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On 11/4/2024 at 6:43 PM, SteamNOC said:

 

On 11/4/2024 at 10:45 AM, AcnoIogia said:

 

On 11/9/2024 at 11:14 PM, AcnoIogia said:

 

  Topic Merged

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On 11/21/2024 at 6:56 AM, AcnoIogia said:

 

On 12/25/2024 at 1:42 AM, AcnoIogia said:

 

Topic Merged

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Few status effects are too powerful, and some are nearly not as good. Right now I want to discuss 3 problematic status effects, and how I think they should be fixed.

Burning: When they apply 10 seconds of burning and your repair kit is in cooldown most of the times you will die

Freezing: Most ridiculous status effect ever, way too over powered! You can barely move, and your damage boosts are taken away.

Jamming: In my opinion it is weak, every other status effect is better.

Here is what I would do to make them balanced:

Burning: Temperature between +0.1 and +0.5 the tick is 75 (300 dps) Scorching: Temperature between +0.6 and +1.0 the tick is 125 (500 dps)

Freezing: Temperature between -0.1 and -0.5 you will slow down enemies. Frostbite: Temperature between -0.6 and -1.0 you will slow down enemies and reduce their damage by 50%

Jamming: Turrets that apply jamming with every hit would stay the same. Reboot: Critical hits and damage by turrets that has longer reload (tesla lightning ball, gauss salvo, shaft aiming...etc) and overdrives would also disable the hull augment. (At least Lifeguard, Blaster, Miner)

Base Firebird should raise the temperature by +0.5 (Augments should be adjusted accordingly)

Base Freeze should reduce the temperature by -0.5 (Augments should be adjusted accordingly)

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I will suggest this balance idea again with more variety on how to fix the problem.

Tesla (after the update) Damage: 900 Reload: 1.0s Damage per second: 900 (later referred as DPS) Crit. damage: 900 Range: 25m

Hammer (after the update) Damage: 900 Shot reload: 0.7s Clip reload: 2.5s DPS: 1285 (without clip reload) Crit. damage: 1160 Range: 25m (Damage per magazine: 2700)

Firebird DPS: 1200 Crit. damage: 375 Reload: 1.5s Range: 25m (Damage per cylinder: 4800 with burning)

Freeze DPS: 1200 Crit. damage: 750 Reload: 2s Range: 25m (Damage per cylinder: 4800)

Isida DPS: 1160 Crit. damage: 300 Reload: 10s Range: 25m (Damage per cylinder: 6988)

These turrets have good augments to begin with and the stock turret is very strong as well except Tesla. In my opinion Tesla still stand out with a low DPS, low critical damage, a weak "special ability" (BL) and lack of augments compared to other turrets with similar traits.

I will tell quite a bit of possible solutions on how to fix Tesla, so I would be happy if this was forwarded towards the developers so they can test if they are any good.

(BL = Ball Lightning)

1. Damage: 900 Reload: 1.0s DPS: 900  Crit. damage: 1160 Range: 25m BL damage: 1400 BL reload: 5s BL range: 50m

2. Damage 900 Reload: 0.9s DPS: 1000 Crit. damage: 1160 Range: 25m BL damage: 1160 BL reload: 5s BL range: 50m

3. Damage: 900 Reload: 1.0s DPS: 900 Crit damage: 1160 Range: 40m BL damage: 1160 BL reload: 5s BL range: 50m

4. Damage: 900 Reload: 1.0s DPS: 900 Crit. damage: 1160 Range: 25m BL damage: 1160 BL reload: 5s BL range: 50m Applies jamming for 1s or 1.5s with every hit (and remove jamming augment from the turret)

5. Damage: 900 Reload: 1.0s DPS: 900 Crit. damage: 1160 Range: 25m BL damage: 1160 BL reload: 5s BL range: 50m BL speed: 75m/s

EXTRA: Electroturret augment: Don't increase the damage, instead decrease the reload by 25-30% and remove lightning ball warmup time increase with ball range maximum of 100m. For Status effect augments, remove the bouncing effect, decrease the ball lightning range to 30-40m and give it back the ability to connect to a ball OR make the ball as fast as electroturret that apply the status effect with -75% ball lightning damage!

