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Let's Discuss Game Balance


Maf
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If you buff rail, you will have another OP turret. I do agree that Thunder needs a nerf. It shoudnt have been "balanced". There was a reason everyone had thunder protection...

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Why not nerf both? 

I have already listed the reasons why thunder urgently requires a nerf.

There is simply no reason to nerf railgun as it is already very weak against thunder.

thunder seems to be superior in all aspects - damage output, reload time, firing rate, impact force, auto aim, rotation speed, projectile velocity, etc.

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nerf freeze, lower smoky impact force, delete magnum, perfect game

Lol, those three aren't enough

There's probably more 

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Here's my list of game balance to-dos:

  • Nerf Freeze, damage decrease of 10%
  • Nerf Magnum, reload time increase of 10%, impact force decrease of 10%
  • Nerf Firebird M2 alteration Compact Tanks, Rate of Heating 100% -> Rate of Heating 70%
  • Twins impact force decrease, 15%
  • Smoky impact force decrease 15%
  • Striker missile speed increase 50%, damage of single-shot increase of 15%, salvo stays the same
  • Vulcan range increased 70%, damage increase of 15%

In my opinion, if the devs did this, the game would be pretty balanced.

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A Thunder nerf would be fine. Don't buff Railgun, it doesn't need it unless it's just a minor one to impact force. 


Holy crap these proposed nerfs are brutal though. You might as well remove the turret entirely. 

Edited by thesquarerootof2
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Using the Freeze buff as justification is self-destructing to your argument because Freeze didnt actually need the buff, and now it's very definitely not "equal" to the other close-range turrets now, rather it's much better than all of them. 

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Somebody is being a baby back beach, just because you don't know how to fight against a turret doesn't mean it needs a nerf so big.

 

I agree it needs a slight nerf. But nerfing to the extent of what your suggesting would make it even weaker than striker by about 27x.

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Here's my list of game balance to-dos:

  • Nerf Freeze, damage decrease of 10%
  • Nerf Magnum, reload time increase of 10%, impact force decrease of 10%
  • Nerf Firebird M2 alteration Compact Tanks, Rate of Heating 100% -> Rate of Heating 70%
  • Twins impact force decrease, 15%
  • Smoky impact force decrease 15%
  • Striker missile speed increase 50%, damage of single-shot increase of 15%, salvo stays the same
  • Vulcan range increased 70%, damage increase of 15%

In my opinion, if the devs did this, the game would be pretty balanced.

IMHO Smoky is really good as it is , it already have got a big nerf cause of the range it has become more like a Short range turret from a Midfielder 

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IMHO Smoky is really good as it is , it already have got a big nerf cause of the range it has become more like a Short range turret from a Midfielder 

Oh, forgot to say that Smoky's range needs to be increased dramatically, at least 70%

Edited by C.O.N.Q.U.E.R.O.R
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Somebody is being a baby back beach, just because you don't know how to fight against a turret doesn't mean it needs a nerf so big.

 

I agree it needs a slight nerf. But nerfing to the extent of what your suggesting would make it even weaker than striker by about 27x.

I know how to fight against it much better than you ever will be able to in your life.

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I just looked at the wiki. m4 rail does average 1200 dmg every 6.9 seconds (reload+charging) while thunder does average 440 dmg every 2.3 seconds past its minimum damage range. This means that thunder has *more* dps than railgun even far past its effective range.

 

Genius developers.

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lol then magnum and thunder are also weak.

 

P.S: why using CAPS?

Magnum is weak? I don't think dealing 2200 or more damage per hit is weak considering the huge splash radius and it can deal that much to a large group of enemies.

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I just looked at the wiki. m4 rail does average 1200 dmg every 6.9 seconds (reload+charging) while thunder does average 440 dmg every 2.3 seconds past its minimum damage range. This means that thunder has *more* dps than railgun even far past its effective range.

 

Genius developers.

Some players use Thunder basically as a 'noob Rail' and they get lots of kills by camping like Rail and dealing 'weak' 50% damage. If they miss, no problem. Splash damage is almost same as direct shot damage.

 

Thunder is almost as OP as Magnum so it needs either 10% damage nerf or some sort of splash range nerf.

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Some players use Thunder basically as a 'noob Rail' and they get lots of kills by camping like Rail and dealing 'weak' 50% damage. If they miss, no problem. Splash damage is almost same as direct shot damage.

Thunder is almost as OP as Magnum so it needs either 10% damage nerf or some sort of splash range nerf.

Or the revert of the most recent buff it got.

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if rail is so underpowered then why is railgun module the 3rd most used module in your garage???????

I used Titan Shaft. The greatest enemy of Shaft is Railgun. Shaft arcade shots were nerfed so I switched to Titan Ricochet.

 

Ricochet is a medium range weapon with limited range. It can not reach camping enemy Railguns, Shafts and Thunders so I need to have equipped module against these 3 turrets (or Ricochet module instead Shaft module so I get smaller self-damage).

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Or the revert of the most recent buff it got.

That was a reload buff. Thunder got faster reload so it became easier to play but it also increased its DPS and that made Thunder even more OP.

 

Turret with slow reload and high damage is stronger than turret with fast reload and low damage because when it uses peek-a-boo, it is safe while reloading and enemy turret can not utilise its full DPS. When you want an effective nerf, you need to increase reload by 20% or more.

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