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Let's Discuss Game Balance


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18 hours ago, Aegis said:

Ares's overdrive should not kill the Ares when it explodes. It should heal him instead. The ball is designed so that team mates and the Ares should chase the ball for healing, but at the end for some reason you will be killed by it. The current design is simply flawed.

I haven't seen the OD yet, but no OD should kill the user. I don't think Wasp gets killed by its nuke...isn't that correct? Just checking.

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16 minutes ago, enri_chill said:

I haven't seen the OD yet, but no OD should kill the user. I don't think Wasp gets killed by its nuke...isn't that correct? Just checking.

It used to but only for a short period of time. 

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1 hour ago, enri_chill said:

I haven't seen the OD yet, but no OD should kill the user. I don't think Wasp gets killed by its nuke...isn't that correct? Just checking.

It doesn't anymore. But OD can kill its user if it helps to limite / nerfs its use. It is developers call.

Edited by Viking4s

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On 8/9/2020 at 3:06 AM, Black.L-Antonio said:

Heavy capacitors:  Shaft

(the  turret should have its damage reduced for the game to return to balance. Max damage sniping mode (HP) 3000 Mk7 20)

Energy consumption in aiming mode: -33% Minus.png Icon info.png

Maximum aiming damage: +30% Plus.png

 

Incendiary mix Firebird

(damage and charge with this change are disproportionate in the game so it must be reduced)

Damage per tick: Icon info.png +40% Plus.png

Energy consumption: -35% Plus.png

Afterburning effect disabled Minus.png
  

Woah, you want to nerf these, while there are a lot of lot more OP augments.....These are normal ones.

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In a game where many particular augments and drones make game-balance unstable, and you chose to adjust these two alts. Why do you consider above mentioned augments unbalanced, to what extent do you experience an item overpowered?

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>Black.L

 

Ah yes, a clan of heavy druggers and buyers who equip 50% protection every time you guys die to my Shaft. It seems to me that you're just upset that these Augments do good damage even when you're using (checks your profile) your Defender. Opinion discarded ?

Edited by GrayWolf8733
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Lets congratulate tanki for releasing ares, the only update which was not OP, comparing vulcan reforge, magnums 2 sec reload, overdrives, shaft rapid fire, etc.

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22 hours ago, GrayWolf8733 said:

> Black.L

 

Ah, sim, um clã de drogados e compradores pesados que equipam 50% de proteção toda vez que vocês morrem no meu Shaft. Parece-me que você está chateado porque esses Augments causam bons danos, mesmo quando você está usando (verifica seu perfil) seu Defender. Opinião descartada?

kkkk
Who are you!?
I am not speaking on behalf of the clan, but of Antõnio, a PRO battle player, focused on supote and teamwork, drones are not my focus, as are Matchmaking battles

Edited by Black.L-Antonio

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On 21/08/2020 at 10:09, BloodPressure said:

Em um jogo em que muitos acréscimos e drones específicos tornam o equilíbrio do jogo instável, e você optou por ajustar  esses dois alts. Por que você considera os aumentos mencionados acima desequilibrados, em que medida você sente um item sobrepujado?

Shaft  shouldn't have damage greater than 4000 HP (no turret should kill Heavy Hulls with a single shot)

Incendiary mix: Firebird even using 50% protection with Medium Hulls dies easily

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19 hours ago, Black.L-Antonio said:

Shaft  shouldn't have damage greater than 4000 HP (no turret should kill Heavy Hulls with a single shot)

Incendiary mix: Firebird even using 50% protection with Medium Hulls dies easily

Shaft is the only weapon capable of OHKOing a heavy tank and it is only able to do so when it has Heavy Capacitors equipped, which is an expensive augment. In order to assuredly kill a heavy tank you will need to wait for 6+ seconds, for that trade-off I think it is fair that Shaft can kill heavy hulls with one shot. Shaft is not very popular so dealing with HC-users should not be a big problem
As a matter of fact, Shaft previously had a max. damage of 3000 and Heavy Capacitors boosted this damage by 30% (correct me if Im wrong), this was changed some months or years back so reverting it back to its old settings does not make sense. 

Firebird getting a damage-buff seems balanced for it loses its afterburn-effect. But after some calculating I do agree with you on this one. The total damage output of Incendiary mix is ridiculous, especially with the decreased energy consumption. Either a nerf in energy consumption or DPT would make this augment less overpowered, your suggested stats do seem more balanced than the current ones

Edited by BloodPressure
typos etc.
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1 hour ago, BloodPressure said:

Shaft is the only weapon capable of OHKOing a heavy tank and it is only able to do so when it has Heavy Capacitors equipped, which is an expensive augment. In order to assuredly kill a heavy tank you will need to wait for 6+ seconds, for that trade-off I think it is fair that Shaft can kill heavy hulls with one shot. Shaft is not very popular so dealing with HC-users should not be a big problem
As a matter of fact, Shaft previously had a max. damage of 3000 and Heavy Capacitors boosted this damage by 30% (correct me if Im wrong), this was changed some months or years back so reverting it back to its old settings does not make sense. 

