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Let's Discuss Game Balance


Maf
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Just now, SONIC-BOOM said:

To further boost my last point, how many legends have you seen with a ridiculously low G/S, a g/s that would be laughed at by majors, and in some cases even lower than that rank. 

I agree, around 50% of the Legends I see have GS scores around 5000-8000.

 

And not gonna lie, on my lower accounts, I rank up so fast, I only have time to upgrade one set of equipment before the next modification unlocks. Thus, my garage isn't very versatile to a large range of battles.

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4 hours ago, Tanker-Arthur said:
  • Increasing the afterburn to 300 per second also increased Vulcan's overheat to 300 per second (cause apparently they use the same code lol), and thus, Vulcan suffered heavily.
  • Vulcan was then buffed to compensate for the new overheat (seriously, I don't understand why they could've just made overheat and afterburn 2 separate mechanics).

TO developers are lazy.  So lazy they could not even be bothered to copy something, rename it, and change it as needed.

Vulcan was buffed to compensate for the new ballistic mechanics.  Without the extra damage it would fair poorly as tracking moving targets became much, much harder.

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Just now, wolverine848 said:

TO developers are lazy.  So lazy they could not even be bothered to copy something, rename it, and change it as needed.

?‍♂️ XD

Just now, wolverine848 said:

Vulcan was buffed to compensate for the new ballistic mechanics.  Without the extra damage it would fair poorly as tracking moving targets became much, much harder.

Oh, I was talking about a buff Vulcan got in early 2019 lol. Yours is about the buff Vulcan got in early 2020 I believe.

But yeah, you're right. If current Vulcan did the same damage as the version prior February 2020, it would technically be the worst turret in the game right now (not factoring hull augments).
 

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2 minutes ago, Tanker-Arthur said:

But yeah, you're right. If current Vulcan did the same damage as the version prior February 2020, it would technically be the worst turret in the game right now (not factoring hull augments).

Yet many people still think its DPS is too high, which surprises me. 

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2 hours ago, TheCongoSpider said:

Yet many people still think its DPS is too high, which surprises me. 

These are the types of players that may not like to actually move their tank.  So yeah, if you sit under the hail of bullets for 4-5 seconds you will get destroyed.  I mean the game still does require a minimum of tactics...

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22 hours ago, SONIC-BOOM said:

 

Every time I see you referring Hopper as "flying hacks", I find it rather hilarious (even though I don't use Hopper). I can still tell that you are cosmic666 but as an alt.

Edited by FrozenRailgun
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General changes:

  • stun effect will no longer drop flags/balls
  • Stun immunity will protect you from the flag/ball dropping ability too (because it would be illogical to lose flags while not being stunned)

Changes to hunter:

  • New abity:drops flags/balls
  • If you get stunned while activating your OD, you can lost maximum 50% charge (depending how close you were from activation)

Changes to hopper:

  • No longer drops flag/balls
Edited by mjmj5558
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I agree with this. On the other hand, I often actually like getting hit with an EMP, because it allows me to refresh my supply duration, assuming I can get to cover in order to wait for the cooldown.

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Just now, Maf said:

I agree with this. On the other hand, I often actually like getting hit with an EMP, because it allows me to refresh my supply duration, assuming I can get to cover in order to wait for the cooldown.

Ahh yes, free Repair Kits every 5 seconds XD

Just now, krish123_super said:

Its looks so irritating and seems unfair when all your suppllies are eaten away by an augment of enemy ! right ?

here's the idea how to nerf or update it : when emp augment is used the enemy supplies will disappear for 5sec and again reappear as they were before but just 5 sec of supplies are eaten away ! this is good enough so to make it equal to other augments!

100% agree, I myself also thought of this and another idea XD

The other idea was to allow supplies you used to be refunded to you when you got EMP-ed.

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Why not have both the EM Salvo and AP augments work on chance, similarly to Smoky's critical? That way, it's impossible to hit 2 in a row, and I suppose the current functions could be kept.

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4 minutes ago, Tanker-Arthur said:

Freezing effect doesn't drop flags or balls, I don't see why 100% movement reduction does it anyway.

Hmm, what you said is interesting, and true: stun is just like a "full freeze". I was never thinking about this.

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31 minutes ago, Tanker-Arthur said:

Freezing effect doesn't drop flags or balls, I don't see why 100% movement reduction does it anyway.

'Cause it is stun, but not only movement reduction. Also, freeze effect does not immidiately fly away.

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4 hours ago, krish123_super said:

Its looks so irritating and seems unfair when all your suppllies are eaten away by an augment of enemy ! right ?

here's the idea how to nerf or update it : when emp augment is used the enemy supplies will disappear for 5sec and again reappear as they were before but just 5 sec of supplies are eaten away ! this is good enough so to make it equal to other augments!

Or make it only that targeted player loses supplies and only thing that's splash is damage. One EMP guass shot can remove supplies of half of enemy team.

 

3 hours ago, Maf said:

I agree with this. On the other hand, I often actually like getting hit with an EMP, because it allows me to refresh my supply duration, assuming I can get to cover in order to wait for the cooldown.

Easy for you to say since you have loads of supplies, Crisis user ?

Edited by Cruelty
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First they have to correct the illogical things?, then we have to talk about others.

First, EMP/AP should affect the turret user if he was in the splash radius. Like when you with Thunder, you get damage when you in the radius.

Second, They should be dependent on the distance. So if you are far away from EMP Gauss from 16-20m you just have a cooldown of 1 second, 11-15 should to be 2 seconds, etc... .

Those two is just a big contradictions need a real quick rework, then we criticize on others. They should fix it now quickly, as it didn't probable for any argument or thinking.

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Spoiler

 

On 11/6/2020 at 6:19 PM, Dictator_Haddou said:

 

 

On 11/17/2020 at 7:13 PM, master_howitzer said:

 

 

On 11/27/2020 at 1:48 PM, ThirdOnion said:

 

 

On 11/28/2020 at 12:19 PM, LOLKILLERTOTHEDEATH said:

 

 

On 11/15/2020 at 10:32 AM, MysticBlood said:

 

On 12/7/2020 at 10:51 AM, GrayWolf8733 said:

 

On 12/8/2020 at 3:30 PM, Alsarbon said:

 

 

 

Topic merged

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By this, I mean the sort of unofficial list of combos which are really good. I think that every (feasible) combo should be able to be used. We shouldn't have a situation where there are insanely strong combos (such as Hooper, EMP Gauss, Stun immunity and Defender) and extremely weak ones (such as Hornet Thunder). Instead, what it should be is simply a matter of what you like to use, not what is most OP in the current meta.

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  • Head Administrator

Meta is not something you can remove just like that. From my point of view, the term "meta" refers to the best / most used combos by the majority of the players. You can take Hopper for example; Hopper is by far the best Hull in the game at the moment, which is why it is so popular. If Hopper will be nerfed, players will start using other hulls. (The same thing that happened to Hornet) In conclusion, meta cannot be removed but changed.

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Removing it isn't as easy and by how Tanki is handling balancing - it's basically impossible, since it's not actual balancing, more like reworking, that makes the reworked hull/turret... just as unbalanced.

Having a meta is completely normal and there's nothing we can do about it. There is no game out there that is 100% balanced, there's always something that is stronger/weaker

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