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Let's Discuss Game Balance


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On 12/3/2022 at 3:54 AM, Akame said:

But then again, we all saw the frustration when tanki doubled all hulls HP in the live game testing, imagine heavy hull hp on hoppers, i know a lotta players who wouldnt be happy about that atleast, or even 6k hp paladins etc

Doubling HP was a silly, extreme test.  There's a lot of room for balance between current state and doubling HP of all hulls.  I think you just need to effectively increase survivability by ~25-33% to make a huge difference in playability of this game.  That's just a piece of the puzzle.  The balance of turrets and augments is all out of whack with camping long-range turrets being much too strong for minimal exposure.  The incentives are wrong to get people to play for objectives.

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On 12/3/2022 at 11:17 AM, DaringDeer said:

Doubling HP was a silly, extreme test.  There's a lot of room for balance between current state and doubling HP of all hulls.  I think you just need to effectively increase survivability by ~25-33% to make a huge difference in playability of this game.  That's just a piece of the puzzle.  The balance of turrets and augments is all out of whack with camping long-range turrets being much too strong for minimal exposure.  The incentives are wrong to get people to play for objectives.

I remember when everything had 10x HP on the test servers one day. xD

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On 12/1/2022 at 7:07 PM, fire199 said:

ftp player with their useless augemnt wont do anythign aginst them. broken augments get +200% or 300% damage like what

This sounds disingenuous. I can't imagine what metric you're using to gauge augment effectiveness against each other. 

 

On 12/1/2022 at 7:07 PM, fire199 said:

The game is good right now i would rather we do more damage

If we increase our health, It will take 10 years to kill an ares scorpion crisis user or a ares, crisis with a broken augment (helios, vaccum shells and hyper speed)

No thanks i would quit it they increased health. Im not gonna get a die 3 or 4 times trying to kill 1 player. 

Increasing our health will only benefit buyers. since the game is tailored to give them the most broken items first. ftp player with their useless augemnt wont do anythign aginst them. broken augments get +200% or 300% damage like what

your probally a buyer who dosnt have skill cus idk why you would want that have you ever verserd a crisis ares user with a broken augment (helios, vaccum shells and hyper speed) now imagine them camping you from far and with double health  

and you if you a ftp player maybe you dont have enough skill you shld be askign for more base dmage to kill them quicker just as fast as they kill us. since most ftp player wont have crisis they cant just swith to double amour. 

 

if you agree with me please like, i hope im making sense, a crisis ares user with scoprion or hyperspeed, helios can still camp but with double health is just so dumb...?

 

 

Since we are on that note mods can you please put a sugesstion to increase our damage i already die 2-3 times tryign to kill a ares crisis user, so if you can please fowards that we want to increase base damage to keep up with exotic augments. 

Where do you want this to eventually end? A few augments alongside a gimmicky drone are statistically more powerful than the rest so you want to buff the damage of everything across the board? Those augments you hate so much will also be getting more powerful with your suggestion. You'll buff the damage of that Scorpion Ares Crisis to the point where it deals 4,000 total damage per shot so now you with your light hull and melee turret can't even approach them without Scorpion protection because it now one-shots you. 

 

Damage inflation without an increase in hull survivability helps ranged turrets and hurts melee turrets. 

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With the new Tesla rebalance seeing the turret focus on a more defensive playstyle, I think the ball lightning feature should also be changed to show that. If it had a higher recharge time, perhaps in exchange for lower damage, Tesla could transition to a more tactical and defensive spot in the Tanki roster. Even an augment with these changes would be greatly appreciated.

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On 12/24/2022 at 6:14 PM, Deimo said:

With the new Tesla rebalance seeing the turret focus on a more defensive playstyle, I think the ball lightning feature should also be changed to show that. If it had a higher recharge time, perhaps in exchange for lower damage, Tesla could transition to a more tactical and defensive spot in the Tanki roster. Even an augment with these changes would be greatly appreciated.

