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Still takes 2x as long for each turret to destroy the target...

 

The energy pool turrets do have issues with heavy hulls that have modules, I'll grant you that.

You have to factor in RK too, ricochet sucks in drug wars if it isn't a good map for it.

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The energy pool turrets do have issues with heavy hulls that have modules, I'll grant you that.

Every turret has trouble taking down heavy hulls.

Twins is so super OP that there's almost no noticable effect from the protection module.

 

The knockback rams you out of aim anyway.

Protection modules are rigged; as if damage is the only overpowered feature of Twins.

 

If it were on me, I'd totally boost the Twins protection module to 80% and a severe knockback decrease along with it.

It doesn't deserve to have potential if someone only needs a brick to operate it.

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Still takes 2x as long for each turret to destroy the target...

 

The energy pool turrets do have issues with heavy hulls that have modules, I'll grant you that.

no it doesn't just take 2 times as long... for some it takes more than that, but not twins

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Good point, must admit.

B)

Never mess with a Twins in close range { unless you are a Freeze/Fagnum} :ph34r:

 

What do you guys think the which Turret is gona get buffed/nerfed in the near future ?

i kind of feel everything is balanced , except Fire in the current situation 

Edited by gokuMI6

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no it doesn't just take 2 times as long... for some it takes more than that, but not twins

Obviously this isn't true, a 50% decrease is a 50% decrease regardless of the turret in question. Twins vs a 50% module will do 50% of its normal damage, and therefore take twice as long to destroy the tank with the 50% module. Simple math people...

Edited by nemoetnihil
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Every turret has trouble taking down heavy hulls.

Twins is so super OP that there's almost no noticable effect from the protection module.

 

The knockback rams you out of aim anyway.

Protection modules are rigged; as if damage is the only overpowered feature of Twins.

 

If it were on me, I'd totally boost the Twins protection module to 80% and a severe knockback decrease along with it.

It doesn't deserve to have potential if someone only needs a brick to operate it.

I have been thinking of posting an idea of this for the past few months.

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Obviously this isn't true, a 50% decrease is a 50% decrease regardless of the turret in question. Twins vs a 50% module will do 50% of its normal damage, and therefore take twice as long to destroy the tank with the 50% module. Simple math people...

hammer destroys a viking in 3.6 seconds..

 

but if that viking has 50% protection then it'll have to take 12.2 seconds

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I actually am a (mostly) Twins user, and my comment on it being OP was mainly based on the general opinion I see on the forums. I agree with you for the most part, with the exception of needing the alteration ( I assume you mean stable plasma), as I enjoy using the splash damage. I was mainly just surprised that someone other than me didn't find Twins super OP.

 

 

 

I am too aggressive to have the splash. I generally contact opponents. I never pass up an opportunity to pin a tank against an obstacle and see if he or me explodes first. Plus, I had way too much playing time without splash to adapt. It was a bit of an insult that they forced me to save up 100k crystals to get it back to what I originally bought. (I used Vulcan until I could save for the alteration. Overheat, then, was much more manageable than the self-damage of splash.)

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Who said its SUper OP 

it has reduced range so 

IMO

If you are in Twins range it is OP 

not in range , it is like another short range turret , Target for Mid-long ranger's

 

BTW, most of the MM maps are mid sized 

and some have too many props and make them like small ,like Wolfeinstein , Year2042 

And the new small maps , Sandal,Sandbox

On these map's the Twins will be Super OP , a twins on the team will make a good differnce

 

This dosent mean it struggle on MM maps { maybe except Highways never seen a Twins there }

It is a Very good Turret

And what makes it OP is the ability to Damage even with protection's , the protection's dont affect twins as it affects other turrets 

that is what makes Twins OP and a good choice for F2P player's  :)

 

Gota get the m3 ASAP 

Never seen twins on Highways?

 

Not very observant, IMHO.

 

Your assertions are overly simplistic. Twins users are generally effective in all circumstances, unlike Shaft users. Twins users catch a lot of grief for the "brick will do the trick" notion, which isn't common for experienced Twins users. Blasting away with no hope of landing balls on opponents is tactically counterproductive.

 

I fail to see context for your assertion about F2P. Are you equating F2P to lazy, disinterested? Do you mean, by F2P, players who just don't care, players who aren't competitive, playing only as pastime, perhaps with friends?

 

If a player has no emotional issues about self-destruct, I would recommend the Thunder as the best all around turret, or Ricochet. Both of those turrets reward skill but work well without. The casual player is likely to see less frustration with those two turrets than the others. Isida is also a choice for the casual player, as long as they like short range melee. (But, Isida stink.)

