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87 kills & 2 deaths

Hyperspeed Shells Augment is so overpowered.  RIP game balance.

It is high time to stop this cheap tactic of creating op augments & capitalising on buyers. 

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On 7/30/2022 at 10:00 AM, yuvraj007 said:

It is high time to stop this cheap tactic of creating op augments & capitalising on buyers. 

They’ll never stop.

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i suggest to allow players activate overdrive during stun, but only if you pressed od and immediately got hit by this effect

simple example: you press shift, od is preparing, and lost completely

task to supress OD is jammer responsibility, imho 

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In Patch Update #695, hammer's jammer augment got nerfed. Before, the augment helped deal jammer effect to enemies on every hit - which was an update to the previous version which only inflicted jammer effect on the final shot, which was absolutely pointless, which is why probably it was tweaked. Until recently on this update, the augment has been returned to it's factory version, with only an addition - applies jammer on critical shots as well. Although all other augments of hammer has been updated similarly, I see this update for jammer as a mistake - as jammer is not an effect like AP, EMP or stun. It doesn't freeze opponents or make the enemies vulnerable to damage. 

If the augment was tweaked on the sole purpose of nerfing it, then what about the freshly new added jammer augment for thunder which deals jammer effect on every shot? Hello? Exactly same thing happening here. I know this is idea and suggestions, but I gotta explain what I have in mind. so... If jammer augment for hammer was nerfed as jammer inflicted on final shot, only because it inflicted jammer on every shot -  so should the other jammer augments be nerfed this way. What about firebird, freeze, twins, ricochet and thunder which have jammer augments that inflict jammer on EVERY shot? 

So my suggestions are:

Jamming field for ricochet: Applies jammer effect for 3 seconds on a ricochet shot and on critical shots.

Plasma Disruptor for twins: Applies jammer effect on critical hits. ( since reload is low and crits are frequent)

Noise shells for thunder: Applies jammer to enemies hit within a specific range. Take 20 m

Can't think of a solution for firebird and freeze. They have debuffs for respective jammer augments. So... they're good I guess.
 

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why not buff again hummer? jammer is not that strong to make it trigger on crits

better make every second shot with status or smth

Edited by Entropy
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On 8/5/2022 at 11:34 AM, It_Aint_Too_Late said:

What about firebird, freeze, twins, ricochet and thunder which have jammer augments that inflict jammer on EVERY shot? 

Different turrets, different mechanics, different damages and firing rates. 

 

On 8/5/2022 at 11:34 AM, It_Aint_Too_Late said:

In Patch Update #695, hammer's jammer augment got nerfed. Before, the augment helped deal jammer effect to enemies on every hit - which was an update to the previous version which only inflicted jammer effect on the final shot, which was absolutely pointless, which is why probably it was tweaked. Until recently on this update, the augment has been returned to it's factory version, with only an addition - applies jammer on critical shots as well. Although all other augments of hammer has been updated similarly, I see this update for jammer as a mistake - as jammer is not an effect like AP, EMP or stun. It doesn't freeze opponents or make the enemies vulnerable to damage. 

If the augment was tweaked on the sole purpose of nerfing it, then what about the freshly new added jammer augment for thunder which deals jammer effect on every shot? Hello? Exactly same thing happening here. I know this is idea and suggestions, but I gotta explain what I have in mind. so... If jammer augment for hammer was nerfed as jammer inflicted on final shot, only because it inflicted jammer on every shot -  so should the other jammer augments be nerfed this way. What about firebird, freeze, twins, ricochet and thunder which have jammer augments that inflict jammer on EVERY shot? 

Jammer Hammer in this case was obviously nerfed to be consistent with the other container status augments being changed and now having a common characteristic: status applied on critical hits and on the last shot of the clip. 

