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Let's Discuss Game Balance


Maf
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2 hours ago, wolverine848 said:

I understand what you are saying.  But you ignored my point entirely.  The mk8 loses an extra 5% even though they spent more crystals.  You are punishing them for investing more in modules.

Are you suggesting that 35% in your proposal should cost the same as 50% does now?

I don't see any problems here as the nerf is on a percentage, this is the same thing happening to every turret that have nerfed before. The problem is In every turret Mk8 = 2x Mks. but in Protections Mk8 = 3x Mks. From Mk7 to Mk8 it's 15% protections, 3 single upgrades. So it's not Mk8 it's 3 upgrades, so the percentage of the nerf isn't a constant. But if the protections limited to 45%, the nerf will be easier and it will be 35% - 30% - 25% - 20% - 15% - 10% - 5% - 0% from Mk8 to Mk1. Btw, it's their problem as they made it reach to 50% it's too high and frustrating thing when your damage is the half.

Yes the prices should be lower, as their effectiveness get nerfed.

2 hours ago, wolverine848 said:

There's 14 turrets and only 3 slots.  How many of the enemy do you regularly face that have protection against you?  1 or maybe 2 per battle?  How is that a significant issue?  IS RAIL YOUR FAV TURRET?  ?

Yes, 1 or 2 is an issue for me, how I could fight them? Either they're 1 or 8 I have an issue while fighting them, or why I complain if I'm about to neglect them and fight another enemies. Ok where is the problem? This 50% protection affected all of the turrets, and I haven't suggest a buff for Railgun because of modules, I suggest a nerf for Modules that will affect every turret

2 hours ago, wolverine848 said:

I notice that only one of your modules have been upgraded to mk7.  A wee bit of bias leaking through me-thinks.  ?

Lol you came with a weird points, This nerf will affect my protection modules also and more than your Mk7 modules, because with the nerf I will get one-shot killed by Railgun-Gauss till I upgrade them to Mk7 again

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2 hours ago, asem.harbi said:

I don't see any problems here as the nerf is on a percentage, this is the same thing happening to every turret that have nerfed before. The problem is In every turret Mk8 = 2x Mks. but in Protections Mk8 = 3x Mks. From Mk7 to Mk8 it's 15% protections, 3 single upgrades. So it's not Mk8 it's 3 upgrades, so the percentage of the nerf isn't a constant. But if the protections limited to 45%, the nerf will be easier and it will be 35% - 30% - 25% - 20% - 15% - 10% - 5% - 0% from Mk8 to Mk1. Btw, it's their problem as they made it reach to 50% it's too high and frustrating thing when your damage is the half.

Yes the prices should be lower, as their effectiveness get nerfed.

Yes, 1 or 2 is an issue for me, how I could fight them? Either they're 1 or 8 I have an issue while fighting them, or why I complain if I'm about to neglect them and fight another enemies. Ok where is the problem? This 50% protection affected all of the turrets, and I haven't suggest a buff for Railgun because of modules, I suggest a nerf for Modules that will affect every turret

Lol you came with a weird points, This nerf will affect my protection modules also and more than your Mk7 modules, because with the nerf I will get one-shot killed by Railgun-Gauss till I upgrade them to Mk7 again

If prices are lowered then I wasted all those crystals getting my modules up toward 50%.  A person with 35% now going down to 25% will not have to spend the same crystals I had to spend to get the 35% (50%).

I fight players that have 50% against me all the time. Whenever my alt account uses hammer for some reason I end up facing users of hammer modules.  I tough it out or switch turrets.  We all have more than 1 turret. You have options - start making use of them.  Why is it so necessary to improve your ability to kill these tanks?  ODs already make it quite easy and we get ODs way too often.

You have less invested in modules.  You don't lose as much by a nerf to them.  We all approach the game differently.  Your suggestion punishes those who have sunk resources (time and crystals) into improving the defensive side of things.

 

I've seen this suggestion before - a while ago - and when I looked at the OPs profile I discovered they favored long-range turrets and had not invested much in modules.  Was that you?  Or are you the second player to suggest nerfs that will make it easier for them?

