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Let's Discuss Game Balance


Maf
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3 hours 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.

It's always sweet to have stationary targets   ?

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Yes, fighters hate it, users love it. How about changing this Augment to only start inflicting a burn effect only IF the tank has reached over standard temperature.

 

The Heat Immunity hull Augment is supposed to cool down a tank instantly if it reaches high temperatures.

If someone is using Hornet HI Vulcan IB, he supposedly starts "overheating." What about having the Hull Augment cool down the ENTIRE tank leaving Vulcan at a normal temperature, and NOT inflict the burn effect.

What would this solve? The annoyance of constant burn damage from Vulcan users with the Heat Immunity Augment.

This would make Incendiary Band more fair and strategic, having to user choose when he should start burning himself to cause an enemy to burn, or equip the Heat Immunity Augment to have unlimited ammo.

 

To wrap this up in general.

Heat Immunity + Incendiary Band = Infinite Vulcan Ammo, and NO burn effect.

Incendiary band with any other normal Hull/Augment = Choose when it is important to burn enemies.

Heat Resistance + Incendiary Band = Unchanged, but reduces some of your own self harm.

 

Edited by yellowghetto
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I was thinking that  It does the same effects but does more damage on the second shot when the first tank is killed and multiplies damage by 2.0x then if lucky the second tank gets destroyed itll increase to 2.5, 3.0 and so on. If it fails to kill the second tank for example, the damage would reset to its default and the process resets. I thought this would be a good idea since there is too many falcon moduals and make death harold be more useful because rarely anyone uses it now because of falcons and defenders. And if you use double damage after the first tank is destroyed the second shot would be x4.0, 4.5, 5.0...So I really hope this idea gets implemented.

(Oh I forgot to mention the bonus damage time limit shall be 3 seconds after the first tank is killed and if second tank is immidietly killed after, the time bonus would restart its count to three seconds.) 

(The drawback should be delay time +15 percent) meaning more time

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So basically....it nerfs Incendiary Band without nerfing Incendiary Band itself. 
And if you use Incendiary Band without Heat Immunity, nothing will change.

I honestly love the idea :D

Spoiler

A lot of people suggested to nerf the actual Incendiary Band alt (like decreasing its stats and stuff), which I understand, but I am somewhat annoyed with because Incendiary Band was never the problem, it was Heat Immunity. Without Heat Immunity, Incendiary Band is like a.....below average alteration for Vulcan.



 

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7 minutes ago, MysticBlood said:

I was thinking that  It does the same effects but does more damage on the second shot when the first tank is killed and multiplies damage by 2.0x then if lucky the secon tank gets destroyed itll increase to 2.5, 3.0 and so on. If it fails to kill the second tank for example, the damage would reset to its default and the process resets. I thought this would be a good idea since there is too many falcon moduals and make death harold be more useful because rarely anyone uses it now because of falcons and defenders. And if you use double damage after the first tank is destroyed the second shot would be x4.0. So I really hope this idea gets implemented.

For the cost of +10% shot delay (what is that?  0.1 seconds?) you want...

- to have instant reload and...

- shot multipliers for each kill including the next shot after the first refill?

So a positive feedback loop that makes it easier to kill each successive tank?

Just have one question for you.... ARE YOU NUTS?   ?

 

And to the Mod that indicated under review... ... ... ?

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18 minutes ago, wolverine848 said:

For the cost of +10% shot delay (what is that?  0.1 seconds?) you want...

- to have instant reload and...

- shot multipliers for each kill including the next shot after the first refill?

So a positive feedback loop that makes it easier to kill each successive tank?

Just have one question for you.... ARE YOU NUTS?   ?

 

And to the Mod that indicated under review... ... ... ?

I only specified if the first tank is destroyed and if it fails to kill the second tank or misses. damage resets

Edited by MysticBlood
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Honestly, I feel like this would make a skilled player be extremely overpowered in certain situations.

It literally means in battles where enemies group up (like Siege or defenders on Assault), it would make the Death Herald user literally become an infinite Viking Overdriver. 

This is due to the additional 100% damage increase (which apparently scales up to 200%), making it much easier to destroy enemies, which in turn further reloads the turret, and allows you to kill even more enemies in a single shot.

I understand that Death Herald isn't a "great" alteration (believe me, I tried it in the test server, and whenever I do manage to make a kill once in a while, I would always end up wasting shots cause I would always hold down the spacebar when firing Railgun....it's just the way I play with the turret)
But I don't think this is exactly the way that it should be...."reworked".

I propose an edit somewhat like this:

  • When killing an enemy, next shot reloads instantly and deals increased damage (like 50% more, making it on-par with Large Caliber Rounds. Honestly, if it was doubled, players with Booster can abuse the alt very easily)
  • But after firing the second shot, the reload for the third shot will be 50% longer. 
  • After the third shot is charged up, damage will reset back to normal, and reload will reset back to normal. Until you kill an enemy.

