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Let's Discuss Game Balance


Maf
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I use the alt a lot. But I've also MU'd my shaft halfway to next level before I invested in the alt. If crystals are limited I'd save up for m3 (if you don't already have it). If you are m3, then what is your mu?

5/20 on shaft. I have every M3 now apart from striker and hunter.

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          Rail is one of the most beautiful guns in this game. Unfortunately, developers completely ruined it about 2 years ago when they started to introduce this line of long horrible endless miserable so called "balances", when Rail and Wasp were totally screwed. The true purpose of ruining rail and wasp was to force players into playing less the game for free in xp/bp format battles and to systematically force players to look into noob guns - twins, fire, freeze, isida - making them more powerful by simply using supplies. Nowadays Rail is so screwed, that in drug wars, in close combat, will lose against any other gun in a face to face confrontation, from m0 to m4, no matter on top of that hull you equip it. The only chance to use rail to a pretty decent score is to equip it in a camping combo, otherwise is on a losing hand on most of the battles (and even so, you have to invest big time in that magnum protection module). Rail needs an improvement badly. I see developers giving so much attention to all these noob guns specified herein already, and the so balancing they do have the only purpose to make players pay more and the developers are already following a behaviour pattern and the stupid players are following it without seeing the big picture: this week freeze is powerful (buy freeze nubs), after 2 weeks, dev realise (lol seriously?!) freeze is too op, they nerf it and guess what: now they screwed the freeze, but now Firebird will nail almost everything, and burning tanks around even 5 seconds after destroyed. That's simply ridiculous. But don't worry, after 3 weeks, FireBird will get a nerf and you will have to buy again Isida, because Isida will become op as it was once and then next holiday sales you will be able to retk everyone if you will get any Twins kit from the shop. Get the picture? Well, the only good part of this is, developers want the noobs to stay so noobs, that you can still beat them no matter what mus and drugs they have.  It happens everywhere among the kinda new players. Tanki stimulates nothing but chaos and by the updates simply encourages players to act like animals but this is another story to write in another topic. I think is too late for Tanki already...  

          And regarding the topic herein... well, Smoky is the biggest enemy of Railgun and its how the Smoky was designed to be. Put them in a non mus no drugs battle... the most skilled player will win. Wanna be a master at Rail? Train yourself in 1 v 1 against Smoky players.

Edited by Wes.Is.Just.A.Digger
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I think that the current balance changes had the purpose to sharpen purpose of the turrets (apart from generating revenue :ph34r:).

 

Melee turrets have an extreme damage within 10 m range and in max. 20 m. 

Short rangers are in-between with Twins being effective on just few meters more than the melee turrets and Hammer and Rico up to 60m.  All got an alteration which makes them better over range, so they can close the gap to mid-range turrets.

Mid-range turrets got no damage decrease within 100 m range. One issue: Striker is assigned to the mid-range turrets, but I think it is more useful in the short ranger distance of ~60m due to the limited aiming.

Magnum, Rail and Shaft are the ones that can properly hit a tank over the whole map and have no damage decrease.

 

The important thing is that there is a good mix of different guns in a team and that they stick to their roles.

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well Striker missibles deliver more damage over range then Thunder, so if you miss each 2nd shot at med distance you achieve (roughly) the same effect. Still a more reliable aiming (like thunder or Smoky) would be more usefull in fights then an unreliable aiming. At least for most players, except the Striker pro aimers

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well Striker missibles deliver more damage over range then Thunder, so if you miss each 2nd shot at med distance you achieve (roughly) the same effect. Still a more reliable aiming (like thunder or Smoky) would be more usefull in fights then an unreliable aiming. At least for most players, except the Striker pro aimers

A turret design that < 10% of the players can use to full potential.

 

In an arcade game this makes no sense.

 

 

And... it's hard to believe that smoky is now my long-range turret.  :huh:   :blink:

Edited by wolverine848

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A turret design that < 10% of the players can use to full potential.

 

In an arcade game this makes no sense.

That's an overall issue. The learning curve is soo steep, that only a few are willing to climb it, and far less reach the top.

Beeing there, Striker can live up to it's potential.

But all the other players are desperatly waiting for Striker buffs.. which you can not give, as the Pro's would reach mindbreaking scores - especially with the +100% philosophy of a DP supply.

 

"Hard to master" is always a bad balance criteria..

 

 

And... it's hard to believe that smoky is now my long-range turret. :huh: :blink:

yeah, it's pretty versatile on many ranges today.