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High protection module like 50% is to force people change their favor guns,

Like railgun, i rarely used anymore since most time rail is default protection for everyone unless in freeze fire magnum filled maps.

i already max rail mk7, now i mainly use gaus , and try max gauss mk7 as well,

if both got 50% protection by enemy, i use my maxed smoky mk7, which rarely peple use smoky.

i also have other gun maxed as well, as alternative to avoid 50% protection, since only 3 at one time,

Long range choice: rail - gauss - magnum

medium range : twins - smoky - striker

close: freeze - twins - isida

they are all maxed, from most common to rare protection by enemy.

high protection like 50% drive people buy more guns, in return drive people to buy all 50% protection, like keep switching to counter each

 

 

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2 minutes ago, wild001 said:

High protection module like 50% is to force people change their favor guns,

Like railgun, i rarely used anymore since most time rail is default protection for everyone unless in freeze fire magnum filled maps.

i already max rail mk7, now i mainly use gaus , and try max gauss mk7 as well,

if both got 50% protection by enemy, i use my maxed smoky mk7, which rarely peple use smoky.

i also have other gun maxed as well, as alternative to avoid 50% protection, since only 3 at one time,

Long range choice: rail - gauss - magnum

medium range : twins - smoky - striker

close: freeze - twins - isida

they are all maxed, from most common to rare protection by enemy.

high protection like 50% drive people buy more guns, in return drive people to buy all 50% protection, like keep switching to counter each

 

 

I've said this before and will say this again, sometimes we may have to just deal with facing protections, we as players need to have an understanding of how we fair against such a horrifying team. Also when we play with items that may give status effects, we have to know how to face against players who have immunities. It's a learning curve everyone faces. If people just end up leaving games because 4/8 people have modules/immunities etc, personally just give up the whole game, there may be times where you have worse scenarios, or even times where sometimes no enemy has protections or immunities against you. The playerbase may be small, but vast enough to contain variety at times.

 

On a sidenote, I havent played many games, but from the few I have, I have only seen 1 or so Vulcan modules against me when I've used it, kinda surprised because a lot of people used it before, similar with smoky and hammer. But ofcourse it's normal to see more gauss modules because of the abomination of augment it has and even moreso of railgun augments. I faced 2 booster LCR XP players yesterday, in no way was I gonna not have my natural 50% vs them.

 

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26 minutes ago, wild001 said:

High protection module like 50% is to force people change their favor guns,

Like railgun, i rarely used anymore since most time rail is default protection for everyone unless in freeze fire magnum filled maps.

i already max rail mk7, now i mainly use gaus , and try max gauss mk7 as well,

if both got 50% protection by enemy, i use my maxed smoky mk7, which rarely peple use smoky.

i also have other gun maxed as well, as alternative to avoid 50% protection, since only 3 at one time,

Long range choice: rail - gauss - magnum

medium range : twins - smoky - striker

close: freeze - twins - isida

they are all maxed, from most common to rare protection by enemy.

high protection like 50% drive people buy more guns, in return drive people to buy all 50% protection, like keep switching to counter each

 

 

There's also OverDrives.  Those modules won't protect against hornet or viking or mammoth or wasp bomb.

And AP augments.

Lots of ways to bypass the modules if players think about it.

 

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1 hour ago, wolverine848 said:

If prices are lowered then I wasted all those crystals getting my modules up toward 50%.  A person with 35% now going down to 25% will not have to spend the same crystals I had to spend to get the 35% (50%).

Maf answered you here

On 1/24/2021 at 6:20 PM, Maf said:
On 1/24/2021 at 5:34 PM, krish123_super said:

but any way no compensation huh--_--! as usual

Think about that for a second. Let's say developers followed the logic that players should get compensated when their equipment gets nerfed. Would you then also be happy to have to pay extra crystals every time your equipment gets buffed? ?

 So the developers do anything they want without caring of who have invest in that, you can do the same petition to Smoky nerf. Protections were in lower price than they are now, so if you have bought them before this higher price they should swallow some crystals from you?

1 hour ago, wolverine848 said:

I fight players that have 50% against me all the time. Whenever my alt account uses hammer for some reason I end up facing users of hammer modules.  I tough it out or switch turrets.  We all have more than 1 turret. You have options - start making use of them.  Why is it so necessary to improve your ability to kill these tanks?  ODs already make it quite easy and we get ODs way too often.

Opss that too much, protections hurt the Hammer as you need to kill them with 2 clips. Some times also with my Viking OD I couldn't kill a certain players with high protection modules, especially when I play with Vulcan or Rico, and even with my Hunter OD I couldn't kill people with high protections.