 

Balance changes like these are often detached from their counterparts on other turrets. This is following Hammer's particular balance and can possibly be a first step towards another change to be done in an upcoming patch. To give an example, EMP Smoky has had its critical damage penalty removed alongside all of the other status Smokies who now share a common characteristic, Stock with a status attached to the critical hits. EMP Freeze has a -50% penalty to the critical damage and freezing rate. Doesn't seem fair, does it? But they are on different turrets and EMP Smoky getting this change was following balance on Smoky, not EMP augments. Add in the fact that turrets have different mechanics and parameters being used and you will see the discrepancies. 

 

With that said, I do agree that it is weird that Jammer Hammer also followed suit with the other status augments. My guess was this trying to bring the status Hammer augments closer to Stock and the garage augments in the clip reload and repurposing its status applications. Instead of calling for other turrets to forcefully follow suit with something that may be incompatible with them, it would be better to complain about Jammer Hammer not having the status on every shot. You have a recent example of Ricochet to compare to. Both underwent similar reworks in their mechanics. Status Ricochets now use the Destabilised Plasma Template except for Jammer Ricochet, although one might make the argument that Jammer Hammer has existed for over a year while Jammer Ricochet existed for a few months. 

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As a counter argument to what you said; Jammer is actually on par with the other status effects in terms of usefulness (as of now at least). 
This may seem like a crazy statement at first glance, but when you compare the number of people who solely ran Brutus when the status effect was introduced and now, I could only imagine the number has dropped quite a bit. Drones like Booster, Defender, Trickster and Crisis are now widely popular (Crisis even more so after the end of the current Tanki Fund) and being able to completely shut off their respective effects while in combat against someone (while hopefully still having the effect of yours) could very well be the deciding factor of whether or not you win the fight.
Now, I can tell the rebuttal to this could very well be that a large number of tankers are still using Brutus only and thus the status is useless. However, Jammer can still prevent them from using their overdrive, which could very well also be what wins you the duel. Also, correct me if I'm wrong but most (if not all) turrets with the Jamming effecting don't get a debuff when this augment is equipped, whereas their counterparts do; in the form of a crit or overall damage nerf, shot warm up time, etc. Also if you're facing off against someone with a Brutus, if you come well prepared with a better drone and you're within your turret's effective range, 9 times out of 10 you're winning that fight as long as you know what you're doing.
So yeah, Jammer effects/ Jamming augments are actually very much on par with the rest. 

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On 8/7/2022 at 3:23 AM, TheCongoSpider said:

it would be better to complain about Jammer Hammer not having the status on every shot.

But that wouldn't fit in Ideas and suggestions, would it? A complain wouldn't fit here. I had already posted in the complaint book but I don't think the developers pay the slightest attention to that page. Once, a forum moderator advised to post in Ideas and suggestions rather than in the complaint book, for the developers to consider it. 

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On 8/7/2022 at 7:16 AM, Punked said:

a large number of tankers are still using Brutus only and thus the status is useless.

I disagree. I rarely see players in legend rank using brutus. Probably one among ten players occasionally use brutus. Unless they ran out of batteries. 

 

On 8/7/2022 at 7:16 AM, Punked said:

Jammer can still prevent them from using their overdrive

That was the primary purpose of jammer initially. Only after a while did they update it to drones as well. Disabling overdrives for a very short time isn't very combat helpful compared to the other status effect augments. 

 

On 8/7/2022 at 7:16 AM, Punked said:

Jamming effecting don't get a debuff when this augment is equipped

It's obvious why they don't have debuffs.

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On 8/10/2022 at 8:07 AM, Annihilation said:

The mere existence of this in the modern day version of tanki is actually funny. 

"Let's Discuss Game Balance"

There is no topic to discuss here. Moving on. 

The devs and some mods, as well as a few sheep would disagree.

They think giving some turret a new shot effect is balancing the game out.

Moving on.

Edited by YANUKFIN
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Yes the game is totally broken for a helios with crisis. (I know I'm using it) 

 Was satisfying to finally have the current OP turret at full power for once 

But yeah it's ridiculous. 

Seemingly unlimited range and EXTREME DPS it will  go head on with most viking ODs . 

