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Maf
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I know a way to "buff" Tesla without interfering with damage, reload or any major parameter. (even tho Tesla needs a damage buff)

It is Temperature Control (TC). What It does is in it's name, basically it controls the temperature of allied tanks! (You could not control your own Temperature)

The maximum freezing rate is -1.00 and the maximum burning rate is +1.00. Legendary augments that can apply burning status effects raise the temperature by +0.4 or +1.00, and Legendary augments that can apply freezing status effect lower the temperature by -0.4 or -1.00.

The Firebird turret raise the temperature by +0.3 / sec. Which means in order to get to +1.00, you have to hit the enemy for about 3,3 seconds. (Compact fuel tanks augment can raise the temperature by +1.00/tick)

The Freeze turret lowers the temperature by -0.5 / sec. Which means in order to get to -1.00, you have to hit the enemy for 2 seconds. (Shock freeze augment can lower the temperature by -1.00/tick)

The Tesla turret could balance the temperature by +/-0.25 or +/-0.33 with every hit, which would make it 2.25 seconds (3 hits) or 3 seconds (4 hits) to fully take off the effects. If it's possible I think It should be rewarded with a few scores as well. (5 or so, for fully taking off the effect)

In my opinion It also goes well with the meta, because Firebird does burning, Freeze does freezing, Isida can heal and It would make much sense for Tesla to control the temperatures.

 

Reasoning: I find Burning and Freezing status effects one of the most annoying, especially freezing! When a Freeze turret hits you he instantly applies freezing, "nullifying" your damage boost, your hulls speed and your turrets rotatory motions becomes way slower as well. The same can be said about Firebird, the burning does damage over time, so it can cause troubles and annoy enemies. As well as I know phoenix hull augment is not protecting you from them, neither does Paladin Overdrive! I also find Tesla players in MM rarely, so I think this is a great way to make the turret more interesting and fun to use.

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Many players are ruining the game by using Firebird and Freeze turrets.

A balance adjustment that reduces the damage of Firebird and Freeze turrets is absolutely necessary.

Edited by SteamNOC

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On 11/4/2024 at 9:13 AM, SteamNOC said:

Many players are ruining the game by using Firebird and Freeze turrets.

A balance adjustment that reduces the damage of Firebird and Freeze turrets is absolutely necessary.

Are you basing this opinion on your experience at the Second Lieutenant rank?

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A magnum main talking about melee being overpowered.... Hmmm I sure do wonder why ?

the only thing that actually needs a nerf right now is

striker augments and flying hulls. based on Legend 170 grinding the Halloween mini-game experience. 

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Honestly, freeze and magnum need nerf. Freeze, remove the fact that the freezing effect removes the double damage effect, it's senseless. Magnum, even with protection, the damage is too strong, especially if you're Juggernaut and get focused by bunch of magnum, despite having magnum 50% protection. Even worse if they all use magnum vacuum augment with viking overdrive, 50% protection magnum is useless

Edited by Pleasant

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Idea for Overdrive and Drone balance changes, I will explain why I think these are important.

Note: This is only my experience of how I see and how I intereact with these Drones and Overdrives in every day battle. I wanted to share my ideas how to balance them, depending it needs a buff or nerf. Community feedback is important!

Let's start with Overdrive: (Hulls not mentioned, meaning they have a good, balanced overdrive)

Wasp: Damage radius: The damage of 0-20m range is 100%, 20m-25m range is 25%, and 25-60m range is 25% as well, It should be changed to 0-20m 100%, 20-40m 50%, 40-60m 25%. (When I use Wasp the overdrive barely kills anyone because they have enough time to run away and it would only deal 1000 damage and they would use repair kit and the status effects won't do anything as well)

Hornet: Able to see enemy mines. (Minor update, many overdrive can destroy mines, it would be fair for hornet to see them)

Hopper: I think giving it a Burning status effect is necessary. (After the damage reduction from 3000 to 2000, It barely kills anyone, and is mostly used now to escape a fight or to capture a flag)

Viking: This is a good overdrive, no change needed. (Tho Tesla deals very low damage compared to other turrets with this od and the reload doesn't change, or at least i haven't noticed cause it's so little?! Tesla should have a faster reload during Viking Overdrive)

