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Let's Discuss Game Balance


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5 minutes ago, TheCongoSpider said:

I agree. I die way too many times with Vulcan when I'm about to kill someone. 

You have to do it by wave. Like thunder you have to shot, hide, shot hide, shot, hide, shot, hide, shot, death finally. As vulcan you are tempted to stay as long as possible, but the longer you shot the more you expose yourself.

Edited by Viking4s
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1 minute ago, Viking4s said:

You have to do it by wave. Like thunder you have to shot, hide, shot hide, shot, hide, shot, hide, shot, death finally. As vulcan you are tempted to stay as long as possible, but the longer you shot the more you expose yourself.

Thanks, I'll practise this. 

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At closer range, vulcan eats my haelth in one second. I think it needs at least a 40% damage nerf at closer range, because it's not fair to melee weapons (vulcan makes the same or even more damage). Maybe there should be a small buff at long range? Idk i am not a big vulcan user, i can only see it's OP, especially at closer range and heat immunity (but it's still op without hi)

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Either increase damage per bullet or decrease the damage from the overheating, since both of those combined are spelling for destruction.

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4 hours ago, Viking4s said:

You have to do it by wave. Like thunder you have to shot, hide, shot hide, shot, hide, shot, hide, shot, death finally. As vulcan you are tempted to stay as long as possible, but the longer you shot the more you expose yourself.

At the low ranks it is annoying, I agree. But at the higher ranks (Mk5+) you get that satisfying whrrrrrrrrrrr.

Edited by Benefactor

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I am a poore Vulcin user who gets all 0 kill in an battle! :((((pleas buff(stornger). it. In order 4 (four (for)) Vilcan to be, balance, these change are requerid:::::::::::: 100000000000 (actual spelling in spoiler: )

Spoiler

1000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000

 lighht year auto aim, customize able shot eggect and sckin, & (and) free cookie (?) for every killl (enemy tank go boom!) you make with it! please add my ida it its so good and amazing and great and good that i spend one year (265 day) for think about it! ?

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2 minutes ago, GrayWolf8733 said:

I am a poore Vulcin user who gets all 0 kill in an battle! :((((pleas buff(stornger). it. In order 4 (four (for)) Vilcan to be, balance, these change are requerid:::::::::::: 100000000000 (actual spelling in spoiler: )

  Hide contents

1000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000

 lighht year auto aim, customize able shot eggect and sckin, & (and) free cookie (?) for every killl (enemy tank go boom!) you make with it! please add my ida it its so good and amazing and great and good that i spend one year (265 day) for think about it! ?

I think your Google Translate is broken.

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14 hours ago, Viking4s said:

You have to do it by wave. Like thunder you have to shot, hide, shot hide, shot, hide, shot, hide, shot, death finally. As vulcan you are tempted to stay as long as possible, but the longer you shot the more you expose yourself.

By the time i finish hiding and shooting with Vulcan ,I would get only one or two kills before the match ends.

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strange!!

I see the vulcan is ridicuosly OP weapon and a lot of games vulcan be in 1st place and destroy my health bar in 1 second and even I get a very little shots of him and I hide very fast my health bar decreases quarter or at the half, I see it too OP weapon especially with incendiary-band alteration, and most of they with hornet or titan 

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1 hour ago, MJGs said:

By the time i finish hiding and shooting with Vulcan ,I would get only one or two kills before the match ends.

If you dies before you kill your target, how does at make it better? If you died with supplies on, you did not fully took advantage of them.

If you have incendiary band, use it, while you are hiding the after-burn can do its work while you are safe.

Pair it with Dictator, not with Viking this OD takes too long to charge and you don't kill enough to charge it faster. Look for other Dictator and look for Titans dome (but close to a quick get away if ennemies Hornet or Hunter come).

Steal kill, this will give you more score point than wounding tanks (it is good for finish top 3 missions). 

You are using lots of DA, maybe stay in a place where you have key drops, if you catch DA, activate DD and vice-versa.

Beware the lag, shoot ahead of the tank is heading.

You spend too many crystals on upgrading hulls, select one or two to continue with, preferably one for now to catch up with your rank.

You don't use Mines, you should use them more to protect your spot, if it does not kill your opponent it wound it and it would be easier/faster to finished with your turrets. Guide on mines.

Edited by Viking4s

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5 hours ago, asem.harbi said:

strange!!