100% of users running ricochet armor in every game.

and usually 4-5 rics running around  on every team only challenged by each other. 

 

 

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On 8/24/2022 at 5:44 PM, PEW_PEW_YO_MOMMA said:

They won't stop, as long as it satisfies their investors. Whenever i see an overpowered augment or turret added, I imagine Hazels snickering and laughter at us suffering. 

F2P players:  suffering

Hazel:

91d31d1cbf6dd71e1edf3ea23f07ec94.jpg

 

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One augment that I don't see getting too much attention (unjustifiably) is Swarm for Scorpion. Could it be because not many people don't have Scorpion, let alone have it upgraded? I don't know, but it's really annoying and powercreeps Wolfpack.

The guy in first place on the enemy team and one of the players from [Akuma] (the other had Magnetron Twins/Viking) were camping in the base firing salvos at anyone they could see thanks to the ridiculously short acquisition time. Compound that with PAPIST_GI doing the exact same thing with another short lock-on (Adrenaline Gauss/Booster), it's a miracle we even won.

The cherry on top: the other team had an obvious group (that was almost certainly coordinated on Discord or something) versus our team that seems to be just a bunch of randoms.

Screen_Shot_2022-08-28_at_1.02.16_AM.png
Screen_Shot_2022-08-28_at_1.02.18_AM.png

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tbh i think:

1. Helios augment needs a nerf (if it IS a 'sniper rico', then make it so that it does low damage at close range and has a long reload. because i see no one using it as a sniper)

2. Thunder hyperspeed shells needs a nerf (lower damage boost).

3. Thunder vacuum shells needs a nerf (lower damage boost--why did you create an augment that rewards missing your target??).

4. Scorpion (decrease impact force and reduce turn speed, remove shot ricochet --not a whole fix, but a good start).

5. Ares (decrease ball cannon DPS)

6. for all hovering hulls (decrease side-to-side 'strafing' hull acceleration)

7. Paladin (self-heal only when not taking damage, can still heal allies)

 

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Back in my day supplies were overpowered. Then it was those consarned Magnums. I don't even know what kills me now, apparently even Hunter's overdrive can one-shot you if you weren't already vulnerable enough stunned and stripped of your supplies. The best part of all is that in adding a new turret bi-annually I feel the diversity and customization got put on the backburner. I have suggestions, they won't be considered:

1. Since team play is all but nonexistent now (seriously, when's the last time this decade you saw an Isida who heals people primarily?) make it so we can shoot and move through teammates outside of parkour mode/PRO battles (if those are still a thing). If my team hasn't figured out yet that standing directly in front of me and grouping together is getting them killed I feel I don't deserve to be punished by incoming splash damage, lock-ons, and Wasp bombs.

2. Keep Augmentations/Skins/Effects as something to purchase since currently crystals have no use besides upgrading gear or buying purely cosmetic paints. I want to actually earn something, save up my money to do something of value other than occasionally spam Enter to make the upgrade numbers bigger.

3. Consider laying off the gold-plated steaks for a year, you don't deserve such a lavish living you must be having off of all these buyers.

4. Extend the spawn protection to the immediate area you spawn in and have it go away after you fire/move out of spawn. This will both prevent spawncamping and people from abusing the protection to snipe with impunity.

5. Consider taking a note from Minecraft's book by letting us choose to play on older versions, perhaps on dedicated servers. You love stealing ideas from other games, just look at the Battle Pass and Ares' overdrive.

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On 9/6/2022 at 5:48 AM, sphdz_3153371 said:

tbh i think:

1. Helios augment needs a nerf (if it IS a 'sniper rico', then make it so that it does low damage at close range and has a long reload. because i see no one using it as a sniper)

2. Thunder hyperspeed shells needs a nerf (lower damage boost).

3. Thunder vacuum shells needs a nerf (lower damage boost--why did you create an augment that rewards missing your target??).

