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Let's Discuss Game Balance


Maf
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Watch esports and you will see some battles are 100% viking...maybe 1-2 heavies but rarely a hunter and never a dictator. I'm referring to hardcore format obviously. I like Hunter too, but basically everyone else uses Viking and it seems to work

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And I don't get why. I guess people dont realize how OP it is.

because m1 Hunter is over priced and M1 viking is way more cheaper 

and people would only think of hunter after getting m3 viking and facing players who can knock thier aim { Skill level is decreasing }

Hunters OD is gonna make it more OP than it already is.

best for people with less drugs 

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because m1 Hunter is over priced and M1 viking is way more cheaper 

and people would only think of hunter after getting m3 viking and facing players who can knock thier aim { Skill level is decreasing }

best for people with less drugs

 

M1 hunter costs more than m1 Viking because it unlocks later, and it has the ridiculous stat increase from m0 to m1. Not to mention that the MUs from m1 to m2 aren't really worth it. That's reason enough to choose Viking m1 over hunter m1.

 

Viking costs more than hunter at every other rank. M4 prices are all the same though.

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And I don't get why. I guess people dont realize how OP it is.

 

It is better than Viking in many ways except for speed (pretty useless if you keep getting knocked around tbh) and camouflage.

 

It has ridiculous stability (most important stat after health)

 

You can shoot over wasp, hornet, and Viking teammates.

 

You can rock better with it.

 

Turning speed is better.

 

Better pushing power.

 

 

I retired my m2.4 Viking the moment I bought m2 hunter and found out how much better it was.

I retired my m4 viking for m3+ (now 12/20) Hunter...haven't regretted the switch.

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3 turrets that need a nerf!

 

1. Every person that is often attacked by this one will agree. You've all seen it's huge damage, you've all seen it make obstacles useless, you've all seen it pick off many tanks at once. That's right, it's 

MAGNUM.

Magnum's damage is undoubtedly quite insanely high - enough to kill 5 tanks in a compact spot. I know this is to make up for being hard to control, but it's been pushed too far. The damage is way too high, and decent magnum players can be quite hard to kill. Nerf it's damage, splash damage and impact force and things should be good.

 

2. Reload's not too long, large impact force, big splash damage, large damage - taking away almost 1/3 of the health bar in a single shot. A lot of people want a nerf on this one, too - that's right, it's

 

THUNDER.

I already put the reason there, so, yeah, a slight nerf in every single one of those things would be nice!

 

3. The M0 is trash, and nothing more than trash, but the M1 versus other M1's would always win. It's

 

TWINS.

I'm very suprised how much this one changes with m0 to m1, it's like Magikarp to Gyarados. Apparently it's not just only the M1, it's all the modifications of it. One? It's impact force and bullet speed come in ENORMOUS amounts. It legit blasts with the force of a Ricochet and the bullet speed of a striker. It's ridiculously hard to destroy. A slight nerf in impact force, bullet speed, and damage would be good.

 

So yes, these are the main 3 turrets that need a nerf. They're all also some of the turrets helping in the process of crushing the WO3 and below ranks. (I wanna get outta this rank!)

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M1 hunter costs more than m1 Viking because it unlocks later, and it has the ridiculous stat increase from m0 to m1. Not to mention that the MUs from m1 to m2 aren't really worth it. That's reason enough to choose Viking m1 over hunter m1.

 

Viking costs more than hunter at every other rank. M4 prices are all the same though.

But going for Viking is the cheapest way for NB's

also you need to be Punching bag for another 3 ranks to get M1 Hunter  :ph34r:

 

But i gota agree its worth it 

it can stand it ground with m2s even 

:wub:

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I retired my m4 viking for m3+ (now 12/20) Hunter...haven't regretted the switch.

the stats that hunter has over viking... height, stability, power, weight...  dictator has too, but to a larger extent.

 

what hunter has over viking, dictator has too, but even more of

 

And I don't get why. I guess people dont realize how OP dictator is.

 

It is better than Viking and hunter in many ways except for speed (pretty useless if you keep getting knocked around tbh) and camouflage.

 

It has ridiculous stability (most important stat after health)

 

You can shoot over wasp, hornet, hunter, titan, mammoth and Viking teammates.

 

You can rock better with it.

 

Turning speed is better.

 

Better pushing power.

Edited by GuidoFawkes

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the stats that hunter has over viking... height, stability, power, weight...  dictator has too, but to a larger extent.

 

what hunter has over viking, dictator has too, but even more of

At the expense of being much slower.

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isn't that the same with the hunter-viking comparism?

No, hunter is only slightly slower, not much slower. Though I suppose the gap isn't all that huge. Also, it is spelled comparison, not comparism.

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Not sure about this one. You raise a good point, but I don't think turrets should be intentionally made unbalanced at any rank. Perhaps at low ranks there could be a feature that forces Shaft players to be more active? For example bringing back the old (2012) feature where you couldn't camp with a full charge - if you let Shaft hit 100% charge, it would just put you out of scope mode without shooting. So players would be forced to either no-scope or scope in only when they see an enemy.

