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Let's Discuss Game Balance


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14 minutes ago, SQUISHYFACE736 said:

 

Haha its okay. I have one main for each of the four ranges all mk6 (the highest i can get) I have mk6-10 hammer and almos mk6-10 rail. Yeah i am upgrading brutus, as my crisis is draining all my supplies xD. 

 

Okay thanks ill start saving

Hmm, well I don't know if you are a buyer or not but Crisis will basically force you to buy supplies to keep it up - if you are playing regularly a free player can't earn enough supplies to use Crisis daily, without winning a looot of contests or having a totally maxed out account that only spends on supplies.

If you are a non-buyer, you wouldn't be able to afford to upgrade a drone other than Brutus, and get mk7 kits early on if you play regularly (and are therefore ranking up quite fast), but if you are a buyer you then have more options - and you could max out another drone such as Defender/Booster/Trickster or even Hyperion if you got it on a bundle. For non-buyers though Brutus is the best option, before you have a good selection of Mk7 turrets, hulls and modules.

If you already have some 6-10s then that is fine, just wait until Marshal to upgrade those to Mk7, and then getting those to Mk7 5/20 or 10/20 will be a big upgrade. Mk7 product kits for equipment that you don't have in Mk6-10 will still be good, as Mk7 modules will help a lot, and you will have more turrets in-case you get some nice augments from containers or Ultra Containers (On Crazy weekend events). If you already have Mk7 of a turret, you might want to buy corresponding Mk7 module on a 50% sale. Then once you have a good selection (lets say 5 or 6) Mk7 modules, I would start upgrading a good drone such as Defender (or even 2 if you want more variety) to use instead of Brutus when you have batteries.

Just my advice for your current position. Although if you have Crisis and are using it regularly, I suspect you have bought to some extent :p Also because I see you have an Mk7 thunder module, but no Mk7 turrets or hulls (unless it is an old account!). Good luck out there, but don't use Mk5 equipment at your rank, no matter the turret - or sadly you can expect to get owned lol.

EDIT: Oh and one more thing: Crisis generally sucks with Twins. With a few exceptions (yes there are some ways to use Vulcan with Crisis, etc.), Crisis is generally not ideal with continuous damage turrets such as Twins/Isida/Vulcan - since you can only have one supply active at a time - and when getting hit by other players you want to have double armor and double damage active at the same time. Therefore using a drone like Defender or Booster tends to work better with such turrets. If you were using Crisis and Twins, that would not have helped you to do well.

Edited by DestrotankAI9
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Just now, DestrotankAI9 said:

Hmm, well I don't know if you are a buyer or not but Crisis will basically force you to buy supplies to keep it up - if you are playing regularly a free player can't earn enough supplies to use Crisis daily, without winning a looot of contests or having a totally maxed out account that only spends on supplies.

If you are a non-buyer, you wouldn't be able to afford to upgrade a drone other than Brutus, and get mk7 kits early on if you play regularly, but if you are a buyer you then have more options - and you could max out another drone such as Defender/Booster/Trickster or even Hyperion if you got it on a bundle. For non-buyers though Brutus is the best option, before you have a good selection of Mk7 turrets, hulls and modules.

If you already have some 6-10s then that is fine, just wait until Marshal to upgrade those to Mk7, and then getting those to Mk7 5/20 or 10/20 will be a big upgrade. Mk7 product kits for equipment that you don't have in Mk6-10 will still be good, as Mk7 modules will help a lot, and you will have more turrets in-case you get some nice augments from containers or Ultra Containers (On Crazy weekend events). If you already have Mk7 of a turret, you might want to buy corresponding Mk7 module on a 50% sale. Then once you have a good selection (lets say 5 or 6) Mk7 modules, I would start upgrading a good drone such as Defender (or even 2 if you want more variety) to use instead of Brutus when you have batteries.