Paladin: Freeze & Burning immunity needed (Polarizer was invented for this reason, to give immunity from all negative status effects! It's only fair if they give back that ability)

Dictator: It gives Freezing (10s), Jamming (7s) , Stunning (1s) status effect to enemies. Allies and the tank itself should receive +100% armor for 20-30 seconds. (I think this is the worst overdrive from all, and needs a huge rework, this was just an idea could be something else, but dictator od has long loading and the effects are not as good only for some turrets with fast reload and high crit damage)

Titan: Enemies should receive Jamming status effect near the dome like in 30-40m radius. (It gives a good protection, but is easily destroyed by almost all overdrives, and I think this could do the work.)

Mammoth: Blaster augment immunity (Every 3rd tanker is using blaster augment and it is very annoying that my overdrive is beaten by a hull augment when i go over them... this is almost like an emergency buff!)

 

Balance changes for Drones: (Drones not mentioned, meaning they have a good, balanced effects)

Mechanic: Reduction of repair kit cooldown decreased from 20sec to 22 sec (The repair kit effect lasts for 8 seconds, so you could use repair kit every 8 seconds as well, it's a minor buff, and not many people use mechanic drone. I had many situations where that 1-2 seconds would save me if i could use repair kit)

Defender: Additional supply power decreased from 90% to 70%. Additional supplies consumed: 1+3 (4) (Almost everyone uses it and it is very strong, plus you can use the speed and damage boost as well)

Booster: Additional supply power decreased from 25% to 20%. Additional supplies consumed: 1+3 (4) (That 25% means some turrets can kill enemies with 1 less hit, and you can also have the other 2 supplies active. I just think this is too poweerful)

Trickster: Additional supply power decreased from 50% to 40%. Additional supplies consumed: 1+3 (4) (Same here, you have the basic 3 supplies and extra 50% speed boost, I think it's too powerful, and sometimes you can barely shoot them they are so fast)

Crisis: Bonus Protection: 100% Bonus Damage: 40% Bonus Acceleration: 60%. Additional supplies consumed: 1+2 (3) (You can use one supply at a time, and you waste a lot when switching between them, and are the same effect as defender trickster booster, but they can still use the other 2 power up supplies. I think Crisis was meant to be a strong drone and not a mediocre)

Crisis 2.0: (A second idea for Crisis balance change): Bonus Protection: 90% Bonus Damage: 25% Bonus Acceleration: 50% Reduction of repair kit and mine cooldown: 15s

Hyperion: Adittional supply consumed: 1+1 (2) (This drone only reduces the cooldown of supplies, it shouldn't cost much in my opinion)

Edited by AcnoIogia
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That's a lot of ideas, I'm not even sure what to comment on.

One thing that stangs out to me is Hornet's ability to see enemy mines. I agree that it would be a neat and sensible feature.

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On 11/9/2024 at 9:44 AM, AcnoIogia said:

Hornet: Able to see enemy mines. (Minor update, many overdrive can destroy mines, it would be fair for hornet to see them)

I too think hornet should also be able to see mines. Great idea ?

 

On 11/9/2024 at 9:44 AM, AcnoIogia said:

Paladin: Freeze & Burning immunity needed (Polarizer was invented for this reason, to give immunity from all negative status effects! It's only fair if they give back that ability)

Giving paladin OD both freezing and burning imm would just make this hull even more stronger than necessary. Plus I think it is in a decent spot right now. 

 

On 11/9/2024 at 9:44 AM, AcnoIogia said:

Dictator: It gives Freezing (10s), Jamming (7s) , Stunning (1s) status effect to enemies. Allies and the tank itself should receive +100% armor for 20-30 seconds. (I think this is the worst overdrive from all, and needs a huge rework, this was just an idea could be something else, but dictator od has long loading and the effects are not as good only for some turrets with fast reload and high crit damage)

Although I do agree that Dictator OD is underwhelming to use at the moment, giving freezing status for 10 seconds and stun stun seems a bit much especially giving teammates defender type defenses which I really find OP. What if in that group of people effected in this OD effect were to be using defender?? More armour?? Heck no.