Firebird getting a damage-buff seems balanced for it loses its afterburn-effect. But after some calculating I do agree with you on this one. The total damage output of Incendiary mix is ridiculous, especially with the decreased energy consumption. Either a nerf in energy consumption or DPT would make this augment less overpowered, your suggested stats do seem more balanced than the current ones

I really like Shaft, but when you equip Heavy Hulls, you expect to have security and protection, the game there  already Striker Augment: Missile launcher "Cyclone" that has a minimum damage of 6320 HP and a maximum damage of 7760 HP, I don't think It is appropriate to have a turret with 4125 HP damage in a single shot, because even equipped with a 50% protection using Light Hulls you still die with a single shot.

Edited by Black.L-Antonio
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23 hours ago, Black.L-Antonio said:

Shaft  shouldn't have damage greater than 4000 HP (no turret should kill Heavy Hulls with a single shot)

Incendiary mix: Firebird even using 50% protection with Medium Hulls dies easily

Yes. I have been one shot too even tho my mammoth is 10/20. There’s the RFM which can take on short range turrets at close range and then there’s an alt which can one shot heavy hulls. 

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On 6/7/2020 at 4:10 AM, ghost-guns said:

I have 100k to upgrade a turret but don't know which one.

Vulcan is currently 5/20. Could take it to 10, but I still won't be as powerful as the players using booster drone.

Freeze is currently 5/20. This is a really powerful turret, but I rarely use it.

Hammer, smoky, rico and gauss are 10/20. Gauss is the strongest, but locking on can be frustrating. Rico is pretty strong.

Wildcard would be to upgrade my rico protection to 45% but that's a bit boring.

I wouldn't go past 40% with protections given that the first five steps are monumentally cheaper than the rest. I'd just get more modules. Rico is very good. I have it at either 16 or 17. I would recommend. Don't do Freeze, long ago the devs ruined it with a update that removed most of its freezing power. I'd wait until it gets buffed (which they claimed weeks ago would happen) and then buy it based on its strength. You will want a quality of life turret, and right now the poor freeze isn't in the position to do so. I miss it being balanced.

I would say from best to worst choice:

Gauss

Vulcan

Rico

Hammer

Smoky 

Freeze

If you upgrade the top two you are largely jumping on the bandwagon of those who only choose equipment because it is OP though. Personally I have rico hammer and smoky, and rico is probably the most versatjle without alts.

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3 hours ago, Adriel.RB said:

lmao that would make incendiary less effective, even at 50% of protection it's difficult to kill enemies

i think it's fine as how incendiary is by now

I'm based on PRO battles not Supplies, Overdrives, Drones. just 50% protection is not enough!

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On 8/24/2020 at 7:57 PM, KamiGT said:

I wouldn't go past 40% with protections given that the first five steps are monumentally cheaper than the rest. I'd just get more modules. Rico is very good. I have it at either 16 or 17. I would recommend. Don't do Freeze, long ago the devs ruined it with a update that removed most of its freezing power. I'd wait until it gets buffed (which they claimed weeks ago would happen) and then buy it based on its strength. You will want a quality of life turret, and right now the poor freeze isn't in the position to do so. I miss it being balanced.

I would say from best to worst choice:

Gauss

Vulcan

Rico

Hammer

Smoky 

Freeze

If you upgrade the top two you are largely jumping on the bandwagon of those who only choose equipment because it is OP though. Personally I have rico hammer and smoky, and rico is probably the most versatjle without alts.

Totally agree with you on the protections. I only started taking mine above 40 once I had turrets at max.

Rico is an amazing turret and highly versatile, as is Vulcan. I use the MFS on the rico (and got it a long, long time ago before it was 245k).   The game play on Rico is one of the most fun (IMO) allowing for all sorts of attacks. Mounted on the viking it can clear a path for a great attack.

I am horrible with hammer.

I think smoky is underrated and with so few protections often performs quite well.

Gauss arrived while I was gone for 18 months or so. Since returning I got it and have slowly got it to 13/20. It is a great hybrid turret with unreal potential. If you enjoy it, I'd say go in on Gauss and Rico. Or Gauss and save for the augment when on next sale.

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On 8/24/2020 at 7:57 PM, KamiGT said:

I wouldn't go past 40% with protections given that the first five steps are monumentally cheaper than the rest. I'd just get more modules. Rico is very good. I have it at either 16 or 17. I would recommend. Don't do Freeze, long ago the devs ruined it with a update that removed most of its freezing power. I'd wait until it gets buffed (which they claimed weeks ago would happen) and then buy it based on its strength. You will want a quality of life turret, and right now the poor freeze isn't in the position to do so. I miss it being balanced.