In the lower ranks you can always see a lot of obvious alt's, played by players who know their way around in the game. Many of them use Smoky, as it truly works.

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Mult. Don't you understand that with the alteration railgun is waaaaaay better than previously without it? And no one will take you seriously if you can't even use English properly.

Edited by nemoetnihil

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While turrets and hulls may be more balanced now than in quite some time, the actual gameplay balance is at the worst it's ever been.

 

I have to admit the abomination called the MM system is alright and even pretty fun sometimes at higher ranks where many players have already saved lots of drugs and buyers don't have much of an advantage over normal players, but at lower ranks which are a huge portion of the player base, it's an unmitigated disaster.

 

Just ask anyone who isn't Marshal and above how "fun" and "balanced" the game is, I'm sure they'll have a lot to tell...

 

 

 

Edit:

 

Sorry if all this sounds way too pessimistic, I still believe the game has great potential and I never meant to criticize it and I certainly don't enjoy that, I just feel bad for the players who have to experience the flaws of matchmaking.

Edited by Michael828
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WHY?!! you have a turret with slow reload (its fine), that cannot turn around and see the enemies approaching (its fine to be blind), and that can self damage the tank if you defend yourself, but why, why do have to do less damage???

 

Considering i have the turret with 1948 attack, why is there a max damage that is never gonna reach???? I have done direct hits to tanks at only gets to 1700 damage. so why is there a max?? if it doesnt work!! im wasting all those upgrades!!

 

shaft is a long range turret with defense issues too, but it do 100% of the damage to other tanks. but no, magnum is just artillery who doesnt to splash damage, what is wrong with this game??

 

how can striker to more splash than magnum? im fine with striker, i like the buffs, but the nerf to magnum is absurd. is fine the new slower reload time, with whcih is fair, all shots reload. but decrease the splash damage to artillery??' magnums are getting no kills now. NO kills, because even light tanks survive a normal shot, remember that that i have seen 1400 to 1700 direct hit damage, but my turret is 1948!! but is ok to be onshoted by shafts, no cries about that....

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that cannot turn around and see the enemies approaching (its fine to be blind)

Do your arrow keys not work?

 

how can striker to more splash than magnum? im fine with striker, i like the buffs, but the nerf to magnum is absurd. is fine the new slower reload time, with whcih is fair, all shots reload. but decrease the splash damage to artillery??' magnums are getting no kills now. NO kills, because even light tanks survive a normal shot, remember that that i have seen 1400 to 1700 direct hit damage, but my turret is 1948!! but is ok to be onshoted by shafts, no cries about that....

I love salty Magnum player tears.

 

No one complains about Shaft because it doesn't have a game-breaking core mechanic.

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Considering i have the turret with 1948 attack, why is there a max damage that is never gonna reach???? I have done direct hits to tanks at only gets to 1700 damage. so why is there a max?? if it doesnt work!! im wasting all those upgrades!!

The damage which a turret deals damage is calculated using something along the lines of a bell curve. (You can Google one to determine percentages more accurately) So roughly 70% of the shots you fire will deal +/- just off the middle of the shots fire power. (Not max or min but the middle between them). That other 30% will either have damage a lot lower than normal or damage a lot more than normal. It would be very rare to achieve the absolute maximum damage with most turrets.

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 firebird needs to be nerfed!

 

Earlier today I had a tank I can't remember which one so I am battling a firebird and I have 300 repairs for my supplies but when i was at half health the firebird stopped shooting me and i died

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Fire and Freeze are now somewhat strong. You simply need to use Thunder or Smoky and try to get out of their range. When Fire or Freeze get close to you and start constantly damaging you, they deserve to kill you.

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Fire and Freeze are now somewhat strong. You simply need to use Thunder or Smoky and try to get out of their range. When Fire or Freeze get close to you and start constantly damaging you, they deserve to kill you.

:o

 

Fire is another level above both freeze and Isida for extreme close range.  They went too far with it.

 

At worst for fire attacking isida it's a draw.  Isida might kill fire first, but that afterburn will finish the job.

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I think Fire is overall the strongest turret in the game right now.

I agree but only in close range it can deal that good with enemies, so that is an advantage for non firebird users

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I think that Thunder and Smoky are much stronger. They can kill Fire across the map easily.

Assuming that the fire is a dip sheet and just go straight at the thunder or smoky, even if they're firing right at it. <_<

 

 

By now your point should be invalid because very few are that stupid :rolleyes:

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