Idk, I haven't had much experience with DHC in the actual game. All mainly due to me procrastinating when buying it.

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1 minute ago, Tanker-Arthur said:

Honestly, I feel like this would make a skilled player be extremely overpowered in certain situations.

It literally means in battles where enemies group up (like Siege or defenders on Assault), it would make the Death Herald user literally become an infinite Viking Overdriver. 

This is due to the additional 100% damage increase (which apparently scales up to 200%), making it much easier to destroy enemies, which in turn further reloads the turret, and allows you to kill even more enemies in a single shot.

I understand that Death Herald isn't a "great" alteration (believe me, I tried it in the test server, and whenever I do manage to make a kill once in a while, I would always end up wasting shots cause I would always hold down the spacebar when firing Railgun....it's just the way I play with the turret)
But I don't think this is exactly the way that it should be...."reworked".

I propose an edit somewhat like this:

  • When killing an enemy, next shot reloads instantly and deals increased damage (like 50% more, making it on-par with Large Caliber Rounds. Honestly, if it was doubled, players with Booster can abuse the alt very easily)
  • But after firing the second shot, the reload for the third shot will be 50% longer. 
  • After the third shot is charged up, damage will reset back to normal, and reload will reset back to normal. Until you kill an enemy.

Idk, I haven't had much experience with DHC in the actual game. All mainly due to me procrastinating when buying it.

You know what im sticking to this idea bc of constant falcon and defender abuse when maxed.

 

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1 minute ago, MysticBlood said:

I only specified if the first tank is destroyed and if it fails to killthe second tank or misses. damage resets

Well it's all dependent on the first tank anyway... that's how Death Herald works.

And you are making killing the second tank 2x as easy as the first one.

So the rail will be targeting light tanks with DD and pretty much have guarantees on destroying the second one with 2x damage.

And the only downside is +10% shot delay?  Which after using it a while is not really much of a downside at all.

It's completely OP.

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Plus if one shot missed i said damage resets so if a viking for example decides to use od and one rail shot misses the damage resets. As for booster drone, it only lasts 3 sec

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Just now, MysticBlood said:

I only specified if the first tank is destroyed and if it fails to killed the second tank or misses.

damage resets

Technically......you didn't say how long the damage boost would last if you didn't fire the turret immediately after reloading. So if you saved the instantly reloaded second shot, you could drive around till you meet up with an enemy, than unload a shot that does 100% more damage without even using double damage.

And that would instantly reload another shot if you manage to kill them........which you could save and drive around till you meet up with another enemy, and shoot them with a shot that does 150% higher damage than normal, without the assistance of double damage.

And that would instantly reload another shot if you manage to kill them........which you could save and drive around till you meet up with another enemy, and shoot them with a shot that does 200% higher damage than normal, without the assistance of double damage.

And imagine this with Double Damage and/or booster XD.
 

Edited by Tanker-Arthur
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1 minute ago, MysticBlood said:

You know what im sticking to this idea bc of constant falcon and defender abuse when maxed.

 

You can't come up with an augment to combat one specific combo of items.

Anyone not using that combo will be completely helpless.

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1 minute ago, Tanker-Arthur said:

Technically......you didn't say how long the damage boost would last if you didn't fire the turret immediately after reloading. So if you saved the instantly reloaded second shot, you could drive around till you meet up with an enemy, than unload a shot that does 100% more damage without even using double damage.

And that would instantly reload another shot........which you could save and drive around till you meet up with another enemy, and shoot them with a shot that does 150% higher damage than normal, without the assistance of double damage.

And that would instantly reload another shot........which you could save and drive around till you meet up with another enemy, and shoot them with a shot that does 200% higher damage than normal, without the assistance of double damage.

And imagine this with Double Damage and/or booster XD.
 

Bruh you have hyperspace rounds that have limitless damage. Either way it can be abused by viking od too per penetration.

 

Edited by MysticBlood

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Just now, MysticBlood said:

Bruh you have hyperspace rounds that have limitless damage. Either way it can be abused by viking od too per penetration.

Yes, but Hyperspace Rounds has three limiting factors:

  1. Much of the time, enemies won't line up for you. Unless in Siege or defenders on Capture the Flag or Assault. Or gold-hunters during a gold drop.
  2. Hyperspace Rounds doesn't have an instant-reload feature like Death Herald has. It is subjected to the same reload a normal Railgun has.
  3. It is very hard to pierce a shot through an ally for a damage boost. This is because vertical auto-aim doesn't work on allies. Now, if your teammates are all Mammoths or Dictators, great :D

 

Just now, MysticBlood said:

You know what im sticking to this idea bc of constant falcon and defender abuse when maxed.