 

On 11/9/2024 at 9:44 AM, AcnoIogia said:

Titan: Enemies should receive Jamming status effect near the dome like in 30-40m radius. (It gives a good protection, but is easily destroyed by almost all overdrives, and I think this could do the work.)

I am not fully sure what you mean here. Do you mean outside of the dome when people approach it or inside of the dome? I do agree that titan needs some sort of a buff. 

 

On 11/9/2024 at 9:44 AM, AcnoIogia said:

Mammoth: Blaster augment immunity (Every 3rd tanker is using blaster augment and it is very annoying that my overdrive is beaten by a hull augment when i go over them... this is almost like an emergency buff!)

I do agree that blasters are very annoying however, Mammoth's OD is in a good spot right now imo. Currently, it's able to nullify mines, Crusaders OD, Titans OD, Wasp N2 Bombs if you drive into them with OD, Ares OD, and has Status immunity.

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On 11/9/2024 at 9:44 AM, AcnoIogia said:

Defender: Additional supply power decreased from 90% to 70%. Additional supplies consumed: 1+3 (4) (Almost everyone uses it and it is very strong, plus you can use the speed and damage boost as well)

Defender is indeed strong right now especially at end game. But, I think defender would be more balanced if the armour went down to like 60% from 90%. 70% could also work too. 

 

On 11/9/2024 at 9:44 AM, AcnoIogia said:

Booster: Additional supply power decreased from 25% to 20%. Additional supplies consumed: 1+3 (4) (That 25% means some turrets can kill enemies with 1 less hit, and you can also have the other 2 supplies active. I just think this is too poweerful)

I think booster isn't that over used nowadays since people would prefer wearing the defender drone over booster because of armour. Booster needs a slight buff but not a crazy one imo. Like 30% bonus. 

 

On 11/9/2024 at 9:44 AM, AcnoIogia said:

Trickster: Additional supply power decreased from 50% to 40%. Additional supplies consumed: 1+3 (4) (Same here, you have the basic 3 supplies and extra 50% speed boost, I think it's too powerful, and sometimes you can barely shoot them they are so fast)

Trickster is fine where it is at right now. I don't find it problematic going against them bc we have so many resources  that can litterally one shot or have ridiculous high damage from certain turrets. 

Overall, if these changes were to also take place, the crisis drone would have to be readjusted to these changes as well if you noticed the trend of crisis rebalancing because of the trio drones.

Edited by JAIMUX

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When you are using Viking Overdrive with Tesla you are guaranteed +200% damage & +50% range, which i feel is bad... because you are not getting a faster reload. Every other turret shoots crazy fast with Viking Overdrive, but Tesla stays with the same reload.

Why does Vulcan get +500% damage during Viking OD, but Tesla +200% when Vulcan has a longer range!? (just a philosophical question)

Here are 3 options to balance Viking OD when using Tesla:

1. Bonus range: +50% Bonus damage: +500% Reload: 0.75s (The only change is in damage, but is able to one shot medium hulls)

2. Bonus range: +100% Bonus damage: +250% Reload: 0.75s (The change is in range and damage)

3. Bonus range: +50% Bonus damage: +250% Reload: 0.33s (The change is in relaod and damage)

(GRATIS option, 4. Everything is the same but your damage does not decrease when multiple enemies are in the chain, so it's always the same)

I think the damage bonus should be at least +250% in order to reach the 2000+ damage that enables you to 2 shot heavy hulls.

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On 11/21/2024 at 5:26 AM, AcnoIogia said:

Why does Vulcan get +500% damage during Viking OD, but Tesla +200% when Vulcan has a longer range!? (just a philosophical question)

Nothing philosophical about this. Increasing the same parameters on different turrets has different effects because the turrets work in different ways. I don't know the exact explanation for this specific example, but if Vulcan gets more damage during OD than Tesla, it means that it's harder to get kills with Vulcan compared to Tesla, so the extra damage brings "OD Vulcan" on a similar level to "OD Tesla".

But I agree that Tesla should shoot faster with OD. It feels weird to activate it and have your turret keep firing at the same rate.

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On 11/20/2024 at 9:26 PM, AcnoIogia said:

When you are using Viking Overdrive with Tesla you are guaranteed +200% damage & +50% range, which i feel is bad... 

