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Let's Discuss Game Balance


Maf
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20 hours ago, Lagnadium said:

EDIT: Apparently Smoky stunning a bit more often would pose a problem for certain game modes - but somehow a perma-stun Railgun was deemed acceptable? And not to mention the new Striker augment (stun duration 2s, -50% aiming time)?

perma-stun Railgun is NOT deemed acceptable by the general masses.

And neither is Striker-stun.

Both are ridiculous and ruin CTF, Rugby and Assault, just like a more frequent smoky-stun would be.

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21 hours ago, Lagnadium said:

EDIT: Apparently Smoky stunning a bit more often would pose a problem for certain game modes - but somehow a perma-stun Railgun was deemed acceptable? 

Railgun is a very special case, you see. ???

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On 4/27/2021 at 10:33 AM, Lagnadium said:

I just feel like all legendary augments should ideally live up to what you'd expect of a legendary augment.

I don't think you understand what container rarity works. Legendary does not mean that it is OP. It just means that it is more rare. I do have to agree, sometimes, Legendary augments are very very OP, but take a look at Rubberized Rounds for Smoky? Is it OP? No, in fact, the speed decrease might even make this augment worse than stock Smoky sometimes. Compare that to Slugger, which only costs 149k crystals and in the "Rare" category of containers. Slugger is considered one of the best augments for Hammer, some would even consider it the best.

 

On 4/27/2021 at 6:51 AM, Lagnadium said:

No, all I asked for is to remove or reduce the critical chance nerf from the augment and reduce the stun duration to make sure it isn't overpowered.

So you are saying that you want to stun your enemies more frequently but slightly decrease stun time? And still not make it OP?

Edited by yyang_tanki
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5 hours ago, yyang_tanki said:

I don't think you understand what container rarity works. Legendary does not mean that it is OP. It just means that it is more rare. I do have to agree, sometimes, Legendary augments are very very OP, but take a look at Rubberized Rounds for Smoky? Is it OP? No, in fact, the speed decrease might even make this augment worse than stock Smoky sometimes. Compare that to Slugger, which only costs 149k crystals and in the "Rare" category of containers. Slugger is considered one of the best augments for Hammer, some would even consider it the best.

 

So you are saying that you want to stun your enemies more frequently but slightly decrease stun time? And still not make it OP?

I agree that the whole way in which some common augments greatly outperform the rare ones doesn't make any sense.

Although in actuality, it may be the case that the rarer augments can be really good, but they're just more demanding in terms of skill - much like how certain turrets require a higher level of skill to operate than others.

Yes, if the stun time was reduced to one second instead of three, then I reckon there could be potential to buff the critical rate and for the augment to remain balanced.

Or... They could nerf the actual overpowered stun-based augments.

Honestly, at this point I've lost interest in further pursuing this suggestion. I guess using this augment with Hornet and Dictator overdrives is the way to go.

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Adrenaline for LCR Railgun

Hi guys

We are always comparing LCR to its traditional competitors Gauss / Magnum. And they're now are pretty close to each other with no obvious advantage for Magnum or Gauss like what it was before critical damage.

But until now LCR Railgun is suffering from a hard disadvantages compared to them. As you can equip with Gauss/Magnum Adrenaline Augment which is a pure buff for them, but you can't equip Adrenaline with LCR because it's an augment.

Augments been a fact nowadays, and every turret you want to play with you have to equip an augment. So the pure comparison is between LCR vs Adrenaline Gauss/Magnum.

So my suggestion is to buff LCR somehow or make an Adrenaline Augment for it to be a good competitor with the farce Magnum/Gauss.

Edited by asem.harbi
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Are we just gonna ignore the fact that LCR gives a massive default damage buff without needing to be on low health?

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2 minutes ago, Maf said:

Are we just gonna ignore the fact that LCR gives a massive default damage buff without needing to be on low health?

You are correct but the increase in the reload is very high compared to the boost to damage you get. 20% boost to damage is pretty low for a 60% increase in reload.

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11 minutes ago, Maf said:

Are we just gonna ignore the fact that LCR gives a massive default damage buff without needing to be on low health?

It's pretty enough. But its peers of Magnum/Gauss can have the Adrenaline Augment and their damage can reach to 30%+

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26 minutes ago, Maf said:

Are we just gonna ignore the fact that LCR gives a massive default damage buff without needing to be on low health?

Gotta disagree with you on this one, LCR's reload is just abominable right now.

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On 4/26/2021 at 7:32 PM, Lagnadium said:

 

Topic merged.

