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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?

Actually Firebird with the narrow cone has a longer range than Isida I am pretty sure.  What Isida has is no damage loss over range.  That is how to fight fires and freezers.

 

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

They gave the Isida a 4% damage boost awhile back. I would not gripe if they took it back.  But it sounds like you just want ti toothless to do any significant damage at all.

 

I guess you think Isida users should never play DM.

 

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

You consider afterburn and freezing to be "drawbacks"? [boggle]

 

 

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.

 

Actually if that is a priority to any player all you have to do is wait. You can do nothing and still gt an overdrive star.  

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Actually Firebird with the narrow cone has a longer range than Isida I am pretty sure.  What Isida has is no damage loss over range.  That is how to fight fires and freezers.

actually isida's range is equal to that of firebird's range of max damage when firebird has m1 alteration. but isida has a higher range than freeze's range of max damage even if freeze has m1 alteration.

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If you wish to make isida a permanent support turret, buy the 2nd alteration, 15s healing, -50% damage 

that is the most useless alteration ever for non-pro battles.

but in arena/island, it is wonderful, if your teammates protect you.

 

m4 isida / titan with that alteration + some good modules is a match winner on those small CP maps.

But for polygon or larger, not good.

noise map also good.

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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.

Why are you shooting at the front of the train in the first place? And why are you assuming he'll be running 50% Shaft? Hm?

 

You should always pick off the train starting from the back, or, alternatively, shoot the ones that have no Shaft protection, then the ones with.

 

Use your head moar I dare you

Edited by GunslingerMongoose
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actually isida's range is equal to that of firebird's range of max damage when firebird has m1 alteration. but isida has a higher range than freeze's range of max damage even if freeze has m1 alteration.

Well I have not looked at the tables. I could be wrong. I just know my hull starts glowing red even even when that firebird seems awfully far away.

 

The thing is when you are an Isida and a firebird is after you try to keep the fight at the longest range you can.  That is how I managed to beat firebirds and freezes even when the Isida was over-nerfed.

 

If you wish to make isida a permanent support turret, buy the 2nd alteration, 15s healing, -50% damage 

Thank you for raising that point.  That alteration would be popular if it worked well.  Essentially forcing that alteration on all Isidas would lead to very few Isidas on the map. (Some players would like this, true.)

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Pretty sure no other turrets have auto-tracking or lock-on.

 

Topic Merged.

kiddo all targets have lock-on and auto-track. I'm not sure if you know the mechanics of this game. But if an enemy is in front of you, it can be under you or above you, you fire your gun and the shot hits the tank.

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Yep, the developers are trying to deny that Magnum and Striker are broken turrets. Please bring back Semyon Kirov and remove these trash staff members.

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kiddo all targets have lock-on and auto-track. I'm not sure if you know the mechanics of this game. But if an enemy is in front of you, it can be under you or above you, you fire your gun and the shot hits the tank.

That isn't called auto-tracking or lock-on, as I said ONLY Striker has those two features. 

 

What you are talking about is called auto-aim, and is completely different from auto-tracking or lock-on.

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Why are you shooting at the front of the train in the first place? And why are you assuming he'll be running 50% Shaft? Hm?

 

You should always pick off the train starting from the back, or, alternatively, shoot the ones that have no Shaft protection, then the ones with.

 

Use your head moar I dare you

 

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.

either you got no head or you got no eyes. this post is what i was answering too. both isidas have 50% protection, little boy.

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either you got no head or you got no eyes. this post is what i was answering too. both isidas have 50% protection, little boy.

You're still assuming the entire train has 50% modules. And again, why would you shoot at the head of the train instead of the rear?

 

Call me little again, clown, and you'll lose any and all support from any little group you think you have.

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You're still assuming the entire train has 50% modules. And again, why would you shoot at the head of the train instead of the rear?

 

Call me little again, clown, and you'll lose any and all support from any little group you think you have.

I'm assuming that because thats the scenario he gave me. he said they have 50% modules so of course i answered what would happen if they all have 50% modules.