Just my advice for your current position. Although if you have Crisis and are using it regularly, I suspect you have bought to some extent :p Also because I see you have an Mk7 thunder module, but no Mk7 turrets or hulls (unless it is an old account!). Good luck out there, but don't use Mk5 equipment at your rank, no matter the turret - or sadly you can expect to get owned lol.

non buyer anymore. i bought a couple of lollipop packs for crisis tho. Okay thanks i have booster and def already (bought before update)

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12 minutes ago, SQUISHYFACE736 said:

non buyer anymore. i bought a couple of lollipop packs for crisis tho. Okay thanks i have booster and def already (bought before update)

Interesting :P An example of how Crisis being easily obtainable could have hurt free players (or light buyers). Yes it is a very expensive drone to use! Fun, but really expensive.

Right OK, well yes Defender and Booster are amazing when upgraded - at around 10/20 they are probably better than Brutus, when you have enough supplies to use them (slightly less damage/armor at 10/20, but the supply up-time and ability to activate 2 supplies at once makes up for it). You could perhaps upgrade Defender continuously until 10/20, and then on sale only after that - and while doing that save for Mk7 product kits and Mk7 modules (for Mk7 turrets that you already have). But you definitely want Mk7 turrets and modules ASAP - very important at your rank, and even more so as you get closer to Legend. A 10/20+ Defender or Booster drone, if you can afford that however, will help you out a lot too.

Defender is slightly better overall than Booster currently, so if you can only afford to upgrade one I would go for that one first.

Edited by DestrotankAI9
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1 hour ago, DestrotankAI9 said:

Interesting :P An example of how Crisis being easily obtainable could have hurt free players (or light buyers). Yes it is a very expensive drone to use! Fun, but really expensive.

Right OK, well yes Defender and Booster are amazing when upgraded - at around 10/20 they are probably better than Brutus, when you have enough supplies to use them (slightly less damage/armor at 10/20, but the supply up-time and ability to activate 2 supplies at once makes up for it). You could perhaps upgrade Defender continuously until 10/20, and then on sale only after that - and while doing that save for Mk7 product kits and Mk7 modules (for Mk7 turrets that you already have). But you definitely want Mk7 turrets and modules ASAP - very important at your rank, and even more so as you get closer to Legend. A 10/20+ Defender or Booster drone, if you can afford that however, will help you out a lot too.

Defender is slightly better overall than Booster currently, so if you can only afford to upgrade one I would go for that one first.

Yes haha. Yeah i will probaby save for a full mk7 kit. okay thanks

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Well, with the release of the new update where the freeze status effect temporarily disables any kind of boosted damage, the survival of freeze from it's prey is highly likely. The 400%+ critical damage given to freeze was based on ( I think) the sole purpose of giving freeze players a boost along with the freeze effect, to increase chances of survival from the enemy since the turret took a long time to finish a kill before the critical hit update. But now, since the enemy's boosted damage is disabled, freeze has 3 advantages against enemies. Namely:

1. Disabling boosted damage of enemy.
2. Freezing effect, which can be utilized effectively with proper skills.
3. The 400%+ critical damage, which occurs every 4 ticks or so. 
So this makes the turret highly efficient, or one could say, too overpowered, and needs to be balanced. 
I was thinking of buying a freeze protection module on seeing the high efficiency of freeze players in battles, but what's the point, the 400%+ critical hit is just enough to put my tank down.
And another fact I'd like to tell you is that even before this update, it took a freeze with boosted damage only 3 seconds to kill an mk8 viking with boosted armor, due to frequent of income critical damages. So freeze was overpowered before the update also, and with the tweak of the freeze status effect now, I don't have to say how overpowered this thang is.

My suggestion is: 
Bring down freeze critical hit damage boost percentage to 200%.

My suggestion may have it's own drawbacks, but that doesn't mean freeze shouldn't be balanced. 

Edited by It_Aint_Too_Late
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On 12/6/2020 at 11:21 PM, GrayWolf8733 said:

I'll admit that this thread title is a little misleading, but I'm not entirely sure what to change it to.

