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Let's Discuss Game Balance


Maf
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Striker is good, no faults but, magnum ! a right spot to hide and a good calculation is enough to kill players they just give one shot and players around gold box vanished like dust.

Paint separation is heart breaking movement. One side, i need to sell my tanks to purchase a paint. Other side my crystal needs to spend on module and upgrade it ! . 

No use of calling idsa calling a healer if it loses its vampire - ability 

Ok, so, they adding the abilities in each turret, hammer pellets has bouncing effects which is similar to ricochet.

Magnum and striker has splash effect which is from thunder.

 

Developers outta mind now,

 

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I would disagree here.   Magnum is doubtless a potent turret if it hits you from across the map, but I think that it's effect of you not being able to hit back elevates its position and strength in your mind.  You remember more when you are killed by it, see what I mean?

 

Shaft- not too hard to knock off aim with smoky or rico.  I would prefer the alteration to be the standard, but oh well, you can't have everything.

 

Isida- I agree.  Damage is too high.  Why in the world did they take away the self-healing in favor of increased damage?  It has a niche role and overlapping that with Freeze (which has a useless effect against M4s) was not a good decision.

Magnum isn't the most powerful turret, but it's influence depends on the map. On a smaller map like gravity or highland, there tends to be two or three magnums so the effect is magnified. If they are part of a strong team then I keep getting spawn killed which gets really annoying! My solution is to decrease the blast radius accoding to the distance the projectile has to travel. If the projectile has to travel all the way across Serpuhov and pin point a target (high skill) then allow it a large blast radius, if it just has to plop a projectile a short distance (low skill) then decrease its blast radius.

 

I find shaft annoying because I can spawn and equip double armor on my M4 viking, only to get one-shot right from across the map.

 

Isida is just too much. Most blowouts are caused by a group of M4 isidas on double damage. My solution would be to decrease its DPS and give it back some minor self-healing abilities.

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Magnum isn't the most powerful turret, but it's influence depends on the map. On a smaller map like gravity or highland, there tends to be two or three magnums so the effect is magnified. If they are part of a strong team then I keep getting spawn killed which gets really annoying! My solution is to decrease the blast radius accoding to the distance the projectile has to travel. If the projectile has to travel all the way across Serpuhov and pin point a target (high skill) then allow it a large blast radius, if it just has to plop a projectile a short distance (low skill) then decrease its blast radius.

 

I find shaft annoying because I can spawn and equip double armor on my M4 viking, only to get one-shot right from across the map.

 

Isida is just too much. Most blowouts are caused by a group of M4 isidas on double damage. My solution would be to decrease its DPS and give it back some minor self-healing abilities.

1.  Decreasing the reload would work just as well.  It should take more than one Magnum to cripple a team's defenses.

2. Yes, Shaft is annoying, but that's not the same as overpowered.

3. I feel that the problem is the double damage, not the Isida. ;)  Use Shaft and one-shot the little pests.  You can't heal what isn't alive.

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1.  Decreasing the reload would work just as well.  It should take more than one Magnum to cripple a team's defenses.

2. Yes, Shaft is annoying, but that's not the same as overpowered.

3. I feel that the problem is the double damage, not the Isida. ;)  Use Shaft and one-shot the little pests.  You can't heal what isn't alive.

Yeah decreasing the reload would help as well.

 

I personally think it is overpowered and a detriment to enjoying the game. It shouldn't be able to one-shot a full M4 medium hull.

 

Everyone uses supplies now all of the time. I don't like using shaft.

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I will suggest some changes at certain weapons that are unbalanced right now.

  • Twins
  1. Impact force -25%
  2. Bullet speed -15%
  • Magnum
  1. Splash radius -50%
  2. Time to fully charge shot +10%
  3. No more random DMG, DMG should be constant
  4. Splash DMG +10%
  5. Reload time +5%
  • Isida
  1. DMG decreases depending on distance of enemy tank, as well as healing
  2. Decrease turning speed ( as well as acceleration of it ) -20%
  3. Even the DMG of Fire, Freeze and Isida
  4. EXP for healing is rewarded by amount of HP recovered ( 1 EXP = 250 HP recovered )

Also prot. mod. should no longer reduce fire DMG and freeze effect

Twins is fine, magnum, mehh thats an extensive nerf, but ur stats seem somewhat unrealistic, constant damage?! additional splash damage? And isida is well balanced imo,

 

Personally i'd like to see some explanations behind your stats, like why a certain value, what is the issue right now, etc.

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I suspect but do not know that the players who gripe about Isida use a certain set of turrets, ones that deliver small packets of damage more rapidly.  While the players who use the big-hitters like Shaft Rail and Magnum wonder what the fuss is about.

 

That sort of thing is commonly called the rock-paper-scissors effect.  Isida are one of the Scissors. Shaft is one of the Rocks. If Isida looks OP to you, then you probably play Paper.That is a sign of good design in a game such as this.

