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Maf
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Also make it so that the blast damage works through walls (and other map props), at least partially. I hate it when the bomb has zero effect on the enemy just because they were slightly out of the line of sight of the blast.

If the blast can get through walls, EMP should share the same effect too :huh: :huh:

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If the blast can get through walls, EMP should share the same effect too :huh: :huh:

If you saying that blast goes through brick wall, this mean that you never played wasp. I tried that thing hide behind wall and it worked.

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I just realised that 80% of people who comment here are not even playing with wasp. Try play with m1 wasp at Major or even m2 and count how many kills you do per one go. (65% of the time you ain't gonna kill anyone). If few players got lucky by killing 3 tanks, they jut got lucky. Today bought ram kit and dropped dome, wasps bomb did 300-400 dmg, but dome has weakness like mammoth,hunter, hornet.

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If you saying that blast goes through brick wall, this mean that you never played wasp. I tried that thing hide behind wall and it worked.

I was replying to Maf's opinion.

 

I know the blast can be blocked by several obstacles in game. :D

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I just realised that 80% of people who comment here are not even playing with wasp. Try play with m1 wasp at Major or even m2 and count how many kills you do per one go. (65% of the time you ain't gonna kill anyone). If few players got lucky by killing 3 tanks, they jut got lucky. Today bought ram kit and dropped dome, wasps bomb did 300-400 dmg, but dome has weakness like mammoth,hunter, hornet.

Bomb takes out 1/3 of titan m2 hp inside dome, even with DA... And I have wasp m2 fire m3 on my other account @Chaos1997... I can assure you if you drug (And who doesn't nowadays) wasp can go wherever it wants.

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Also make it so that the blast damage works through walls (and other map props), at least partially. I hate it when the bomb has zero effect on the enemy just because they were slightly out of the line of sight of the blast.

So Hunter's OD should also work through objects?  

 

Like, why do those little walls in Sandal prevent me from zapping targets?  Was a poor design - should be a pulse that radiates out from the Hunter like a ripple on water.  Anything in range should be affected.  And we should see that ripple effect so we can actually tell what the range is.

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I just realised that 80% of people who comment here are not even playing with wasp. Try play with m1 wasp at Major or even m2 and count how many kills you do per one go. (65% of the time you ain't gonna kill anyone). If few players got lucky by killing 3 tanks, they jut got lucky. Today bought ram kit and dropped dome, wasps bomb did 300-400 dmg, but dome has weakness like mammoth,hunter, hornet.

With many players using wasp in the sergeant ranks, escaping is almost impossible.

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The actual power of Wasp's OD doesn't come from each individual explosion, but from many bombs, which is why it has the fastest recharge rate. I don't expect every bomb I place to kill 4-5 people. The recent buff has made it quite good, as it doesn't damage you at all, and the reload is quite quick.

As for the reasons mentioned above, I think that Wasp's Overdrive requires at least some level of skill, which is why you need to be careful not to detonate it in a cluttered region, or when the enemy is already moving away.

If you feel that enemies are escaping from your blast radius, change your strategy. I circle the enemies while dropping the bomb to confuse them, and before they realise which direction to go they're dead.

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So Hunter's OD should also work through objects?  

 

Like, why do those little walls in Sandal prevent me from zapping targets?  Was a poor design - should be a pulse that radiates out from the Hunter like a ripple on water.  Anything in range should be affected.  And we should see that ripple effect so we can actually tell what the range is.

I don't know how it affects game balance, but I think that Hunter's OD is very well balanced now, even slightly OP. There's no reason for it to get another buff, similarly to how there's no logic for Dictator's OD being able to work through walls (yes, it does work). I think in terms of game balance it would be good to make Wasp's bomb harder to avoid.

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With many players using wasp in the sergeant ranks, escaping is almost impossible.

