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Let's Discuss Game Balance


Maf
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Thanks for nerfing Magnum. Still annoying, but the splash no longer makes me ragequit and there are fewer Magnums in battle.

 

Of course, Tanki devs nerf one thing and then buff another . . . now Firebird causes premature aging for me.

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Thanks for nerfing Magnum. Still annoying, but the splash no longer makes me ragequit and there are fewer Magnums in battle.

 

Of course, Tanki devs nerf one thing and then buff another . . . now Firebird causes premature aging for me.

Every battle there are at least 3 or maybe 4 firebirds on a team.

 

At mid ranks the modules ~ 28-30% do absolutely nothing.  I often play Vulcan, and always equip Fire module.  Makes no difference when they attack = automatic death.

 

Fire has been OP for quite some time now.  Guess the devs will bring it back to earth once they have squeezed players for fire module sales.

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Polygon CP battles are filled with them. Usually, the winning team has at least 3 Firebirds on their side.

2-3 Fire

1-2 freeze

1-2 Isida

1 Magnum and/or Striker

1 Twins

1 miscelaneous (Hammer, Ricco, Thunder)

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Buffing the "Slugger" alteration.

 

Hello everyone. As you know, the slugger alteration after the update is now the cheapest alteration for Hammer. 

 

With the addition of new hammer alterations, I've noticed a very steep decline in the use fo the slugger alteration. I had just enough crystals to buy it so I bought it and tested it out. The pellet spread was a bit wider than I was expecting but that is ok, it still does it's job. 

 

The downside, however, is that the turret's rotation speed is decreased by 75%. Now, this in itself is a HUGE decrease. When I started turning my turret, my thumb finger that was on the 'z' key started to hurt. It turns REALLY slow. Even rotating my tank while turning my turret didn't make it move that faster. I seem to be losing a good set of 1 on 1 fights when the enemy is moving.

 

My suggestion is to give it 25% more impact force. If you don't think it should have more impact force, think about it. The bullet spread is decreased meaning it's more concentrated to one area. The surface area of the soon-to-be affected area would be smaller when it is affected. This would mean that the area would not be able to absorb the shock as greatly as it would have being shot without the slugger alteration. 

 

Feel free to agree or disagree below.  :)

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As someone who got over 800k experience playing with Slugger, I can tell you that the alteration is far from being underpowered. Yes, it's pretty bad when you use it with mammoth and other hulls with slower turning speed, but combine Hammer with Wasp's hull turning speed and the slow turret rotation hardly ever gets in the way.

 

I can tell you that I got used to the slow turret rotation pretty quickly, whereas I find that the enormous pellet spread that Slugger compensates is impossible to play with. In fact, the only reason I started playing with Hammer is because Slugger was released, and to me personally it's by far the best alteration for Hammer. A bit sad that the 5-shot alteration can't be used together with Slugger, but that's understandable since the two were extremely OP together.

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Slugger was meant for fast hulls who swing their hulls to aim most of the time rather than turning turret. If used properly, you should be able to aim while swinging and turning your turret. 

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his logic does make sense.. also, i think that slugger is very weak comared to doublet

Hence, the price difference. 

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As someone who got over 800k experience playing with Slugger, I can tell you that the alteration is far from being underpowered. Yes, it's pretty bad when you use it with mammoth and other hulls with slower turning speed, but combine Hammer with Wasp's hull turning speed and the slow turret rotation hardly ever gets in the way.

 

I can tell you that I got used to the slow turret rotation pretty quickly, whereas I find that the enormous pellet spread that Slugger compensates is impossible to play with. In fact, the only reason I started playing with Hammer is because Slugger was released, and to me personally it's by far the best alteration for Hammer. A bit sad that the 5-shot alteration can't be used together with Slugger, but that's understandable since the two were extremely OP together.

I'm glad that I can get feedback from a player who consistently used it in the past, with 800k XP gained as well. 

 

Slugger was meant for fast hulls who swing their hulls to aim most of the time rather than turning turret. If used properly, you should be able to aim while swinging and turning your turret. 

