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Let's Discuss Game Balance


Maf
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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.

If you increase Vulcan damage, you probably don't need to increase it's range.  The weak damage of 50% (+ the damage increase overall) will take care of that.

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if they dont remove highways from matchmaking then shaft scope  mode needs to be nerfed

I really hate getting one-shotted as I spawn. 

 

They need to move all spawn-locations behind a barrier - because there are times my medium hull is dead before it can move behind cover, or even equip a DA. And really, should not have to equip a DA every time you spawn just to survive more than 5 seconds...

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I really hate getting one-shotted as I spawn. 

 

They need to move all spawn-locations behind a barrier - because there are times my medium hull is dead before it can move behind cover, or even equip a DA. And really, should not have to equip a DA every time you spawn just to survive more than 5 seconds...

i think the imporved highways slightly by adding all those giant billboards..; but they need to add even more of those and make them BIGGER

 

 

it's ridiculous how 1 shaft can just tear down the entire enemy team by sitting in one spot..

 

2 days ago i joined a losing CP battle with 5 minutes left,

 

i just sat on the double damage drop on the highest level and slaughtered everyone and made my team win.. i didn't egven have to go capture a single point but i finished 2nd place with k/d 36/0

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i think the imporved highways slightly by adding all those giant billboards..; but they need to add even more of those and make them BIGGER

 

 

it's ridiculous how 1 shaft can just tear down the entire enemy team by sitting in one spot..

 

2 days ago i joined a losing CP battle with 5 minutes left,

 

i just sat on the double damage drop on the highest level and slaughtered everyone and made my team win.. i didn't egven have to go capture a single point but i finished 2nd place with k/d 36/0

I had the opposite type of shaft player on my team on highways - went 2-and-15.  How is that possible for a camper?

 

Of course we lost... :(

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In some modes, a camping striker with a heavy hull and lots of supplies can easily be the difference maker in highways.

Are you getting lucky with "blind" single-shots on the campers?  (likelihood of hitting moving tanks without guidance on that map is low)

 

Or did the heavy stay alive long enough to actually use salvos?

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Are you getting lucky with "blind" single-shots on the campers?  (likelihood of hitting moving tanks without guidance on that map is low)

 

Or did the heavy stay alive long enough to actually use salvos?

Well, what I do, is I target anyone on the bridges, using the salvo mode. Very effective in CP mode. Just camp on the highest ledge and start throwing salvos out like no tomorrow.

 

Sure, I understand that that low bridge is gonna be a bit tricky, but I guarantee you that the other 3 bridges are gonna be easy.

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i think the imporved highways slightly by adding all those giant billboards..; but they need to add even more of those and make them BIGGER

 

 

it's ridiculous how 1 shaft can just tear down the entire enemy team by sitting in one spot..

 

2 days ago i joined a losing CP battle with 5 minutes left,

 

i just sat on the double damage drop on the highest level and slaughtered everyone and made my team win.. i didn't egven have to go capture a single point but i finished 2nd place with k/d 36/0

Obviously the other team didn't have a shaft:)

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the MM effected game balance a lot to the worse.

 

the turret balance are pretty bad from 2 years shame on the devs.

 

 

magnum way op

 

freeze balance bad

 

fire burning needs to be nerffed

 

railgun needs to be buffed

 

and vulcan buff

 

striker new balance

 

viking nerf

 

shaft scope speed buff

 

wasp speed buff.

 

 

the new sandbox map is very bad i hate it , report button isnt working in battles no battle mod help us to kill hackers , lags and errors .

 

 

the developers are such a 0000 shame on u.

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Thanks Tanki for weakening firebird!  It's M0 damage is like a M -1.

TBH 

have you tried it now

its better now

DMG maybe less but Afterburn got a bug Buff

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Add more armor to Juggernaut tank

 

I have played quite a few juggernaut battles and became juggernaut myself. I have found out that normal tanks can quickly kill juggernaut. The juggernaut tank does not have enough armor to keep it alive for long enough. My suggestion is only to buff up juggernaut's armor (only), not its turrets.

 

Please add more armor to juggernaut tank.

 

Thank you.

