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Let's Discuss Game Balance


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5 minutes ago, wolverine848 said:

Every Shot

Even if you reduce it to 2 seconds, with an augment that can be used EVERY SHOT, it can prevent anyone (except maybe wasp) from using it's OD, since all the ODs have a 1.1 second delay.  Good luck to Hunters and Mammoths that pretty much need to be in range of a Hammer to activate.

An augment neutralizing enemies ODs.  That's just stupid.

The jamming is every shot for jamming hammer and I own it and main it. Its pretty OP ngl. The duration is actually about 5 seconds per shot.. That's why I said 2 seconds so it wouldn't be too bad or the other nerf I mentioned to properly balance the augment according to the current meta. 

Edited by MysticBlood

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6 minutes ago, MysticBlood said:

The jamming is every shot for jamming hammer and I own it and main it. Its pretty OP ngl. The duration is actually about 5 seconds per shot.. That's why I said 2 seconds so it wouldn't be too bad or the other nerf I mentioned to properly balance the augment according to the current meta. 

Even 2 seconds would still be "too bad" since it can prevent a player from using it's OD indefinitely.

How do you think that's ok?

No status effect should be applied on every shot.  It boggles the mind that Devs thought think this is a good idea.

Once this Challenge is done I'm taking a break from TO. One account has 1000TKs - just in case.  But I'm sick and tired of the way Devs are ruining the game.  It's no longer fun.

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3 minutes ago, wolverine848 said:

Even 2 seconds would still be "too bad" since it can prevent a player from using it's OD indefinitely.

How do you think that's ok?

No status effect should be applied on every shot.  It boggles the mind that Devs thought think this is a good idea.

Once this Challenge is done I'm taking a break from TO. One account has 1000TKs - just in case.  But I'm sick and tired of the way Devs are ruining the game.  It's no longer fun.

No, the reason why they made it every shot is to probably balance out the main meta drones. But yes I will want a nerf for it, like every third shot

Edited by MysticBlood

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Freezing effect is clearly too OP, especially in DM mode where everyone abuse it and make the opponent having a very weak damage.

I propose to change its effect, instead of disabling the ennemy's damage it will make him impossible to deal any status effect. An ennemy under the status effect of freeze wouldn't be able to deal any status effect. For example, an user with EMP gauss couldn't apply EMP to his target if he is frozen. 

If the (1) solution is too weak, it can also repair allies from a status effect, for example, your teamate got an EMP or AP shot, you freeze him and he will be repaired(only from the status effect). This was the solution (2)

In case of those fall under the section "reversing an update" i propose a substitute solution. (3) Freezing effect would nerf the double damage by 10% (or 20%) AND apply the impossible way to apply status effect(solution 1).

After all, freeze effect is a cooling agent, it make no sense to completely disable opponent's damage with the minimum cooling applied therefore it make sense to reduce damage a bit or applying those solutions above. 

Tell me what do you guys think about it and if it would make the game any better.

Edited by numericable
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6 minutes ago, TheCongoSpider said:

No one is disagreeing? Great! ?

Because the last 2 players that used RAT Railgun (other than yourself) have probably quit :P It is now only you.

I thought RAT Railgun users went extinct, well there we go then - here is the last survivor of the species ?

Edited by DestrotankAI9
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On 1/25/2022 at 8:32 PM, Abellia said:

 

 

On 1/26/2022 at 10:15 PM, Abellia said:

 

 

On 1/28/2022 at 9:56 AM, Abellia said:

 

 

On 2/7/2022 at 8:59 AM, Abellia said:

 

Topic Merged

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In honour of a topic about RAT Railgun reaching almost the second page, developers should buff this augment to the moon in the next patch.

 

Another plus of this idea is that since @TheCongoSpider is the last remaining user, and most other players have probably forgotten it even exists... it could be introduced as an entirely new augment, and most players would be none the wiser :p

Edited by DestrotankAI9

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I sort of used RAT some days back, it's good if you pair it up with booster else difficult to get decent score overall due to the stock parameters and lots of modules. Better to have increase in basic damage as well.

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49 minutes ago, NikmanGT said:

I sort of used RAT some days back, it's good if you pair it up with booster 

Just like every other Railgun that uses Stock's damage. If you have Death Herald and Booster, there is no reason to use RAT. Railgun already turns fast enough in conjunction with the hull and you're downgrading your auto-aim, which is already the lowest out of all turret classes. 

 

51 minutes ago, NikmanGT said:

Better to have increase in basic damage as well.

Then that's not Reinforced Aiming Transmission. If you want more normal damage, you have Round Stabilisation, Hyperspace Rounds, AP Railgun and Large Calibre Rounds. Railgun has a ton of augments that alter its main parameters (which Railgun does not have much of compared to other turrets). 

The Devs have made it clear that they want long range turrets to need fewer shots to kill certain targets, Railgun being the prime example of this. It would make more sense to heighten the gimmick of this augment by making it easier to hit aerial targets or those much higher than them. Make it unique.