I would say from best to worst choice:

Gauss

Vulcan

Rico

Hammer

Smoky 

Freeze

If you upgrade the top two you are largely jumping on the bandwagon of those who only choose equipment because it is OP though. Personally I have rico hammer and smoky, and rico is probably the most versatjle without alts.

Totally agree with you on the protections. I only started taking mine above 40 once I had turrets at max.

Rico is an amazing turret and highly versatile, as is Vulcan. I use the MFS on the rico (and got it a long, long time ago before it was 245k).   The game play on Rico is one of the most fun (IMO) allowing for all sorts of attacks. Mounted on the viking it can clear a path for a great attack.

I am horrible with hammer.

I think smoky is underrated and with so few protections often performs quite well.

Gauss arrived while I was gone for 18 months or so. Since returning I got it and have slowly got it to 13/20. It is a great hybrid turret with unreal potential. If you enjoy it, I'd say go in on Gauss and Rico. Or Gauss and save for the augment when on next sale.

My personal favorites to use are Shaft, Vulcan, Thunder, Rico and Smoky. I prefer a midfielding role on a team and these turrets (except Shaft since it was nerfed) all deliver great damage and versatility on a variety of maps.

Edited by enri_chill

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14 hours ago, Black.L-Antonio said:

I'm based on PRO battles not Supplies, Overdrives, Drones. just 50% protection is not enough!

PRO battles are the place where modules shOw their colors at best. 50% prot is too much(and expensive) and effective against most turrets(since fox no longer protects against afterburn then 50% may not be much of a hope against compact fuel tanks). 30%+ prots arE quite ok against legends in my opinion.

12 hours ago, Adriel.RB said:

still incendiary is not able to destroy a tank who has 50% protection, i've played with it on these polygon DM matches where you don't have overdrives or supplies and it's hard to play as most players have from 35% up to 50% against firebird

I think wouLd be better to use stock since afterburn helps a loT

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14 hours ago, Adriel.RB said:

ainda incendiário não é capaz de destruir um tanque que tem 50% de proteção, eu joguei com ele nessas partidas de polígono DM onde você não tem overdrives ou suprimentos e é difícil de jogar, pois a maioria dos jogadores tem de 35% a 50 % contra firebird

I not trying do the augment useless, just a rebalancing of its power, Firebird Mk7 20 (Incendiary mix) is efficient against 50% protection, this cannot happen, you don't need to change the turret if you have this combination.

Edited by Black.L-Antonio

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27 minutes ago, Black.L-Antonio said:

I not trying do the augment useless, just a rebalancing of its power, Firebird Mk7 20 (Incendiary mix) is efficient against 50% protection, this cannot happen, you don't need to change the turret if you have this combination.

All in all: you choose to balanced augments that are irritating you, and trying to pass a nerf to them.

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4 hours ago, mjmj5558 said:

Resumindo: você escolhe aumentos equilibrados que o estão irritando e tentando passar um nerf para eles.

if you consider what the game is currently balanced, I can say that you do not stand out without the advantages of the game

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On 8/23/2020 at 9:53 AM, Black.L-Antonio said:

Missile launcher "Cyclone" that has a minimum damage of 6320 HP and a maximum damage of 7760 HP, I don't think It is appropriate to have a turret with 4125 HP damage in a single shot, because even equipped with a 50% protection using Light Hulls you still die with a single shot.

The average damage of a Cyclone of 7,040 damage per salvo, strong enough to knock out 88% of Titan/Mammoth's HP who are protected by 50% Orka module. Slap that with Brutus, that's 96.8% HP down to the drain....

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i have question.

i have enough to get my thunder and hornet to mk6 and i have sledgehammer rounds for thunder. i also have enough crystals to buy scout for rail.

thunder is good for small and medium maps but not for large maps as thunder is a mid range turret . i am pretty good with railgun on long range maps and with scout i can deliver damage like stock thunder and infinite range and a bit faster reload than stock thunder so what do you guys suggest i should do?

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On 8/27/2020 at 2:23 PM, Adriel.RB said:

lmao that would make incendiary less effective, even at 50% of protection it's difficult to kill enemies

i think it's fine as how incendiary is by now

I'd say it's VERY effective. If I use it with Defender and hornet (gs of about 8800), I am unstoppable and can wipe out about 7 players before dying with full supplies and OD. At max it does like 1050 DPS, and that is without DD. All said and done, you can comfortably kill 5 heavy hulls with OD and DD. NOT less effective.

I do concede that a fair amount of this is due to the fact that drones and Hornet OD are broken and cause most of the problems in the game currently.

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14 hours ago, Adriel.RB said:

the issue is that players could just repair themselves to remove the afterburn and compact fuel has about 2 seconds of fuel so you wouldn't deal much damage after they repair themselves, plus now there are hull alts and two of them are against firebird and now compact would feel like incendiary but dealing minor damage compared to incendiary

I meant in no supply battles. And does CT have only a 2 second canister?? I did not know thAt

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