 

and he said that they'd be healing each other. so either one you shoot will get healed. this isnt even a train. did he say it was?

 

now little boy... what group were you saying i think i have, i already know i dont have any group. by group did you mean my clan? why, are you an alternate account of my supreme commander or something?

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I don't ever recall any Tanki staff defending those turrets. In fact I'm pretty sure Semyon Strizhak has said absolutely nothing regarding them since they were released.

 

Also, Striker is one of the more balanced turrets in my opinion.

Hazel (Semyon Str.) did say something about striker.

He said somethingf like he is really able to kick a** with that turret, and that most players don't - mainly because they use it wrong. They use the salve mode as "default mode", while the normal arcade mode works better as default mode. The salve mode is like an extension that makes sense in certain situations.

 

I can absolutely sign that saying about the arcade-vs-salve mode.

 

 

 

I guess it's the same thing as with every turret:

Each turret/hull combo works best on certain maps in certain gamemodes, and it does that only if you stick to appropriate tactics.

Skill just makes you more efficient (or unlocks tactics to you that are too hard to master initially).

 

If you expect to use a new turret while you stick to your personal comfort zone of favorite map+mode+tactics, you might find that it does not work.. but it's not the turret to be blamed for that.

 

Striker is not as versatile as Thunder, but therefore Striker's stats look more powerful to balance that out. The player needs to work on a high skill level. But when you use it in the right places and work on your skill, then it can really kick the enemy hard.

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I'm assuming that because thats the scenario he gave me. he said they have 50% modules so of course i answered what would happen if they all have 50% modules.

 

and he said that they'd be healing each other. so either one you shoot will get healed. this isnt even a train. did he say it was?

 

now little boy... what group were you saying i think i have, i already know i dont have any group. by group did you mean my clan? why, are you an alternate account of my supreme commander or something?

When both Isidas are healing one another then two things are in favor of the Isidas' enemies.

 

1] The isidas are not damaging anyone. So Isidas' enemies can keep shooting

 

2] The Isidas will soon run out of energy. They they are helpless. Meanwhile their enemies are still at full strength.

 

Yeah that tactic works like gangbusters at times. Other times the Isidas go splat.

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When both Isidas are healing one another then two things are in favor of the Isidas' enemies.

 

1] The isidas are not damaging anyone. So Isidas' enemies can keep shooting

 

2] The Isidas will soon run out of energy. They they are helpless. Meanwhile their enemies are still at full strength.

 

Yeah that tactic works like gangbusters at times. Other times the Isidas go splat.

man, i know. read my original post, not just the part  little boy mongoose quoted. i said that while it's hard for 1 shaft to kill 2 isidas working together, it's because it's 1 vs 2. i also said it is very simple for 2 shafts working together to kill the 2 isidas.

Edited by GuidoFawkes
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I don't ever recall any Tanki staff defending those turrets. In fact I'm pretty sure Semyon Strizhak has said absolutely nothing regarding them since they were released.

Good to know. I wasn't really focusing on Striker but on Magnum, because I think it is popular opinion that Magnum is OP and Striker is not.

You might want to have a look in this. Hazel pointed out, that Magnum is strong in some maps, but he did not perceive it as a problem at all to the overall game balance back in May.

Edited by Tani_S
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Beside Silence, Noise, Highways and similar maps - where do you see Magnums leading the scoreboard on a frequently base in non-drug battles? (you can not count drug battles, as you would have to count in that some players are drugging harder then others).

 

I find other turrets way more efficient.

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Beside Silence, Noise, Highways and similar maps - where do you see Magnums leading the scoreboard on a frequently base in non-drug battles? (you can not count drug battles, as you would have to count in that some players are drugging harder then others).

 

I find other turrets way more efficient.

Kindly, add Wave, Highland, Cologne and Fort-Knox to the list.

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Beside Silence, Noise, Highways and similar maps - where do you see Magnums leading the scoreboard on a frequently base in non-drug battles? (you can not count drug battles, as you would have to count in that some players are drugging harder then others).