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On 2/9/2022 at 1:23 AM, MysticBlood said:

A little off tangent here: here's my personal list on what status I see from most threatening to least threatening.

1. EMP

2. Freeze

3. Jamming

4. AP 

5. Burning

6. Stun

I agree with you.

EMP is so annoying. the effects for repair kits and mines are unnecessary. I often use EMP augments and this is so strong. without EMP immunity, there is no chance to win.

Stun is secondly strong. Stunning missile is so annoying. too fast aiming and too many number of stunning. the Vulcan users are poor. I guess Tanki say   “if you feel it annoying, you should buy stun immunity.” but what about non-buyers? Tanki doesn’t think  about non-buyers. 

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Few of my suggestions, if u see this I would appreciate u let me know what you think:

 

How to improve balance

 

  1. Remove Magnum
    1. Sucks in a fast paced game, but absolutely uncounterable in any holding based games like siege assault or CTF, or any slower paced games especially with viking.

    2. Too different - only gun that doesn’t actually need to risk anything to output damage. Tesla and shaft at least require a certain degree of proximity and line of sight.

    3. See 4b

 

  1. Buff Ricochet
    1. There’s a reason why nobody’s using it - doesn't really have much to offer that isn’t available on another stronger gun unless you got the super smart minus field or beserk augments, and it’s still on the weaker side with those

    2. My recommendation would be to considerably increase the impact upon being hit by ricochet as the other guns which have high impact are railgun and hammer which don’t fire in a similar way

 

  1. Nerf Paladin
    1. What the **** is this monstronsity.

    2. Nerf the overdrive? Nerf the speed? Nerf the health? Nerf something jesus christ. 

 

  1. Buff Thunder
    1. People just use Gauss instead because it’s way better at the moment. Thunder should be given an interesting augment or another firing mode

    2. My recommendation would be giving it sort of a magnum or catapult or grenade launcher firing mode that can launch a grenade or explosive in the air a short distance kinda like how the rugby ball is passed but better. 

 

  1. Nerf Vulcan 
    1. Lock and track type mechanism is what makes it unique but its really strong right now

    2. Would recommend reducing the ability of the lock and track mechanism slightly or increasing the warmup time or even slightly nerfing the damage. 

 

  1. Buff Crusader
    1. Overdrive is a bit too weak, maybe make it recharge faster


 

  1. Nerf Tesla
    1. Damage output is just a bit too high

 

  1. Limited garage visits in 1 battle
    1. Time limits or maximum visits both work

    2. So people don’t get into garage switch battles in which they simply switch their loadout ie hull augments guns or prots every time they die to counter someone else, who does the same every time they die; this impairs the quality of the battle


 

  1. Stop adding new hulls and guns 
    1. We got enough for now

    2. If you keep up the constant rate of adding **** people won't be focused on refining or exploring the current stuff and will simply expect new stuff every so often which is dull

 

  1. Maybe allow for a drug exchange rate in which you trade certain drugs for other drugs, batteries, or even crystals 
    1. Most people have enough of certain supplies to render them completely useless upon getting them in containers

    2. Rate would obviously be based upon the demand (ex. It would take multiple speed boosts to get 1 repair kit because speed boosts are much less desired. 

 

  1.  Make armor piercing more visible to your teammates
    1. Make it remove the supplies under the tag or keep the purple status effect visible for the duration so that your teammates can see who is AP neutralized more easily

 

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Rapid Fire Mode, otherwise known as RFM, is definitely one of the more interesting augments in the game. It sports an impressive burst damage but at the cost of a long reload after 3 shots are used up. Like another user once said, this long reload is meant to follow a 3300 damage sniped shot, not 3 weaker arcade shots. Thus, I present this tweak to the parameters of Rapid Fire Mode to make it more effective at what it's meant to do- compete with melee turrets:

Key
☑: Remains the same
⬆: Advantage (Buff)
⬇: Disadvantage (Nerf)

Damage ☑
Arcade reload ☑
Energy used per arcade shot ☑

Those are the basic parameters of RFM currently. The problem lies in the fact that you're imposed with a 10 second reload after 3 arcade shots, which deals less damage than a full scope shot. Same reload, less damage. Draws away from the point of the augment. So, here's what I suggest adding:

Turret recharge rate increase ⬆ (Perhaps something like Light Capacitors- increase by 15%, or even more. This would be balanced out by the next change:)
Damage in sniping mode decrease ⬇ (To balance the increase in recharge rate, decrease sniping damage as much as recharge rate is increased, maybe more.)

I believe a sniping damage decrease would balance out a faster reload after 3 arcade shots- a pretty reasonable trade-off for letting this augment shine more in close-range combat. It's OK to take away from sniping damage if it's to buff arcade parameters- eye for an eye. In this way, the advantage-to-disadvantage ratio would be pretty much the same, taking from long range advantage to give to close range advantage, which is what this augment is supposed to do anyway.

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I don't think taking away it's Sniping Damage overall would make this augment fun, after all, it is a Shaft augment. Rest sounds good ^^

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