Dilatory Protocol lmao.

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We all know twins pulsar spam is coming in a few days.

Balance the Augment Pulsar for all turrets. Reducing the critical damage /chance doesn't really effects as it applies emp stun burning jammer ap at once. 

1. REPLACE Burning EFFECT with FREEZING effect. 

2. Reduce a little bit damage or increase reload of such turrets. 

( If u have better idea you can post it) 

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On 12/26/2022 at 12:06 PM, DragonKnight said:

idk which is worse, burning effect which loses your health or freezing effect which loses your boosted attack power 

I will go from burning effect 

For example

1. You have stun protection u won't get stunted but due to ap n emp u will get alot of burning damage 

2. You have ap protection. But due to stun emp u still get alot of burning damage 

BUT IN CASE U HAVE EMP if burning effect is applied u still will be effected because ap will be applied and EMP protect is useless BUT IF IT'S FREEZING EFFECT and you have emp it won't effect u much u still won't get any additional damage and disabled dd won't effect much

(hope so u understand what I mean) ??

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On 12/25/2022 at 7:55 AM, XD_PRO said:

We all know twins pulsar spam is coming in a few days.

Balance the Augment Pulsar for all turrets. Reducing the critical damage /chance doesn't really effects as it applies emp stun burning jammer ap at once. 

1. REPLACE Burning EFFECT with FREEZING effect. 

2. Reduce a little bit damage or increase reload of such turrets. 

( If u have better idea you can post it) 

Remove pulsar augments or add a giant Clown emoji above Pulsar users name lol.
 Thunder, Ricochet pulsar is balanced because they rarely crit and when they do crit its not you insta lost like it tesla and soon twins. 

1. lower teslas, twins pulsar crit to like 1% yeah its low but they shoot like 50000000 times a second so that 1% crit is not gonna be rare anyways. 

2. make all affects 1 sec for all turrets except burning you can leave it at 5 sec.

done. 

On 12/26/2022 at 8:46 PM, PirateSpider said:

Wait, when did this happen?

Spider... its been like that since like end of 2021...

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Once upon a time, all turrets were different. Firebird would burn & freeze would freeze. Each turret had unique augments. Life was good.

Then they got the revolutionary idea of introducing status effects, which standardised every turret & made the game more fun according to them. The main objective was obviously to make more money by selling those ultra rare exotic copy-pasted augments to stupid buyers via ultra containers. Now every turret deals fire damage except firebird. Even the immunity augments for hulls are only available via tankoins or via those rigged containers. 

Then they got another money-making idea of adding pulsar augments, which according to the wiki are made with irreproducible technology. The first pulsar was made exclusively available via a well-balanced event designed to lure the most braindead buyers for temporary advantages in battles. Eventually it got nerfed. 

Then the irreproducible technology got somehow leaked and every now and then a new pulsar augment is introduced in exchange for some money. Tesla pulsar is currently quite op & pretty sure twins pulsar will be similarly op. By the time they introduce pulsar augments for all turrets, 2023 will be over. Can't wait for 2024 to finally see some exciting updates on this game. 

 

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On 12/26/2022 at 11:52 PM, Kimura said:

50000000 times a second so that 1% crit is not gonna be rare anyways

Yes also the hornet OD spam with tesla pulsar on Seige is so OP?

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On 12/27/2022 at 12:13 PM, XD_PRO said:

Yes also the hornet OD spam with tesla pulsar on Seige is so OP?

btw there's dictator OD is also OP with tesla's pulsar but you deal like 30 damage per hit and they won't be able to move for 10sec (except if they have stun protection) 

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Please add pulsar immunity augment to hulls. This immunity should only protect against all effects caused by pulsar. Stun, Fire, Freeze, EMP, Jammer and AP that are caused by other turret augments will still happen on the tank whose hull has pulsar immunity. Pulsar became very popular after the tanki fund giveaway and in dominating the field. An immunity for such a strong augment in necessary to keep the game balanced.