Yeah at sergeant rank, 80% players at that rank doesnt even know how to turn turret and what is OD (People at Major still cannot turn it), how to activate it, 60% of em not using drugs or drones, they're newbies and that makes them free target for others, but story changes when youre reaching higher ranks. Then appears crystal buyers, non stop druggers 24/7h and those who MU's m2, m3 turrets/hulls. (buys tornado kit, MU rail from m2 to m3 at warrant officer 5. I feel pain in ass while playin mm battles with titan and twins m2, cuz everyone use drones, supplies and k/d looks like this *0.30*.

 

It would be nice if devs update mobile version and everyone could play pro battles.

Edited by pro-AGFR

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I don't know how it affects game balance, but I think that Hunter's OD is very well balanced now, even slightly OP. There's no reason for it to get another buff, similarly to how there's no logic for Dictator's OD being able to work through walls (yes, it does work). I think in terms of game balance it would be good to make Wasp's bomb harder to avoid.

OP?  :o

 

Speaking of "logic"... what is the logic behind the 1-second delay on activation for Hunter OD?

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OP?  :o

 

Speaking of "logic"... what is the logic behind the 1-second delay on activation for Hunter OD?

To make it a bit harder to use, so you have to plan in advance and activate it when you anticipate the perfect moment to come up, rather than being able to do it instantly when you need it.

 

Also to give players a chance to react, I guess. I think I had a couple instances when a Hunter was about to disable me, but I reacted in time and killed him. Having an OP drone that allows me to one-shot Hunters with Thunder helps a little  :lol:

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To make it a bit harder to use, so you have to plan in advance and activate it when you anticipate the perfect moment to come up, rather than being able to do it instantly when you need it.

 

Also to give players a chance to react, I guess. I think I had a couple instances when a Hunter was about to disable me, but I reacted in time and killed him. Having an OP drone that allows me to one-shot Hunters with Thunder helps a little  :lol:

Why do they need a chance to react? 

 

What chance do I get to react to Viking OD when a Rail hits me from across the map with many shots in close succession. RK? waste of RK.

Same with Hornet + high damage turret...

 

Their "chance to react" is to keep distance.  Or kill the Hunter before it's in range.

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Why do they need a chance to react? 

 

What chance do I get to react to Viking OD when a Rail hits me from across the map with many shots in close succession. RK? waste of RK.

Same with Hornet + high damage turret...

 

Their "chance to react" is to keep distance.  Or kill the Hunter before it's in range.

True. Either way, I feel like Hunter's OD is the most balanced right now, and the delay adds an extra level of skill.

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can the devs please explain to me why medium range turrets are so weak in 1 vs 1 ?

You literally said it in the sentence. They're meant for medium range and medium range only. Case closed.

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You literally said it in the sentence. They're meant for medium range and medium range only. Case closed.

let rephrase the meaning of my question:

for example if you are playing hammer and you are near range to a freeze you have great chance to kill it and vice versa if you find yourself in the melee range of freeze he can kill you easily ( you can strugle of course but that usually involves drugs modules micro upgrade level and skills of the users ).

now tell me are stoke medium range turret ( smoky thunder volcan and striker ) great at handling medium range confrontation ?

do any smart medium range turret ever go full frontal even in its range, from what i do and from what i see the MRT are used effectively from a comfortable position to spam hits thats the same way long range turrets are used im i correct ? but long range turret can still oneshot you from any range, they are better at strugling  up close than medium range turret because they dont loose whats unique to them a strong initial damage ( shaft being the exception unless its equipte with rfm alteration ).

stoke melee have the best dbs in game and some neat set of abilities that are necessary to the game, useless outside thier range ( i have no problem with bracket maybe some tweaks to isida ).

stoke near range turrets have great damage/dbs and  strong impact force, usually the choice for the noob player nothing more humiliating than gatting killed by a rico or twin that can't turn his turret to save his life and nothing more annoying than a twin team mate with a brick on the space button ( all the beef i have with this bracket is wit its alterations nothing agains stoke version ).

stoke long range turrets have the strongest  initial damage and infinite range but they are slow on both reload and rotation ( almost all my concerns have been addressed only the weak damage of rail needs to be buffed now ).

so what does it mean to be medium range turret whats unique about medium range turrets ? the only thing i can find in common  for those 4 turrets is the godly amount of skill required to get good ( magnum also ).