1 hour ago, wolverine848 said:

You have less invested in modules.  You don't lose as much by a nerf to them.

To be honest True..

1 hour ago, wolverine848 said:

I've seen this suggestion before - a while ago - and when I looked at the OPs profile I discovered they favored long-range turrets and had not invested much in modules.  Was that you?  Or are you the second player to suggest nerfs that will make it easier for them?

I don't remember if I have suggest this before, and true I'm in a favor of long-ranged turrets, but they hardly compose just half of my time in the game, "Railgun-Shaft-Magnum"  So I don't consider myself as a purely long ranged player.

Btw, what I mean is either this or that, as Wild said "50% protections are to force to change their turrets"

20 minutes ago, Akame said:

I have only seen 1 or so Vulcan modules against me when I've used it,

Maybe you play with other game that we don't play, I see many player with Vulcan module

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9 minutes ago, asem.harbi said:

So the developers do anything they want without caring of who have invest in that, you can do the same petition to Smoky nerf. Protections were in lower price than they are now, so if you have bought them before this higher price they should swallow some crystals from you?

That's not what I'm saying.

I'm saying your suggestion affects some players more than others.  It is not a fair suggestion. Just because Devs implement things that might be unfair does not mean the player-base should follow suit.

That you would suffer less makes the suggestion somewhat disingenuous.  You want this so you can do better.  I'm saying play better and you will do better.

There's enough "power-ups" in the game to enable you to overcome 50% modules. Augments, drones and ODs are where you should start.  even with my 47-48% modules I die plenty in battles.  Work around them.

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6 minutes ago, wolverine848 said:

That's not what I'm saying.

I'm saying your suggestion affects some players more than others.  It is not a fair suggestion. Just because Devs implement things that might be unfair does not mean the player-base should follow suit.

That you would suffer less makes the suggestion somewhat disingenuous.  You want this so you can do better.  I'm saying play better and you will do better.

There's enough "power-ups" in the game to enable you to overcome 50% modules. Augments, drones and ODs are where you should start.  even with my 47-48% modules I die plenty in battles.  Work around them.

Ok I will try to upgrade my modules in next sales?

psm63Yi.png

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8 hours ago, wolverine848 said:

It's impact is already nerfed -66% compared to stock - mostly a tickle now.  You actually feel it affects your performance when hit by it?

Yes.

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Auto-cannon is powerful, but I don't see it's OP.

However it's really really annoying and hateful, it disgusted me. If I can I will make a slap to them from my screen, really annoying??

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2 hours ago, asem.harbi said:

Protections were in lower price than they are now, so if you have bought them before this higher price they should swallow some crystals from you?

If you apply the compensation logic, then yes. And it's completely absurd. This is why it doesn't make sense to give compensation for players' equipment getting nerfed.

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1 minute ago, Maf said:

If you apply the compensation logic, then yes. And it's completely absurd. This is why it doesn't make sense to give compensation for players' equipment getting nerfed.

That's it, I mean by their logic about Protections, so there is no way to nerf anything. EMP Gauss has no way to get nerfed, especially while players invested real money on it. But this is not a logical, and developers should nerf what they want to nerf, so it's a normal and easy thing to nerf protection modules regardless of who invested some crystals on them.

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12 hours ago, asem.harbi said:

Ok but think about it, if you have LCR Railgun against a Viking with 50% protection, you have to shoot this Viking 4 shoots before he die, and if he used repair kit it will be 7 shoots. It's way too much, but with 35% prot it will be 3 shoots to kill and 5 with Repair kit kinda balanced. LCR is a very slow, and 50% protections terminated it. I agree this nerf to protection will benefit long-ranged turrets more, but it in general will benefit the game's balance. I got angry while fighting anyone with 50% protection, either with LCR or with any turret, 50% prot is a farce it shouldn't be exist.

I have a 30% protection against Gauss, and Mk8 EMP Gauss have to kill me with Three sniping shoots with DD, so with 35% it's something balanced. And for sure EMP isn't in our discussion as it's insanely broken.

Again my suggestion to protections is to be considered as a some protection to a turret who annoyed you, not a breaker for it like the 50% protection. So if Shaft one-shot you, you can equip 35% protection and it wont one-shot you again. If a skilled Twins bothered you, you can equip a reasonable 35% protection.