 

Twins by default is a midrange weapon. With the stable plasma alteration, it is shortrange. Twins and light hulls are NOT compatible, not in any circumstance, but I still see it.

 

To close, I don't mean to belittle. In my experience (over 1300 hours total on six specialized accounts), your observations are inaccurate. 

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Every turret has trouble taking down heavy hulls.

Twins is so super OP that there's almost no noticable effect from the protection module.

 

The knockback rams you out of aim anyway.

Protection modules are rigged; as if damage is the only overpowered feature of Twins.

 

If it were on me, I'd totally boost the Twins protection module to 80% and a severe knockback decrease along with it.

It doesn't deserve to have potential if someone only needs a brick to operate it.

What sad comments. I suspect only a Shaft user could think that.

 

Are you a hide-and-snipe Shaft user? Never on a winning team, either, are you?

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While I am of the opinion that M4 Titan Twins is unstoppable on any map that provides lots of cover...

 

I'm not sure what you mean by "protections don't affect twins as it affects other turrets".

In ALL cases a module with 50% protection will reduce damage by... 50%.

 

It will take the twins 2x as long to kill you versus you not equipping the module. 

Just like it will take Thunder 2x as long to destroy a target with 50% Thunder protection.

 

Only difference is that in twins case - the "2x as long" is measured in seconds while Thunder would be measured in shots.

If it takes twins 5 seconds to kill a target without, it will take 10 seconds "with".

Thunder might be 4 shots without... then 8 shots "with".

As the proud owner of M4 Twins-Titan, I assure you, it is not unstoppable. I often make top three, but almost never first, any map, any format.

I have the experience and hours, both with and against. Heavies have significant advantages as the game exists today, but Twins gives the heavies no special advantages, nothing extra.

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Never seen twins on Highways?

 

Not very observant, IMHO.

 

Your assertions are overly simplistic. Twins users are generally effective in all circumstances, unlike Shaft users. Twins users catch a lot of grief for the "brick will do the trick" notion, which isn't common for experienced Twins users. Blasting away with no hope of landing balls on opponents is tactically counterproductive.

 

I fail to see context for your assertion about F2P. Are you equating F2P to lazy, disinterested? Do you mean, by F2P, players who just don't care, players who aren't competitive, playing only as pastime, perhaps with friends?

 

If a player has no emotional issues about self-destruct, I would recommend the Thunder as the best all around turret, or Ricochet. Both of those turrets reward skill but work well without. The casual player is likely to see less frustration with those two turrets than the others. Isida is also a choice for the casual player, as long as they like short range melee. (But, Isida stink.)

 

Twins by default is a midrange weapon. With the stable plasma alteration, it is shortrange. Twins and light hulls are NOT compatible, not in any circumstance, but I still see it.

 

To close, I don't mean to belittle. In my experience (over 1300 hours total on six specialized accounts), your observations are inaccurate. 

My bad that when i said F2P I was meaning non-Buyer's my bad sry  for not making it clear

How does my observation's become inaccurate ?

 

I said Twins is not Super OP as Everyone here is saying 

I know that Brick does not do the trick ,

{ Btw Some times it does , just go to low ranked polygon CP or MM s , you can see a Twins who dont stop shooting at all }

 

Well can you say Twins as effective when it is on Highways and all other's are Railguns/Shafts/Thunders  

you will be toast even before you spawn 

 

I just wanted to support what nemo said he is one of a good  Twins user ik 

As the proud owner of M4 Twins-Titan, I assure you, it is not unstoppable. I often make top three, but almost never first, any map, any format.

I have the experience and hours, both with and against. Heavies have significant advantages as the game exists today, but Twins gives the heavies no special advantages, nothing extra.

try the new Sandal 

you can get to 1 spot easy 

i see you have m4 , how often do you come across Protection's and how many per battle ?

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hammer destroys a viking in 3.6 seconds..

 

but if that viking has 50% protection then it'll have to take 12.2 seconds

That is one turret with an odd reload mechanic...

I am too aggressive to have the splash. I generally contact opponents. I never pass up an opportunity to pin a tank against an obstacle and see if he or me explodes first. Plus, I had way too much playing time without splash to adapt. It was a bit of an insult that they forced me to save up 100k crystals to get it back to what I originally bought. (I used Vulcan until I could save for the alteration. Overheat, then, was much more manageable than the self-damage of splash.)

That alteration only costs 50k, or 25k on a 50% sale. That is 75% less than you claim to have payed.

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That is one turret with an odd reload mechanic...