Tesla has the same damage coefficient as the other melee range turrets, +400%. What augment are you using on your Tesla that is making you see only +200%?

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On 11/21/2024 at 1:35 PM, TheCongoSpider said:

Tesla has the same damage coefficient as the other melee range turrets, +400%. What augment are you using on your Tesla that is making you see only +200%?

bro it is simple math! Tesla damage is 630, and with wiking OD I do 1890 damage. 630+200%=1890 damage.... and it is the same on any augment!

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On 11/21/2024 at 6:17 PM, AcnoIogia said:

bro it is simple math! Tesla damage is 630, and with wiking OD I do 1890 damage. 630+200%=1890 damage.... and it is the same on any augment!

You deal x5 damage with Viking Overdrive and Tesla, x6 if you have maxed Boosted Damage enabled. X6 puts you to 3,780 final damage. If the enemy is using Boosted Armour, that will be cut in half to the 1,890 damage you see. 

 

Screenshot-2024-11-21-08-28-26-425-com-a 5*630 = 3,150

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On 11/21/2024 at 11:39 PM, TheCongoSpider said:

You deal x5 damage with Viking Overdrive and Tesla, x6 if you have maxed Boosted Damage enabled. X6 puts you to 3,780 final damage. If the enemy is using Boosted Armour, that will be cut in half to the 1,890 damage you see. 

 

Screenshot-2024-11-21-08-28-26-425-com-a 5*630 = 3,150

that is interesting, i always dealt 1890 damage ? But I take it as a way of Tanki nerfing me... cause i'm too strong LMAO

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Agreed ?? 

Also, another fix for Tesla shooting slowly when using it with Viking OD could be such that when Viking OD is activated, Tesla will shoot its lightning balls instead of the chain lightning. Their travelling speed and damage will increase significantly, and the opposite will happen with their reload speed, so that the turret will be able to shoot the lightning balls rapidly, but only upto the point where it's not completely broken.

Edited by Sharva

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On 11/20/2024 at 9:26 PM, AcnoIogia said:

Here are 3 options to balance Viking OD when using Tesla:

1. Bonus range: +50% Bonus damage: +500% Reload: 0.75s (The only change is in damage, but is able to one shot medium hulls)

2. Bonus range: +100% Bonus damage: +250% Reload: 0.75s (The change is in range and damage)

3. Bonus range: +50% Bonus damage: +250% Reload: 0.33s (The change is in relaod and damage)

After the recent update, a firing rate increase with lower damage bonus sounds plausible. 

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(All mentioned parameters are in Mk7 MAX)

(Color coding: Orange: Titles, Yellow: Advise, Green: Buff, Red: Nerf, Blue: New feature, White: no changes /plain text)

I hope my message reaches Developers and change will be seen!

1. Melee range turrets

Firebird, Freeze & Isida damage the enemies per tick, which is equivalent to 0.25 seconds, but they also have damage per second index (dps). Firebird and Freeze has 1200 dps, Isida has 1160 dps. Isida has a little bit lower because the damage is constant through out the range of the turret, while Firebirds and Freezes is not, which is understandable. What I am not able to understand is why Tesla is so weak compared to them. The dps of Tesla is 750! I don't think Teslas special ability to increase his range by the Lightning ball adds that much value to the turret that the dps of the turret should be this low! After the nerf It makes even less sense than before, because the damage is decreased if you connect to a lightning ball, and further decreased if there is more than 1 lightning ball in the circuit. To me it makes zero to no sense to keep the dps of Tesla so low... and comparing to the other melee range turrets special ability it makes even less sense, because Firebird and Freeze has very strong status effects. Firebird increases his 1200 dps to 1600 with burning. Freeze can slow down enemy troops by a lot and nullify their damage boost gaining tremendous advantage over the enemy. Isida can heal allies which he receives points after, and if planned carefully can lead an entire team to victory. Now It is true Teslas lightning ball has a 1160 damage, but the speed of the ball is so slow that is very unlikely to hit the enemy. Also every turret has higher critical damage than the regular damage, but Teslas critical damage equals to the regular damage, which in some point i could understand because of the chain lightning and it can deal critical damage to multiple enemies, but the reload has been increased from what it was before and the critical chance was never adjusted to it, nor the critical damage increased. I would like to mention the minimum time to kill a medium hull in the best case scenario (no supplies, no repair, enemy in the range of max damage):

Time to kill a medium hull with each melee range turret: Firebird: 2.0 sec Freeze: 2.5 sec Isida: 2.75 sec Tesla: 4.8 sec (If we don't count the first hit as a reload for Tesla then it is 3.6 sec)

Other "flaws" of Tesla: The ball sometimes doesn't appear. The ball sometimes passes through enemy bodies. Tesla with Viking Overdrive has the same reload as basic Tesla.