I guess this was where my fault came. I usually only use Titan, this was understandable. To test it further, I changed to Hornet and while it does move a bit faster, it still moves considerably slow in my opinion. I guess the Slugger alteration wasn't made to fit my playstyle. However, I do enjoy using with Titan in Polygon CP battle. I'm able to hit enemies with the full damage at ranges where I'd get usually get about 40% of it. 

 

Many people don't know this but slugger has another downside. When you have a tighter pellets spread, you also lose the vertical auto aiming by a huge margin. So slugger is only good at a range.

I've also noticed that as well but I forgot to mention it. I like to fight my enemies with it Face to Face. Rarely do I use to auto aim except when trying to shoot people on the Polygon CP point below me when I'm behind the small ramp. 

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Even though I don't think slugger is necessarily weaker than the regular hammer when used with light hulls, I still think it needs a buff.

 

I just realized that no matter what alteration, each of them should be balanced equally with the original parameters, and the fact that Hammer does have OP alts compared to this means that they need to be all on the same level.

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The downside, however, is that the turret's rotation speed is decreased by 75%. Now, this in itself is a HUGE decrease. When I started turning my turret, my thumb finger that was on the 'z' key started to hurt. It turns REALLY slow. Even rotating my tank while turning my turret didn't make it move that faster. I seem to be losing a good set of 1 on 1 fights when the enemy is moving. 

I agree that 70% is probably too much. Something between 50-60% is probably better. 

 

 

My suggestion is to give it 25% more impact force. If you don't think it should have more impact force, think about it. The bullet spread is decreased meaning it's more concentrated to one area. The surface area of the soon-to-be affected area would be smaller when it is affected. This would mean that the area would not be able to absorb the shock as greatly as it would have being shot without the slugger alteration. 

Technically, Hammer is ALREADY getting better impact force from this, because the greatly narrowed spread angle means it's much harder for pellets to miss, and thus Hammer's range of maximum impact (and damage) significantly increases as well. 

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I agree that 70% is probably too much. Something between 50-60% is probably better. 

 

 

 

Technically, Hammer is ALREADY getting better impact force from this, because the greatly narrowed spread angle means it's much harder for pellets to miss, and thus Hammer's range of maximum impact (and damage) significantly increases as well.

 

Making it 30 or 40% is even better.

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Making it 30 or 40% is even better.

Nah. The area of spread is reduced to one-fourth of normal. I'm assuming this means about 2x better max damage range (not 4x because there is a cap to how far the shots can travel). To compensate for this, rotation speed should be cut in half. 

Edited by thesquarerootof2
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his logic does make sense.. also, i think that slugger is very weak comared to doublet

Not a reason to buff Slugger.  

 

Maybe doublet IS OP... so making slugger = (thus OP) is doubling down (pun not intended) on a mistake.

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Hmm, where can I find what the min and max damage is?

From the Russian wiki page 

 

Projectile stabilization The guidance system selects more predictable trajectories for projectiles. Each shot will cause permanent damage and maintain power when you break through. Backwire = 100%; Min damage + 50% ; Max. damage –25%

 

You can then look up your turret's mu level and do the math. For a stock m3 0/20 it would be 703.53-1414.12. So with the alt applied you would do 1055.295-1060.59.

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Have you ever seen any magnums being powerful? Nope, they are completely normal now. And a kid with drugs that double shots you with hammer? You always die with medium hulls. Funny, right?

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Have you ever seen any magnums being powerful? Nope, they are completely normal now. And a kid with drugs that double shots you with hammer? You always die with medium hulls. Funny, right?

Topic merged

 

While I do find myself using Hammer protection more often now, it's simply because there are more Hammers, not because it's OP. I think the double-shot alt is fine. Let's not forget that Hammers can no longer use Slugger in combination with any other alt, so their effective range is much smaller now. Just don't let the Hammer get too close to you and you won't have too many issues. I feel like Striker and Vulcan are much more dangerous now.

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