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  • Head Administrator
On 4/30/2021 at 1:46 AM, asem.harbi said:

 

Topic merged.

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On 4/30/2021 at 7:43 AM, Tanker-Arthur said:

Bruh LCR's DPS is much lower than Default Railgun's because it only boosts 20% damage but has a whopping 60% reload. WTH?

DPS, for long-range hard-hitting turrets is not as important as it is for turrets like Freeze or Isida or even smoky.

It's the ability to do a lot of damage in one (unexpected) shot that counts.  Tack an OD or augment or a drone (like booster) onto it's effects and it can one-shot tanks.  So what if it takes a while to re-load.  The damage was done (pun intended) - especially if target destroyed.

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On 4/30/2021 at 1:46 AM, asem.harbi said:

Adrenaline for LCR Railgun

Hi guys

We are always comparing LCR to its traditional competitors Gauss / Magnum. And they're now are pretty close to each other with no obvious advantage for Magnum or Gauss like what it was before critical damage.

But until now LCR Railgun is suffering from a hard disadvantages compared to them. As you can equip with Gauss/Magnum Adrenaline Augment which is a pure buff for them, but you can't equip Adrenaline with LCR because it's an augment.

Augments been a fact nowadays, and every turret you want to play with you have to equip an augment. So the pure comparison is between LCR vs Adrenaline Gauss/Magnum.

So my suggestion is to buff LCR somehow or make an Adrenaline Augment for it to be a good competitor with the farce Magnum/Gauss.

Ok guys, I wasn't too serious in this. But I was want to strict about this thing.

Adrenaline Gauss is always one-shooting me with light hulls, even with double armor. It's too strong, Magnum is the same. LCR is just a stock. I think the possible only solution is to make LCR as default Railgun, so Adrenaline will make it as powerful as Gauss. But for my honest opinion, I think Adrenaline for sniper turrets maybe maybe need a real rework. And honestly it's not maybe and it's not a rework required, it definitely should be removed.

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Any thoughts on the high capacity ammo clip augment for hammer? I've recently tried it out on test server and its pretty powerful when using a hammer mk7+. Also I looked at the wiki page and there seems to be no disadvantages when using that augment. Not sure what the devs were thinking ? 

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On 4/30/2021 at 7:43 AM, Tanker-Arthur said:

Bruh LCR's DPS is much lower than Default Railgun's because it only boosts 20% damage but has a whopping 60% reload. WTH?

Critical shot chance hits the stonks market.

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On 5/16/2021 at 2:01 PM, raze_avenger said:

Any thoughts on the high capacity ammo clip augment for hammer? I've recently tried it out on test server and its pretty powerful when using a hammer mk7+. Also I looked at the wiki page and there seems to be no disadvantages when using that augment. Not sure what the devs were thinking ? 

They removed the delayed reload time from the augment, so it is pure bonus. There are other augments that are solid (this is coming from a user whose favorite turrets are vulcan, thunder, shaft, rail, and rico). Just had a bunch of crystals and hit the Hammer on sale. Mounted on Viking with the high cap it does well. Mine is only at M7.8, but hits hard, you face few protections, and deal damage in confined areas much better than smoky and rail.

 

Edited by enri_chill
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On 5/16/2021 at 10:01 PM, FrozenRailgun said:

Critical shot chance hits the stonks market.

Yeah, but if it has the same critical chance as default Railgun, it still means default Railgun will have higher DPS than Large Caliber Rounds lol. 

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Just now, enri_chill said:

I didn't use it before. What made it "sad"? Did you prefer using it before?

That's because before, the reload penalty helped keep it balanced with Default Hammer.

 

Of course we all prefer to use good stuff, but before, it was more considerate with the game balance.

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7 minutes ago, Tanker-Arthur said:

That's because before, the reload penalty helped keep it balanced with Default Hammer.

 

Of course we all prefer to use good stuff, but before, it was more considerate with the game balance.

Some Turrets are naturally easier for me to use. The Hammer is simply not one of them. I am awful with it. I am sure in time I will figure it out. Not sure which account I am posting from, but when players know what they are doing with it, turret seems amazing.

 

If you have any tips, I'd appreciate them. 

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Just now, enri_chill said:

Some Turrets are naturally easier for me to use.

Same here. It's why we have 14 turrets to choose from and not just one lol.
We just use the ones that fit our playstyles the best.

Just now, enri_chill said:

The Hammer is simply not one of them. I am awful with it.

I actually feel ya. Hammer (and Striker) are probably the two hardest turrets in the game to use.

