then. But not regularly.

 

I mention "without enhancements" to point out that even if you protect yourself, you can stil be easly killed because those turrets just counter with their own enhancement.

Shaft kills medium without DD.  Defender uses DA and shaft can kill it with DD.  You have 48% protection?  you better slap on DA as well because you are still going to die. That's what I meant.

 

Rail always worked like that. I just point at the fact that they put laser on sniper guns. And yet, this stupid Gauss does not have. Just played 2 battles and there was 2 Gauss in each enemy team.

 

I can't wait for the sale to buy Gauss prot. One Hunter kept one shooting me, without a drone.

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14 hours ago, a7x_Pedro48 said:

 

Rail always worked like that. I just point at the fact that they put laser on sniper guns. And yet, this stupid Gauss does not have. Just played 2 battles and there was 2 Gauss in each enemy team.

 

I can't wait for the sale to buy Gauss prot. One Hunter kept one shooting me, without a drone.

To do that there are specific conditions, else only happens in a blue moon. Avg damage of Gauss (1745) is not enough to regularly kill even a light hull.

1) gauss had Hornet OD active (this is issue with many turrets - not just gauss - hornet OD is OP)

2) Gauss had DD and you did not have DA

3) Your hull was light hull, and already damaged.

 

But you definietly should get Gauss module.  I always start a battle with Shaft/Rail/Gauss modules as I hate getting one-shotted by camper with DD early in battle.

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Has anyone noticed how much range the "short range"turrets have?

About the only thing I have found useful about the radar display is checking out how far players are away when hitting me.

Twins was doing serious damage to me outside the 60m range as does Rico. I know there are alts to extend the range but my point is that with lots of the maps being on the small side the short range turrets are now medium range turrets. I'm getting fed up with Rico killing me in 3-4 shots even with DA from across the map. 

 

No need to nerf the power of the turrets just reduce the range. If you are going to put 16 tanks on a tiny map then it's going to sway the balance to short and medium range turrets. 

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29 minutes ago, Matt_Black said:

No need to nerf the power of the turrets just reduce the range.

Are we talking Stock Twins and Ricochet here? If so (or if not) how much do you think it should it be reduced. Maximum range for Twins and Ricochet is 70 metres currently. 

31 minutes ago, Matt_Black said:

If you are going to put 16 tanks on a tiny map then it's going to sway the balance to short and medium range turrets. 

Can't it be said here that on larger maps, short range turrets become melee range turrets?

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1 hour ago, Matt_Black said:

Has anyone noticed how much range the "short range"turrets have?

About the only thing I have found useful about the radar display is checking out how far players are away when hitting me.

Twins was doing serious damage to me outside the 60m range as does Rico. I know there are alts to extend the range but my point is that with lots of the maps being on the small side the short range turrets are now medium range turrets. I'm getting fed up with Rico killing me in 3-4 shots even with DA from across the map. 

No need to nerf the power of the turrets just reduce the range. If you are going to put 16 tanks on a tiny map then it's going to sway the balance to short and medium range turrets. 

 

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On 12/22/2019 at 8:22 PM, TheCongoSpider said:

Are we talking Stock Twins and Ricochet here? If so (or if not) how much do you think it should it be reduced. Maximum range for Twins and Ricochet is 70 metres currently. 

Can't it be said here that on larger maps, short range turrets become melee range turrets?

 When an un altered twins can hit you with full force from across the map then it becomes long range!

With the preponderance of small maps it really tips the balance to the melee and short range turrets. Particularly the plasma turrets, twins and rico. It's very hard to lay enough damage to the inevitable viking hull to kill them before they have killed me. Add the drone that lets you spawn with full drugs and it's a nightmare on all but a couple of maps.

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On 12/26/2019 at 12:39 PM, cb_rider said:

drv yall have killed thunder and Guass what bout magnum now u cant do damage to fat tanks with guass is useless

How is Gauss ruined? Tested it on a couple of accounts that have it and it's still deadly as ever.

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8 hours ago, DieselPlatinum said:

How is Gauss ruined? Tested it on a couple of accounts that have it and it's still deadly as ever.

The change isn't even noticeable for me. It's not like I was hitting multiple targets with the arcade shot most of the time. 

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On 12/22/2019 at 11:50 AM, Matt_Black said:

Has anyone noticed how much range the "short range"turrets have?

This. It's insane how far Hammer and Firebird can shoot, but again Fire is laughably OP anyway.

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12 minutes ago, SamGamgee55 said:

This. It's insane how far Hammer and Firebird can shoot, but again Fire is laughably OP anyway.

Firebird has the same range as Isida and Freeze though, or are you saying that it shoots too far for the damage it can do? 

 

Also Hammer is a short-ranged turret, not melee-ranged. It's not going to deal damage farther than 70 metres. The medium and long ranged turrets can hit/kill them from across the map. 

 

 

 

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2 hours ago, SamGamgee55 said:

This. It's insane how far Hammer and Firebird can shoot, but again Fire is laughably OP anyway.

Hammer has 3.5x longer range than Firebird.

I don't consider Firebird OP (maybe CFT alt, but just a little) because there are so many Fox modules around.

 

2 hours ago, TheCongoSpider said:

Firebird has the same range as Isida and Freeze though, or are you saying that it shoots too far for the damage it can do? 

 

Also Hammer is a short-ranged turret, not melee-ranged. It's not going to deal damage farther than 70 metres. The medium and long ranged turrets can hit/kill them from across the map. 

I checked the wiki and apparently Isida's range was buffed. I always remember it being even less than Firebird or Freeze at 15 meters (which is Mk1 0/10's range). Huh.