 

Vamparism is gone because it has been proven over millions of player-hours experience to lead to an OP Isida I could go into the math behind why this is so. But I'd have a btter chance of being understood if I typed in ancient Arameic.

Edited by LittleWillie
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I suspect but do not know that the players who gripe about Isida use a certain set of turrets, ones that deliver small packets of damage more rapidly.  While the players who use the big-hitters like Shaft Rail and magnum wonder what the fuss is about.

 

That sort of this is commonly called the rock-paper-scissors effect.  Isida are one of the Scissors. Shaft is one of the Rocks. If Isida looks OP to you, then you probably play Paper.That is a sign of good design in a game such as this.

 

Vamparism is gone because it has been proven over millions of player-hours experience to lead to an OP Isida.  I could go into the math behind why this is so. But I'd have a btter chance of being understood if I typed in ancient Arameic.

 

As a player who uses both Freeze and Shaft, it's great to see somebody else that understands.  It's not only the actual way the damage is administered like you said, but also the range at which they play.  A Shaft never has to come into contact with an Isida- it's just not a threat.  Personally even while using freeze Isida doesn't seem that OP- In the scenarios I do die against a drugging Isida I die confident in the damage I just dealt.  

 

While vampirism isn't coming back to the main game, it would still be just so nice to see it as an alteration.  Back when they had 10% self-heal nobody complained that the Isida was OP - it was the Isida players that complained about the lack of damage to use in DMs.

So as an alteration, giving the players the option to choose this kind of playstyle (after all, no other turret has this ability), it would also make them money as a sink  .  Part of me suspects Tanki doesn't like people using self-heal instead of RPKs.

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I've got a range of weapons and it doesn't matter what I use, if an M4 isida or a bunch of them are invading our territory then there's not much we can do. Remember, I'm talking about the legend ranks here where the M4 isida will be healed by another M4 isida (on double damage), and both will have 50 protection against rail, ricochet or whatever is most popular turret.

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I've got a range of weapons and it doesn't matter what I use, if an M4 isida or a bunch of them are invading our territory then there's not much we can do. Remember, I'm talking about the legend ranks here where the M4 isida will be healed by another M4 isida (on double damage), and both will have 50 protection against rail, ricochet or whatever is most popular turret.

Do you have Isida protection, though?  

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I've got a range of weapons and it doesn't matter what I use, if an M4 isida or a bunch of them are invading our territory then there's not much we can do. Remember, I'm talking about the legend ranks here where the M4 isida will be healed by another M4 isida (on double damage), and both will have 50 protection against rail, ricochet or whatever is most popular turret.

A Legend M3+ Hammer on supplies can do a LOT of damage to my Viking M3+ Isida before it is within range of my Isida.

Titan Tiwns on supplies?  They never stop firing - isidas do run out of energy though.

 

Also - stop shooting at the lead Isida. Kill the middle or trailing isida - it isn't receiving much healing, is it...

 

PS... an isida can't help another isida if a shaft hits it - can't heal a dead tank.

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I've got a range of weapons and it doesn't matter what I use, if an M4 isida or a bunch of them are invading our territory then there's not much we can do. Remember, I'm talking about the legend ranks here where the M4 isida will be healed by another M4 isida (on double damage), and both will have 50 protection against rail, ricochet or whatever is most popular turret.

even shaft on heavy capacitors cannot kill a isida on a light hull with 50% protection in one shot.. so that isida can get healed by another isida before you shoot him again. but we're talking about 2 vs 1 here... 2 shafts firing at the same isida at once finishes him there and then. then the 2 shafts can go for the second isida.

 

same for striker and magnum, except even better, because of splash damage 2 magnums/strikers firing together kills both isidas at once.

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even shaft on heavy capacitors cannot kill a isida on a light hull with 50% protection in one shot.. so that isida can get healed by another isida before you shoot him again. but we're talking about 2 vs 1 here... 2 shafts firing at the same isida at once finishes him there and then. then the 2 shafts can go for the second isida.

 

same for striker and magnum, except even better, because of splash damage 2 magnums/strikers firing together kills both isidas at once.

Guess what will kill it though? A DD or an extra arcade shot. Use your head.

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The game balance is heavily skewed in favour of magnum, shaft and isida. The latter is really annoying because there's nothing I can do against an M4 isida on double damage. It can drain all of my HP in a split second and it's the favourite of clan takeovers.

But hey, it can't heal itself, right!? :D That fixed it, right!? UPPING THE DAMAGE! 

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But hey, it can't heal itself, right!? :D That fixed it, right!? UPPING THE DAMAGE! 

So how do suggest it be changed (again)?

 

Can't damage multiple enemies.

Can't slow down enemies.

Can't kill an enemy with after-burn even after it dies.