50% protections are a game-breaker, they ruined the game

Because the nerf is -30% protection, so it will be -10% in Mk7 and -15% to Mk8, and in every time we go lower Mk the nerf will be lower not just with Mk8 and Mk7. Again, the players who have Mk8 protections, will upgrade them to Mk8 even if they were 35%.

Agree, but no need of a refund, it's a nerf no one deserve a refund. RFM Shaft get  a real nerfed before a while, there's no a compensation or a refund, Hornet OD get nerfed also.

Yes, but 50% is a broken it's way too much, it exhausted us

Well I mean, it's not like LCR isn't OP either. Certainly, 50% against LCR is almost a nesecity to survive in most cases because you get +40% minimum and maximum damage. Besides, if enemies are using a lot of Railgun protection modules you should just change your turret. Protection modules shouldn't be made weaker because you want to use Railgun LCR even against a team with many Railgun protection modules. Yes, it's not easy to deal with 50% protections, but there's nothing stopping you from getting more protection either (and thus making the fight fair).

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1 hour ago, asem.harbi said:

That's it, I mean by their logic about Protections, so there is no way to nerf anything. EMP Gauss has no way to get nerfed, especially while players invested real money on it. But this is not a logical, and developers should nerf what they want to nerf, so it's a normal and easy thing to nerf protection modules regardless of who invested some crystals on them.

Why are we talking about protection modules now? I thought the discussion was regarding the upcoming Smoky change?

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4 minutes ago, Maf said:

Why are we talking about protection modules now? I thought the discussion was regarding the upcoming Smoky change?

I dont believe Smoky need a change right now it seems very balanced at this time.

Edited by Alsarbon

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6 minutes ago, Maf said:

Why are we talking about protection modules now? I thought the discussion was regarding the upcoming Smoky change?

I found that your sentence is a hot and applied 100% to my discussion so I quoted it, while I wasn't want to notifi you I forgot that you will get a notification.

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On 1/24/2021 at 1:43 AM, asem.harbi said:

I think the biggest problem is the 50% protections, I think protections should be nerfed to 40% or 35% maximum. 50% protection is a way too much, 50% of your damage is gone. Especially against Railgun LCR, it's really slow to kill a hull with 50% protection, especially when they use a RK after that. Btw, it's very disgusting against any turret, 50%.

I really hate when I found someone with 50% against my turret, especially if he was Juggernaut.

50% protections are unreasonable, I suggest to nerf them to 35% (if haven't suggest more). So yes if there are an annoying Twins who killed you, you can equip some immunity against him "35% protection" not a whole destroyer 50%. So you can prevent those annoying turrets by your equivalent modest protections, but not to 50%.

So I think this also will solve the problem in the topic, and 35% wont make a lot of a disappointment, and for sure wont force you to change your turret just because the players. And will still protect you from getting one-shot killed by Shafts or Magnums.

 

16 hours ago, asem.harbi said:

Many turrets and hulls get nerfed by the time, and there is no problem. But if we took your petition we will apply it to everything. Don't forget, if protections get nerfed to 35% in example, the ones who have 35% protections will get it also nerfed.

So if you have an Mk7 35% protection.. after the nerf for sure it will be 25%, and the ones who have Mk8 50% protection it will get nerfed to 35%. So it's a general nerf like for any turret and hull, and the ones who invested large amount of crystals to get 50% protections tend to invest it also in 35% in sake of getting the 35% protection.

Btw, in nowadays Smoky will get some a nerf, I can say the same what you said. But no, there is no compensation for players, and developers do what they want, so they can nerf protections without caring of its users like many turrets that have nerfed before.

By the way, for your last sentence, it's a purely OP, and this combo against EMP with Defender wont affect that much if the protection reduced from 50% to 35% as it's dependent on the Defender and EMP more than this 15% differnce in protections modules.

 

14 hours ago, asem.harbi said:

Ok but think about it, if you have LCR Railgun against a Viking with 50% protection, you have to shoot this Viking 4 shoots before he die, and if he used repair kit it will be 7 shoots. It's way too much, but with 35% prot it will be 3 shoots to kill and 5 with Repair kit kinda balanced. LCR is a very slow, and 50% protections terminated it. I agree this nerf to protection will benefit long-ranged turrets more, but it in general will benefit the game's balance. I got angry while fighting anyone with 50% protection, either with LCR or with any turret, 50% prot is a farce it shouldn't be exist.