what i am suggesting the elimination of this bracket.

striker is already a long range turret but in name, volcan has slow rotation already and no matter the tweaks you do heavy hulls are going to be the choice for it just give them infinite range already and call them long range.

thunder and smoky are a mess, stoke version are really weak, don't let the skills hulls choise and drones of the users fool you into thinking otherwise, they are annoying yes but thats just the nature of use. both stoke thunder and smoky need faster reload and stronger impact force meaning the same bracket as rico and twins ( would justify the existence of the PA and MFS alterations even makingthem the stoke version would be just ), but that would mean that smoky and thunders alterations would get to overpower!!.

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hey, did somebody realised that one of twins alteration suck af and its heavy plasmagun. Its worst than acceleration alter which cost 20k crys. why so? bonus min and max damage increased and thats cool, but speed of plasma balls decreased like half of base flyin speed and that sucks, bought few hours ago and tryed it, terrible experience. In my opinion it have to be buffed/nerfed, for example: buff speed of plasma balls, because 65% all of em are not even hitting the target, playing with heavy or light hull its not working well, doing way better without alteration. Y'all could probably slightly decrease min/max damage like from 35% to 30/ or so and do plasma balls fly faster, i mean -50% its not good at all, make it -35%. Probably its possible to do that and not only me think that this alteration poo poo. Thanks for spending your time by reading this. Appreciate.

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Nerf Magnum's reload speed to that of shaft's

 

Magnum deals devastating amounts of damage for its reload speed. Faster than Railgun, more like thunder with its reload speed AND deals more damage than it, yet it can function as an arcade weapon AND a "sniping" one. It's already really good at killing things from places where nobody can get it, so why is its reload speed so fast? It's no wonder why everyone keeps using it.

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Well that's why grizzly module along with a heavy falcon (Falcon for rail, right?) module is basically a necessity.

I must be one of the few that doesn't bother with Grizzly.  Thunders usually take a few shots to kill, and the first one is time to move while you figure out where it's coming from.

 

I just use modules for the ones that can one-shot you, Railgun, Hammer and the one exception is Rico because that's a real pain in the butt atm.

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There are modes where you don't have to rely on your teammates and they are DM and juggernaut.

Also if you don't want someone to self destruct when you're trying to kill them, then don't be so Damn close to them. ;)

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Magnum

 

so the original reload time of magnum was 5 seconds plus whatever time you held the fire button down for the percentage you need

 

then they changed it to 3.5 seconds and added the time of the percentage you didn't use to the 3.5 seconds. I think the regular non alteration time to charge up to 100% is 2 seconds? 

 

then they decided to take another .5 off

 

then they decided to take another whole second off

 

so why is magnums reload time 4 seconds like railgun? they had to nerf the alteration I use that speeds up the charge time by like a second, or I think its less than a second

 

why did they buff the mine alteration to 15% less damage instead of 25? if anything that alteration should be 40-50% damage penalty to completely make it impossible to one shot a medium hull, since no one thinks it would be a good realistic idea to trade splash damage for the ability to spam mines at a distance

 

why are mines still invisible when a whole bunch of people have complained about them in the past since the mine alteration and drones have been put in the game?

 

so these two problems are combined to make a new problem. faster reload time = more mine spam 

 

also here is another problem: Viking magnum two second reload overdrive combined with mine alteration shoots faster than non alteration thunder Viking overdrive 

 

there are magnums everywhere in the high ranks, all the railgun and thunder Vikings have switched to magnum reinforced gun carriage or the mine spam alteration

 

adding less gravity to the reinforced gun carriage just makes it even dumber to use

 

and one last thing, I know you don't care because youre one of them (I saw you in deathmatch ramming me with a 50% magnum module on while shooting instead of the 20 or 25% helper module on, Maf) I am tired of these magnum module magnums everywhere. I want to use my magnum module with my magnum, but I don't want the protection from myself. what is the point of having splash damage if you don't get punished for shooting up close

 

PS

 

rapid fire railgun still needs an impact force nerf and Vikings overdrive is too buffed

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