Has shorter range than all other turrets sans Freeze & Fire (but see above).

 

What would you tweak?

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This is where the player needs to get creative, press r or v, view their equipped modules, get something with area damage of prot they don't have,

Possible splash damage /spray damage/penetrative turrets:

  • Twins (no splash removing alt)
  • Thunder (no splash removing alt)
  • Magnum
  • Striker
  • Ricochet (splash damage alt)
  • Firebird (preferably no cone reduction alt)
  • Freeze (preferably no cone reduction alt)
  • Railgun

Now that's 7 possible countermeasures against coupled isidas(or just coupled tanks), and they can only each individually protect against up to 3 of the 7 at 50% max (bar spectrum module users) so you still have 4 other possibilities, a few or 1 of the tanks will still be weak.

Edited by Akame
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So how do suggest it be changed (again)?

 

Can't damage multiple enemies.

Can't slow down enemies.

Can't kill an enemy with after-burn even after it dies.

Has shorter range than all other turrets sans Freeze & Fire (but see above).

 

What would you tweak?

Lower the damage. It's unnecessary for a support/heal turret to have more damage output than any other without a gimmick.

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Lower the damage. It's unnecessary for a support/heal turret to have more damage output than any other without a gimmick.

You view it as a support turret. For some it may be their only turret of that m-level.  So no - it is not just a "support turret".

 

What turret does isida have more damage output than "other without a gimmick"?

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Guess what will kill it though? A DD or an extra arcade shot. Use your head.

yeah as if they don't know how to run away after getting hit. you're not the only one that has a head.

 

 

 

 

edit: actually, your head isn't even as good as you think.

 

he said isidas would be druging, so we can't take DA and DD  into account because they just cancel each other out.

 

now, M4 shaft charges energy at 125/sec, energy per arcade shot is 262. so after a scope shot you have to wait 2.096 seconds to fire an arcade shot.

 

m4 isida healing per second on double damage is 1520.

 

so by the time you fire an arcade shot to  deal maximum 375 damage(because of 50% protection) he would already have fully healed.

 

 

use your head.

Edited by GuidoFawkes
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You view it as a support turret. For some it may be their only turret of that m-level.  So no - it is not just a "support turret".

 

What turret does isida have more damage output than "other without a gimmick"?

Because Firebird has afterburn and Freeze immobilizes people. Isida has a high damage output with no drawbacks or effects.

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yeah as if they don't know how to run away after getting hit. you're not the only one that has a head.

 

 

 

 

edit: actually, your head isn't even as good as you think.

 

he said isidas would be druging, so we can't take DA and DD  into account because they just cancel each other out.

 

now, M4 shaft charges energy at 125/sec, energy per arcade shot is 262. so after a scope shot you have to wait 2.096 seconds to fire an arcade shot.

 

m4 isida healing per second on double damage is 1520.

 

so by the time you fire an arcade shot to  deal maximum 375 damage(because of 50% protection) he would already have fully healed.

 

 

use your head.

 

I'm not sure this works.  Isidas have a very low energy reserve and cannot heal continuously. 

 

WOLVERINE SAID:

"Not sure we are talking about same thing...

Isida has higher DPS than Freeze or Fire because it has no special attack - it is just pure damage.

If you lower Isida DPS it then is at disadvantage vs other short-range turrets."

 
Yes, but Isida enjoys the special advantage of being able to charge its overdrive without venturing out of safety, while the other turrets have to actively damage opponents and such.
Edited by r_I_already_won0
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Because Firebird has afterburn and Freeze immobilizes people. Isida has a high damage output with no drawbacks or effects.

Not sure we are talking about same thing...

 

Isida has higher DPS than Freeze or Fire because it has no special attack - it is just pure damage.

 

If you lower Isida DPS it then is at disadvantage vs other short-range turrets.

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I'm not sure this works.  Isidas have a very low energy reserve and cannot heal continuously. 

isida has 10 seconds healing time.

 

look, i don't think isida is OP too, in fact i actually think it should be buffed a little. I was just pointing out that what he said was complete nonsense, that's all.

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Not sure we are talking about same thing...

 

Isida has higher DPS than Freeze or Fire because it has no special attack - it is just pure damage.

 

If you lower Isida DPS it then is at disadvantage vs other short-range turrets.

Exactly; It becomes a support/healing turret. It's intended function.

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Exactly; It becomes a support/healing turret. It's intended function.

You'd like it to become a "support turret".  But that does not make it true.

 

"An essential gun in team battles. Can repair tanks within its firing radius and effectively destroy opponents at short-range."

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You'd like it to become a "support turret".  But that does not make it true.

 

"An essential gun in team battles. Can repair tanks within its firing radius and effectively destroy opponents at short-range."

"There is nothing in this howitzer that cannot be considered «the best»."

 

what about this?

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