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5 minutes ago, FrozenRailgun said:

I made a mistake for that. I was meant to say that HC should keep its 6 seconds charging time while stock retain its 4 seconds.

So would HCs be just a direct augment? After some thought, I don't think there are any particularly huge issues with HCs being a direct upgrade to stock in that it just can charge longer for more dmg (33% slower charge and 33% more damage, so it peaks at 4000 over 6 seconds instead of 3000 over 4, same charge/sec), as Adrenaline, Healing Emitters, Short-Band Emitters, and Armor-Piercing Sight all have pretty much the same deal going on with their sniping shots.

Edited by Abellia

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Shaft.png Shaft
Мk1 | MU Icon.png
Мk2 | MU Icon.png
Мk3 | MU Icon.png
Мk4 | MU Icon.png
Мk5 | MU Icon.png
Мk6 | MU Icon.png
Мk7 | MU Icon.png
Мk7+
Rank Available From
Master Corporal
First Sergeant
Warrant Officer 2
Third Lieutenant
Lieutenant Colonel
Major General
Marshal
Marshal
Crystal.png Price of Modification
750
7 000
18 000
40 000
80 000
112 000
150 000
456 000
Upgradable Parameters
89f9090f.png Min damage sniping mode (hp)
380.00
497.06
499.71
543.24
597.65
630.29
662.94
750.00
89f9090f.png Max damage sniping mode (hp)
1650.00
2038.24
2183.82
2377.94
2620.59
2766.18
2911.76
3300.00

 

The regular damage is not too bad for each rank of Shaft. The Sniping Mode, if it charges all of its power before shooting, can defeat a Light Hull easily without Double Damage.

With DD, it can defeat a Medium Hull. But if we have Shaft Protection and Double Armor, we can survive at least a Sniping shot. Then we can heal with Repair Kits, and won't get Sniped again because we'll move away from its visual shooting range.

But it would be nice to lower the Shaft's Sniping damage. It's a lot at Mk7+!

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On 6/24/2021 at 5:56 PM, kydapoot said:

But, the whole* point of Shaft is to be able to one-shot a medium hull - it can (and always has been able to, afaik) do that at any level, provided its modification and supplies roughly stack up to those of the enemy hull. That's what makes it so cool to play with.

Shaft was unable to one-shot medium hulls besides Hunter for at least two years until it received a damage buff in 2017. I think it was more interesting to use back then because of the variable reload time and greater gun depression and elevation angles.

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I think a better to solve this is to tackle camping first. I do remember when SporkZilla suggested that campers should have their OD charging point cut by half. This gives me the idea of reducing their reload speed as well?

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On 6/25/2021 at 10:00 AM, FrozenRailgun said:

I don't know what else to say.... 

@Tanker-Arthur Come here to discuss how should we rebalance Shaft. 

Sorry, I was a bit inactive on the forum for a while.

 

Here's my take:

Default Shaft should deal 3,000 Damage at Mk7 20/20. 

  • Originally did 3,300 Damage.

This is an overall nerf to Shaft, but it was really annoying that Shaft even without High Capacitors could one-shot medium hulls that were several modifications higher than it. It's especially misleading now that we are to judge someone's strength by GS, and so I always get confused when the player who has like 2 or 3,000 lower GS than me end up one-shotting me without HC.

 

 

Heavy Capacitors increases damage by 50% (4,500 Damage). Charge rate increased by 33% (6 Seconds). But now, it also reduces your horizontal and vertical aiming speed by 50%.

  • Originally increased damage by 25% and did 4,125 Damage 
  • Originally did not affect rotation speed.

So Heavy C got a big damage buff. Previously, it could one-shot every hull, and it still can, but easier. The 50% damage increase also negates damage lost when default Shaft got it's damage reduced. However, to make sure the big damage buff isn't too easy to use, and in accordance with the name "Heavy Capacitors", I made the turret heavier by reducing it's rotation speeds while aiming. Honestly, since most people use medium hulls in battles, this alteration's main use nowadays is to bypass medium-leveled Protection Modules. And now, this alteration will one shot any medium hull even if they have 33% Shaft Protection or lower. The cost is, it will be a bit harder to lock onto moving targets.