I have a 30% protection against Gauss, and Mk8 EMP Gauss have to kill me with Three sniping shoots with DD, so with 35% it's something balanced. And for sure EMP isn't in our discussion as it's insanely broken.

Again my suggestion to protections is to be considered as a some protection to a turret who annoyed you, not a breaker for it like the 50% protection. So if Shaft one-shot you, you can equip 35% protection and it wont one-shot you again. If a skilled Twins bothered you, you can equip a reasonable 35% protection.

50% protections are a game-breaker, they ruined the game

Because the nerf is -30% protection, so it will be -10% in Mk7 and -15% to Mk8, and in every time we go lower Mk the nerf will be lower not just with Mk8 and Mk7. Again, the players who have Mk8 protections, will upgrade them to Mk8 even if they were 35%.

Agree, but no need of a refund, it's a nerf no one deserve a refund. RFM Shaft get  a real nerfed before a while, there's no a compensation or a refund, Hornet OD get nerfed also.

Yes, but 50% is a broken it's way too much, it exhausted us

Modules were always broken anyways but the thing is there are 3 slots you can use which is enough fair i believe at this point and i dont think modules need a nerf from 50% to 35% its also gonna be unfaif for people who spend they time to get crystals to update all those modules at 50%, you simple can change to a turret the person with 50% modules doesnt use at the time of the battle or just update your garage so you can deal with those people with the 50% modules for example you can buy Booster Drone and update it to 20/20 so you are gonna do more damage when you use double damage. About the Smoky i dont think it needs a nerf at this point it seems very balanced at this time.

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8 hours ago, mjmj5558 said:

Yes.

From the impact I mean, not the damage.  Might be annoying but how the heck does that impact do anything?

Autocannon impact is 112.  That's less than Twins and twins fires 2x faster.  And I could be wrong, but I believe that's 160 per barrel.

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the fact that this thing is broken is true. the crits are broken.

you saying this, you just killed the vibe bro!

seems like everyone has a taste for OP guns.

...

well, they should refund the crystals if so...

otherwise i thought most got from BP

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Tbh the fire rate does also mean a potential to get crits much sooner iirc? Do correct me if I'm wrong here. And then imagine a double or even a triple crit in a row, that is devestating.

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26 minutes ago, Akame said:

Tbh the fire rate does also mean a potential to get crits much sooner iirc? Do correct me if I'm wrong here. And then imagine a double or even a triple crit in a row, that is devestating.

The crits will come sooner - at the expense of all other shots being tickles.  To clarify the sooner aspect applies due to the reload.  0.5 seconds. 

so non-crit/non-crit/non-crit/non-crit/crit  but that all happens in about 2.5 seconds.  then repeat but the crit could easily be the 2nd or 3rd shot - again all in 2.5 seconds.

Won't get a triple crit since the % chance goes minus after a crit.

Autocannon is not very useful when it can't sustain fire for a period of 3-4 seconds.  Just like twins - if targets get under cover the rapid-fire turrets lose effectiveness.

Edited by wolverine848
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3 minutes ago, wolverine848 said:

The crits will come sooner - at the expense of all other shots being tickles.

Won't get a triple crit since the % chance goes minus after a crit.

Autocannon is not very useful when it can't sustain fire for a period of 3-4 seconds.  Just like twins - if targets get under cover the rapid-fire turrets lose effectiveness.

Oh yeah my bad. Yes that is what I mean, it may be dependent on RNG, but when you get crits much sooner, it feels horrendous on the receiving end, like the following, player may have been afk, but thats still a lot of damage within the timeframe of under 4 seconds;ezgif.com-gif-maker_29.gif

But yeah very RNG dependent, but so common that in some games you may see around 3 even, not fun to face a lot of potential crits.

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15 hours ago, DestrotankAI9 said:

So bring it back to 80% damage reduction for non - critical shots and before. This is the simplest and best way to nerf Autocannon.

Agreed.

15 hours ago, DestrotankAI9 said:

The nerf to Autocannon should absolutely not be a reduction in projectile speed

Ohh, it's just that with the rapid fire, I always thought of Autocannon to be akin with Vulcan.