That alteration only costs 50k, or 25k on a 50% sale. That is 75% less than you claim to have payed.

Nitpick much? I bought it. The price doesn't show now. I didn't try to check. Most of the alterations are 100k. I guessed. The point stands, I was a twins user with hundreds of hours and loads of crystals invested in it when they took it away and gave me something that caused me to SD on my first three spawns when they changed it and didn't bother sending a note. Not to mention the fact they'd already taken away the rotation in the great leveling.

 

There was a time when discounts were rare. It coincided. Tanki was, purportedly, hurting for funds. No discounts.

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My bad that when i said F2P I was meaning non-Buyer's my bad sry  for not making it clear

How does my observation's become inaccurate ?

 

I said Twins is not Super OP as Everyone here is saying 

I know that Brick does not do the trick ,

{ Btw Some times it does , just go to low ranked polygon CP or MM s , you can see a Twins who dont stop shooting at all }

 

Well can you say Twins as effective when it is on Highways and all other's are Railguns/Shafts/Thunders  

you will be toast even before you spawn 

 

I just wanted to support what nemo said he is one of a good  Twins user ik 

try the new Sandal 

you can get to 1 spot easy 

i see you have m4 , how often do you come across Protection's and how many per battle ?

I appreciate you speaking up for Twins. It is a workhorse. It does require skill to be effective. It can be annoying. I think Freeze is more annoying, but that is the point. (Of course, Isida just stink.)

 

I don't bother with pro maps, even when I have premium. For the problems of MM, pro has more, or at least more problems that I'd rather not deal with. I haven't played Sandal in a very long time. (My current premium is curtesy of a couple of containers from The War.) 

 

Re: F2P, it seemed you were implying casual players. I know plenty of nonbuyers who are extremely competitive. They tend to save supplies for the more important battles, or for flag returns. They tend to maximize savings and buy only on sales. My son, Donut70, is one such. For Christmas two, well, probably three, years ago, there was a sale, and he had a double card, and I plunked in $20 for him. I think that was the only buying ever for him. I've spent a little on the game for myself, but Tanki seemed too willing to change everything after I'd worked to get it, and my purse has grown rather tight. Regardless, buying isn't key to being good, skilled, and competitive.

 

Twins on Highways is a poor choice for DM and TDM, but it seems generally effective for the other formats. Fighting with mid (Viking) or heavy (Titan), I have either sufficient speed or durability to hold my own, especially in flags and rugby.

 

Regarding protections, I started playing Tanki early in 2014. I took the last half of 2017 and the first half of 2018 off. All the changes were too annoying, too frustrating. The protection modules changed from sets to three spots while I was gone. Seldom did opponents have Twins protection 18 months ago. Now, I usually see a few opponents with Twins protection. I suspect the old way had twins protection when it was in the set they wanted. Now, obviously they chose Twins over a more dangerous turret. So, at least those players think it is significant.

 

Now, every match is different. I think the delay for changing protections during battle is too long. One can have four Twins on the opposing team and switch to Twins protection, and then three of them switch to Magnum. 13 turrets, three protections. Choices are hard. If we had stats on what models players are equipping, we'd at least know which ones they thought were most significant as they fought them. Maybe the devs can look at stats like that. I know I can't.

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hammer destroys a viking in 3.6 seconds..

 

but if that viking has 50% protection then it'll have to take 12.2 seconds

since you can't do a partial shot it takes Hammer 3 shots to kill a Viking at M3.  With DA it takes 6 shots.

 

You can't use time to measure time-to-kill with weapons that have defined shots.

You need to work out how many shots it takes, then measure how long it takes turrets to do those shots.

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I have been thinking of posting an idea of this for the past few months.

Unfortunately we can't suggest ideas directed to turrets, nerf or buff ideas will be declined.

 

It does require skill a brick to be effective.

Yes I am a Shaft user by the way but not all the time, though I like to use longer range guns.. Twins are among the worst enemies I face.

They don't even have to turn the turret to take me down, if they manage to hit 20% of the spray it'll be enough to kill me or knock me off aim for as long as they keep firing; incredible. I avoid them as much as possible, especially with Viking. Viking feels like it's made out of paper currently.

 

There's absolutely no skill involved in this turret but I like having them on my team because I won't have to worry about wether the dude has any skill or not because he'll be effective whatsoever lol.

 

Next on my list is definitely Twins, it fits my nickname and I am pretty sure I mastered it already based from experience with a boat/twins combo on my alt. :D The gameplay is super boring though, it's like the core example of Tanki's gameplay; point and shoot.

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