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Maf
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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:

Mindless rushing with Viking and full drugs is a common strategy of Fire/Freeze players.

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Mindless rushing with Viking and full drugs is a common strategy of Fire/Freeze players.

I want to play the players you are playing...

 

Sure that happens on small maps because the "rusher" will be on the ranger too quickly for it to matter.

On larger maps?  They use cover or they don't do well.  You can't base a tactic on hoping your enemy is stupid.

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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:

I'm going to have to remind you that you're playing a russian game. RUSH B CY.KA BL.YAT!!!!!

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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....

try using it at close range.. charge up to 100 first before you engage.

 

1st shot at 100% 0°

2nd shot at 0% 10°

 

you'll fire 2 shots in 3,5 seconds, that's a burst damage higher than hammer.

 

 

never getting max damage won't matter... cause enemy will most likely get killed after you fire 2 shots

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Fair Twins Nerf

 

Summary

as we all know, twins is just too OP, and, a twins user myself, I know most won't be happy with lowering damage in any way, or even maybe the range, but rather taking away it's "infinite ammo" capability that plages us so. And giving it an energy consumption like the ricochet. It makes sense that rico has that, so shouldn't twins? I think Its an idea we all can agree on.

 

Why It Is Too OP

 

Because of a lack of legit reload, it can fire fully automatically without stopping. and combined with Stable Plasma, it has no weakness, its unstoppable to those non-buyers or low rankers who don't have protection. The range at M3 is still enough to kill you even halfway across most maps.

 

Benefits Developers Will Be Interested In

 

-With an energy pool, twins users, like myself, will actually have to worry about reloading like every other turret, the Twins will need a real strategy and tactical maneuvering.

 

-With a new mechanic such as this, more alterations revolving around it can be planned and thought out. 

 

Stats

Amount of Energy: 1000 (non-upgradeable)

Recharge Time (same as reload) : same as before

 

(Everything below is not exact, could be better measured out by developers)

 

Energy Used  Per Shot

 

M0: 70 = 14.2 shots

M1: 56 = 17.8 shots

M2: 50 = 20 shots

M3: 46 = 21.7 shots

M4: 40 = 25 shots

 

Energy Recovered When Not In Use Per Second: 60 (non-upgradeable)

Edited by Hate

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The thing is, infinite ammo is what makes twins unique. If you add an energy pool it becomes a double turreted ricochet. I think a nerf to the impact would be a better idea.

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The thing is, infinite ammo is what makes twins unique. If you add an energy pool it becomes a double turreted ricochet. I think a nerf to the impact would be a better idea.

that's exactly what makes it too OP tho :/

and tbh I find no problem with its effects of impact on me, granted, I use a Titan, so :s

Edited by Aigaion

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Twins is perfect just as it is

Believe me, when you get to M3 and M4, it's a massacre If you have no protection.

Edited by Aigaion
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The thing is, infinite ammo is what makes twins unique. If you add an energy pool it becomes a double turreted ricochet. I think a nerf to the impact would be a better idea.

What this noob said^

 


 

I think an impact and/or damage nerf would be a far better idea.

 

They can decrease the damage per hit (at all Ms) and increase the reload time at M3.

Edited by Total_SkiIl
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everyone has Prot tho

new non-buyers won't with the massive price of protection nowadays and combined with matchmaking, and buyers who have twins M1 kits will and do dominate those who have no protection. Same with players my rank who never got a protection with twins, now they are ridiculously expensive.

Edited by Aigaion

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Or significantly buff the module up to 80%

that wouldn't make sense,  only buff the twins protection? might as well nerf the twins itself, thus this page, but the damage is not the worst problem, it's the twins lack of a proper reload that makes it OP.

Edited by Aigaion

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I hate the changes they made to vulcan, ricochet and magnum.

 

The change to vulcan is the worst one. The increased spin up time AND the increased overheating is just terrible.

 

Ricochet - what happened to its range? I don't like minus field stabilisation so I find ricochet to be unusable now in a larger map.

 

Magnum - they increased the reload for quick shots which is really annoying. I was really enjoying this turret. It's not ruined by any stretch but it takes away the fun.

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that wouldn't make sense,  only buff the twins protection? might as well nerf the twins itself, thus this page, but the damage is not the worst problem, it's the twins lack of a proper reload that makes it OP.

 

But these the only thing that makes twins different from all the other turrets.

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I hate the changes they made to vulcan, ricochet and magnum.

 

The change to vulcan is the worst one. The increased spin up time AND the increased overheating is just terrible.

 

Ricochet - what happened to its range? I don't like minus field stabilisation so I find ricochet to be unusable now in a larger map.

 

Magnum - they increased the reload for quick shots which is really annoying. I was really enjoying this turret. It's not ruined by any stretch but it takes away the fun.

 

The fun of what? Being OP? :ph34r:

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The thing is, infinite ammo is what makes twins unique. If you add an energy pool it becomes a double turreted ricochet. I think a nerf to the impact would be a better idea.

how about transfer the overheating effect from vulcan to twins.. and overheatig shall be what makes twins unique instead! meanwhile vulcan's new unique feature can be infinite ammo.

 

seems like a perfect way to balabnce 2 turrets at once while givibng them each their own unique feature

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how about transfer the overheating effect from vulcan to twins.. and overheatig shall be what makes twins unique instead! meanwhile vulcan's new unique feature can be infinite ammo.

seems like a perfect way to balabnce 2 turrets at once while givibng them each their own unique feature

 

That's actually not a bad idea.

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how about transfer the overheating effect from vulcan to twins.. and overheatig shall be what makes twins unique instead! meanwhile vulcan's new unique feature can be infinite ammo.

 

seems like a perfect way to balabnce 2 turrets at once while givibng them each their own unique feature

Genius! cos, well, Vulcan, even IF it had infinite ammo, the warm-up and slow as heck rotation speed would honestly not make much of a difference.but how would twins energy be measured? like a Vulcan, but no spin down time?

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The fun of what? Being OP? :ph34r:

After using it for a while I find it to be like any other turret... if people have 40-50% protection then it isn't devastating. It's main advantage is the ability to fire at enemies without being fired at in return... I suppose that makes it OP but it's fun and tanki seem to be removing all the fun from the game.

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