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Let's Discuss Game Balance


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12 minutes ago, Yveltal9 said:

And now in battle, what I see is that they nerfed railgun and they completely forgot about smoky's alteration which has still their fire rate increased during viking od and it's unfair, especially if you're using it against JGR, they're nerfing my alt, but smoky, they didn't even touched it ?

So here's the deal. Incendiary Railgun did not always have such a high firing rate with Viking's Overdrive. That only changed in November where it became broken for no reason with Viking's Overdrive along with the other status effect Railguns. It appears in those 3 months you already got fully accustomed to that power and now that it is restored to what it should have been, you are indignant. 

 

I don't think it is wise to compare a status Railgun with Viking's Overdrive to anything else. It was made unnecessarily powerful with Viking's Overdrive for a short while and now it is back where it rightfully belongs - on par with the other Railguns. And consider that Smoky has sharp damage dropoff over range while Railgun does not have damage dropoff. 

 

Anyway, yes Smoky is very powerful right now, but I do not see the reason for both the firing rate and damage to be reduced with Viking's Overdrive. One or the other but not both. 

 

17 hours ago, Yveltal9 said:

These changes will be applied for the alteration : paralyzing rounds

I don't see why this has to be nerfed. 

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On 12/14/2021 at 8:03 AM, It_Aint_Too_Late said:

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. 

I fail to understand why the critical damage of freeze hasn't yet been considered.

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On 1/17/2022 at 11:31 AM, TheCongoSpider said:

now it is back where it rightfully belongs

Stun Striker is rightfully at the top of the food chain and if it ever gets dislodged from that spot I will complain about it for several months before jumping onto the next uber tier augment.

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The augment is lacking in Matchmaking and the only reason I hadn't asked for a buff for it was because I had it in my mind that Round Stabilisation and Assault Rounds were designated Esports augments. Round Stabilisation's predicament is understandable given the changes that happened to Stock Railgun's normal and critical damage and the popularity of XP/BP, but not for Assault Rounds. As I saw in a thread recently, Spy mentioned that eSports was not taken into account when making balance changes. 

 

Near hitscan speed, but none of the very valuable critical hits. Increased impact force, except half or more of the shots do not deal impact force to the enemy. No critical hits have it even worse off with the recent range and weak damage nerfs. 

 

My suggestion is to increase the maximum and minimum damage range of Assault Rounds by 50%, and increasing the shot damage by 5%. Weak damage stays the same at 25%. This gives it something to compensate for the removal of the critical hits and to better make use of the fast projectile speed. 

 

Edited by TheCongoSpider
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Sledgehammer has received far too many penalties recently with the Thunder reload nerf, the removal of its crits, and the range nerf that hit Sledgehammer especially hard because of its unique mechanics.

To counter these and make people remember why Thunder was such a popular turret before the nostalgia kicked in, I suggest the following changes to Sledgehammer:

Increase in reload reduction from -25% to -35%
Range of Max Damage reduction reduced from -95% to -50%

All the other parameters of the augment will stay the same as before.

In essence, this turns Sledgehammer from being an augment that's only mildly stronger than the unplayable stock Thunder at close range and a hilariously pitiful peashooter at mid and long range into a close to mid range only powerhouse, like it was meant to be.

It will be doing 750+ damage (four shots to kill a medium hull) from 0 meters to 47 meters, 667+ damage (three shots to kill a light hull and six shots to kill a heavy) from 47 to 59 meters, 600+ damage (five shots to kill a medium hull) from 59 to 67 meters, and 500+ damage (four/six/eight shots to kill a light/medium/heavy hull respectively), with a reload time of 1.495 seconds at mk8.

I think this buff isn't excessive - in fact, my proposed Sledgehammer is slightly worse than the other strongest epic augments of the other mid range turrets sit right now (Missile Launcher "Hunter", Adrenaline Smoky, and Adrenaline Vulcan), which should still hopefully be enough to help Thunder players compete like they used to.

Edited by Abellia
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6 hours ago, Abellia said:

Sledgehammer has received far too many penalties recently with the Thunder reload nerf, the removal of its crits, and the range nerf that hit Sledgehammer especially hard because of its unique mechanics.

To counter these and make people remember why Thunder was such a popular turret before the nostalgia kicked in, I suggest the following changes to Sledgehammer:

Increase in reload reduction from -25% to -35%
Range of Max Damage reduction reduced from -95% to -50%

All the other parameters of the augment will stay the same as before.

In essence, this turns Sledgehammer from being an augment that's only mildly stronger than the unplayable stock Thunder at close range and a hilariously pitiful peashooter at mid and long range into a close to mid range only powerhouse, like it was meant to be.

It will be doing 750+ damage (four shots to kill a medium hull) from 0 meters to 47 meters, 667+ damage (three shots to kill a light hull and six shots to kill a heavy) from 47 to 59 meters, 600+ damage (five shots to kill a medium hull) from 59 to 67 meters, and 500+ damage (four/six/eight shots to kill a light/medium/heavy hull respectively), with a reload time of 1.495 seconds at mk8.

I think this buff isn't excessive - in fact, my proposed Sledgehammer is slightly worse than the other strongest epic augments of the other mid range turrets sit right now (Missile Launcher "Hunter", Adrenaline Smoky, and Adrenaline Vulcan), which should still hopefully be enough to help Thunder players compete like they used to.

I think sledgehammer doesn't need a buff, thunder needs it. Right now it's a less effective striker. 

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4 hours ago, mjmj5558 said:

I think sledgehammer doesn't need a buff, thunder needs it. Right now it's a less effective striker. 