EMP Immunity on its own is fine to go against, but when paired with a drone like Defender, it makes killing a tank really hard to do.

My idea is a simple one, and it is to nullify any special effect provided by drones like Defender, Booster, or Lifeguard by reducing a supply to its basic state (Defender & Booster) and having no auto-rescue effect (Lifeguard).

(This was in I&S but got merged here)
Well, looks like this was actually done after all. If you use Hunter's OD on someone with EMP Immunity, the Jamming effect will get rid of the drone's special effect.(Including but not limited to Defender, Booster, and Lifeguard)

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You are absolutely correct, since the Balance update which enables Freeze to inflict 4x crit is too overpowered in every possible sense.

And now with the Boosted damage disabling update, it is literally unstoppable in close range. Maybe this can reduce the gap a bit.

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On 12/13/2021 at 6:33 PM, It_Aint_Too_Late said:

Bring down freeze critical hit damage boost percentage to 200%.

Please.

Please do this.

Freeze is now half-EMP. It makes it impossible for you to hit anything. And on top of that, it can decimate anyone in two seconds flat if you put it on top of Hornet. It's too powerful.

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15 hours ago, readyfireaim said:

Please.

Please do this.

Freeze is now half-EMP. It makes it impossible for you to hit anything. And on top of that, it can decimate anyone in two seconds flat if you put it on top of Hornet. It's too powerful.

Yep. 

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Non game is perfect. But honestly two things in Tanki makes you questioning yourself alot.    First the old impact force buff to Railgun before they nerf the scout augment have they forgot it or was it absent from their minds -- Second the current freeze state!

Freeze have been a weak turret for a long years after the big 2013 rebalance. But they now buffed it too much

Edited by asem.harbi
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Bruh they need to nerf Crisis and trickster’s speed. Long range turrets don’t have and advantage on shot range weapons anymore. You aim at the enemy tank who is at their base, one blink and they’re already  in-front of you with freezer and some ufo tank like w t 

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8 hours ago, MaliTanker said:

Bruh they need to nerf Crisis and trickster’s speed. Long range turrets don’t have and advantage on shot range weapons anymore. You aim at the enemy tank who is at their base, one blink and they’re already  in-front of you with freezer and some ufo tank like w t 

just dont snipe at them in the first place. Try helping your team instead and achieve the goal of the game

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Yeah, paladin needs a nerf. All the buyers are just forming squads using full Paladins and pretty much just steam roll the entire match. Mind you most of these buyers are not even skilled players. They just equip the best meta and play on android or mobile and spam auto aim vulcans or smoky all day. 

 

Not fun. 

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31 minutes ago, PEW_PEW_YO_MOMMA said:

Yeah, paladin needs a nerf. All the buyers are just forming squads using full Paladins and pretty much just steam roll the entire match. Mind you most of these buyers are not even skilled players. They just equip the best meta and play on android or mobile and spam auto aim vulcans or smoky all day. 

 

Not fun. 

True, want to know where is the OP - Look at the 9999GSs what switched to.  Firstly Hopper Crisis - Now Paladin Tesla . And still many argue about them - Buyers don't lie.

Though being UCs exclusive is the first suspicion one might think, people still choose to argue for more than the obvious ( old EMP Gauss).

Edited by asem.harbi
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RWXj7Ok.pngb6lNNZk.png

On 11/30/2021 at 3:46 AM, JustBlackWolf said:

Tbh with all the c-word nowdays i'd give some damage reduction to juggernauts, 20000 hp is nothing and it literally gets killed in 3-4 seconds by a hornet + freeze with OD active

This is a good example of problems with balance and the need to make it not so easy to defeat the juggernaut.  The other team was down one player at the beginning, then as the game went along we started losing players.  As expected, we lost at the end.  This snapshot was taken not long from the end.  The teams, tanks, and gameplay should be balanced more, so that players don't leave the game.  In some cases, it isn't very long with not much difference in the score and players are leaving the game.  I know balancing is difficult, but it needs to be done.  I recently saw a player dominate a game, managing to get a kill to death ratio of 68/0.  I didn't get a snapshot of that, however.  Please balance the game and make it more difficult for mults.