In my opinion N°1 and N°3 would suit Tesla the best.

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Hello everyone,

I’ve been playing this game for some time, and I feel the need to share a frustrating issue regarding the damage output and balancing of Shaft. This is a topic that deserves attention, especially when facing higher-rank players like Legends.

Here’s the problem:

  1. Damage without boost: My Shaft has a high GS, and I use the Short Band Emitter augment. However, when I hit an enemy without a damage boost box, the damage barely reaches 1,112. For such a powerful turret, this is absurdly low, especially when playing against higher-rank players with much better equipment.
     
  2. Damage with boost: Even with a damage boost box, the maximum damage I can deal is about 1,600. Considering the augment I’m using and the overall power of the Shaft, I’d expect significantly more damage.
     
  3. Reduced damage after promotion: Before reaching the Marshal rank, I could deal over 5,000 damage with a boost and augment. However, after surpassing this rank, I’ve noticed a significant reduction in damage output.. by at least 2,000 points. Now, when I hit a Juggernaut, the damage barely exceeds 3,000, and all other hits without boost are halved. This means the higher your rank, the weaker you become, especially since you’re constantly matched against stronger opponents.
     
  4. Imbalance against higher ranks: The matchmaking system keeps placing me in battles with Legend-rank players where I have no chance. I’m literally easy prey because my damage cannot compete with their defense. This is not only frustrating but makes playing pointless.
     
  5. Issue with the augment: The Short Band Emitter is supposed to help in close-range combat, but the damage remains disappointingly low regardless of the distance. It feels like I’m being punished for using Shaft as my primary turret, even though I’ve invested a lot of resources into upgrading it.
     
  6. Aiming vs. non-aiming: Players who don’t use aiming mode often deal more damage than I do with aiming mode. This highlights how poorly balanced the system is. If I’ve specialized in precise shots, why am I being penalized with lower damage compared to those who shoot randomly?
     
  7. Meaningless aiming mode damage value: What’s the point of having an aiming mode damage value of 3,237 when it’s just a number on paper that I can’t actually achieve in battles? This makes no sense and feels like false advertising.
     

Suggestions for improvement:

  • Rebalance the base damage of Shaft to properly scale with GS and player rank.
  • Ensure that damage boost boxes provide a more significant effect.
  • Introduce better matchmaking options to prevent lower-rank players from constantly ending up against Legend-rank opponents.
  • Revise the difference between aiming mode and non-aiming mode. If I’m using aiming for precision, the damage should be proportionately higher.
  • Fixx the rank-scaling issue where players lose damage as they rank up. Higher ranks should not feel like a penalty.
  • Adjust the displayed damage values to reflect what players can realistically achieve in battles.

 

I believe these changes would not only improve balance but also make the game fairer for those who use Shaft. I know I’m not the only one using this turret, but these issues discourage players from sticking with the game. 

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To me this sounds like you've just started fighting against players with upgraded Shaft modules, Defender drones, or both at the same time. I personally don't have a problem with the damage Stock Shaft deals, but that bias aside, this feels way overblown. 

A lot of the stuff you say here applies to most if not every turret, not just Shaft. You're hitting 2,000 damage on your boosted sniping shot? Guess how much a Twins or Ricochet is dealing in that same situation, 133 and 233 respectively. 33 and 58 if they're hitting the target with their weak damage. Defender + 50% module is cancer to everything that doesn't have innate AP or EMP. 50% modules also feel bad on any turret, especially if there are multiple of them. 

Shaft isn't special in this regard. In fact, one might consider it a blessing to be able to deal that much damage to a very armoured target at once. Higher likelihood to steal a kill on someone that's already injured. 