Yeah, I agree this is extremely annoying.

Spoiler

Perhaps the second shot should inflict the AP effect instead of increased damage?

 

Edited by Tanker-Arthur
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2 minutes ago, Tanker-Arthur said:

Yes, but Hyperspace Rounds has three limiting factors:

  1. Much of the time, enemies won't line up for you. Unless in Siege or defenders on Capture the Flag or Assault. Or gold-hunters during a gold drop.
  2. Hyperspace Rounds doesn't have an instant-reload feature like Death Herald has. It is subjected to the same reload a normal Railgun has.
  3. It is very hard to pierce a shot through an ally for a damage boost. This is because vertical auto-aim doesn't work on allies. Now, if your teammates are all Mammoths or Dictators, great :D

 

Yeah, I agree this is extremely annoying.

  Reveal hidden contents

Perhaps the second shot should inflict the AP effect instead of increased damage?

 

Trust me this idea for rework is not op as  incinaryband and heat immunity which basically invincible. Or you have emp gauss with fast reloading after supershot.  Or Ap immunity with titans dome. And so on... (These are some examples) 

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This would be insanely OP. Your chance of destroying a tank would increase with each shot. After a certain number of kills you would be able to one-shot literally any tank with any drone + supply + protection module combination.

Edited by ThirdOnion
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9 minutes ago, ThirdOnion said:

This would be insanely OP. Your chance of destroying a tank would increase with each shot. After a certain number of kills you would be able to one-shot literally any tank with any drone + supply + protection module combination.

It wont because in any mode what are the chances that a whole team would be grouped in a near area of a map. Almost none but as for seige it depends. Plus generally tanks woud still be scattered across the map.  Even in laege maps it would be hard to aim all of them at once too. Medium maps they can still be scattered.  Saying that at most you can kill about 4 at most it would be hard to get all 8 tanks at once. 

Edited by MysticBlood

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2 minutes ago, MysticBlood said:

It wont because in any mode what are the chances that a whole team would be grouped in a near area of a map.

Why would they need to be grouped together?

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3 minutes ago, ThirdOnion said:

Why would they need to be grouped together?

Thats what im trying to point out at you since you said it would be overly op. But in this case the damage would reset if one a shot missed or fails to kill a tank. Meaning  its not too op. Keep in mind of defenders and falcon moduals. 

Edited by MysticBlood

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9 minutes ago, MysticBlood said:

But in this case the damage would reset if one a shot missed or fails to kill a tank.

So? Kill one tank. You now have 2x damage, so you have a higher chance of killing a tank on the next shot. It gets easier to kill a tank with each shot and you can keep doing so until you reach a point where one-shots are practically guaranteed.

Edited by ThirdOnion

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1 hour ago, wolverine848 said:

For the cost of +10% shot delay (what is that?  0.1 seconds?) you want...

- to have instant reload and...

- shot multipliers for each kill including the next shot after the first refill?

So a positive feedback loop that makes it easier to kill each successive tank?

Just have one question for you.... ARE YOU NUTS?   ?

 

And to the Mod that indicated under review... ... ... ?

Dude, you just made my day :KEKW:

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1 hour ago, MysticBlood said:

I was thinking that  It does the same effects but does more damage on the second shot when the first tank is killed and multiplies damage by 2.0x then if lucky the second tank gets destroyed itll increase to 2.5, 3.0 and so on. If it fails to kill the second tank for example, the damage would reset to its default and the process resets. I thought this would be a good idea since there is too many falcon moduals and make death harold be more useful because rarely anyone uses it now because of falcons and defenders. And if you use double damage after the first tank is destroyed the second shot would be x4.0. So I really hope this idea gets implemented.

Ok, I just re-read the idea. I don't like it. Like what @Tanker-Arthur and what @ThirdOnion said, this would be so OP. In the right hands, this is just a free Viking Overdrive. The Shot delay is not really a hindrance to most experienced Railgun players, and is just buffing an Augment that is already balanced. 

While I don't agree with @wolverine848's reaction (although I found it pretty funny, no offense) I will have to downvote this Augment. That's my opinion.

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On 1/26/2021 at 3:12 PM, Maf said:

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

maybe because smoky is more balanced than protection modules. Smoky and Twins are the most balanced turrets, they need no changes except a few more skins. Even freeze is pretty balanced if you don't include the stats of corrosive mix augment. 10% damage increase is not that good if freeze effect is removed and even the tank capacity or range of minimum damage is not increased.

 

Edited by eshu26
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It is better to keep one special mechanics per augment. Surely not stealing one from an existing one (Hyperspace rounds), and surely not combining 2 OP augments into one  hyper super duper OP augment.

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