I see the vulcan is ridicuosly OP weapon and a lot of games vulcan be in 1st place and destroy my health bar in 1 second and even I get a very little shots of him and I hide very fast my health bar decreases quarter or at the half, I see it too OP weapon especially with incendiary-band alteration, and most of they with hornet or titan 

It is the Heat Immunity augment paired Vulcan that makes it OP.

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How about each vulcan's bullet deals the damage of one railguns shot ? lets also remove the heating effect ! Hows that  ? Enogh buff ? or do you need more ?

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On 6/12/2020 at 11:23 AM, Symbolz said:

How about each vulcan's bullet deals the damage of one railguns shot ? lets also remove the heating effect ! Hows that  ? Enogh buff ? or do you need more ?

Yes. Equip each shot with the splash damage of an Mk8 Magnum.

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I would like to propose these three major changes to the protection modules system.

 

1) Rebalance the max protection values for stock turrets:

Let's be honest here, some protection modules are just too effective and some aren't effective enough. So let's rebalance it to these values for max values:

Firebird-60%, freeze-50%, isida-40%, hammer-40%, twins-50%, ricochet-40%, smoky-40%, striker-40%, Vulcan-50%, thunder-40%, railgun-40%, magnum-40%, Gauss-60%, shaft-50%.

 

2) Have different values for each alteration/augment:

We already know that some alterations are too good, while others just aren't good at all, so here are the values, again max upgrade:

Firebird: HPP-50%, CFT-60%, ICM-60%

Freeze: HPP-50%, CRM-40%, Shock-50%.

Isida: BBR-40%, SNB-40%, NMR-40%.

Hammer: slugger-40%, DB-40%, HCAC-40%, duplet-60%, AR-40%.

Twins: STP-60%, PA-50%, HPG-50%.

Ricochet: DSP-40%, MFS-50%, PT-60%, berserk-40%.

Smoky: ASR-40%, HPAS-40%, SCR-50%, ICR-50%, CR-50%, autocannon-50%.

Striker: I guess all of them except for adrenaline will stay 50%.

Vulcan: RAT-50%, SSR-50%, RR-50%, ICB-60%.

Thunder: SCCM-40%, SCR-40%, SHR-60%.

Railgun: RS-40%, RDS-50%, EAS-50%, LCR-50%, DHC-40%, HSR-50%, RAT-40%.

Magnum: AGLM-40%, mortar-60%, RGC-60%.

Gauss: EMS-60%.

Shaft: SBE-50%, HC-50%, LC-50%, RFM-60%.

All adrenaline augments will have the same values as their stock counterparts since there is little known about this kind of mechanic.

3) Make protection modules reduce the enemy turrets impact force.

Sometimes it's not the amount of damage a turret deals that makes it annoying, but it's impact force. So why not allow the user of the module be able to reduce impact of the enemies turret dealt onto them by up to 50% at max upgrade?

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I don't play hornet very often (because it is very weak) but it is interesting to one-shot fully microupgraded titans and mammoths over and over again simply by pressing shift...

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On 6/19/2020 at 1:39 AM, DieselPlatinum said:

I would like to propose these three major changes to the protection modules system.

1) Rebalance the max protection values for stock turrets:

Let's be honest here, some protection modules are just too effective and some aren't effective enough. So let's rebalance it to these values for max values:

Firebird-60%, freeze-50%, isida-40%, hammer-40%, twins-50%, ricochet-40%, smoky-40%, striker-40%, Vulcan-50%, thunder-40%, railgun-40%, magnum-40%, Gauss-60%, shaft-50%.

 

2) Have different values for each alteration/augment:

We already know that some alterations are too good, while others just aren't good at all, so here are the values, again max upgrade:

Firebird: HPP-50%, CFT-60%, ICM-60%

Freeze: HPP-50%, CRM-40%, Shock-50%.

Isida: BBR-40%, SNB-40%, NMR-40%.

Hammer: slugger-40%, DB-40%, HCAC-40%, duplet-60%, AR-40%.

Twins: STP-60%, PA-50%, HPG-50%.

Ricochet: DSP-40%, MFS-50%, PT-60%, berserk-40%.

Smoky: ASR-40%, HPAS-40%, SCR-50%, ICR-50%, CR-50%, autocannon-50%.

Striker: I guess all of them except for adrenaline will stay 50%.

Vulcan: RAT-50%, SSR-50%, RR-50%, ICB-60%.

