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Let's Discuss Game Balance


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2 hours ago, redlinezak said:

How is it possible for a Major to have full MK7 equipment?  Wasp, shaft and protection all with full MU?

M2.10s should have been converted to mk6.10 in the MK conversion update.  They botched it and made them mk7.0s, allowing them to reach mk8.  

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Under review

The system is intentionally made this way in order to balance the amount of stars players are receiving. By removing the link between teammates, you're allowing each player to obtain the maximum amount of stars in every battle, which could negatively affect the economy.

The counterpoint to this, however, is the fact that even now you can conspire (or just get lucky) with your teammates and have the same score at the end of the battle, which could potentially give the whole team 3 stars each with minimal effort (70 battle points). So I'm not sure how this new system would actually compare to the one we have, but I definitely agree with the idea itself. It would help reduce these frustrating moments where you just managed to catch up to first place, but he makes a kill in the last second and "steals" your extra star.

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On 3/17/2020 at 8:45 PM, Shy said:

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.

You state stars for scores and not "places".  But winning/losing is still "places" - as you award 4 stars to 500 points on winning team and 3 stars to 500 points on loser.  Previously the top player on losing team could get same award.  So with this suggestion even more players will bail early once they fall behind as they have ZERO chance of getting the top reward.

You are upping the minimum score to get 1 measly star to 100?  Again - I can see players bailing early when they realize they may not even get 1 star.

With many battles finishing under 7 minutes your thresholds are just too high IMO.

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I thought about this idea before, and I still find it useful.

Sometimes the difference of the score between the 3rd and the 4th place in the losing team is 1 point only which makes the player on the 4th place angry... ( He has to play another match to get the star he lost )

The main problem of challenges was stars, now challenges have 2 problems : stars and the new challenges system  ( no new skins - No animated paints in the silver tier - challenges lost its fun with this change )

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6 minutes ago, BouDy said:

I thought about this idea before, and I still find it useful.

Sometimes the difference of the score between the 3rd and the 4th place in the losing team is 1 point only which makes the player on the 4th place angry... ( He has to play another match to get the star he lost )

The main problem of challenges was stars, now challenges have 2 problems : stars and the new challenges system  ( no new skins - No animated paints in the silver tier - challenges lost its fun with this change )

pssst... they want you to buy the Battle Pass...

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1 minute ago, wolverine848 said:

pssst... they want you to buy the Battle Pass...

I know its easier to buy the battle pass , but why should I buy the battle pass without a new skin in the challenge??

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Just now, BouDy said:

I know its easier to buy the battle pass , but why should I buy the battle pass without a new skin in the challenge??

I was in no way supporting the recent changes... just pointing out their "logic".

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With the current stars system, with game modes such as CTF, players will ignore the objective, thus ignoring the value of teamwork and instead go for the top places to get the maximum amount of stars possible. This proposed system can remove the competitive aspect to an extent (ie. as players still competing with each other for kills, so whatever system in place will still have competition) as they don't have to fight for top places, but instead solely focus on their individual score, which should incorporate the team objective. It can also remove the frustration of losing stars due to their placing.

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5 minutes ago, Dhikr said:

but instead solely focus on their individual score, which should incorporate the team objective.

I don't see those as being mutually inclusive. 

A player who consistenly resorted to TDM (in all modes) to guarantee themselves at least 3 stars will not switch strategies here.

Players are not gonna hand off the flag to another unless the thresholds are lowered, so they are not at all worried about reaching the high number.

I just don't see the thresholds being lowered enough to faciltate the kind of co-operatuon you envision.

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TDM doesn't have any objective, so any stars system won't affect how players will play. And yeah players won't start handing off flags to each other, that's not the point. The goal is to remove the competitiveness in the placing, and the frustration involved with it. For example, if you play JGR, if your juggernaut your almost guaranteed a top score, and if your on the losing JGR side, you likely won't get first if your not juggernaut.

Also, imagine their is a super OP team vs a noob team. The players on the super OP team compete for placing, and perform much better with higher scores whereas the one decent player on the losing team will easily recieve the top place.

Even if the system doesn't work, it doesn't hurt to test it out. 

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1 minute ago, Dhikr said:

TDM doesn't have any objective, so any stars system won't affect how players will play. And yeah players won't start handing off flags to each other, that's not the point. The goal is to remove the competitiveness in the placing, and the frustration involved with it. For example, if you play JGR, if your juggernaut your almost guaranteed a top score, and if your on the losing JGR side, you likely won't get first if your not juggernaut.

Also, imagine their is a super OP team vs a noob team. The players on the super OP team compete for placing, and perform much better with higher scores whereas the one decent player on the losing team will easily recieve the top place.

Even if the system doesn't work, it doesn't hurt to test it out. 