 

On 2/2/2025 at 7:43 PM, GhostLynx said:

Adjust the displayed damage values to reflect what players can realistically achieve in battle.

No clue what this is supposed to do. What you see in the garage is what you get. It's as simple as that. This changes when you add armour and modules, a staple part of the game that adds depth to fights. What makes your arbitrary number better than the "arbitrary" number shown in the garage? Every enemy has different equipment. 

 

On 2/2/2025 at 7:43 PM, GhostLynx said:

Issue with the augment: The Short Band Emitter is supposed to help in close-range combat, but the damage remains disappointingly low regardless of the distance. It feels like I’m being punished for using Shaft as my primary turret, even though I’ve invested a lot of resources into upgrading it.

It is best that you not take those augment descriptions to heart. You must look at the actual parameter changes being done. You're here writing long topics on the forum. You're more than capable of asking around before making purchases, particularly in the official Tanki Online Discord server. You will get faster and clearer answers to your burning questions there. 

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On 2/3/2025 at 12:43 AM, GhostLynx said:

Here’s the problem:

  1. Damage without boost: My Shaft has a high GS, and I use the Short Band Emitter augment. However, when I hit an enemy without a damage boost box, the damage barely reaches 1,112. For such a powerful turret, this is absurdly low, especially when playing against higher-rank players with much better equipment.
     
  2. Damage with boost: Even with a damage boost box, the maximum damage I can deal is about 1,600. Considering the augment I’m using and the overall power of the Shaft, I’d expect significantly more damage.
     
  3. Reduced damage after promotion: Before reaching the Marshal rank, I could deal over 5,000 damage with a boost and augment. However, after surpassing this rank, I’ve noticed a significant reduction in damage output.. by at least 2,000 points. Now, when I hit a Juggernaut, the damage barely exceeds 3,000, and all other hits without boost are halved. This means the higher your rank, the weaker you become, especially since you’re constantly matched against stronger opponents.
     
  4. Imbalance against higher ranks: The matchmaking system keeps placing me in battles with Legend-rank players where I have no chance. I’m literally easy prey because my damage cannot compete with their defense. This is not only frustrating but makes playing pointless.
     
  5. Issue with the augment: The Short Band Emitter is supposed to help in close-range combat, but the damage remains disappointingly low regardless of the distance. It feels like I’m being punished for using Shaft as my primary turret, even though I’ve invested a lot of resources into upgrading it.
     
  6. Aiming vs. non-aiming: Players who don’t use aiming mode often deal more damage than I do with aiming mode. This highlights how poorly balanced the system is. If I’ve specialized in precise shots, why am I being penalized with lower damage compared to those who shoot randomly?
     
  7. Meaningless aiming mode damage value: What’s the point of having an aiming mode damage value of 3,237 when it’s just a number on paper that I can’t actually achieve in battles? This makes no sense and feels like false advertising

To me it looks like you don't exactly know what damage you should deal or how damage is calculated. I don't know from where have you got those numbers in your post, but even for a maxed shaft, with SBE, this is the damage you should deal: 923 arcade damage, 1161 critical shot damage, and 3300 for the sniping shot, when it's fully charged.

 

About how capable your combo is, i specifically tested your setup yesterday: shaft SBE, hunter (I refuse to use viking with shaft), saboteur drone, and unequipped a few things to make my GS lower (I can't unupgarde my shaft though, but as your's is also at least mk7, it shouldn't matter much). 

FPTsrwF.jpeg

Even though this is not the most impressive result, it does show that you can get decent results with it, so it's not like it became impossible to use this combo at legend ranks. 

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On 2/5/2025 at 10:34 AM, mjmj5558 said:

923 arcade damage, 1161 critical shot damage, and 3300 for the sniping shot, when it's fully charged.

I have already explained everything, and I know very well what happens to me constantly.. if it was as you say, do you think I would publish this topic?
If others don't experience the same, I do.. And I ask for it to be fixed.