I know 4,500 damage is a bit much, so feel free to say it needs to be reduced.

 

Light Capacitors decreases damage by 33% (2,000 Damage). Charge rate decreased by 33% (2.68 Seconds). In addition to boosting horizontal aiming speed by 100%, it also increases vertical aiming speed by 100%.

  • Originally decreased damage by 25% and did 2475 Damage
  • Originally boosted charge by 50%, down to 2 seconds of charging per shot
  • Originally only boosted horizontal aiming speed by 100%.

Basically, since damage and charge speed are reduced by 33%, but not the turret reload speed, Light Capacitors actually has less Damage Per Second output as Default Shaft. Which is overall, a damage nerf. Also, it cannot one-shot most matchmaking medium hulls. However, to compensate, it makes the turret much "lighter" when sniping by now allowing easier aim onto targets, both horizontally and vertically, which should allow Light Capacitors to work "better" against targets that have managed to come close and start circle-strafing the tank.

 

I don't know, but those are my ideas on Shaft.

Edited by Tanker-Arthur
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10 hours ago, Tanker-Arthur said:

Default Shaft should deal 3,000 Damage at Mk7 20/20. 

  • Originally did 3,300 Damage.

This is an overall nerf to Shaft, but it was really annoying that Shaft even without High Capacitors could one-shot medium hulls that were several modifications higher than it. It's especially misleading now that we are to judge someone's strength by GS, and so I always get confused when the player who has like 2 or 3,000 lower GS than me end up one-shotting me without HC.

Ok this is fine.

10 hours ago, Tanker-Arthur said:

Heavy Capacitors increases damage by 50% (4,500 Damage). Charge rate increased by 33% (6 Seconds). But now, it also reduces your horizontal and vertical aiming speed by 50%.

  • Originally increased damage by 25% and did 4,125 Damage 
  • Originally did not affect rotation speed.

So Heavy C got a big damage buff. Previously, it could one-shot every hull, and it still can, but easier. The 50% damage increase also negates damage lost when default Shaft got it's damage reduced. However, to make sure the big damage buff isn't too easy to use, and in accordance with the name "Heavy Capacitors", I made the turret heavier by reducing it's rotation speeds while aiming. Honestly, since most people use medium hulls in battles, this alteration's main use nowadays is to bypass medium-leveled Protection Modules. And now, this alteration will one shot any medium hull even if they have 33% Shaft Protection or lower. The cost is, it will be a bit harder to lock onto moving targets.

I know 4,500 damage is a bit much, so feel free to say it needs to be reduced.

This is NOT fine, as someone who used Shaft for 414 hours . I would rebalance HC by increase the damage by 40% (this was your original numbers BTW).

I would not add horizontal and vertical aiming penality. Here is why, this encourage camping and thus causing more Eagles flying everywhere when they are already sighted fairly often. We want to encourage dynamic gameplay as possible as camping is already a big issue, and you just made HC a camping auggy.... :/

 

10 hours ago, Tanker-Arthur said:

Light Capacitors decreases damage by 33% (2,000 Damage). Charge rate decreased by 33% (2.68 Seconds). In addition to boosting horizontal aiming speed by 100%, it also increases vertical aiming speed by 100%.

  • Originally decreased damage by 25% and did 2475 Damage
  • Originally boosted charge by 50%, down to 2 seconds of charging per shot
  • Originally only boosted horizontal aiming speed by 100%.

No. This will discourage Shafters using Light Capacitors and use its Heavy counterpart to camp even more, LC gets nerfed but HC gets buffed? That is not right....

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I am suggesting that the boosted armor of defender not affect any heating effect. The original armor would but the extra 30-100 would not. I mean getting 20 damage for flame is pretty unfare.

