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Let's Discuss Game Balance


Maf
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On 9/22/2025 at 8:38 PM, Isshiki said:

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!

I did not say that you dont know tesla mechanics, I just think that tesla is very good turret. Let me explain 

You ranked Hammer  at first place despite the fact that it has weakest DPS from all of the meele range turrets. 2760 clip dmg potential, 2x 0,7s intra clip reload and then 2,5s clip reload = 3,9s for full cycle - meaning 2760/3,9 = only 707 DPS. Yet I kinda agree with you that hammer is either best or second best meele range currently in game. 

       What we can say from this? We can say that its not only about dmg in order for turret to be good. Hammer has other good features like solid crit chance, crit damage  and absurd impact force.

My meele range turret ranking would look like this - Freeze,Hammer,Tesla,Firebird,Isida 

Freeze -  good DPS, Good crits, freeze status effect, higher energy bar , low crit chance , average tactical value (some augments need nerf asap, freeze status effect deserve rework)

Hammer - average DPS, good tactical value, high impact force, good crit dmg, good crit chance  

Tesla - average DPS, no need for energy reload, good tactical value, ability to increase your range even with stock turret, secondary type od damage with tesla ball, option to hit otherwise impossible targets with the help of tesla ball lightning , very good crit chance, good crit dmg and if used in chaining reaction it fully damages all the targets

Firebird - good DPS, weak energy bar, burning dmg is usefull but it just increases DPS from 1200 to 1400. mediocre crit dmg, average crit chance, tactical value is minimal

Isida - average DPS, can heal but poorly and takes 14s to fully reload energy bar, low crit chance, very weak crit dmg, good tactical value, infinite attack - sounds good only on paper, not really viable option for attack because other 4 meele turrets do a better job at it, healing is useless with augments like nanotech or healing emitter in game. Vampire nanobots is OP that one  I agree with you but its dumb, that does not make turret great. 

 

Why I think tesla is better than firebird or isida? First of all tesla has usefull status effect augments, tesla ball lighting have 100 % guaranteed status effect, you can still increase your range with chaining and apply lot of status effect at the same time, good crit chance makes those augments very usefull. If you think shot reload is long you can use shock therapy and have augment with one of best DPS in game, you can use electorturret to shot electoballs which deals a lot of dmg and still use standard attack to deal additional dmg. I see no problems with tesla, it just does not have as many augments as hammer, but soon there will be camper and excelsior. Tesla now has to be played with certain gamestyle, following your allies and supporting them with chaining dmg, if you want to be aggressive you hav eshock therapy and electroturret.  If you need defense you can use emp, pulsar or jammer. 

 

Critical mix for tesla would be overkill with the chaining attack untouched,  dealing full crit dmg to X targets at the same time with reload just 1s ?? That would be crazy OP and siege would be literally unplayable.  Longer range augment?  Tesla has ability to increase its range built in as a stock feature, you just have to use allies, I dont have 800 hours with tesla but even I can tell its very good turret, I have not had any problems with current tesla, its strong but not OP.  Something I cant say for hammer or freeze, both OP and annoying to play against, meanwhile firebird seem to be average at best and same for isida, I doubt vampire will be left as it is now and excelsior for isida is basically just replacement augment for isida dmg and crit chance nerf.  

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