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On 2/5/2025 at 4:01 PM, GhostLynx said:

I have already explained everything, and I know very well what happens to me constantly.. if it was as you say, do you think I would publish this topic?

You have explained that you don't get more than 1112 damage with an arcade shot wothout a damage boost box, but that's exactly how it should work. As I mentioned even for a maxed shaft with SBE, you should get 1161 critical damage, and with your modification this number is 1112. Similarly, you are not supposed to deal 5000+ sniping all the time with boosted damage, as remember, the enemies often have DAs. Probably what changed for you in the higher ranks is that most people there have active DAs, so you'll experience the effect of boosted damage much less often. The numbers i posted are from the wiki:
Shaft - Tanki Online Wiki
Damage - Tanki Online Wiki

If you still think that the damage dealt by you is miscalculated, please report to video so we can see what you mean.

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Dear Developers!

In a previous balance changes you decided to nerf Tesla's status effect & pulsar augments by taking away it's special ability (chaining). Wouldn't it be fair to do the same with Firebird Freeze and Isida? Take away Firebird's burning, Freeze's freezing, Isida's healing when using status effect augments! It is only fair this way, or find another solution to make Tesla's status effect augments playable.

Solution 1.: Take away the special ability of Firebird Freeze & Isida

Solution 2.: Give back Tesla's chaining ability when using status effect augment. To do so there are 2 options, I can think of.

Option A: Make it able for Tesla to chain when connecting to a ball lightning, but reduce the lightning ball range by 50%

Option B: Make the ball lightning fast (75m/s) that applies the status effect, but reduce it's damage by 75%.

Tesla already got a huge nerf in Patch Update #783, this would not break the game.

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To be fair, Firebird and Freeze do have it almost removed. It's reduced by 70%. For Firebird that meant it didn't have afterburn damage until the later modifications like Mk6 and above. After the afterburn rework last year it's now possible for the lower modifications to get a tiny bit of afterburn but still it's effectively almost removed. For Freeze it still has the DD cancel (that can flicker on and off if you're hitting an enemy at the edge of the range) but cannot meaningfully slow down enemies. 

The difference being the Firebird and Freeze changes happened 2 years ago while the Tesla one is recent so it at least had some justification for it. Isida already isn't very threatening on its own and if it's using the healing then it means it's not using the status effect at that time, as opposed to the others that have one setting - attack. 

 

They're still in the process of bringing Tesla to where they want it to be. It's happened to various turrets before. I'd ask you to wait but you're a pretty adamant Tesla enjoyer so you'd already be impatient by now. Opex did say Tesla will be getting new augments so relevant changes may probably come before or in the same patch as a new augment. 

 

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@TheCongoSpider 70% is not 100% ? I could work with Tesla status effect if the lightning ball is -70% range (only 30m) and the bouncing effect is removed. Freezing status effect is strong because of the damage boost nullifying so it doesn't really matter how "frozen" the target is, just hit him constantly. The Pulsar augments are not even touched for Firebird and Freeze as well in Heating/Freezing rate wise.

In terms of Tesla augments, I don't think it would be that hard to implement them into the game, because they are doing it every 2nd 3rd weekend, making a new augment... It wouldn't take much longer to do it with a Tesla augment. But the BASE turret it self is weak. Tesla is the only turret with the same Critical damage as the Regular damage. I have said it many times but I will write again, that this is how Tesla should be:

Damage: 900 Critical damage: 1160 Critical chance: 18% Reload: 1.0sec Lightning ball damage: 1400 Lightning ball reload: 5 sec Lightning ball range: 50m

(According to this mechanic, Electroturret augment should decrease the reload instead of increasing the damage, Status effect augments -50% range (25m range) so you can only have 1 ball in the battle field no matter what, but you can connect to it)

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On 2/22/2025 at 6:02 PM, AcnoIogia said:

@TheCongoSpider 70% is not 100% ? I could work with Tesla status effect if the lightning ball is -70% range (only 30m) and the bouncing effect is removed. Freezing status effect is strong because of the damage boost nullifying so it doesn't really matter how "frozen" the target is, just hit him constantly. The Pulsar augments are not even touched for Firebird and Freeze as well in Heating/Freezing rate wise.

