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Let's Discuss Game Balance


Maf
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Here is the Idea :

Modification -- Modification Price -- Number of Shots --  20px-2a40baa3.png Damage Per Shot

     М0           --           1 500          --          4               --               61.58

     M1           --            40 000         --           3               --                76.71

     M2           --            135 800       --           3               --                89.68

     M3           --            235 800       --           2               --                111.3

     M3+         --              -                --           2              --                  120

 

How is this supposed to work if the number of shots per clip decreases as it gets upgraded? With this table the M3+ Hammer does the same amount of damage as M0 or M2, which makes no sense.

 

Topic merged.

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My vote for OPiness goes to isida. It's stats on paper belies the ease of real-time operation. Throw in some supplies, a decent palette of paints, a viking m4  and a couple of long lost bossom buddies from the isida sorority and all you non-isidas can eat your heart out, or let them do it for you - service with a  smile. You can't outrun them - there's a good bit of range in their favor. The rate of self healing seems high. I side with the isidas though when it comes to the limited cone angle of attack - that needs to be broadened a little.

 

P.S: Not actively looking for advice on equipment or counter tactics.

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shafts need to have increased damage per shot and railgun's damage needs to go down in order for game balance to be restored.. lets be honest high damage turrets and high health point tanks have been nerfed alot.. as the game goes in a downward spiral :P

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shafts need to have increased damage per shot and railgun's damage needs to go down in order for game balance to be restored.. lets be honest high damage turrets and high health point tanks have been nerfed alot.. as the game goes in a downward spiral :P

Uh..shaft is the most powerfull turret in the game....unless you mean more damage in "arcade mode", then it should not need any more damage. You obviously dont fight shaft player often do you? Or battle in Monte Carlos.

You said that high damage turrets were all nerfed, so why did you then say to DECREASE rails damage? I dont understand that...

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In my opinion, the laser from shaft needs to be removed... As we know a 'sniper' is called as a sniper because he/she does not reveal his/her position. But with laser, after one shot everyone knows ur position. this feature is ruining the turrets potential in my opinion.

Edited by II_A.U.R.A_II
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In my opinion, the laser from shaft needs to be removed... As we know a 'sniper' is called as a sniper because he/she does not reveal his/her position. But with laser, after one shot everyone knows ur position. this feature is ruining the turrets potential in my opinion.

In my opinion, it adds challenge to the turret.

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In my opinion, the laser from shaft needs to be removed... As we know a 'sniper' is called as a sniper because he/she does not reveal his/her position. But with laser, after one shot everyone knows ur position. this feature is ruining the turrets potential in my opinion.

I totally agree, but i was not playing tanki when shaft had no laser, so i dont know how hard it was to fight. The whole reason that the laser was added was because it was OP, as it could 1 shot anything with a damage boost. The devs added the ability to hold its charge so player with shaft wernt TOO angery. Then they said that the laser added a "challenge" to useing it so that they woyld not just complain about it. Shaft is kinda OP now, even with tye laser, when the right person has it. Im a insane sniper with it and i can kill at least 5 people before i die(if a large map). Id like ifbthe laser was gone, but id understand why the devs didnt do it if its not removed. I doubt it will be remobed, but there should he a setting when you make a battle that removes the laser.

In my opinion, it adds challenge to the turret.

In my opinion, it adds challenge to the turret.

Alot of challenge

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Can we have an EMP weapon or some other "anti-drug" weapon? Like it would have a large chance to disable a turret or hull (or if the chances align, both) for a short amount of time, and a small chance to end an active supply (something like Smokey crit chance maybe) (or more, again if the chances align somehow). Or maybe it would reduce the amount of time left on active supplies. It could disable the ability to activate supplies for a short time, too. Would that be overpowered if it did low damage with medium range and low to moderate fire rate? I think that with the amount of supplies you can save up or buy, having a way to counter them to some degree would be a good idea.