Tesla doesn't have good augments like others. Now basically all turret have at least 1 special augment, but some even have 5-6. Electroturret was made at the release of the Turret 3.5 years ago, and the last augment it got was 1.5 years ago which is Pulsar!

Here is my advise on how to balance base Tesla:

Damage: 900 (same as now)

Reload: 1.0 sec (It is 1.2 sec now)

Critical damage: 1160 (It is 900 now)

Critical chance: 12% (It is 15% now)

Ball lightning damage: 1400 (It is 1160 now)

Ball lightning reload: 7 sec (It is 6 sec now)

Ball Lightning range: 40m (It is 100m now)

You can see I am not only "buffing" Tesla but also "nerfing" some stats, because I think this would be a great balance overall. I don't want to make Tesla overpowered, but I do feel other melee range turrets are way stronger than Tesla, and mostly because of their status effects and their DPS!

 

2. Status effects from Firebird & Freeze

As mentioned above I think the Firebird and Freezes status effects are very strong, because the status effect is guaranteed with every hit. Currently the maximum temperature is +1.0 and the minimum temperature is -1.0. If possible I would make it +2.0 and -2.0.

Here is how it would work:

from +0.1 to +1.0: The damage of burning is 300 per second

from +1.1 to +2.0: The damage of burning is 400 per seccond

from -0.1 to -1.0: The freezing only slows down enemies

from -1.1 to -2.0: The freezing slows down enemies and nullifies their damage boost

The basic turrets could only do +1.0 max or -1.0 max, Other augments such as compact fuel tanks and shock frezee could receive the +2.0 and -2.0 and maybe new augments in the future.

Overdrives would give +2.0 burning and -2.0 freezing.

I also think status effect augments should not apply burning and freezing in the case of Firebird and Freeze turret, or at least minimize it to +0.5 & -0.5

 

3. Hornet Overdrive

The overdrive of Hornet is mostly Supportive. The user and allies are able to see enemies health bar for 90 seconds, and the user gets 7 seconds of supercharge effect, enemies receive Jamming (7s) & AP (20s) status effects in the radius of 60m.

In a nut shell I want to balance this overdrive, because compared to the other ones i think it weak.

Here is my advise:

Duration: 45 seconds

AP/Jammer radius: 60 m

AP duration: 7 seconds

Jammer duration: 7 seconds

Supercharge duration: 3 seconds

Activates regular damage boost instantly

Bonus damage boost increase: +100%

Bonus damage boost duration: 20 sec

Basically decreased the duration of overdrive, the AP effect and the supercharge duration, but now the overdrive activates the damage boost supply and gives an additional +100% increase of damage for 20 seconds. 

 

4. Dictator Overdrive

The overdrive of Dictator is mostly Supportive. The user and allies temperature returns to normal and activates all supplies and 10 seconds supercharge effect, while enemies receive Freezing status effect.

Same goes for this as Hornet one, I would want this overdrive to be balanced.

Here is my advise:

Temperature neutralization remains

Freezing enemies remains

Activates supplies of damage boost, armor boost & speed boost, and drops a mine.

HP bonus: +50% depending on the hull you use ( Light hull: +1000, Medium: +1500, Heavy: +2000)

Supercharge effect: 7 seconds

Polarization effect: 7 seconds

Stun: 1 second

Jamming: 7 seconds

Basically the overdrive would not trigger repair kit but give instant HP bonus, so you can use your repair kit at a desired time you want. I would also decrease the duration of supercharge effect, but receive Polarization effect (this was trouble before because someone with EMP or a Hunter OD could easily overwhelm you and your teammates by removing the supplies after you used your dictator od) Enemies would receive Freezing, Stun & Jamming effects.