In terms of Tesla augments, I don't think it would be that hard to implement them into the game, because they are doing it every 2nd 3rd weekend, making a new augment... It wouldn't take much longer to do it with a Tesla augment. But the BASE turret it self is weak. Tesla is the only turret with the same Critical damage as the Regular damage. I have said it many times but I will write again, that this is how Tesla should be:

Damage: 900 Critical damage: 1160 Critical chance: 18% Reload: 1.0sec Lightning ball damage: 1400 Lightning ball reload: 5 sec Lightning ball range: 50m

(According to this mechanic, Electroturret augment should decrease the reload instead of increasing the damage, Status effect augments -50% range (25m range) so you can only have 1 ball in the battle field no matter what, but you can connect to it)

The point was that they're different turrets and that the changes were made in vastly different time periods so there's no direct equivalent. The Firebird and Freeze changes came 2 years ago. Since then, individual status effect augments were hardly touched and instead received across-the-board changes, such as the across-the-board reduction in critical damage and across-the-board 10% critical chance increase that will affect each one differently. Some might become noticeably more potent over time. Some won't notice a difference at all. That's the nature of sweeping changes like that. 

 

The Tesla changes were targeted and happened recently, and it's not like it came out of nowhere. Complaints about status Teslas were common especially after Tesla received the rework with the increased firing rate. And then Tesla itself got a critical hit rate increase that, or course, lended itself perfectly to the status Teslas in particular. Everyone knew Tesla's true power was in the status augments for a long time. And that Tesla spam, pre-meditated by groups or just by random happenstance, was cancerous. They were targeted and their ability to easily chain effects to targets removed. 

 

I do know your frustration and that they're taking their sweet time with bringing Tesla towards where they want it to be going forward. It's happened to many other turrets/augments in the past years. But I just want you to know that status Teslas receiving targeted nerfs wasn't unexpected. Making Tesla better would be default make the already cancerous status Teslas better. They would have to be manually brought down at some point. We'll see in the future what attributes they'll decide to give the status Teslas or Stock Tesla as a whole. I gave the general timeline of waiting for a new augment because for that new augment to actually have an impact and deducible purpose, the Stock turret generally would need to be settled somewhere. At the moment, Tesla is not settled. 

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On 2/22/2025 at 11:05 PM, TheCongoSpider said:

At the moment, Tesla is not settled.

They didn't nerf tesla, they butchered it.

Tesla's unique firing mechanic was in my opinion the only turret that could deal with the hated trashcans.

Tesla is now a piece of junk and does NOTHING in ANY battle. I used to main tesla, now I don't give it a second glance.

    

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On 1/12/2025 at 4:54 PM, AcnoIogia said:

 

 

On 1/29/2025 at 7:58 PM, AcnoIogia said:

 

 

On 2/3/2025 at 12:43 AM, GhostLynx said:

 

 

On 2/22/2025 at 6:16 AM, AcnoIogia said:

 

Topic merged

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The changes of Turrets is going in a bad direction, because some Turrets are losing their features of what they were created for.

Scorpion was created for long reload time, high damage, fast projectile, high impact force. Now hammer took it's place!

Smoky has 63% faster reload than Scorpion but it has the same projectile speed as Scorpion.

True enough Hammer has much less range than Scorpion but it has 77% faster shot reload than Scorpion but it has 114% more impact force.

The rockets of Scorpion is not enough compensation for it, because they are 95% doesn't even hit the enemy (without an augment), and the reload after salvo is just too much. It would make much sense if base Scorpion was similar to Wolfpack augment but even less damage.

While using Booster/Crisis drones damage boost most turrets need 1 less shoot to kill a tank, but Scorpion is not one of them because the damage is 1160 (1305 with drone), which is not even enough to 3 shot a heavy hull, or 2 shot a medium hull.