 

I find other turrets way more efficient.

Esplanade.

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Magnum was released on March 23rd, this stream was on May 12th. The Magnum usage wasn't as prevalent as it right now, and some players were still learning how to use it. Now everyone is using it, and not just as a long range turret. He does mention how it is "too good" in the hands of some players and how it ruins maps like Noise (PENETRATES EVERYTHING!).

Imho he was too confident about it being balanced, but well... in hindsight everyone could say this. What I find irritating tho, is that the game gets no hotfix despite that Magnum has a serious impact on the game balance.

 

Beside Silence, Noise, Highways and similar maps - where do you see Magnums leading the scoreboard on a frequently base in non-drug battles? (you can not count drug battles, as you would have to count in that some players are drugging harder then others).

 

I find other turrets way more efficient.

You can check the map list in the ideas thread about nerfing Magnum. To me i.e. Rio and Kolhoz are maps, where Magnums usually dominate. Then they tend to have about the same score level as Isidas, but also a K/D that is nearly as good as the Shaft players.

Edited by Tani_S
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...

 

You can check the map list in the ideas thread about nerfing Magnum. To me i.e. Rio and Kolhoz are maps, where Magnums usually dominate. Then they tend to have about the same score level as Isidas, but also a K/D that is nearly as good as the Shaft players.

Interesting.  I didn't expect Rio to come up.  Rio has no real hiding places, meaning that even if the Magnum is as far back on the beach or behind his base as he can be, he can still be hit by Shafts, Railguns, and Thunders.  There's no real all-round protection-usually Shafts work better.

 

Same score level as Isidas- I assume you mean one of the highest score levels in the game.  This is a bit different from the feedback of other players, where the score of Magnum players isn't high but the issue, as discussed before, is the effect on gameplay.  

 

As for K/D, nobody serious should care.  Magnum is designed to play like one of those high k/d guns anyways.  To trade off, it should really not be able to get in first place or rack up a massive amount of score unless it is in a map like Noise or Silence.  By decreasing the reload we make it physically impossible for a Magnum to get above a certain score ev'ry 15 minutes.

Edited by r_I_already_won0

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Interesting.  I didn't expect Rio to come up.  Rio has no real hiding places, meaning that even if the Magnum is as far back on the beach or behind his base as he can be, he can still be hit by Shafts, Railguns, and Thunders.  There's no real all-round protection-usually Shafts work better.

I think Magnum benefits mainly from 2 two separate but connected things: the one thing is having hiding places and shoot indirectly. The other element is shooting from higher elevations than the others, so covering the roof is an important factor for Magnum domination. Magnums just need to drop some 5% bombs down with a 0° angle or for special shots with 65-80°. Yes, some players can attack the Magnums up there, but usually they are only a small number and Magnum usually has more firepower is able to defend itself and harass the full enemy base.

 

If you can manage to get 2-3 Magnums together with one Isida on top of the middle roof, the domination will start. If you play with turned on overdrives and if anyone up there activates overdrive once the other team has not many overdrives active, usually the game is gone then. 

 

Same score level as Isidas- I assume you mean one of the highest score levels in the game.  This is a bit different from the feedback of other players, where the score of Magnum players isn't high but the issue, as discussed before, is the effect on gameplay. 

Some other Magnum players and me often are at the top places of the scoreboard. I do not use it so much to solely camp but also to advance forward in order to support an attack and basically as a mid-range weapon but with level differences in between. You can hit more precise while hiding because of the short distance and the level differences. If enemy tanks are coming up, you can also use your tank to throw them off the building or if you fail with it you can jump to the lower level, then shoot and kill him and return to the higher level, because he couldn't shoot to lower levels directly. Advancing and bombing down on the enemy base on sight feels like power levelling  :rolleyes:  

 

 By decreasing the reload we make it physically impossible for a Magnum to get above a certain score ev'ry 15 minutes.

This will depend on how much Magnum players are able to use splash damage, but of course you're right and that is a good option.

Edited by Tani_S
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