By TDM I did not mean the battle mode - I meant the actions of the individual player.  they have become comfortable playing that role - even in CP - and will not adjust based on a new reward system - so long as they can continue to accrue the stars they want.

In your Super OP team vs normal team - guess what will happen.  Either the battle will end quickly and very few players on losing team will accrue many stars.  Or they will all realize they will get zero stars and bail early.  Either way players will learn that if they are not on the winning team, there's no point in completing the battle.

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11 hours ago, BouDy said:

The main problem of challenges was stars, now challenges have 2 problems : stars and the new challenges system  ( no new skins - No animated paints in the silver tier - challenges lost its fun with this change )

Actually it's more like four problems. The other two being that they are not challenges but just grindfests disguised as challenges, and they make MM battles even more unbalanced and even encourage team sabotage.

 

As for the idea goes. A better solution would be to make challenges have their own missions from which will give you stars if you complete them rather than make it depend on finishing battles.

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I've seen tanki videos, especially one, where it shows different turrets against the juggernaut, and when I came to the shaft section in the video(btw he said all boosts), the shaft was dealing nearly 17000 damage in sniping mode. How is this possible?

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1 hour ago, ultraslavpapastalin said:

I've seen tanki videos, especially one, where it shows different turrets against the juggernaut, and when I came to the shaft section in the video(btw he said all boosts), the shaft was dealing nearly 17000 damage in sniping mode. How is this possible?

The damage you saw was clear 16706, and you want to know why. Very simple. You use a maxed-out Shaft as well as Booster drone and then slap on the "Heavy Capacitors" alteration, which in total gives you that amount of damage. Before, there was a health cap for Juggernauts at 16471 which allowed Shafts to one-shot it every time, but it has since been raised to 20000, which is still not that much. I know this because I have done this for hours as well as tried to pinpoint the cause of it for months.

Ah well.

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19 hours ago, Tidebreaker said:

The damage you saw was clear 16706, and you want to know why. Very simple. You use a maxed-out Shaft as well as Booster drone and then slap on the "Heavy Capacitors" alteration, which in total gives you that amount of damage. Before, there was a health cap for Juggernauts at 16471 which allowed Shafts to one-shot it every time, but it has since been raised to 20000, which is still not that much. I know this because I have done this for hours as well as tried to pinpoint the cause of it for months.

Ah well.

Oh i see. Thanks a lot! Also can you explain the rapid fire alteration in a shaft? Also, which turret has the worst turning speed?

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1 hour ago, ultraslavpapastalin said:

Oh i see. Thanks a lot! Also can you explain the rapid fire alteration in a shaft? Also, which turret has the worst turning speed?

Rapid fire mode allows for 3 arcade shots in quick succession, with a 0.5 second delay in between each shot. Hence, theoretically it would take 1 second to empty all three, but that just depends on timing. Once you empty those 3, you're done. As in, you have to wait 6 seconds or longer (depending on your modification) until you can get another full burst in. In comparison to just about any other Shaft alteration, it also takes longer to reload one shot in if you get trapped and are in an emergency. It also decreases the sniping damage by 15%, but unlike Light Caps still has the standard charge time of 4 seconds. 

All long-range turrets (Railgun, Gauss, Magnum, Shaft) share the same rotation speed, which is the slowest in the game.

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On 3/24/2020 at 5:37 AM, 123tim456back said:

M2.10s should have been converted to mk6.10 in the MK conversion update.  They botched it and made them mk7.0s, allowing them to reach mk8.  

You know what would've been better than making this whole MK mess?

 

If they just rearranged the kits unlock ranks and the hulls and turrets that unlocked too early. Also moving separate m3s down to LT General would have been nice.

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10 hours ago, Tidebreaker said:

It also decreases the sniping damage by 15%

Wait... the hit is only 15%?  To be able to "duplet" enemies up close?   That's nuts!

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1 minute ago, wolverine848 said:

Wait... the hit is only 15%?  To be able to "duplet" enemies up close?   That's nuts!

It's 30% for the sniping damage, and 15% for the energy recovery penalty, so it takes 15% longer to recover full energy. 

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3 minutes ago, TheCongoSpider said:

It's 30% for the sniping damage, and 15% for the energy recovery penalty, so it takes 15% longer to recover full energy. 

Alright - so the other post was incorrect.  Whew.

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1 hour ago, wolverine848 said:

Wait... the hit is only 15%?  To be able to "duplet" enemies up close?   That's nuts!

 

1 hour ago, TheCongoSpider said:

It's 30% for the sniping damage, and 15% for the energy recovery penalty, so it takes 15% longer to recover full energy. 

I checked the Wiki yesterday and that's what it said.

Scratch that, I think I must have been exhausted or something and wrote the wrong information.

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On 8/5/2015 at 1:02 AM, ShortyMC said:

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?

The firebird is more OP due to the Alt. I think the alt should be nerfed. 

 

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