The speed of the projectile should be based on reload in my logic... Faster reload means less projectile speed, Slower reload means faster projectile speed.

Forget the yapping, these are my suggestions for Balance changes for some turrets (The given amounts are in Mk7 MAX modification)

Tesla: Ball Lightning damage: 1400 (It is very slow, barely any chance to hit an enemy, it has a long reload already and after changing the connection range of the ball it is useless)

Hammer: Projectile force: 9 cond. units (Urgently needs a nerf, impossible to aim if you are being shot by a Hammer)

Smoky: Initial speed of the projectile: 500 m/s, Final speed of the projectile: 300 m/s, Reload: 1.15s/1.2s (After buffing the speed of the projectile it became a meta turret even without augments!)

Vulcan: Bullet damage: 80 (It is grinding the HP even without augments... with augments too OP!)

Thunder: Initial speed of the projectile: 700 m/s, Final speed of the projectile: 300 m/s (Slower reload than Smoky, logically needs more projectile speed)

Scorpion: Damage: 1400, Critical damage: 1750 Initial speed of the projectile: 1000 m/s, Final speed of the projectile: 500 m/s, Projectile force: 9 cond. units, Reload: 3.2s. Rockets: 2 options to go about it. 1: Rocket damage: 460, Min. rocket speed: 10/15/20 m/s, Max. rocket speed: 80/100 m/s, Rockets in salvo: 6, Reload after salvo: 10s. 2: Rocket damage: 460, Rockets in salvo: 8, Reload after salvo: 12s, Splash damage added to rockets (One of the worst turrets after being nerfed many many times now! It needs a complete rework!)

Augments should be adjusted accordingly!

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On 6/8/2025 at 7:55 AM, Isshiki said:

Tesla: Ball Lightning damage: 1400 (It is very slow, barely any chance to hit an enemy, it has a long reload already and after changing the connection range of the ball it is useless)

It's worse than "USELESS".

 

On 6/8/2025 at 7:55 AM, Isshiki said:

Augments should be adjusted accordingly!

Like scrapped altogether, along with trashcans.

THE entire game needs reworking, from how low rankers progress through the ranks, not having the ability to add protections, being thrown into battles against players several ranks above you WITH protections (because MM is USELESS) all the way to the highly overpriced joke shop. 

TO gets worse with every patch they bring out.

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@Opex-Rah

On 6/8/2025 at 8:55 AM, Isshiki said:

The changes of Turrets is going in a bad direction, because some Turrets are losing their features of what they were created for.

Scorpion was created for long reload time, high damage, fast projectile, high impact force. Now hammer took it's place!

Smoky has 63% faster reload than Scorpion but it has the same projectile speed as Scorpion.

True enough Hammer has much less range than Scorpion but it has 77% faster shot reload than Scorpion but it has 114% more impact force.

The rockets of Scorpion is not enough compensation for it, because they are 95% doesn't even hit the enemy (without an augment), and the reload after salvo is just too much. It would make much sense if base Scorpion was similar to Wolfpack augment but even less damage.

While using Booster/Crisis drones damage boost most turrets need 1 less shoot to kill a tank, but Scorpion is not one of them because the damage is 1160 (1305 with drone), which is not even enough to 3 shot a heavy hull, or 2 shot a medium hull.

The speed of the projectile should be based on reload in my logic... Faster reload means less projectile speed, Slower reload means faster projectile speed.

Forget the yapping, these are my suggestions for Balance changes for some turrets (The given amounts are in Mk7 MAX modification)

Tesla: Ball Lightning damage: 1400 (It is very slow, barely any chance to hit an enemy, it has a long reload already and after changing the connection range of the ball it is useless)

Hammer: Projectile force: 9 cond. units (Urgently needs a nerf, impossible to aim if you are being shot by a Hammer)

Smoky: Initial speed of the projectile: 500 m/s, Final speed of the projectile: 300 m/s, Reload: 1.15s/1.2s (After buffing the speed of the projectile it became a meta turret even without augments!)