Edited by galziv01

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Don't think people understand the concept and idea behind Pulsar. You are supposed to be completely overpowered and vulnerable for a short period of time. Up to a player to select which status effect they want to protect themselves against (most of the time EMP, stun or AP will do a good job doing so - I myself prefer stun). 

I can't deny that Pulsar is annoying and overused nowadays: we are still being ravaged by Tesla while Smoky and Twins are already on their way downtown. That said, there are a lot more powerful augments in the game, some of which aren't even empowered by status effects. I have rarely seen a Pulsar dominating a battle, let alone getting first place.

If you wanna throw the argument of DM domination at me, sure I won't fight back. But if everyone is using it then I won't consider it overpowered, just plain annoying - but hey, that's the entire thing that thing is supposed to do thingy.  

But I got y'all some great news: all turrets will get a Pulsar augment eventually! So... maybe in the far far future an anti-Pulsar augment may become a reality? For now, try to avoid Pulsars as much as possible (challenge: impossible you can do it, I believe in you ?) and let's hope for this new Pulsar wave to be gone ASAP. 

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On 12/29/2022 at 11:53 PM, BloodPressure said:

That said, there are a lot more powerful augments in the game, some of which aren't even empowered by status effects. I have rarely seen a Pulsar dominating a battle, let alone getting first place.

Imho, Twins Pulsar is extremely strong. It's basically EMP Twins (which was already top tier) on steroids. It needs a nerf for sure. 

 

Edited by 2shots2kills

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On 12/29/2022 at 11:53 PM, BloodPressure said:

Don't think people understand the concept and idea behind Pulsar. You are supposed to be completely overpowered and vulnerable for a short period of time. Up to a player to select which status effect they want to protect themselves against (most of the time EMP, stun or AP will do a good job doing so - I myself prefer stun). 

I can't deny that Pulsar is annoying and overused nowadays: we are still being ravaged by Tesla while Smoky and Twins are already on their way downtown. That said, there are a lot more powerful augments in the game, some of which aren't even empowered by status effects. I have rarely seen a Pulsar dominating a battle, let alone getting first place.

If you wanna throw the argument of DM domination at me, sure I won't fight back. But if everyone is using it then I won't consider it overpowered, just plain annoying - but hey, that's the entire thing that thing is supposed to do thingy.  

But I got y'all some great news: all turrets will get a Pulsar augment eventually! So... maybe in the far far future an anti-Pulsar augment may become a reality? For now, try to avoid Pulsars as much as possible (challenge: impossible you can do it, I believe in you ?) and let's hope for this new Pulsar wave to be gone ASAP. 

I completely agree. People freak out when Pulsar hits them, but really - when you think about it, it's not the craziest thing in this game, far from it. The crit damage is slashed, and the crit chance is reduced; the debuffs don't last long either. Of course, on a turret like Twins - this set-up is most beneficial, which is also why Magnetron is so strong on Twins specifically - the turret shoots a lot and doesn't have any downtime, so if it gets you - it will harvest full benefit of your weakness. However, it can be countered, and it is reliant on luck - having both used and fought this new Pulsar, there will be times when that augment won't feel ANY different from stock. The 30% crit rate reduction does make a difference. Now, of course - if you are a melee turret user and you openly attack such a Twins, your chances of success are very low, but that's less because of Pulsar itself and more so because this turret's purpose is halting melee aggressors. Long-range turrets can cheese it. Also - this might bring Paladin back into the meta - because it HAS reduced in popularity, surely everyone noticed; and Paladin's OD cripples any Pulsar user, for they are left with a stock turret stripped of its crit damage.
Idk about you, but I'd MUCH rather fight Pulsar every time than run into a player that is skilled with Vacuum Shells once a day. That augment is irritating beyond belief - not much to it, just a huge damage multiplier that massively powercreeps Thunder as whole, including its status augments for no reason at all. It's gross and has practically no weakness. I'm glad Adaptive Reload came to the rescue - it is balanced and actually alters the turret as an augment should.