4. Scorpion (decrease impact force and reduce turn speed, remove shot ricochet --not a whole fix, but a good start).

5. Ares (decrease ball cannon DPS)

6. for all hovering hulls (decrease side-to-side 'strafing' hull acceleration)

7. Paladin (self-heal only when not taking damage, can still heal allies)

 

1. Helios was nerfed for a reduced sustained dps, can still use a lil change.
2. Needs a nerf for melee range damage if it doesn't have any.
3. Needs a nerf on direct damage to balance out the sweet splash damage, 75% damage on direct hits would be good to start with.
4. Agreed with the impact force and maybe rotation speed, ricocheting ability I have only ever used once, otherwise it's pointless.
5. I don't mind it as is rn, tho I do think we could reduce it.
6. Not possible to decrease this value because it doesn't exist, hovers operate with the same acceleration in all directions, which is why the engine shut off angle was increased to nerf the mid air controllability.
7. Doesn't make sense to implement, the better way around it would be to reduce uptime instead.

 

 

On 9/14/2022 at 5:32 AM, The-Operator219 said:

Back in my day supplies were overpowered. Then it was those consarned Magnums. I don't even know what kills me now, apparently even Hunter's overdrive can one-shot you if you weren't already vulnerable enough stunned and stripped of your supplies. The best part of all is that in adding a new turret bi-annually I feel the diversity and customization got put on the backburner. I have suggestions, they won't be considered:

1. Since team play is all but nonexistent now (seriously, when's the last time this decade you saw an Isida who heals people primarily?) make it so we can shoot and move through teammates outside of parkour mode/PRO battles (if those are still a thing). If my team hasn't figured out yet that standing directly in front of me and grouping together is getting them killed I feel I don't deserve to be punished by incoming splash damage, lock-ons, and Wasp bombs.

2. Keep Augmentations/Skins/Effects as something to purchase since currently crystals have no use besides upgrading gear or buying purely cosmetic paints. I want to actually earn something, save up my money to do something of value other than occasionally spam Enter to make the upgrade numbers bigger.

3. Consider laying off the gold-plated steaks for a year, you don't deserve such a lavish living you must be having off of all these buyers.

4. Extend the spawn protection to the immediate area you spawn in and have it go away after you fire/move out of spawn. This will both prevent spawncamping and people from abusing the protection to snipe with impunity.

5. Consider taking a note from Minecraft's book by letting us choose to play on older versions, perhaps on dedicated servers. You love stealing ideas from other games, just look at the Battle Pass and Ares' overdrive.

1. Tbh mostly true, but this is MM nowadays, can't really fix this. Shooting through allies can lead to a lot of easy gameplay and cheating potentially.
2. You can purchase some augments with crystals, not the very sweet status ones that everyone wants though. The main issue would become that, we would eventually get more lower GS players in endgame if skins and shot effects were available to purchase with crystals, because one, it wouldn't be cheap, 2, if they save, their garages will pretty much suck unless they got lucky with containers.
3. I highly doubt any of tanki's dev or support are living lavish.
4. So basically you want afk players to have spawn immunity forever? Or basically, if we don't want to die on spawn, don't press any key :clueless:.
5. 'older versions', you can head to the abomination of copy games created if you want to, tanks can barely handle current servers and flash is unsupported and obsolete, just move on already.

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Why did they nerf rapid fire shaft further? The reload is so bad now. They already nerfed the long range damage for Rapid fire shaft.

It was fun to play and made me use shaft more.

 

Also I wish they nerf the range of effect for HUNTER AND ARES OD; they are OP. In SIEGE it is nice to see more ARES instead of paladin; but that

ARES BALL is so powerful. Like anybody with not much skill can OD and ruin the game. I like hard fought siege games; not an OD or waste your nuclear energy contests.

 

 

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On 9/15/2022 at 5:56 PM, cybernite said:

Why did they nerf rapid fire shaft further? The reload is so bad now. They already nerfed the long range damage for Rapid fire shaft.

 

Proposal: Un-nerf the range, keep the reload.

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