Jump to content
EN
Play

Forum

Let's Discuss Game Balance


Maf
 Share

Recommended Posts

Nerf Magnum Vacuum core please. Its absurd that you can deal 5k damage with brutus, and even more with crisis. As long as the opposing team has a vaccum magnum using crisis, it is impossible to use any light hull. I use crisis and even with the armor boost from crisis you get 1tapped by the magnum augment.

  • Sad 1

Share this post


Link to post
Share on other sites

On 11/15/2023 at 7:00 AM, Shock_Freeze said:

Nerf Magnum Vacuum core please. Its absurd that you can deal 5k damage with brutus, and even more with crisis. As long as the opposing team has a vaccum magnum using crisis, it is impossible to use any light hull. I use crisis and even with the armor boost from crisis you get 1tapped by the magnum augment.

I know, but the only thing you can do is deal with it..... at least for now or until they do something about it.

Share this post


Link to post
Share on other sites

On 11/15/2023 at 1:00 AM, Shock_Freeze said:

Nerf Magnum Vacuum core please. Its absurd that you can deal 5k damage with brutus, and even more with crisis. As long as the opposing team has a vaccum magnum using crisis, it is impossible to use any light hull. I use crisis and even with the armor boost from crisis you get 1tapped by the magnum augment.

Nah. man. They should increase the damage. It's woefully underpowered.

What they should do is...

When a magnum fires anywhere in any arena at any time, everyone, everywhere in all arenas should just blow up.

It's the only way to solve how completely minimal magnum damage is...

(/sarcasm)

  • Like 2

Share this post


Link to post
Share on other sites

On 11/16/2023 at 11:20 PM, Jeers4U said:

When a magnum fires anywhere in any arena at any time, everyone, everywhere in all arenas should just blow up.

It doesn't always happen, but when it does, it's hilarious to see how they explode! ? Anyway, from what I read, the magnum is the turret that does more damage than the others......... or what it should do.

Share this post


Link to post
Share on other sites

So, are the devs ever going to fix the floating hull physics? The acceleration is so bad now and you can barely climb slopes. If you stop on a ramp/slope, you just can't climb.

Share this post


Link to post
Share on other sites

freeze needs a damage nerf (again). the time to kill is utterly ridiculous and increased with augments and drones. freeze was apparently the best turret for killing and gaining xp in recent data. not to mention the freeze effect is nothing to scoff at (turning off bonus damage). you need to balance the game as a kit; not individual items anymore -- no one runs tanks without augments or drones in high gs play.

Share this post


Link to post
Share on other sites

On 1/16/2024 at 11:24 AM, ViIe said:

So, are the devs ever going to fix the floating hull physics? The acceleration is so bad now and you can barely climb slopes. If you stop on a ramp/slope, you just can't climb.

I think that weakness is fair since hovering hulls have far better mobility than tracked hulls.

  • Like 1

Share this post


Link to post
Share on other sites

if your tank is cold it shouldnt just instantly loose boosted damage.

theres already another status effect that does this called emp

if its so important the cold effect have another irritating crippling ability to make it as strong as stun effect, then here is the obvious thing to do:

slow down the reload time depending on how cold your tank is

if your tank has a full bar of the cold effect then your reload time is doubled.

if you tank has a tiny smiggin of cold effect then your reload time is like no more than 10% longer

its so obvious

Edited by master_howitzer

Share this post


Link to post
Share on other sites

If applied this effect makes enemy tank penetratable by any type of ammunition with some % of damage get to the next target if there is any. Like Railgun status but not so powerful (<50% per cast). Time of effect is always the same but additional castings will increase its power up to say a bit over than 100% (so you can use the target to increase your damage). It will be most beneficial for again Railgun users because turret's initial % of penetration could be in some way enhanced by this effect: MAX Railgun have 100% penetration + 10% from the effect gives 110% damage to the next target (or sth like that). Additional this effect may buff status augments (if you have Thunder with Salamander Rounds, all penetrated targets will be set on fire). So the effect kinda doesn't do anything to the target itself but makes it a part of gameplay against others.

Share this post


Link to post
Share on other sites

dammit back then i only used to worry about which paint would look cute on my gear now i have to do a Phd on statistics and linear algebra in order to properly drive a tank smh

  • Haha 1
  • Sad 1

Share this post


Link to post
Share on other sites

It isn't just annoying to play against, it's also very strong. Basically getting hit by freeze augments or shock freeze makes you think about self destructing or spending your next 10 seconds as a sitting, useless duck. 

Reduce the max effect by some 20%, and make the heating to normal temperature way faster, 3 seconds from full to normal. This doesn't cost to the freeze turret in terms of combat, but it does cost in terms of tactics as it should. If he wants to fight you, he should stay near you and fight you, not pet your head and capture your flag while you try to start a fire in the tank to heat it up.

