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Let's Discuss Game Balance


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10 hours ago, Dark.Angel said:

Afterburn does not imply 1-minute-late kill.

Wasn't suggesting it was "1-minute-late".

But your short range attack vs a very fast hull does imply you are killing them as they get to a cap-point.  Anyone can kill them after they've capped.  Who cares at that point?  They've scored.

Unless you are playing against the most noob Hoppers I've ever seen, and I'd like some of that action.

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Is something going to be done about Shaft in the beginner/lower ranks? The sniping mode is way too efficient down there. Sniping with an Mk1 Shaft right now in the beginner ranks is the same as sniping with an Mk7+ Shaft in the Legend ranks before June. 

Every time I make a new account to test something, I always end up gravitating towards Shaft. It pretty much invalidates most turrets down there in terms of scoring. 

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On 11/23/2020 at 10:06 AM, Tokamak said:

Each time tanki introduces a new feature the whole game balance is affected.
Also how do you measure balance? Is your criterias the same as dev's? I don't think so, they also have more data than you to make a judgment.
Shaft can one-shot, freeze can't, but give it time and it can one shot you you before its energy pool run dry. Aslo new hulls are not fit for every battle modes, they would be more suited/fit for purpose on specific activity. So you can't look for an overall balance anymore.

On the other hand, to facilitate the introduction of a new feature (to reach a certain % compared to its peers), dev's would be tempted to make it potent... for a while. When Magnum was introduced I bought right away the protection module, same for Striker and Gauss. 

I agree developers have more data.  The forum, however is a good place to post what we are seeing from a player's perspective.  There are various stages of testing and the real test follows when the new feature is live and players are using them.  Sure it is difficult to define balance, but it should always be a goal to maintain a certain level of balance for the enjoyment for players.  Otherwise, some players will leave games or lose interest in the game.  Players with overpowered tanks will dominate for a while, but can also get bored, if it is too easy for them.

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The new 16 player size games are TOO big; impossible to complete Capture The Flag daily missions in these battles.

The balance of strength of hulls and turrets is now heavily in favour of the newer ones.

With every change the developers make the game is less enjoyable and more complicated to understand.

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A good way to test balance when things are so different from each other is to see what ppl are using. Do most ppl use one hull or several hulls over others? Perhaps it should be pulled back a bit. Are some turrets underused? Maybe increase them a bit.

I say "a bit" but we unfortunately know devs like to make huge changed like when they took freeze and made its damage insanely high before super nerfing it after

Make small changes and see how it works.

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I'll admit that this thread title is a little misleading, but I'm not entirely sure what to change it to.

EMP Immunity on its own is fine to go against, but when paired with a drone like Defender, it makes killing a tank really hard to do.

My idea is a simple one, and it is to nullify any special effect provided by drones like Defender, Booster, or Lifeguard by reducing a supply to its basic state (Defender & Booster) and having no auto-rescue effect (Lifeguard).

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I have AP for Shaft and EM-salvo for Gauss. Whenever an enemy has one of corresponding immunities equipped, I'll equip the other augment. Also a few players have AP-immunity so it makes my Shaft even more valuable. 

However I do reckon that many players do not have these advantages. But what would you suggest to nerf these status effects? All I can think of is to make status-inflicting / status-immunity augments easier to obtain for the playerbase

Edited by BloodPressure
spelling error
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I don't feel EMP immunity needs a nerf. It does exactly what it's supposed to, and frankly it makes no sense to nerf it. I notice you use Hunter a lot, and even in such a case, you still manage to stun your enemies which is quite dangerous. The real reason EMP immunity shouldn't be nerfed is because using it with a hull, Defender and Gauss protection is capable of making you nigh immortal against Gauss EMP salvo users. If it were to be nerfed, then that would indirectly buff Gauss' EMP salvo.

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I believe magnum damage need a nerf its too powerful at MM with the "Harpoon" Augment and after the change of the 360 augment with the vertical one everyone is able to use the default magnum and they can do 360. Magnum can actually 1 shoot wasp/hornet mk8 if they use Double damage and if they have magnum and booster full update its even possible to 1 shoot hunter/dictator/viking even possible mammoth and titan if they have like low health. Personally i use hornet at MM and i see around 5-6 people at every battle using magnum maybe more , i hope will be a change at the Magnum in the future.