Thunder: SCCM-40%, SCR-40%, SHR-60%.

Railgun: RS-40%, RDS-50%, EAS-50%, LCR-50%, DHC-40%, HSR-50%, RAT-40%.

Magnum: AGLM-40%, mortar-60%, RGC-60%.

Gauss: EMS-60%.

Shaft: SBE-50%, HC-50%, LC-50%, RFM-60%.

All adrenaline augments will have the same values as their stock counterparts since there is little known about this kind of mechanic.

3) Make protection modules reduce the enemy turrets impact force.

Sometimes it's not the amount of damage a turret deals that makes it annoying, but it's impact force. So why not allow the user of the module be able to reduce impact of the enemies turret dealt onto them by up to 50% at max upgrade?

Disappointed you did not bring up 4-module system (more protections but lower %)

- with all the new turrets introduced in last few years the modules have already been devalued.

I do like the impact reduction though...

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On 6/19/2020 at 6:39 AM, DieselPlatinum said:

I would like to propose these three major changes to the protection modules system.

 

1) Rebalance the max protection values for stock turrets:

Let's be honest here, some protection modules are just too effective and some aren't effective enough. So let's rebalance it to these values for max values:

Firebird-60%, freeze-50%, isida-40%, hammer-40%, twins-50%, ricochet-40%, smoky-40%, striker-40%, Vulcan-50%, thunder-40%, railgun-40%, magnum-40%, Gauss-60%, shaft-50%.

 

2) Have different values for each alteration/augment:

We already know that some alterations are too good, while others just aren't good at all, so here are the values, again max upgrade:

Firebird: HPP-50%, CFT-60%, ICM-60%

Freeze: HPP-50%, CRM-40%, Shock-50%.

Isida: BBR-40%, SNB-40%, NMR-40%.

Hammer: slugger-40%, DB-40%, HCAC-40%, duplet-60%, AR-40%.

Twins: STP-60%, PA-50%, HPG-50%.

Ricochet: DSP-40%, MFS-50%, PT-60%, berserk-40%.

Smoky: ASR-40%, HPAS-40%, SCR-50%, ICR-50%, CR-50%, autocannon-50%.

Striker: I guess all of them except for adrenaline will stay 50%.

Vulcan: RAT-50%, SSR-50%, RR-50%, ICB-60%.

Thunder: SCCM-40%, SCR-40%, SHR-60%.

Railgun: RS-40%, RDS-50%, EAS-50%, LCR-50%, DHC-40%, HSR-50%, RAT-40%.

Magnum: AGLM-40%, mortar-60%, RGC-60%.

Gauss: EMS-60%.

Shaft: SBE-50%, HC-50%, LC-50%, RFM-60%.

All adrenaline augments will have the same values as their stock counterparts since there is little known about this kind of mechanic.

3) Make protection modules reduce the enemy turrets impact force.

Sometimes it's not the amount of damage a turret deals that makes it annoying, but it's impact force. So why not allow the user of the module be able to reduce impact of the enemies turret dealt onto them by up to 50% at max upgrade?

Just 1 thing, shock freeze back in the day when it actually worked dealt less damage, which i was fine with as it was not meant to take out a enemy, but slow it down considerably to prevent that player from getting away from base with your flag.Now it does nothing of the sort.

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51 minutes ago, wolverine848 said:

Disappointed you did not bring up 4-module system (more protections but lower %)

- with all the new turrets introduced in last few years the modules have already been devalued.

I do like the impact reduction though...

They kind of did. The Immunity/Resistance augments for hulls are pretty much a bonus "4th" module.

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31 minutes ago, Benefactor said:

They kind of did. The Immunity/Resistance augments for hulls are pretty much a bonus "4th" module.

oookay....   that's a bit of a cheat - basically BUYERS can get the "4th" module.  and... it's only for select turrets.

I have lots of upgraded modules but I can't get  Gauss+Shaft+Rail+Magnum.... 

And all hull augments for freeze and fire do is give back what we used to have by equipping those modules.

Edited by wolverine848
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2 hours ago, wolverine848 said:

Disappointed you did not bring up 4-module system (more protections but lower %)

- with all the new turrets introduced in last few years the modules have already been devalued.

I do like the impact reduction though...

I was honestly thinking about that when making it. But I later thought, for every 4 new turrets that are in the game, why not add a new protection module?

 

But yeah, it's about time for a fourth slot to be added.

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