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Let's Discuss Game Balance


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On 2/18/2021 at 11:11 AM, die3458 said:

the most fun turret, but also the worst turret at the same time.

striker does not live up to its name.

I have always been a fan of this turret, and always will. I played it three years ago, and am still enjoying it now.

however, striker just cannot compete with ANYTHING in the current meta.

I think a striker buff is much needed.

I think, personally, that every turret needs a niche, and I think one could do wonders to striker.

striker should have the biggest splash radius for its missles in the game, or at least have an augument that does that.

the recent 5 m/s buff to the missles was just nothing. it did nothing to help the turret.

striker's problem is the lock on is way too long.

so a aoe buff should more or less compensate for the long hours you spend to lock on.

It's two sides of barrels, its rocket speed, the damage. Makes Striker challenging to play. This turret is just an inferior Gauss.

I think the best buff to Striker is to have more power saving when you are trying to lock on to someone. Just like Gauss. It makes no sense how Striker, moving slower rockets has a longer lock on, mediocre splash, and loses the lock on near instantly when some noob blocks you or you lose aim. While we have Gauss, fast lock on, instant shot, and a HUGE splash radius. 

That's why Striker is just inferior.

The same exact reason can be said about Twins, but Twins simps will not agree because of their love for the turret. This is reality. Compared to Vulcan.

 

Edited by yellowghetto
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On 2/17/2021 at 10:48 PM, MysticBlood said:

The current shaft right now has very fast reload for sniping damage inflicted which is op. For all mks

Except shaft usage in real endgame against 9999 gs players feels worse than thunder unless you pair it with booster/ap, sure it will initially be strong in the game, but all it takes is 1 change to completely shut it down, which happens more than occasionally against many 9999 gs players that get 1 shot by me, or others similarly. Many people also use medium/heavy hulls, makes light capacitors without booster feel feeble. We also have the uncommon lifeguard players too.

Shaft would be interestingly diverse to use if it was like how ThirdOnion mentioned above. It just doesn't cut the edge for any shaft player trying to be mobile. I will ignore rapid fire mode, that could use a complete sniping range shutdown to arcade range too, abominable when paired with booster compared to other turret/augs.

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I have friends that im unable to play with because they are either too low of a rank or too high of a rank compared to me, which is stupid. Instead, friend group should be determined by gear score, that way if i want to play with my lower ranked friends i just need to downtier my tank.

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41 minutes ago, Sacrifice said:

Under Review

I mean, I like the idea and I see where you are coming from. But, we also need to highly consider how matchmaking currently functions. Anyways, will get back to this soon.

I think this is a pretty good idea. 

Also, Matchmaking doesn't even work half the time.

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13 minutes ago, mjmj5558 said:

And what if i switch to a better equipment? I will be kicked?

Also, ranks exists as an indicator of skill (mainly). That's why it would be unfair to have this.

Ranks do not denote skill, experience at the game, yes.

BUT NOT SKILL. 

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Just now, mjmj5558 said:

And what if i switch to a better equipment? I will be kicked?

 

Just prevent people in groups from switching their gear in the garage.

Once you get kicked/leave the group, you can change equipment again.....but if the new GS is too high or too low, you will be unable to rejoin the group.

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2 hours ago, mjmj5558 said:

Also, ranks exists as an indicator of skill (mainly). That's why it would be unfair to have this.

Ranks are meant to indicate skill, but they don't, at all. There's enough "Legends" who still don't know how to turn their turret, despite having the highest rank. They're definitely not skillful!

Honestly, the whole ranking system in Tanki has to be reworked. It's completely broken...

Edited by Son_Goku
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5 hours ago, mubarakappa said:

I have friends that im unable to play with because they are either too low of a rank or too high of a rank compared to me, which is stupid. Instead, friend group should be determined by gear score, that way if i want to play with my lower ranked friends i just need to downtier my tank.

Pretty cool idea.

It would be nice to play with low rank tankers that I know.

But like others said above, there would be ways of making it unbalanced:

  • what if a tanker changed from 2000 GS to 8000 GS?
    • the real low ranks wouldn't like this.
    • we could make it so people couldn't change equipment during battles, but this would also cause arguments to bring back the Garage equipment change feature, (if removed.)

What you can do is:

  • let your friend know to rank up faster to your rank while you rank slower, or vice versa.
    • This way, you both can always team up in a Group together.
  • Don't forget, the last Rank is Legend. No matter what Legend you are (16, 47, ...), you can always Group together because you're still that rank!
    • My friend and I are both Legend+. We can team up whenever we want to.
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On 2/22/2021 at 7:32 PM, mubarakappa said:

if i want to play with my lower ranked friends i just need to downtier my tank.

You could remove protection modules or choose a weak hull while your turret is mk8 to achieve that GS but you still would be overpowered. Also, higher rank means more experience, more skill (well not exactly since 2020).

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I don't know why players asking a lot about Friends groups in MM, do you really guys want to play with your friend such a rush quickly matches?

I rarely play with my friends in Tanki, but when I play I don't see any meaning to play with them in MM.  MM in real is just for finishing your missions quickly with a boring way, if you want a more dynamically battles and a long-time you can play together in Pro-battles, it's way more fun and customizable.. Parkour Space, or XP/BP, or Normal battles are way more entertaining than foolish MM.

And when you end your time with your friends you can play MM alone to finish your missions quickly.

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OK... lets get one thing straight, this augment is very boring, it just changes damage and healing, and I want more than that. SO.... I have decided to spice things up.

 

Remember what the developers said about Isida when they nerfed its healing - they wanted the players to choose whether they use it as an offensive or supportive turret. This augment is supposed to promote the latter but overall I do not think its working very well because of its very boring changes.

 

Positive or pros:

+ Healing: + 90%

+ Energy consumption during healing: - 35% ( This allows more energy when healing an ally juggernaut)

+ Points received for every tank that's healed: +30%(Another new feature that persuades tankers to use the augment so they can gain more points)

+ Allows tanker to heal more than one ally at once(Supportive nanobots now come with a new radar detector. This allows nanobots to detect within a certain range* if any other ally requires hp) Now this is an interesting feature that I always wanted that may be the decision changer for some tankers. After all, if I use it to heal, I want to make the most of it)

 

Negative or cons:

- Damage: - 50%

- Energy consumption during offense mode: +25%

- *Only works in supportive mode

- *Max healing radius from the every tank that is being healed: 3 meters(The healer does not get healed using this augment)

- Time between when nanobots detect another ally: 1.5 seconds

- *Max number of tanks healed: 3(including the tank that I am healing so its only 2 extra tanks within range)

- *Hp healed for every successive secondary tank within range: -50%( So if there are three ally's within 3 meters of the ally that I am healing, the closest one gets healed next but only half the amount and so on until the max number of ally's have been reached so the furthest ally does not get healed until I heal them or someone closer to them)

- *Healing stops for every tank when the healer stops healing

 

So what do you think?

 

 

 

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6 hours ago, The_one_and_only said:

OK... lets get one thing straight, this augment is very boring, it just changes damage and healing, and I want more than that. SO.... I have decided to spice things up.

 

I just want to remind you that most of the augments change the damage/reload, or in this case, damage/healing. I don't think this augment need  any chage (even if i hear other opinions nowdays), because it's not super easy to use it, but you can get a decent score with it. Also healing multiple tanks would be OP.

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Buffing SN in its current state would be overkill. It's already near impossible to take out an Isida train all with SN and Defender, and this will just make it even more ridiculous.

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