Share this post


Link to post
Share on other sites

This is between a complaint and a suggestion. I will never understand why they have so much agility (acceleration) and resistance to impact force. Especially with trickster, I have trouble landing shots with my smoky from 5 meters (2x mammoth length), if they have a decent impact force turret (smoky, twins, rico, hammer). They just zig zag endlessly. 
And the worst part is they can move to any direction pretty easily, unlike tracked hulls. Even if I am a bad player and fail to fight them efficiently, I shouldn't have to be a pro to have fun. 

I already said my suggestion, will repeat it. Reduce their agility BY A LOT, make them more vulnurable to impact force (it is a reality that hovercraft players use mouse, they would need to have monkey brain to miss shots with the current stats).

  • Agree 2

Share this post


Link to post
Share on other sites

Have you actually played with hover hulls? The heavier ones are bearable, but Hopper got nerfed like 5 times over the past few years and is barely usable now. Flips all over the place, accelerates sluggishly, turns in unpredictable ways... In my opinion, hover hulls' agility is already nerfed more than enough.

  • Agree 2

Share this post


Link to post
Share on other sites

No, I have only played against them, as I have played against tracked hulls, so my topic is based on the comparison between fighting against each. 

But half your comment is irrelevant to mine, and the other half pretty much agrees. Hopper flipping is bad for me as well, I want to fight, not watch the enemy trip over himself. Agility is an entirely different thing, and for them to turn unpredictably is bad for the user, but also for me trying to hit them. For reference, fighter jets are highly unstable so they can perform demanding maneuvers. 

I am in fact asking for them to be stable, not as agile. Playing against a viking you almost always know what the player is thinking, with hovercrafts it feels more as they smash their keyboard and it's working. 

Share this post


Link to post
Share on other sites

On 6/4/2024 at 9:06 PM, bankas11 said:

I am in fact asking for them to be stable, not as agile. Playing against a viking you almost always know what the player is thinking, with hovercrafts it feels more as they smash their keyboard and it's working. 

I totally agree, but the devs seem to prefer a different approach...

  • Agree 1

Share this post


Link to post
Share on other sites

But manoeuvring with hovercrafts is pretty hard, changing directions isn’t instant. Or maybe it’s jsut because i use trickster? ?

Share this post


Link to post
Share on other sites

@Incorp Trickster totally helps. It is also the fact that hovercrafts move sideways, so their projected frontal area is significantly smaller, and that makes them more durable against recoil as well. 

But the combination of moving sideways, rotating and keeping you centered, feels like it allows them to retain some momentum while changing direction. While tracked hulls come to a full stop when they try to dodge. 

Now if you add a bit of recoil you receive, it's significantly easier to miss your shots. 

  • Like 1

Share this post


Link to post
Share on other sites

As a mobile player i still prefer tracked hulls though. Jsut seems better and more fun. Hover hulls kinda overrated besides their OD.hornet railgun babyyy :wub: 

Share this post


Link to post
Share on other sites

I talked about this at length in a previous thread, but in short, yes, hover hulls will always be superior to tracked hulls as long as strafing is in the game, and that is a fact. 

And keep in mind that I have always played with tracked hulls, I am not biased. Simply, I can do things with a hover hull that I can only dream of with a tracked one.

 

Just as an example, I was running Crusader+Trickster in Sandbox this morning, strafing sideways and driving backwards, while I could easily shoot and still be able to capture flags.

 

The only way I can see to truly balance this situation is to give tracked hulls distinct advantages as raw stats, like more HP.

Edited by 2shots2kills
  • Thanks 1
  • Agree 1

Share this post


Link to post
Share on other sites

On 6/4/2024 at 2:28 PM, 2shots2kills said:

I talked about this at length in a previous thread, but in short, yes, hover hulls will always be superior to tracked hulls as long as strafing is in the game, and that is a fact. 

And keep in mind that I have always played with tracked hulls, I am not biased. Simply, I can do things with a hover hull that I can only dream of with a tracked one.

 

Just as an example, I was running Crusader+Trickster in Sandbox this morning, strafing sideways and driving backwards, while I could easily shoot and still be able to capture flags.

 

The only way I can see to truly balance this situation is to give tracked hulls distinct advantages as raw stats, like more HP.

While I have thought that some complaints about hoverhulls in the past were exaggerated, I did think that they held a significant advantage over tracked hulls due to their maneuverability.

So I think giving tracked hulls a buff in raw stats like HP, weight, and speed would be a fair comparison. Like 10-20% more HP?

  • Agree 1

Share this post


Link to post
Share on other sites

On 6/4/2024 at 8:21 PM, PirateSpider said:

While I have thought that some complaints about hoverhulls in the past were exaggerated, I did think that they held a significant advantage over tracked hulls due to their maneuverability.

So I think giving tracked hulls a buff in raw stats like HP, weight, and speed would be a fair comparison. Like 10-20% more HP?

i think buff the speed or turning speed is better. HP is related to turret, like you can kill a wasp in one shot or two shot, which should not be changed. We can buff the speed and turning speed to make tracked hull more maneuverable

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
 Share

×
×
  • Create New...