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1 hour ago, Akame said:

Tbh the fire rate does also mean a potential to get crits much sooner iirc? Do correct me if I'm wrong here. And then imagine a double or even a triple crit in a row, that is devestating.

Not a regular Smoky user :) ?

Yes absolutely Autocannon is all about the crits, it is a very RNG dependant turret.

I first played Tanki back in (I think) 2016, and at that time Smoky could get a critical on the first shot, and as far as I know on an infinite number of shots in a row if you were lucky enough. So you could sometimes get devastating RNG damage.

However because of the RNG dependency of Smoky and how it could either devastate or be useless in a given situation dependant on luck they decided to give it a kind of semi-RNG instead. I don't know the mechanics for sure (others like CongoSpider probably do I'm guessing), and the Wiki page for Smoky seems a bit unclear but I believe it works like this:

Wiki stats for Mk8: 20.2% Crit Chance, Minimal Crit Chance -30%, Maximum Crit Chance 100% (it is listed as 1.0 but I am assuming this is 100%?)

So basically you have -30% chance to crit on the first shot, -30+20.2= -9.8% on second shot, and -9.8+20.2=10.4% chance to crit on your third shot. I believe this then increases for each successive shot , based on the wiki page to 30.6%, 50.8%, 71.0%, 91.2% and finally 100% respectively for your 8th shot, if you still haven't crit by then. Each time you crit the process resets back down to -30%.

So what it means is that you have no chance to crit on the first 2 shots, and in the best case scenario you can crit every 3 shots. You are guaranteed to crit at least every 8 shots in the worst case scenario.

 

Spoiler


47 minutes ago, Akame said:

Oh yeah my bad. Yes that is what I mean, it may be dependent on RNG, but when you get crits much sooner, it feels horrendous on the receiving end, like the following, player may have been afk, but thats still a lot of damage within the timeframe of under 4 seconds;ezgif.com-gif-maker_29.gif

But yeah very RNG dependent, but so common that in some games you may see around 3 even, not fun to face a lot of potential crits.


 

Indeed the damage potential if you get lucky is huge! This GIF shows the best case scenario with a crit and then another crit on the 3rd shot, which has a 10.4% chance of occurring.

Autocannon has much weaker non-crit shots than stock Smoky, but the same amount of damage on crits - so with its 0.5 second reload time compared to 1.4 seconds for stock Mk8 it does indeed produce almost 3 times the number of critical strikes as regular smoky. As a higher percentage of its total damage is made up of these critical shots which do not lose damage with range, this made it deal superior damage to regular Smoky at long-range in its previous form before the buff on 30th April. However after the 30th April patch which I mentioned above, it became straight up superior in terms of constant DPS compared to regular Smoky, except in "hit and hide" scenarios where you shoot and take cover.

Because of the fact Smoky has a very similar crit Chance and crit damage (700 vs 800) at Mk1 and Mk8 respectively the damage of Autocannon for low Mk smokys is vastly more relative to stock than at Mk8 level. Another factor is that Smoky fires faster at as it increases in Mk level although Autocannon has a fixed 0.5 second reload time, which is a big boost for an Mk1 Smoky. Therefore Autocannon is very strong at low Mk level as we can now see after Augments became available for all ranks.

Therefore the only true solution to fix the power of Autocannon at low ranks without making it useless at high ranks is to do something to nerf the critical damage at low ranks - hence my proposal in my post above.
 

Spoiler


18 hours ago, DestrotankAI9 said:

This might be a little complicated but they could do this: For Autocannon critical shots now no longer deal fixed damage but are now regular shots with 30% more damage (compared to stock), and no damage fall-off due to range. [30% is my initial thought - maybe 35% would be better].

What this would mean is that crits for Mk1 would now be dealing 273-429 damage, and at Mk8 we would see 546-845 damage. That is compared to the current 700 and 800 damage respectively - so this would be a vast damage nerf for low Mk Autocannon smoky but only a small one for high Mk, as it should be.

This would balance it out for all Mk levels as the problem is that at low Mk crits deal almost the same damage as at high Mk, which results in absurdly high damage in the lower ranks. The only way to balance Autocannon for all ranks because of its dependancy on critical damage - without making it either overpowered at low ranks or underpowered at high ranks - would be to do something to alter the critical strike damage component.


 

 

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