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On 12/29/2022 at 8:14 PM, Kazareen said:

I completely agree. People freak out when Pulsar hits them, but really - when you think about it, it's not the craziest thing in this game, far from it. The crit damage is slashed, and the crit chance is reduced; the debuffs don't last long either. Of course, on a turret like Twins - this set-up is most beneficial, which is also why Magnetron is so strong on Twins specifically - the turret shoots a lot and doesn't have any downtime, so if it gets you - it will harvest full benefit of your weakness. However, it can be countered, and it is reliant on luck - having both used and fought this new Pulsar, there will be times when that augment won't feel ANY different from stock. The 30% crit rate reduction does make a difference. Now, of course - if you are a melee turret user and you openly attack such a Twins, your chances of success are very low, but that's less because of Pulsar itself and more so because this turret's purpose is halting melee aggressors. Long-range turrets can cheese it. Also - this might bring Paladin back into the meta - because it HAS reduced in popularity, surely everyone noticed; and Paladin's OD cripples any Pulsar user, for they are left with a stock turret stripped of its crit damage.
Idk about you, but I'd MUCH rather fight Pulsar every time than run into a player that is skilled with Vacuum Shells once a day. That augment is irritating beyond belief - not much to it, just a huge damage multiplier that massively powercreeps Thunder as whole, including its status augments for no reason at all. It's gross and has practically no weakness. I'm glad Adaptive Reload came to the rescue - it is balanced and actually alters the turret as an augment should.

you say this but the other day i was fighting for the od box against this tesla pulsar and as i was gonna launch my od to kill him and take the od box at the same time i got jammer and my od stopped working. so basically i lost 2 ods because of that

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On 12/29/2022 at 11:53 PM, BloodPressure said:

Don't think people understand the concept and idea behind Pulsar. You are supposed to be completely overpowered and vulnerable for a short period of time. Up to a player to select which status effect they want to protect themselves against (most of the time EMP, stun or AP will do a good job doing so - I myself prefer stun). 

I can't deny that Pulsar is annoying and overused nowadays: we are still being ravaged by Tesla while Smoky and Twins are already on their way downtown. That said, there are a lot more powerful augments in the game, some of which aren't even empowered by status effects. I have rarely seen a Pulsar dominating a battle, let alone getting first place.

If you wanna throw the argument of DM domination at me, sure I won't fight back. But if everyone is using it then I won't consider it overpowered, just plain annoying - but hey, that's the entire thing that thing is supposed to do thingy.  

But I got y'all some great news: all turrets will get a Pulsar augment eventually! So... maybe in the far far future an anti-Pulsar augment may become a reality? For now, try to avoid Pulsars as much as possible (challenge: impossible you can do it, I believe in you ?) and let's hope for this new Pulsar wave to be gone ASAP. 

First time i got Pulsar Twins (i basically never use twins) i got 59/11
Second time i used pulsar in Highways map i wiped out entire enemy team (so 16+ people?) in like 10 seconds with trickster drone. 

Does that sound like im not dominating? 
Also i use EMP/AP immunity and amount of times i survived Twins/Tesla Pulsar is near 0%. And oh man did i have a lot of fun fighting Pulsar users i was so happy trust me. its so fun and fair. can't wait for next DM mode its gonna be absolutely unplayable because of pulsars. people are not freaking out for  giggles they're freaking out for a reason

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I just recently got mk7 twins; the twins pulsar prize got me into twins. Like kimura says it sure is decent, and it makes MMs a bit more chaotic.

The thing is that so many other players have pulsar so it can counter you; so some battles you don't dominate.

I hope they don't nerf too much or just another useless augment. Thanks Tanki for the Blaster effect too; I find the game more interesting then

just the few turrets I usually use.

 

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