Currently the planned buff for Thunder seems to be to give it effectiveness through its criticals, and Sledgehammer is the only augment that doesn't benefit from that. I'd rather not suggest anything for the other augments since they probably have something planned already for them, but if they go through with those plans Sledgehammer will be left behind. I'm just suggesting something to keep Thunder playable while they're still working on the critical mechanics and so Sledgehammer can stay relevant after said critical update.

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11 hours ago, Abellia said:

Currently the planned buff for Thunder seems to be to give it effectiveness through its criticals, and Sledgehammer is the only augment that doesn't benefit from that. I'd rather not suggest anything for the other augments since they probably have something planned already for them, but if they go through with those plans Sledgehammer will be left behind. I'm just suggesting something to keep Thunder playable while they're still working on the critical mechanics and so Sledgehammer can stay relevant after said critical update.

How can you be so sure that the devs are "planning to buff thunder"?

Maybe they're planning to leave it as is?

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1 hour ago, BruhBruhThingThing said:

Yes, I did read it. It seemed they have made alot of changes to it. But again, how is that relevant?

Now, what do you think about the buff proposal?

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1 hour ago, Abellia said:

Now, what do you think about the buff proposal?

I honestly don't really care about the buff proposal, I just want to know why you think that the devs are "planning to buff thunder".

So far, you've been ducking and dodging my question.

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Just now, BruhBruhThingThing said:

I honestly don't really care about the buff proposal, I just want to know why you think that the devs are "planning to buff thunder".

So far, you've been ducking and dodging my question.

I honestly don't care about answering your question for the third time. Now, what do you think about the buff proposal?

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1 minute ago, BruhBruhThingThing said:

So you have no intention of engaging in a civilised discussion? Well that's unfortunate.

I don't feel like digging through my old responses to you to find what I said twice before, I just want to know what you think of the buff proposal, aka what I created the topic for.

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Sounds like a good idea, Thunder has been gradually weakened, change by change (most notably with the recent splash damage nerf), while most others have gotten stronger, and has ended up the worst turret.

As for the Sledgehammer augment, taking away critical strikes from it (with Thunder's new template), was totally unnecessary. This augment was already so weakened, and now it is a weak augment for a weak turret. It is however an interesting augment, changing Thunder's playstyle - and having a diverse range of augments for each turret that are viable helps keep gameplay fresh and interesting. So I would want to see a buff for Thunder in general of course, but I would also like to see improvements to the Sledgehammer augment. With Thunder in its current state, these might be good changes.
 

On 1/21/2022 at 1:35 PM, Abellia said:

Currently the planned buff for Thunder seems to be to give it effectiveness through its criticals,

Unfortunately, while I would be pleasantly surprised to be wrong, I don't think that there is any planned buff for Thunder :( That would be logical and all (Thunder being the worst turret by far), but since when have the developers been logical? From comments lead developer Opex-Rah has made about Thunder (that it is the "simplest" turret - and I forget what else he said, but didn't sound like he has much interest in Thunder), and the fact it has received nerfs despite already being the worst turret for a long time - I genuinely think he has a dislike for Thunder. So, I am afraid I expect Thunder to be the punch bag of turrets for some time to come.

Maybe the developers will finally get some sense into them, and give Thunder the buff that it deserves - but I wouldn't hold my breath.

Edited by DestrotankAI9
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Suggestion: please lower the EMP  supply disable frequency of smokey.

 

Given the firing rate of smokey it's supply disable from emp is too frequent.........every one is playing using this alt, and its super annoying. 

I've despised this alt from the beginning because it wastes supplies that are not easy to come by....it's like taking crystals from you wallet.  for low firing rate like gauss it was barely tolerable as it's expanded to other turrets.  it's gotten supremely annoying. 

I have a few turrets with EMP and refuse to play them as it's just such a douche alteration. 

The game was better without this one in particular.   

The other alts just need a repair box to recover from .....EMP needs 4 supplies to recover from. 

The proliferation of EMP and armoured piercing has made the game really frustrating as you can't pick a hull that defends both and each of them are a death sentence.

 

 

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38 minutes ago, DestrotankAI9 said:

Unfortunately, while I would be pleasantly surprised to be wrong, I don't think that there is any planned buff for Thunder :( That would be logical and all (Thunder being the worst turret by far), but since when have the developers been logical? From comments lead developer Opex-Rah has made about Thunder (that it is the "simplest" turret - and I forget what else he said, but didn't sound like he has much interest in Thunder), and the fact it has received nerfs despite already being the worst turret for a long time - I genuinely think he has a dislike for Thunder. So, I am afraid I expect Thunder to be the punch bag of turrets for some time to come.

Maybe the developers will finally get some sense into them, and give Thunder the buff that it deserves - but I wouldn't hold my breath.

Yeah I too seriously have my doubts that thunder will get buffed. I mean last time I played, it was one of the most popular turrets in the game.

And since many probably already have thunder maxed out, its useless to the devs in terms of making a profit off of it. That's why they literally ruined it, so they can force thunder players to buy other stuff, thus profiting from it.

That's one of the main reasons why I stopped playing this game. They keep messing with our equipment to gain profits from it.

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I really hope thunder gets a buff. I'm a loyal thunder + viking user since 2014 and now thunder is just plain terrible. I've resorted to using twins sometimes(w/ vaporizer) but I'd really love some buffs for thunder.

 

On the bright side, Thunder hasn't gotten its HD skin yet. Perhaps devs will adjust Thunder(And add new augments) once thunder gets the HD model.

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