 

5. Grenade (bug)

Grenades thrown right before dying doesn't deal damage. To me it seems that I have thrown the grenade and explodes as well but deals no damage. Enemies I asked about it, said they didn't even see my grenade being thrown... but it takes away 1 grenade from me and triggers my cooldown.

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Dude, no one wants to read a >1000 word essay of an idea, not even forum mods. It helps a lot to be concise and straightforward:
 

1. Tesla: Tesla's low DPS (750) is problematic compared to other melee turrets like Firebird (1200) and Freeze (1200). Tesla's special ability, Lightning Ball, doesn’t seem to justify its weak DPS, especially after the nerf reducing damage and range. While Firebird, Freeze, and Isida offer strong status effects (burning, slowing, healing), Tesla lacks similar advantages. The Lightning Ball's slow speed and lack of critical damage adjustments make it less effective. To balance Tesla, the following changes are recommended: increase damage to 900, reload time to 1.0 sec, critical damage to 1160, and Lightning Ball damage to 1400 with reduced range (40m).

2. Firebird & Freeze: Their status effects are too strong, as they guarantee burning or freezing with each hit. The suggestion is to increase the max temperature effect to +2.0 for burning (+400 damage/sec) and -2.0 for freezing (slowdown + nullified damage boost). Augments should be adjusted accordingly.

3. Hornet Overdrive: Feels too weak. Duration should be increased to 45 seconds, radius to 60m, add +100% damage boost for 20 seconds, and adjust effect durations.

4. Dictator Overdrive: Dictator’s Overdrive should be improved by decreasing the supercharge duration, adding HP bonus based on hull, and introducing additional effects like polarization, stun, and jamming.

5. Grenade Bug: Grenades deal no damage when thrown right before death, despite the grenade appearing to explode and the grenade count getting reduced.

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Bro wants to reverse Tesla to its previous state. Hell no. I ain't playing Fort Knox 3 trapped by a loser with Tesla spawn killing everyone with his pulsar augment again. Also big no to everything else you suggested.

All they have to do now is rework magnum to have limited range and we should be fine 

Edited by JustBlackWolf
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On 12/25/2024 at 10:43 AM, Maf said:

Dude, no one wants to read a >1000 word essay of an idea, not even forum mods. It helps a lot to be concise and straightforward:
 

1. Tesla: Tesla's low DPS (750) is problematic compared to other melee turrets like Firebird (1200) and Freeze (1200). Tesla's special ability, Lightning Ball, doesn’t seem to justify its weak DPS, especially after the nerf reducing damage and range. While Firebird, Freeze, and Isida offer strong status effects (burning, slowing, healing), Tesla lacks similar advantages. The Lightning Ball's slow speed and lack of critical damage adjustments make it less effective. To balance Tesla, the following changes are recommended: increase damage to 900, reload time to 1.0 sec, critical damage to 1160, and Lightning Ball damage to 1400 with reduced range (40m).

2. Firebird & Freeze: Their status effects are too strong, as they guarantee burning or freezing with each hit. The suggestion is to increase the max temperature effect to +2.0 for burning (+400 damage/sec) and -2.0 for freezing (slowdown + nullified damage boost). Augments should be adjusted accordingly.

3. Hornet Overdrive: Feels too weak. Duration should be increased to 45 seconds, radius to 60m, add +100% damage boost for 20 seconds, and adjust effect durations.

4. Dictator Overdrive: Dictator’s Overdrive should be improved by decreasing the supercharge duration, adding HP bonus based on hull, and introducing additional effects like polarization, stun, and jamming.

5. Grenade Bug: Grenades deal no damage when thrown right before death, despite the grenade appearing to explode and the grenade count getting reduced.

Also aren't you supposed to decline this? As far as i remember ideas and suggestions topics can only have a single suggestion. Here i see many.

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On 12/26/2024 at 2:12 AM, JustBlackWolf said:

Also aren't you supposed to decline this? As far as i remember ideas and suggestions topics can only have a single suggestion. Here i see many.

Since it's all balance stuff, we can put it into the balance discussion topic after a few days.

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