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Let's Discuss Game Balance


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18 minutes ago, SONIC-BOOM said:

Nice one, just faced that same player in battle about half hr ago, EMP gauss with spectrum module.

I was the only player that knew he was the main reason we were losing so went after him every time. 

He looks good getting blown to bits, never liked these spectrum module players. Makes you wonder why they give up their 50% modules for 22%. 

Because the spectrum modual protectects from all turrets instead of just 3 

 

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13 hours ago, Flexoo said:

The fact that almost every single counter measure against these powerful and awfully unbalanced augments and drones is being hidden behind the paywall makes the game extremely difficult for free users. I think over the past year or two, free users have been stripped of so many things.

If you take the EMP for example, it could be balanced with the EMP immunities if they were at least moderately distributed in challenges. But who knows if those will ever even appear in challenge, and even if they do it might take literally months before you get the EMP suiting your equipment.

More and more powerful equipment is being hurled into the game, but it is literally given only to a one spectrum of their player base, the buyers.Now don't get me wrong, I am not complaining about buyers in any way, they are essential and needed for the game, but I get the feeling they have been given an extreme edge over the regular player base.

P2W have been favoured above all others for years now. It's the devs who make the rules and balance the game out, balance being a loosely termed word.

there is only one kind of balance the devs care about, (BANK OF TANKI). 

EMP

AP

FLYING HACK

and many, many more OP updates have flooded the game for a long time now, with adverse effects against the majority of players.

Devs always use the excuse 'GAME ECONOMY' when bringing in such OP updates.

Cash rules in any and all ideas the devs have when making changes to the game, it's why TO is so broken and unbalanced at every meaningful rank.

TO will never change until every player gets on board and complains about the unfair nature in which it is run.

I would gladly make a list of all the changes that are needed to make TO way better than it is now, from the shop, the terrible MM, the useless garage, XP/CRY ratio, etc,etc.

And the game economy would not be affected by the changes i would put in place.

I would start by scrapping the above mentioned OP updates. No nerf, just a straight scrap job. They are a major problem and need removed asap.

A reworking of the hulls would also be done. Light hulls have speed advantage over heavy hulls, and therefore their weight and power should not as they are in some cases be more than the next bigger (heavier hull) in the garage.

So many changes need to take place before TO becomes a balanced and fair game for the majority of players.

I used to play on 5 seperate accounts of which 3 have not been used in months. Reason, XP/CRY ratio. No way i'm going to rank before i have acquired the next level of protection.

There would also be no more XP boost for any player below legend rank. This is a major factor in new legends with diabolical G/S that at times does not even surpass 7K, i have seen lower, the lowest being just over 2K.  2K for a legend is just insanely low, and it's all down to the boosted funds, and the XP being way more than the CRY you earn in battle for at least 75% of battles completed.

These are just a few of the IMMEDIATE changes that are needed to BALANCE the game out, and to give the majority of players a better chance in battle against the fortunate few who can pay their way through every rank, and acquire every OP update that is brought out.

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41 minutes ago, MysticBlood said:

Because the spectrum modual protectects from all turrets instead of just 3 

 

Methinks you miss my point.

I no full well what it gives them, and it's way more than any 22%.

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how is taking the 25% damage reduction from all 17 forms of damage and putting it towards only three forms of damage using protection modules of the players choosing, unbalanced?

it doesn't even have to be 90%

just getting rid of the 25% protection from all 17 forms of damage (including juggernaut and afterburn status effect) and having it only boost your modules to 75% is good enough. (which is what it is right now)

don't you people get fed up with the most common hull in the game blowing you away over and over again from a distance in less than 2 seconds? even with a 50% module on, that time goes up to only 3 seconds and at the same time you loose control of your tank and aim because the triple impact force viking overdrive provides

I hope everybody knows that, excluding vulcan and the three melee turrets, viking overdrived turrets get 6x the damage per second for 7 seconds

if 90% is SOOOO unbalanced why is 20 second titan shield in the game? hornet overdrive is trash, so maybe titan shield should be trash too?

and no one cares about all the defender drone hoppers zooming in and out of their enemy's bases with flags and scoring goals?

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and dont talk about viking overdrives slow reload time. If 3/4 of the enemy side uses viking then it stacks really bad. Add a dictator and it is even worst.

4 ways to boost viking overdrives slow reload time:

dictator

orange box

booster and overdrive drone

-----

sometimes I use dictator plus overdrive drone and a turret that nobody has a module on from like striker. If all the little kid vikings are smart enough to come over to me and get 50% overdrive from my overdrive, man it is a massacre 

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13 minutes ago, master_howitzer said:

I hope everybody knows that, excluding vulcan and the three melee turrets, viking overdrived turrets get 6x the damage per second for 7 seconds

With or without DD?

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14 minutes ago, master_howitzer said:

hornet overdrive is trash, so maybe titan shield should be trash too?

Titan shield is Trash.

6 overdrives ignore or disable Titan shield - one of them being the "trash" hornet.

Lots of battles I place the dome only to get AP status 2 seconds later or the dome is just disabled by Hunter or another bloody Titan.