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Not sure about this one. You raise a good point, but I don't think turrets should be intentionally made unbalanced at any rank. Perhaps at low ranks there could be a feature that forces Shaft players to be more active? For example bringing back the old (2012) feature where you couldn't camp with a full charge - if you let Shaft hit 100% charge, it would just put you out of scope mode without shooting. So players would be forced to either no-scope or scope in only when they see an enemy.

Forced to no-scope? What? This is not possible anymore...

 

Shaft arcade shots have range of Ricochet (!) and 25% weak damage after the nerf so now they are absolutely useless...

 

Shaft is now one of the most UP turrets in Tanki, it just can not be nerfed even more because every Shaft player would switch to Thunder (or even Ricochet...)

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Forced to no-scope? What? This is not possible anymore...

 

Shaft arcade shots have range of Ricochet (!) and 25% weak damage after the nerf so now they are absolutely useless...

 

Shaft is now one of the most UP turrets in Tanki, it just can not be nerfed even more because every Shaft player would switch to Thunder (or even Ricochet...)

Any turret where you can deal massive amounts to damage accurately to enemy tanks at any range without having to be hit by any enemies should be weaker. Right now, Arcade Damage needs to be nerfed due to the fact that players are able to make Shaft an all-purpose weapon because it becomes a no-splash Thunder at mid-range.  

 

Not sure about this one. You raise a good point, but I don't think turrets should be intentionally made unbalanced at any rank. Perhaps at low ranks there could be a feature that forces Shaft players to be more active? For example bringing back the old (2012) feature where you couldn't camp with a full charge - if you let Shaft hit 100% charge, it would just put you out of scope mode without shooting. So players would be forced to either no-scope or scope in only when they see an enemy.

The 2012 feature would be nice. Especially considering that fact that m0 shaft's max damage is equal to the health of all the m0 medium hulls. Therefore you can't actually reach 100% damage. 

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I know this is going to kill Shaft at m0 but TO needs to stop convincing new players to camp. If you ever play on an alternate account and enter a CTF or CP or RGB, everyone's like "omg shaft is so good". When you beat them they are like "My team sucks. I went 30-4 or something like that."

 

Shaft is telling new players that all you need to do is hide somewhere and camp and one-shot practically every single hull, without actually contributing to the main objective. It makes the new players feel too good, because if your K/D is like 20, you are probably going to want to keep camping. New players also don't have enough skill to be able to wipe out these campers without having to also use a shaft, which makes shaft stronger outside of its stats. The excess of wasp and hornet players at m0 also help shaft players a lot.

 

It also makes a lot of new players rage a lot because they got one shotted by some camper they can't even see.

Players should be rewarded for long range shots. They should be forced to use peek-a-boo tactic with Shaft, Rail, Thunder and Striker because it is the most effective way to use these turrets.

 

Not enough skill to wipe out Shafts? Rail, Thunder and Striker players need to learn long range shooting ASAP because if they do not, they start playing like Twins and just rushing against everything instead of using their range advantage.

 

Players with short and medium range turrets should avoid Shafts as much as possible and ideally do not use Dictator because of its height and low speed. It is really an easy target for Shaft (and every other turret).

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I don't think that Shaft is a big problem in low ranks... a much bigger is the fact that the unlock rank of M1 Thunder is at Sgt-Major, which means you only need a third of XP compared to the normal unlock rank at WO4. This is insane early because you basically can go powerlevelling in battles vs Sergeants with it - I saw people with 1000 Score points in a MM battle and also with K/Ds better than 30 - 4 and you even don't have to camp for that.

 

I got the feeling that TO wants to encourage camping. The profile changes of Shaft made it more to be a camper, Magnum is a camper turret, Vulcan was formed to be a camper, Thunder's range increased, playing effectively with Rail means to camp and with the alterations of Twins and Rico you can easily camp too. So should camping be considered as bad and boring?

Edited by Tani_S

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How does Shoe do with Stiker, for it being higher.. I should be able to fire over my own teammates right? 

Or will I see my missiles sailing over enemies even more now? 

never tried it but you will be able to shoot above team mates but the missile missing i have no-comments

 

#Still waiting for the vertical auto-aim buff  :(

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I agree, the vertical aim definitely needs to be adjusted. It now feels like your missiles randomly sail over enemies.

It could be a bug aswell because quite often there are 1 or 2 missiles in the salvo that decide to go totally in the other direction. 

And it's not like the vertical aim range is short or something, I can quite easily hit players who are at a much higher vantage point than me... if they're absolutely static lol. 

 

I had one case where the enemy was in clear sight so I locked on- fired- and then all the missiles missed by a wide margain. 

All four of them! Unfortunately I have no recording from it as I do with the examples in the GIF so you've to take my word for it. 

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I would like to see some boost on Smoky. Basically it is outpowered by all other turrets, it is  only possibble to win a face-to-face situation is getting the right protection modul and hoping that the opponent does not have protetction against mine. Okay, a lot depends on skills too...But on both sides...

The only hull that I can rock without AA equipped is viking, even a wasp comes straight forward despite a direct hit on the corner. Unbeliavable.

Impact force: Thunder, Ricochet, Twins, ... has better

Weak damage: 10% !!!!!!!

Damage per minute: the least

Thoughts?

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