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@TheCongoSpider, since you asked for my opinion of thunder and have given me a reasonable amount of time to try it, I'm gonna tell what I think of it.

 

First tried it on crusader, lets just say it does ok with that hull, shall we?

 

On Viking it still does really good.

On my main, I have adrenaline alt, for thunder, and heavyweight construction alt for Viking equipped. Did super well in about 4 battles with those alts.

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On 7/10/2021 at 10:49 AM, artc said:

I am suggesting that the boosted armor of defender not affect any heating effect. The original armor would but the extra 30-100 would not. I mean getting 20 damage for flame is pretty unfare.

You can't have 1 particular source of damage ignore the Defender.  Game is not set up for specifics like that.

Maybe your target had HR hull module.

And did you know that 20 damage is per tick?

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I mean, Defender Drone resists all damage, including Burning.

So that reduces burning by 50% from the regular Boosted Armor, and another 50% resist from Defender Drone's defense.

So burning is 1/4 to a player with max Defender Drone. 

 

Plus, if a player has Max Heat Resistance, then it resists burning by another 50%.

This makes burning 1/8 of regular damage by an enemy that causes the burning effect!

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On 11/17/2015 at 1:27 PM, dataDyne said:

Not really anything to do with balance, but I've always found the names of hulls/turrets a bit ridiculous and childish.

They didn't put much thought behind it.

Well, at least they are easy to remember. And they do sound cool, such as "Striker", which is actually the name of a real life anti-tank missile carrier tank.

 

And "Vulcan" has a real life gun counterpart, the Vulcan M61 Rotary Cannon. It's mostly mounted on fighter jets but I did see a video of people equipping it onto a Tank....and a Toyota Prius.

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On 4/27/2021 at 1:04 PM, At_Shin said:

 

 you will stun the enemy and then shoot them once or twice again (because they cannot move) and then soon enough you will get another critical shot, stunning them once again. 

 

kind of like the stun rounds for the striker?

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For all those hating on viking, can it dominate and end battles on it's own in half the battle time.

We all no the answer.......NO.

Wonder which OP hull can do all that and on a very regular basis? 

Ooops, missed out the flying part and camping on top of buildings and stunning you and setting you on fire, all at the same time. Never seen a viking do any of that. 

Edited by G-92
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20 hours ago, G-92 said:

For all those hating on viking, can it dominate and end battles on it's own in half the battle time.

We all no the answer.......NO.

Wonder which OP hull can do all that and on a very regular basis? 

Ooops, missed out the flying part and camping on top of buildings and stunning you and setting you on fire, all at the same time. Never seen a viking do any of that. 

Viking CAN dominate battles by wiping out a whole team. Sure, it doesn’t end battles quickly because it’s not objective based(except for TDM and TJR) but I’d rather have a dominating item end battles quickly (Hopper/Crisis) than having to suffer for 7 minutes (Viking)

Edited by GrayWolf8733
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33 minutes ago, GrayWolf8733 said:

Viking CAN dominate battles by wiping out a whole team. Sure, it doesn’t end battles quickly because it’s not objective based(except for TDM and TJR) but I’d rather have a dominating item end battles quickly (Hopper/Crisis) than having to suffer for 7 minutes (Viking)

Never once seen a viking wipe out a whole team. Viking is weak in the overdrive department because it takes it forever to charge up.

Vikings overdrive imo is crap and I have never had a problem with it in battle. 

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99% of the time I use titan mk8, defender mk8 and magnum / twins mk8. When I unequip defender I notice the difference straight away. It's almost essential.

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Just now, ghost-guns said:

99% of the time I use titan mk8, defender mk8 and magnum / twins mk8. When I unequip defender I notice the difference straight away. It's almost essential.

Huh?

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On 7/22/2021 at 12:16 AM, At_Shin said:

yeah, exactly. Plus, it can stun a group of enemies at once - definitely painful for the target if they do not have stun immunity. I got it from last challenge tier 48. I use it with mammoth - stun the target and then drive into them - easy kill.

so why isn't it been nerfed? 

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