With 12 tanks per side on many maps there's always an enemy ready to disable it or punch through it.

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On 1/27/2021 at 7:05 PM, 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, 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 +25 percent) meaning more time

I just don't think it is a good idea. There is no point for having boosted damage if the charge shot delay is that long, and there is a time limit for the shot. It makes this Augment very complicated, and in my opinion, should just be left alone. If you really want to rework this Augment, make it as powerful as LCR (or even better), but an even longer standard reload. 

A boosted damage Railgun with a crap reload, but is rewards for another shot if you manage to kill someone. With the introduction of Armor-Piercing, it would help Railgun one-shot more players, making an interesting combo with Hornet or Wasp.

Again, I think Death Herald Compulsator is fine how it is, but above is just a suggestion.

Edited by yellowghetto

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1 minute ago, yellowghetto said:

I just don't think it is a good idea. There is no point for having boosted damage if the charge shot delay is that long, and there is a time limit for the shot. It makes this Augment very complicated, and in my opinion, should just be left alone. If you really want to rework this Augment, make it as powerful as LCR (or even better), but an even longer standard reload. 

A boosted damage Railgun with a crap reload, but is rewards for another shot if you manage to kill someone. With the introduction of Armor-Piercing, it would help Railgun one-shot more players, making an interesting combo with Hornet or Wasp.

Oops too long delay should make it 15?

 

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1 minute ago, MysticBlood said:

Oops too long delay should make it 15?

 

It would make more sense. A 25% shot delay nearly takes up your 3 second boost, which is literally Booster Drone. Not to mention, driving, repositioning your tank.

Edited by yellowghetto
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Just now, yellowghetto said:

It would make more sense. A 25% shot delay nearly takes up your 3 second boost, which is literally Booster Drone.

There changed it to 15 percent delay

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22 hours ago, master_howitzer said:

What if defender drone didn't boost your armor, but instead boosted your protection modules?

Right now if I use my fully upgraded defender drone and fill all three slots with fully upgraded protection modules, the turret that I have a protection module on from shoots me and gets 25% of their damage. EVERY other turret INCLUDING juggernaut, mines, and afterburn status effect only gets 75% damage. There is like what, 17 different forms of damage including afterburn damage? So right now, fully upgraded defender drone players are only taking 25% damage from 3 things, and they are taking 25% less damage from the other 14 forms of damage in the game for ALL 7 MINUTES OF THE MATCH

With my idea, fully upgraded defender drone would add 40% to the 50% modules giving the player 90% protection from the ONLY three turrets (or mines) of their choosing. (no protection from juggernaut or afterburn damage)

Just think about what it is right now. -------> Defender drone cuts your damage down to 25% with modules and 75% against all other damage including juggernaut and afterburn.

VS

90% protection with a fully upgraded defender drone and modules from ONLY three things, and of course, DA is always on if you use your supplies correctly.

think about this: a firebird protection module doesn't do anything to firebird afterburn anymore

think about this: there are hull augments against hornet and hunter overdrive, but nothing to protect you against the most common over powered hull's overdrive, VIKING

Do you die to viking overdrive while in titan shield? NO because you have 90% more armor from everything while under that shield! 

Is no one fed up with all those hoppers using defender drone in rugby and CTF?

What about Helpers always using defender drone? With this idea, those helper modules using 20-25% modules from every form of damage would be nerfed a little from 45-50% protection down to 38-45%

Module percentage x .8 added back to the percentage

Just looked at the first sentence. Disappointed.

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I don't understand what you mean or what you want, you want to nerf Defender or Buff it or what

90% against the protections modules is such a trash thing, what if the Defender user was continuously changing the protections while in the game!!! So he will be a invulnerable against the most effective 3 players in the enemy team or more.

I'm the one who love to change protections continuously while in the game, so if I use Defender with your idea I will be really OP.

On 1/31/2021 at 10:29 AM, master_howitzer said:

think about this: there are hull augments against hornet and hunter overdrive, but nothing to protect you against the most common over powered hull's overdrive, VIKING

Nope, Viking OD is really slow in charging. And it my get interrupt by Hunter or Hopper very easily, and it's such a trash (or very weak) with: Vulcan - Shaft and many turrets Augments. And it can easily kill its user by Splash-Damage.

In real the most overpowered overdrive with no doubt is Hopper. And it's the fastest charging OD also.

On 1/31/2021 at 10:29 AM, master_howitzer said:

What about Helpers always using defender drone? With this idea, those helper modules using 20-25% modules from every form of damage would be nerfed a little from 45-50% protection down to 38-45%

Oh here you gave us a dilemma by yourself

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6 hours ago, asem.harbi said:

And it can easily kill its user by Splash-Damage.

I hardly ever see this.  And believe me, I try as hard as I can to get close.  But most of the time I die before I get to reasonable range.  And when I do, the viking somehow survives - it's almost like they are not taking any of the bonus damage.

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@asem.harbi wow, just wow. You only chose to read like half of what I said. I did a second message about why viking overdrive's long reload time gets shorten by 4 different things and you ignored it completely and only quoted the first thing I said about viking overdrive.