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Can we have an EMP weapon or some other "anti-drug" weapon? Like it would have a large chance to disable a turret or hull (or if the chances align, both) for a short amount of time, and a small chance to end an active supply (something like Smokey crit chance maybe) (or more, again if the chances align somehow). Or maybe it would reduce the amount of time left on active supplies. It could disable the ability to activate supplies for a short time, too. Would that be overpowered if it did low damage with medium range and low to moderate fire rate? I think that with the amount of supplies you can save up or buy, having a way to counter them to some degree would be a good idea.

I cant belive that i never thought of this myself...it definatly would not be op in lower ranks where less people drug, but at my rank there are buyers who use repair kits more than any other drug. And they drug ALOT. This would balence out the game way more for legit players add another kind of experiance for the gismos. Awsome idea!

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Uh..shaft is the most powerfull turret in the game....unless you mean more damage in "arcade mode", then it should not need any more damage. You obviously dont fight shaft player often do you? Or battle in Monte Carlos.

You said that high damage turrets were all nerfed, so why did you then say to DECREASE rails damage? I dont understand that...

oh please... railgun is way more unfair than shaft

the reload time is basically 4 seconds whiles shafts is like 10.. shaft basically deals 60-70 damage more which is sad.. it should be able to deal more damage and paints should increase

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oh please... railgun is way more unfair than shaft

the reload time is basically 4 seconds whiles shafts is like 10.. shaft basically deals 60-70 damage more which is sad.. it should be able to deal more damage and paints should increase

Have you ever even seen shaft? WASP M0 has around 70 health....and i can one-shot hornets with no DD....you obviosly dont know too much about tanki if you think that.....rail and shaft reaload are not that far apart anyways.....

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When i use m1 hornet and i am vs a thunder m1, it does half my healF??!! Tanki should change the damage to 37-45 for m1

Thunder m0 can do half health if mu enough. Though i have m0 hornet and m1 thunder does slightly more than half of my health so the thunder you fought must be heavely mued.

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rail and shaft reaload are not that far apart anyways.....

Actually, to execute full damage in sniping mode you need to fully charge your shaft. Once you shoot it takes soooo long for shaft to recharge -_-

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Actually, to execute full damage in sniping mode you need to fully charge your shaft. Once you shoot it takes soooo long for shaft to recharge -_-

True, it does take a bit more time, but thats if you wantbto go back into sniping mode. It takes under 15 seconda for that really....most people are just very impatient and exaturate it alot. :P

Edited by MrCheezyPotato

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Yes Issho Furjito, I realize I should put this in "lets discuss twins", but noone cares then.

 

ANway, to nerf down TWINS, my idea was that the make baic Iron sights that they need to use, so not a scope, but basically a line stricking up that makes the gun hit more, while reducing turning speed and mobility, but if players don't use the iron sights, 60% of the time they miss, it isnt fun to play against twisn who put 2 bricks on their space bar,

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for a drugger yes, 2 bricks and some drugs (and a heavy hull, obviosuly!) but that ruins gameplay!

hey well guess what. if you are mad that twins is OP then why dont you use twins and be OP yourself

 

 

 

Edit: fixed spelling ("will" --> "well")

 

 

Edited by FC_BayernMunchen
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Still not as OP as it was before rebalance. -_-

 

The last update in Twins finally balanced it, before that it was useless.

 

All you need to do is:

1. Stay out of range.

2. Knock off its aim.

3. Drive around plenty of buildings so it can't hit you.

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Yes Issho Furjito, I realize I should put this in "lets discuss twins", but noone cares then.

 

ANway, to nerf down TWINS, my idea was that the make baic Iron sights that they need to use, so not a scope, but basically a line stricking up that makes the gun hit more, while reducing turning speed and mobility, but if players don't use the iron sights, 60% of the time they miss, it isnt fun to play against twisn who put 2 bricks on their space bar,

Topic merged

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