Hammer's actually really simple. You just point and shoot.

But enemies who use repair kits or have extra protection against the Hammer will be able to null the three-shots that Hammer normally needs to perfectly kill someone (medium hull) without having to reload. And the clip reload is somewhat punishing for Hammer because unlike Ricochet, it can't fire until the whole clip finishes reloading. And it can't reload until the clip is empty.

Also, you must make sure you hit all the pellets on the target or else you can't kill them if you miss a few pellets.

So I think that's what makes Hammer one of the hardest turrets. It's still playable. It just needs skill due to many limiting factors that turrets like Smoky don't have.

Just now, enri_chill said:

but when players know what they are doing with it, turret seems amazing.

Yeah in the recent DM mode we had (last week? I think), a lot of people at our rank were using Hammer lol. 

Just now, enri_chill said:

If you have any tips, I'd appreciate them. 

Umm...

Well, Hammer is basically a short-ranged turret, like Firebird, Freeze, and Isida. Yes, it can damage enemies at farther ranges but you won't be getting any kills unless you land all the pellets. When fighting the three actual short-ranged turrets, try to keep a bit of distance though. I'd say Hammer still has a 10-20 meter range advantage compared to Firebird before it's pellets start wildly missing the target.

In fact, just think of it as a Firebird/Freeze that shoot solid projectiles. All three turrets have a similar cone-shaped spread to their shots.

I guess the best ways to use Hammer are...

  1. Prioritize targeting players with Light Hulls. They are usually an easy two-shots and if unarmored, you can one-shot them very easily with Double Damage. Also, Hammer's impact force is it's main advantage when compared to Firebird, Freeze, and Isida, so Hammer is actually very potent against players with lightweight tanks.
  2. Steal Kills. Hammer is actually one of the best turrets to steal kills with because it does a relatively high damage and unlike Railgun, it doesn't need to warm up the turret before shooting. Thus, you can just follow a teammate around and time your shots and insta-fire when you think the enemy is weak enough.
  3. Use obstacles. Since Hammer has less DPS than Firebird and Freeze and especially Isida, it's best to make sure you are combating such turrets in areas with high amounts of buildings so that you can run and hide behind once you've fired your shot. Hammer has the advantage in situations like this because things like Firebird need to continuously shoot you in order to do big damage, but Hammer can simply just fire a blast, do all the damage it needs to in a split second, and run and hide while the shot/clip is reloading.
  4. Avoid open ground. With Hammer, it's weak to anything that basically has longer than like 30 or 40 meters of range. Which means any turret between Twins and Shaft can easily take it out due to it's poor range-damage ratio. So if you wanna combat longer-ranged turrets, make sure you sneak around in areas with lots of cover and gradually make your way to the campers.
  5. Use Viking. Viking is the best hull to pair with Hammer. First things first, Hammer has poor range, so you'll need a fast hull to catch up to your enemies. Second, Wasp and Hornet are fast, but they are too weak because Hammer doesn't have a good enough firing rate to combat Firebirds, Freezes, Isidas, and to an extent, Twinses and Ricos and as such, you'll want the 50% extra health that comes with Viking in order to somewhat stall your destruction and reload the clip if you ever need a fourth or fifth shot, depending on your enemy. Because of this, Viking, being a medium hull with decent health and having the fastest speed for a medium hull, is arguably a perfect choice. But, if you're on a map with lots of cover and cramped areas, for example, Dusseldorf, I suggest you'd use Hunter because in maps like those, you'd want better agility and speed isn't as much as a deciding factor. Viking works fine there too, but Hunter can easily slip between the buildings and such.
  6. Get rid of unneeded shots. After you kill an enemy or if you are alone and there's no one near you to shoot, then if you still have one or even two unused shots left in the clip, just fire them off into the void and force the clip to reload, so you'll have three shots available when you encounter your next target.
  7. Use Hammer's bouncing effect. Hammer's bouncing effect is actually one of the more reliable non-Ricochet bounces in the game, mainly because (1) your target is pretty close to you anyway so accuracy is much better and (2) the bouncing effect works no matter what you shoot at and what angle you shoot the object at (like Ricochet), unlike Smoky's bouncing effect (which honestly is pretty useless cause it barely works anyway). Tip: If you are near vertical surfaces, and a enemy sneaks up behind you, than while you turn your turret/hull around to fight them, you can technically shoot the wall near you at an angle and have it bounce to the enemy behind you and save yourself 1 or 2 seconds of having to fully turn the turret 180 degrees.

So yeah, that's all the tips I have haha.

 

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