And about you module switching: if one side only uses rapid fire railgun, rapid fire thunder, and auto cannon for mouth breathing little kids, then maybe they deserve to loose hard against smart players like you switching modules all the time.

And have fun playing with defender drone helpers on your side loosing points to them, or against them not being able to get them outta your base while you get spawn killed because they don't die. I always leave the battle immediately if I see one.

and it is a good thing shaft's arcade shot doesn't have good range because it shoots as fast as smoky or even faster with that stupid alteration

and you are wrong about hunter overdrive beating viking overdrive, because of the delay, range, stun time of three seconds of hunter overdrive vs 7 seconds of viking overdrive, unlimited range depending on the turret and the fact that viking overdrive blows you away in less than 2 seconds and in 3 seconds if you have a module on. (I'm repeating myself) Does hunter overdrive turn viking overdrive off completely? NO

@wolverine848 viking overdrive makes your turret shoot three times as fast and adds an extra 100% damage to it, plus the player puts a DD on adding another 100% damage (excluding vulcan and melee turrets) and this rule doesn't apply to magnum for some reason.

and nobody uses hornet anymore. That AP immunity reward in the past challenge for viking was the nail in the coffin for hornet. and if you do get hit by it, its only for 5 seconds. titan survives 5 seconds without armor most of the time. the other overdrives have no range or have unusable delay, so maybe stop putting your kid shield overdrives in their base or in front of the enemy with overdrive ready. Are you blind? can you not see the star above the enemy tanks? putting the shield generator behind a wall is a nasty trick to shut out hunter

I'm just going to say it one more time the difference in damage protection between 75% and 90% is minor. And it doesnt have to be 90% leave it at 75% just get rid of the 25% protection from 17 forms of damage. that would be better than no change.

Oh oh oh oh oh better yet, change it back to the oldest defender drone mechanic! yeah yeah yeah 5 seconds of 300% to survive viking overdrive! what I originally bought it for.

Can everybody read their message back to themselves and make corrections before replying so I can understand better? Thanks

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21 hours ago, master_howitzer said:

how is taking the 25% damage reduction from all 17 forms of damage and putting it towards only three forms of damage using protection modules of the players choosing, unbalanced?

Because that will make Falcon/Owl/Griffin modules even more abundant. And makes those 3 even more worthless.

21 hours ago, master_howitzer said:

Don't you people get fed up with the most common hull in the game blowing you away repetitively from a distance in less than 2 seconds? Even with a 50% module on, that time goes up to only 3 seconds and at the same time you loose control of your tank and aim because the triple impact force viking overdrive provides

Nope. Hornets are annoying when they have that OD on.

Edited by FrozenRailgun
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21 hours ago, master_howitzer said:

if 90% is SOOOO unbalanced why is 20 second titan shield in the game? hornet overdrive is trash, so maybe titan shield should be trash too?

Because Titan Dome is not permanent and have almost all possible counters.

21 hours ago, wolverine848 said:

6 overdrives ignore or disable Titan shield - one of them being the "trash" hornet.

 

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@master_howitzerYou know why this idea is unbalanced. If you were to add defense  to the moduals, the protections would add about 90% protection to 3 moduals at the same time and most likely for Railgun, Gauss, and Shaft . This would make the turret balance thrown off for one. Two have you seen the broken defense the defender has if you paired a defender with a 50 50 50 modual and maxed defender it would have already added up to almost 82% protection. As a Railgun user, I use large-caliber rounds, now take the 50% protection plus the maxed defender drone its about 82% protection, now when I use large caliber rail apparently I only do 260- 300 damage even-though my rail is mk8 and if I use double damage I would only dent a 400-600 and that is with the way defender-drone is now. Now try picturing a titans dome with defender, it cuts the damage and now i would only inflict about 60-75 damage and with double damage its about 160 damage. Overall if this idea is implemented it would throw all the turrets balance out the window like @FrozenRailgun said. 

Edited by MysticBlood
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I forgot to mention this can be applied to any modual. I just used railgun as an example and falcon modual.

Edited by MysticBlood
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2 hours ago, master_howitzer said:

and nobody uses hornet anymore. That AP immunity reward in the past challenge for viking was the nail in the coffin for hornet. and if you do get hit by it, its only for 5 seconds. titan survives 5 seconds without armor most of the time. the other overdrives have no range or have unusable delay, so maybe stop putting your kid shield overdrives in their base or in front of the enemy with overdrive ready. Are you blind? can you not see the star above the enemy tanks? putting the shield generator behind a wall is a nasty trick to shut out hunter

Well you are mister grump today - who kicked your dog?

Hornet AP lasts more than 5 seconds.  And you conveniently leave out the part where it's the entire enemy team that can contribute toward the Titan's death.

It's not hard in Legend battles for 1 (OR MORE) enemies to do a total of 4000 damage in under 5 seconds.

Hunter and another Titan disable the dome entirely.

On smaller maps or in Siege a Mammoth inside the dome will kill the titan.

Wasp can kill the Titan in the dome - it needs to get there but once inside it's game over.

I know how the dome works.  Maybe you have another account that uses Titan but the account your posting from does not.  So get off your high horse for a while.

 

 

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