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@Alsarbon  It is less likely they'll Nerf magnum why? you have other turrets that have combos that can do more damage such as Shaft with Heavy capacitors that one shot. You also have striker with Uranium which can 1 hit. You have Rail with large caliber rounds and Round destabilization that can also one shot. My point is that you have many possible combos that can help a turret one shot. You also have combos that uses drones such as the booster drone that help 1 hit. The only nerf I would like to see on a magnum is the splash radius. The splash radius is way too wide and that's what makes magnum too OP with its high damage stats. 

 

Edited by MysticBlood
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@MysticBlood people use striker with hunter or viking usually so if you use a light hull you can run around at the house and hide, for rail if the guy with it is using hornet its good and bad it might be the only time he will kill u because the Hornet OD remove the armor and you are 1 shoot most of the time but with magnum its different its very hard to make a person miss his shoot with magnum and even if he miss the reload time is so fast its like never happened.

Edited by Alsarbon
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1 hour ago, Cruelty said:

Mine layer augment for magnum needs a big nerf, splash damage is way too big for something that misses a tank and places a mine.

Turn off the splash and make mines live not only 30 seconds or what?

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19 minutes ago, The_Voltage said:

Turn off the splash and make mines live not only 30 seconds or what?

You mean no time limit?  Heck no.  Why would they even try to hit a target then?

A turret firing a mine that misses, should not get to place a mine AND have splash damage.  Is the shot HE?  Or is it a mine?  Can't have both - makes no sense at all.

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1 hour ago, wolverine848 said:

You mean no time limit?  Heck no.  Why would they even try to hit a target then?

A turret firing a mine that misses, should not get to place a mine AND have splash damage.  Is the shot HE?  Or is it a mine?  Can't have both - makes no sense at all.

On tank - splash, on the ground - no splash, right?

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3 hours ago, The_Voltage said:

On tank - splash, on the ground - no splash, right?

Currently?  No.     Misses, does splash damage (actually killed me once) and also lays a mine.

Proposed?  Sounds more reasonable.

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7 hours ago, Cruelty said:

Mine layer augment for magnum needs a big nerf, splash damage is way too big for something that misses a tank and places a mine.

Simple solution, just remove splash damage when using Mine Layer Augment. 

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Well, the most OP combos  are currently the gauss EMP salvo, and the HI with vulcan. There are other irritating ones too, but i will suggest a solution for them in a different topic. My idea is that hull and turret augments should affect each other: if you equip HI, you can't equip IB because that counters the negative side of the augment. So:

  • you can't equip IB with HI (or maybe not even with resistance)
  • you can't equip EMP  salvo with EMP immunity
  • these two combos are in my mind currently, but i forgot one, tell me it in the comments.

This could basically solve two big balance issues, and make tanki better and more balanced. If you equip these turret augments, you can't counter yourselves, so you need tactics, not just presssing the space bar and shooting forever. 

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Few years ago, vulcan was able to fire for an infinitive time. Developers saw that it's too OP, so they introduced the overheating mechanicm. Since hull augments were released, you can counter that with equipping heat immunity. So i think, something have to be done again. My idea is introducing a damage droppoff mechanism, so when you start to overheat, you start dealing less damage too. First, it only declines slightly, but then, you start to lose more DPS. Your damage will become 0 when a heavy hull with the same upgrade level would explode if it don't have HI/HR equpped. Also, IB can disable this downside, but according to this suggestion, you won't be able to eqip heat immunity with IB.

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The introduction of immunities was purely based on a financial motive with disregard to game balance, as with many things in Tanki. Heat and Freeze immunity are the worst ones by far. Fire immunity prevents afterburn damages from firebird, or other turrets/hulls with heating capabilities. So what should we call firebird now since it can't heat up people equipped with this immunity, just bird? All it does is flat damage now lol. Its literally been reverted to the old mechanic of firebird, where it just did flat damage. This is analogous to freeze, as cold immunity prevents tanks from being frozen in place. Need to come up with a new name for freeze since it can't even do the task it was named after anymore. Its an abomination that Tanki has literally stripped these two turret's identities for the modest price of 4990 tankoins. Please tell me how this doesn't break the game.

 

I know that firebird and freeze weren't perfect themselves, and needs some attention (compact fuel tanks, shock freeze) but outright removing their distinguishing characteristics is moronic and unprofessional. Not to mention that these immunities allow for some unprecedented op combos that only add fuel to the dumpfire this game has become.

 

Alterations themselves mean that it weakens an aspect of a turret, while strengthening a different aspect. Of course, they had to change the definition of alterations, because immunities wouldn't match the definition above anymore.

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