The second image is another game.  Two players left and were eventually replaced.  The score was 2/0, then 2/2, then players left.  We could not recover.

122520210807-AM.png

Edited by indyone
Image was deleted; want to add another image
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On 12/25/2021 at 8:14 AM, indyone said:

RWXj7Ok.pngb6lNNZk.png

This is a good example of problems with balance and the need to make it not so easy to defeat the juggernaut.  The other team was down one player at the beginning, then as the game went along we started losing players.  As expected, we lost at the end.  This snapshot was taken not long from the end.  The teams, tanks, and gameplay should be balanced more, so that players don't leave the game.  In some cases, it isn't very long with not much difference in the score and players are leaving the game.  I know balancing is difficult, but it needs to be done.  I recently saw a player dominate a game, managing to get a kill to death ratio of 68/0.  I didn't get a snapshot of that, however.  Please balance the game and make it more difficult for mults.

The second image is another game.  Two players left and were eventually replaced.  The score was 2/0, then 2/2, then players left.  We could not recover.

A few suggestions to add for balance:

1) allow only one stun shot in a multi-shot sequence or have a cool-down before the stun is activated again.  Receiving multiple stun shots in a row pretty much destroys the player's tank.

2) look at suggestions posted previously by others.  Thank you, as I look back and see some improvements have been made.

 

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It's annoying that Teslas are throwing their balls mindlessly everywhere, the game is fulled of balls. Now the damage dealt is divided on the number of people who are connected to the ball.  But my suggestion is.. From the second Tesla throw the ball, all of the damage must be divided by half even the regular damage, and if the Tesla threw a second ball the damage will be 1/3, and 1/4 for third ball. Even if the ball wasn't connected by anything.

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I think the heavy hulls have too little health to make their slower speed worth it.

I might be in minority with this opinion, but please hear me out.

The Mammoth for example have less than 1/3rd more health than Dictator beyond M1, which means that it can take only about two more (?) Smoky hits before it has lost its only advantage over Dictator (aside from how you rate their overdrives, I guess).

That to me just doesn't feel worth the slower speed, even if you camp. And while this is a cartoony game, I'd like to but don't feel like a powerful heavy tank when I play with them, like being able to lead the attack on the enemy, resist their fire, being intimidating, etc.

Also, when I play as a medium or light tank I feel less worried often about heavy tanks in the game, even if the players who use them seem skilled, because their slow speed just makes them so vulnerable and they have barely more health.

I understand that because of the supplies increasing the health would create too much balance issues between those who use supplies and those who don't, but I wonder if some other solution could be found...

Edited by qwds
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42 minutes ago, qwds said:

I think the heavy hulls have too little health to make their slower speed worth it.

I might be in minority with this opinion, but please hear me out.

The Mammoth for example have less than 1/3rd more health than Dictator beyond M1, which means that it can take only about two more (?) Smoky hits before it has lost its only advantage over Dictator (aside from how you rate their overdrives, I guess).

That to me just doesn't feel worth the slower speed, even if you camp. And while this is a cartoony game, I'd like to but don't feel like a powerful heavy tank when I play with them, like being able to lead the attack on the enemy, resist their fire, being intimidating, etc.

Also, when I play as a medium or light tank I feel less worried often about heavy tanks in the game, even if the players who use them seem skilled, because their slow speed just makes them so vulnerable and they have barely more health.

I understand that because of the supplies increasing the health would create too much balance issues between those who use supplies and those who don't, but I wonder if some other solution could be found...

Gameplay in the low ranks are much slower than they are at endgame. Your opinion may change once you reach in the high ranks where drones alter the general gameplay. 

 

Trickster/Crisis on a heavy hull is a good example of that. 

 

 

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