Vulcan: Bullet damage: 80 (It is grinding the HP even without augments... with augments too OP!)

Thunder: Initial speed of the projectile: 700 m/s, Final speed of the projectile: 300 m/s (Slower reload than Smoky, logically needs more projectile speed)

Scorpion: Damage: 1400, Critical damage: 1750 Initial speed of the projectile: 1000 m/s, Final speed of the projectile: 500 m/s, Projectile force: 9 cond. units, Reload: 3.2s. Rockets: 2 options to go about it. 1: Rocket damage: 460, Min. rocket speed: 10/15/20 m/s, Max. rocket speed: 80/100 m/s, Rockets in salvo: 6, Reload after salvo: 10s. 2: Rocket damage: 460, Rockets in salvo: 8, Reload after salvo: 12s, Splash damage added to rockets (One of the worst turrets after being nerfed many many times now! It needs a complete rework!)

Augments should be adjusted accordingly!

 

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Current state of freezing status effect: «Freezing» reduces the speed of the tank up to 20%, and turret rotation speed - up to 80% of the initial. Time of the effect depends on how much the tank is frozen (from 1 to 10 seconds). The effect, in addition to slowing, disables the effects of damage enhancement for the duration of the freeze.

Rework: «Freezing» reduces the speed of the tank up to 20%, and turret rotation speed - up to 80% of the initial. Time of the effect depends on how much the tank is frozen (from 1 to 10 seconds). The effect, in addition to slowing, slows down the reload up to 100% for the duration of the freeze. (Different stats: slows down the reload up to 50%; shock freeze augment: slows down the reload up to 100%)

In my opinion slowing down the reload is more matching for Freeze rather than taking away the damage boost.

I would advise to review the slowing down effect, maybe a speed of 50% and turret rotation 50% slow down would be better, or other parameters?!

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After changing the connection range of the Tesla with allies and lightning ball, the lightning ball is basically useless and it is an extra source of damage at this point. BUT having an ally near you is not always guaranteed while you could shoot lightning ball anytime you want and connect to it. I have a 3 ideas for Tesla Balance changes, which could be augments as well?!

 

Idea 1: Radius of adding a ball lightning to the circuit increased

Radius of adding a ball lightning to the circuit: 30m (+100%)

Radius of adding an ally tank to the circuit: 15m (-50%)

 

Idea 2: Ball lightning damage increased to compensate the poor connection range with the ball

Ball lightning damage = 1800 (approx. +55.18%)

OR

Ball lightning damage = 2700 (approx. +132.76%)

Ball lightning reload = 9 seconds (+50%)

 

 

Idea 3: Ball lightning reload reduced, the ball's only purpose to increase the range. To avoid chaos some parameters have been reduced/removed like the ball lightning range, damage, and adding an ally to the circuit.

Ball lightning can pass through enemies exactly like it happens to allies

Ball lightning doesn't deal damage anymore, it acts like a tool for Tesla to enhance the connection range

Ball lightning reload = 3 second (-50%)

Ball lightning range = 50m (-50%)

Radius of adding a ball lightning to the circuit = 30m (+100%)

Radius of adding an ally tank to the circuit = 1m (approx. -96.66%)

Connecting to the ball lightning guarantees a critical hit after every 3rd hit (to compensate for splitting the damage when connecting to a ball)

Consequtive critical chance removed when connecting to a ball lightning

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First idea - is what tesla used to be , but you do realize that tesla ball is now counted like a target? Meaning If you are dealing dmg with ball lightning, dmg is reduced by amount of balls added to chain reaction?? if you increase your range with 3 lightning balls and you hit enemy it will deal 1/4 of original dmg. 