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On 1/25/2020 at 10:11 AM, GrayWolf8733 said:

I don't consider Firebird OP (maybe CFT alt, but just a little) because there are so many Fox modules around.

That is SO true. I can't play MM with my mk7 firebird. Fire is now just suited for no-supply battles cuz double armour halves the afterburn. The afterburn usually slowly sucks out the health of the enemy until a teammate steals the kill. In TDM i get 200 score with just 1 - 2 kills cuz i get so many assists.

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Didn't even know I had an mk4-0 Thunder and Wasp until yesturday, that's basically their m2 versions. They were previously both m1 and barely upgraded.

 

So apparently an mk4 gives you the appearance of an m2 turret/hull but not its actual stats. I assume the real m2 stats are unlocked at the mk5 modification.

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Giving out mk7 to m2 10/10 micro upgraded was a really bad idea. This has really dis balanced the game and especially the matchmaking where you go up against mk7 at warrant officers with your measly mk3 or mk4 at best. Also I would like to point out the need to have match making battles keeping gear scores in mind as well.

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Hi, i'm here to give an idea to rebalancing challenges stars.
With this idea, players won't get stars because of their places!
But they will get' em because of their scores.
Down, you'll find the scores and how much stars they'll get.

Winners Team: 
Score                  Star(s)
50→99                   1
100→299               2
300→499               3
500 and above       4

Loser Team:
Score                  Star(s)
100→299               1
300→499               2
500 and above       3

In case of tie each player will get:
Score                  Star(s)
100→299               2
300→499               3
500 and above       4

Note: with premium, players can get the double of stars.

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Well, as many people have already said, game balance is non-existent right now. 

Mid ranks (WO5-Major) is the most affected in my opinion, with a plethora of players now having M3s and what not. A lot of players, believe it or not, have M3 turrets or hulls (Mk 6.5-7) without having maxed prots, too. They use them in MM battles in conjunction with drugs to rekt people hard.

The lower ranks are also fraught with buyers, most of the time just RTL accounts that max out their equipment thanks to the new shop changes. Every low rank battle, even starting as low as recruit, has at least one person that's played the game before and that has skill. It's probably very difficult to level nowadays thanks to that, and the occasional ultra-gamer (premium star grinder with all drugs when they haven't even unlocked drugs yet) definitely doesn't make it easier.

High ranks, based on what I've seen others say (and what the videos online show), are black and white. Black if you don't have all 50% prot, because the minute you hit a rank where legends become common, you will die. White if you already had everything maxed out or if you're one of those buyers that gets a M4 at Brigadier (right then and there). Also, in the upper ranks everyone drugs like crazy. You may as well count drugging as quintessential there. It's starting to bleed into the low and mid-ranks, too.

The biggest issue I see with balance right now isn't with any particular turret/hull, but with the skill level of players and MM battles. Tanki, you've got to balance the teams out in MM battles rather than just throwing them together every time "X" number of players want to play. Because if you don't, the result is usually a very one-sided battle where there are 3 guys on the winning team doing most of the heavy lifting and the other 5 or so contributing slightly/capitalizing on the opportunity of getting into a "good match." I don't want a "good match", I want MM battles where I am guaranteed to at least have a fighting chance. Understanding the fact that the game is going to have OP buyers, you shouldn't make it so that all of the buyers are on one team. At least split them up by basing group determinations not on which battles need to be filled irrespective of GS disparities, but on collective GS for the teams. Basically, form teams in such a way that the GS for both sides are balanced as closely as possible, and K/Ds, too.  

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1 hour ago, Mountaingoat11 said:

Well, as many people have already said, game balance is non-existent right now. 

Mid ranks (WO5-Major) is the most affected in my opinion, with a plethora of players now having M3s and what not. A lot of players, believe it or not, have M3 turrets or hulls (Mk 6.5-7) without having maxed prots, too. They use them in MM battles in conjunction with drugs to rekt people hard.

The lower ranks are also fraught with buyers, most of the time just RTL accounts that max out their equipment thanks to the new shop changes. Every low rank battle, even starting as low as recruit, has at least one person that's played the game before and that has skill. It's probably very difficult to level nowadays thanks to that, and the occasional ultra-gamer (premium star grinder with all drugs when they haven't even unlocked drugs yet) definitely doesn't make it easier.

High ranks, based on what I've seen others say (and what the videos online show), are black and white. Black if you don't have all 50% prot, because the minute you hit a rank where legends become common, you will die. White if you already had everything maxed out or if you're one of those buyers that gets a M4 at Brigadier (right then and there). Also, in the upper ranks everyone drugs like crazy. You may as well count drugging as quintessential there. It's starting to bleed into the low and mid-ranks, too.

The biggest issue I see with balance right now isn't with any particular turret/hull, but with the skill level of players and MM battles. Tanki, you've got to balance the teams out in MM battles rather than just throwing them together every time "X" number of players want to play. Because if you don't, the result is usually a very one-sided battle where there are 3 guys on the winning team doing most of the heavy lifting and the other 5 or so contributing slightly/capitalizing on the opportunity of getting into a "good match." I don't want a "good match", I want MM battles where I am guaranteed to at least have a fighting chance. Understanding the fact that the game is going to have OP buyers, you shouldn't make it so that all of the buyers are on one team. At least split them up by basing group determinations not on which battles need to be filled irrespective of GS disparities, but on collective GS for the teams. Basically, form teams in such a way that the GS for both sides are balanced as closely as possible, and K/Ds, too.  

I agree, except for your bolded part. GS should be overall equal between players, not teams, as it isn’t fun if you have 3k GS, your teammate had 9k, and you have to fight against 2 6k GS players.  I do understand that this implies GS matchmaking, which, unfortunately, doesn’t work.

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