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Let's Discuss Game Balance


Maf
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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.

 

I don't mind the indirect fire mechanic of magnum. It's the short range capabilities that made it OP. And it still is IMao.

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striker lock time

 

in mm its  really hard to play stiker 

 

there is so many building to hind and striker takes forever to lock on

 

and  its really annoying and that the reasonn striker aint fun to use

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Striker recently got a small buff to its stats, so it should be a bit easier to use now. However, that doesn't change the fact that it's still one of most difficult turrets to use (if not THE most difficult) and getting used to its mechanics takes many hours of gameplay.

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Striker recently got a small buff to its stats, so it should be a bit easier to use now. However, that doesn't change the fact that it's still one of most difficult turrets to use (if not THE most difficult) and getting used to its mechanics takes many hours of gameplay.

The single-shots have been improved somewhat by recent buff.

 

But in the upper ranks, tanks have very good speed and are almost always on speed-boost.  Combined with getting a random MM map that usually provides lots of cover (is Massacre even in rotation anymore?) the salvo mode is still almost unusable.

 

You get the odd slow heavy that wanders out into the open - but that does not happen enough to make salvo effective.

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In my opinion, Smoky is still not what it used to be. For a long time it was an absolute death machine.

Though it does not strike terror like it did ~ 3 yrs ago, it is a lot more useful now than, say over past 1-2 yrs.

 

The 50% weak damage really improves effectiveness on larger maps.

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 Combined with getting a random MM map that usually provides lots of cover (is Massacre even in rotation anymore?) the salvo mode is still almost unusable.

I agree. Even Juggernaut's salvo is often useless compared to the railguns despite all its buffs.

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when did they ever buff fatboy's salvo?

Its buffs compared to normal Striker. So the faster lock-on, 6 rockets and I think it also had higher damage and better auto-aim.

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I don't mind the indirect fire mechanic of magnum. It's the short range capabilities that made it OP. And it still is IMao.

I can certainly see how it is frustrating to play against. I was playing on cologne earlier - shooting down from the castle walls whilst protected by lots of mines. It was around 19 kills to 1 until someone decided to insult my mother. I just continued the onslaught :D

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They should learn sniping, hull swinging and peek-a-boo. These are perfect ways to counter Twins.

I've been doing those tactics for about a year now on this account, and for the last 3 years on other accounts, they just go right for you can kill immediately  :unsure:  

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They should learn sniping, hull swinging and peek-a-boo. These are perfect ways to counter Twins.

Decent twins players actually move under cover - they don't just sit there for target practice.

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anyone know how to counter a shaft with smoky now?

at far range he flick you to death in one shot with scope.

at close range he has 20% more dps... also reload is exactly the same (1,5s) so repair kit cancelling is equal

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anyone know how to counter a shaft with smoky now?

at far range he flick you to death in one shot with scope.

at close range he has 20% more dps... also reload is exactly the same (1,5s) so repair kit cancelling is equal

Umm, aim the corners of the hull if it is a wasp, hornet, or Viking.

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anyone know how to counter a shaft with smoky now?

 

at far range he flick you to death in one shot with scope.

 

at close range he has 20% more dps... also reload is exactly the same (1,5s) so repair kit cancelling is equal

Wait... wut???  :o

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they're usually mammoth

 

like the magnum nerf, i fail to see how this is a nerf

So... Shaft Arcade has same re-load as Smoky, does more damage up to 50m, and probably similar damage out to 80m.

 

What the heck are all these Shaft users whining about?  Most damage far range, and very good up close as well.

Guess they expect one-shot kills every single time they peer in a scope...

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So... Shaft Arcade has same re-load as Smoky, does more damage up to 50m, and probably similar damage out to 80m.

 

What the heck are all these Shaft users whining about?  Most damage far range, and very good up close as well.

Guess they expect one-shot kills every single time they peer in a scope...

the only disadvantage is that it'll take slightly longer to reload IF you happen to shoot at wasp/hornet with only 2/3 of full charge...

 

but how many wasp/hornets are there compared to the other 5 hulls? also, how often do you happen to have exactly 2/3 charge right at the moment when you can shoot one?

 

 

i think those complaining are those who spend the entire battle camping and killing some useless wasp/hornets for their k/d instead of killing the more important enemies

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