 

Second idea - unnecessary, tesla ball has already good dmg, this would only make electroturret super OP,  shock therapy has already great lightning ball dmg, for status augments there is 100 % guaranteed status effect so additional dmg would be unfair. For rest of the tesla augment you can use tesla ball to prolonge your range if  allies are not around you, also you can hit otherwise unhittable targets. 

 

Third idea - tesla is meele range turret after all, with these changes you could actually classify tesla as a short range turret, seem unfair.  

 

Tesla has, as only meele range turret, ability to increase range radius basically to infinity, yes you need allies but thats what makes tesla good now. You have to use augments for other meele range turrets to increase range, most of the times decreasing your cone angle   (isida sustainable, freeze/firebird high pressure pump, hammer heavy slugger or hunter duplet)  so yeah tesla has a lot of good unique fatures, good crit chance, good crit dmg, usefull status effects,  peple just dont use tesla as much as before because there are other OP stupidity augment like stellarator, excalibur, hammer has toxic impact force  or freeze sable mix is broken..  but without these I bet more people would use tesla, I am starting to like it but hated it before. 

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On 9/21/2025 at 12:43 AM, Tekken said:

First idea - is what tesla used to be , but you do realize that tesla ball is now counted like a target? Meaning If you are dealing dmg with ball lightning, dmg is reduced by amount of balls added to chain reaction?? if you increase your range with 3 lightning balls and you hit enemy it will deal 1/4 of original dmg. 

 

Second idea - unnecessary, tesla ball has already good dmg, this would only make electroturret super OP,  shock therapy has already great lightning ball dmg, for status augments there is 100 % guaranteed status effect so additional dmg would be unfair. For rest of the tesla augment you can use tesla ball to prolonge your range if  allies are not around you, also you can hit otherwise unhittable targets. 

 

Third idea - tesla is meele range turret after all, with these changes you could actually classify tesla as a short range turret, seem unfair.  

 

Tesla has, as only meele range turret, ability to increase range radius basically to infinity, yes you need allies but thats what makes tesla good now. You have to use augments for other meele range turrets to increase range, most of the times decreasing your cone angle   (isida sustainable, freeze/firebird high pressure pump, hammer heavy slugger or hunter duplet)  so yeah tesla has a lot of good unique fatures, good crit chance, good crit dmg, usefull status effects,  peple just dont use tesla as much as before because there are other OP stupidity augment like stellarator, excalibur, hammer has toxic impact force  or freeze sable mix is broken..  but without these I bet more people would use tesla, I am starting to like it but hated it before. 

I think after playing with Tesla for more than 800+ hours and earned 8M+ exp with it i know it's mechanics, and to me Tesla seems to be the weakest turret from the melee range category. It might not be a good change for base Tesla what I mentioned but Developers can try it and adjust augments to it, also as I said they could be augments as well not the stock turret. I liked Tesla way more with 0.66s reload and 630 damage It had 954 DPS and good critical chance. They could've balanced it by reducing the ball lightning range so can't make too big chain field. However the Ball Lightning damage should be increased or the Ball Lightning reload decreased!

1. Hammer 2. Freeze 3. Isida 4. Firebird 5. Tesla

Hammer has good impact force and fast shot reload

Freeze has the most effective status effect, good DPS, good reload, good critical damage 

Isida can heal allies which will be rewarded with battle score & EXP, you never run out of energy if you shoot enemies, Defender + Paladin Excelsior + Vampire augment is almost unkillable. and has a 40m range augment

Firebird has good reload, damage overtime, high chance for critical hit

Tesla has bad reload, bad damage, weak when attacking multiple enemies, lightning ball is too slow to ever reach the enemy unless you go right into their face and shoot them that way, and ball has very short range to connect to enemies.

Fire and Freeze has critical mix, and many medium-long range turrets have similar like Smoky, Thunder...etc etc

Tesla could use a Critical mix augment as well, or longer range augment... I don't think it is hard to add to the game. They also showed us Opex use a high impact force, fast reload, fast ball augment and we haven't got it, and was leaked 5 months ago already!

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