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Since the overheating buff of firebird update, it's somehow affecting the self afterburn of Vulcan too. It has basically left Vulcan useless. I can shoot much lesser rounds before self destruction then before. 

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Since the overheating buff of firebird update, it's somehow affecting the self afterburn of Vulcan too. It has basically left Vulcan useless. I can shoot much lesser rounds before self destruction then before. 

Take Fire protection 

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This game was better in 2013, honestly. The last update that I actually liked was the addition of Vulcan and Hammer. Those two turrets were unique and had their own play styles. I guess Magnum is a decent concept, but it's stats are a bit broken. The splash radius is absolutely massive and the damage is painfully high at any range.

   Striker is far, far worse. Striker deals massive amounts of damage, and with Double Damage in effect can deal damage so high that there's nothing you can do to survive it. No thanks to it's lock on mechanic. I'm sure a lot of people like the idea of a lock on mechanic, heck I do, but Striker just seems to be a mistake. It outclasses Railgun and Shaft in damage, has the splash damage of Thunder, has the two barrels of Twins, and on top of it all a lock on mechanic. It makes so many turrets obsolete. It's a perfect example of power creep. 

   I really dislike that Isida's self healing mechanic was removed. It makes Isida the only close range turret that doesn't have a special effect. Firebird's burn damage is what makes Firebird Firebird. Freeze's freezing effect is what makes Freeze Freeze. Isida's healing/self healing mechanic is what made Isida Isida. They took part of what makes Isida Isida and removed it. And because Isida lost it's self healing, it is completely outclassed in the DM game mode by Freeze and Firebird. It's teammate healing feature isn't useful, at least not anymore. Back in 2013 those who used Isida were a large factor in having a successful team, but now players have so many ways to heal themselves that players with Isida can't really contribute to the team like they used to. 

   And why does M2 Wasp have more HP than M2 Hornet...

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This game was better in 2013, honestly. The last update that I actually liked was the addition of Vulcan and Hammer. Those two turrets were unique and had their own play styles. I guess Magnum is a decent concept, but it's stats are a bit broken. The splash radius is absolutely massive and the damage is painfully high at any range.

   Striker is far, far worse. Striker deals massive amounts of damage, and with Double Damage in effect can deal damage so high that there's nothing you can do to survive it. No thanks to it's lock on mechanic. I'm sure a lot of people like the idea of a lock on mechanic, heck I do, but Striker just seems to be a mistake. It outclasses Railgun and Shaft in damage, has the splash damage of Thunder, has the two barrels of Twins, and on top of it all a lock on mechanic. It makes so many turrets obsolete. It's a perfect example of power creep. 

   I really dislike that Isida's self healing mechanic was removed. It makes Isida the only close range turret that doesn't have a special effect. Firebird's burn damage is what makes Firebird Firebird. Freeze's freezing effect is what makes Freeze Freeze. Isida's healing/self healing mechanic is what made Isida Isida. They took part of what makes Isida Isida and removed it. And because Isida lost it's self healing, it is completely outclassed in the DM game mode by Freeze and Firebird. It's teammate healing feature isn't useful, at least not anymore. Back in 2013 those who used Isida were a large factor in having a successful team, but now players have so many ways to heal themselves that players with Isida can't really contribute to the team like they used to. 

   And why does M2 Wasp have more HP than M2 Hornet...

If striker was as OP as you say, then why does not many people play with it nor have protections against it?

 

Isidas self healing was removed because it made the turret vastly overpowered and not fun to play against, but it did get a huge damage buff.

 

Stop living in the past and start living in the present.

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I disagree. RIght now Juggernaut is pretty balanced, at least at Legend ranks. There are some people who die right away as soon as they get Juggenraut, but there are also some that can get over 50 kills without dying. The average number of kills is about 5-10, which is how it should be.

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Juggernaut's Balance

 

I think juggernaut needs to be balanced, it's way too OP in low ranks and at ranks like Legend or so, people are dissatisfied by it often.
My idea is that juggernaut should nerf or buff it's self depending on the rank of the player that is juggernaut, it will also be a fair deal to the low ranks.

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