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Let's Discuss Game Balance


Maf
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No, he made the right decision. I'm glad that there's people who still have a conscience in this game (which is, under 10%)

Was not being serious - I used a winki.   It was a (feeble) attempt at humor. :unsure:

 

(I will never buy Twins or magnum)

Edited by wolverine848

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No, he made the right decision. I'm glad that there's people who still have a conscience in this game (which is, under 10%)

 

 

I might have to buy sledgehammer rounds just to counter these Damn Players with OP alterations and drones.

 

 

can you please nerf mamoths OD

 

Also titans dome needs a nerf.

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 I might have to buy sledgehammer rounds just to counter these Damn Players with OP alterations and drones.

Do what you think is necessary. 

 

Also titans dome needs a nerf.

Maybe they'll tweak it in a later date and we'll see if your suggestion was the right move. Two of its counters recharge the fastest which I think is balanced for now. I doubt they'll buff it though. 85% protection is already a lot and if they buff the healing or the protection, then Viking's Overdrive wouldn't be as useful against it as it is now. 

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Do what you think is necessary. 

 

 

Maybe they'll tweak it in a later date and we'll see if your suggestion was the right move. Two of its counters recharge the fastest which I think is balanced for now. I doubt they'll buff it though. 85% protection is already a lot and if they buff the healing or the protection, then Viking's Overdrive wouldn't be as useful against it as it is now.

 

They should make it where if two titan dome generators (not on the same team) are near each other by about 15 metres, then they would deactivate each other.

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this game has never been as unbalaced as it is now, to much mines, to much spread damage, to many extra damage.

in MM almost all games begins and ends on uneven numbers.

you have introduced to many new features in a very short span.

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-Fire's Compact Tanks is overpowered. Requires you to buy Fire protection

-Smoky's Cryo and Fire rounds require the Smoky and Freeze/Fire protection to counter, why should I buy 2 modules for 1 alteration?!

-Magnum's mechanics are game-breaking. Tanki's maps are designed for line-of-sight gameplay, not aerial barrages; you can't return fire on a Magnum

-Wasp's overdrive overpowered in low ranks; tanks are too slow to run away

-Hunter's overdrive would be effective WITHOUT the tank-shutdown effect

-Titan's dome gives anyone immunity inside it. Sound balanced?

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-Fire's Compact Tanks is overpowered. Requires you to buy Fire protection

-Smoky's Cryo and Fire rounds require the Smoky and Freeze/Fire protection to counter, why should I buy 2 modules for 1 alteration?!

-Magnum's mechanics are game-breaking. Tanki's maps are designed for line-of-sight gameplay, not aerial barrages; you can't return fire on a Magnum

-Wasp's overdrive overpowered in low ranks; tanks are too slow to run away

-Hunter's overdrive would be effective WITHOUT the tank-shutdown effect

-Titan's dome gives anyone immunity inside it. Sound balanced?

Agree with most except the Hunter one.  removing supplies from 1 (or possibly more) tanks pales in comparison to what other ODs can do,

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1) Fire's Compact Tanks is overpowered. Requires you to buy Fire protection

 

2) Smoky's Cryo and Fire rounds require the Smoky and Freeze/Fire protection to counter, why should I buy 2 modules for 1 alteration?!

 

3) Magnum's mechanics are game-breaking. Tanki's maps are designed for line-of-sight gameplay, not aerial barrages; you can't return fire on a Magnum

 

4) Wasp's overdrive overpowered in low ranks; tanks are too slow to run away

 

5) Hunter's overdrive would be effective WITHOUT the tank-shutdown effect

 

6) Titan's dome gives anyone immunity inside it. Sound balanced?

1) agreed.

 

2) smoky protection ain't worth it, the low damage and the fast reload negates that, only except would be if you were faced with 3 or more enemy smokies.

 

3) nah it's not gamebreaking, if it was then everyone would be using it.

 

4) agreed.

 

5) hunters EMP is literally one of the most balanced ODs in the game. Hunters stats however make it OP, way too many benefits over the other two medium hulls and very little setbacks (if any at all).

 

6) the dome is completely broken, they are impossible to kill even with Vikings overdrive. Plus it lasts for 20 long seconds.

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Agree with most except the Hunter one.  removing supplies from 1 (or possibly more) tanks pales in comparison to what other ODs can do,

 

5) hunters EMP is literally one of the most balanced ODs in the game. Hunters stats however make it OP, way too many benefits over the other two medium hulls and very little setbacks (if any at all).

There was a misunderstanding --- what I meant by "tank-shutdown effect", is the freezing ability. Tanki is a (moderately) fast-paced game. Speeding with Nitro then suddenly stopping to a halt is not fun. I agree the counterplay of removing supplies, defusing bombs and destroying domes are balanced. I'm saying the overdrive would be as effective to what it does best without the freezing ability. Even Dictator's freeze effect doesn't stop you dead! Edit:(Quite literally)

Edited by Rhythmic

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There was a misunderstanding --- what I meant by "tank-shutdown effect", is the freezing ability. Tanki is a (moderately) fast-paced game. Speeding with Nitro then suddenly stopping to a halt is not fun. I agree the counterplay of removing supplies, defusing bombs and destroying domes are balanced. I'm saying the overdrive would be as effective to what it does best without the freezing ability. Even Dictator's freeze effect doesn't stop you dead! Edit:(Quite literally)

No misunderstanding - I know what you meant.  And I am saying Hunter OD would UP if you removed the ability to stun.

 

It's only 3 seconds, and has a short range.  It can be avoided - I know because enemies have avoided my attempts.

 

Dictator - it's freezing effect is a minor function. The power-ups (and ability to share) is what makes dictator potent. DA+DD+SB all at once make it powerful.  Hunter just removing 1-3 of those would be feeble.

 

Now if Stun effect were removed from Hunter, an acceptable substitute would be re-setting enemies cool-downs of ODs.  But I have a feeling many players would sqawk at that.

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Now if Stun effect were removed from Hunter, an acceptable substitute would be re-setting enemies cool-downs of ODs.  But I have a feeling many players would sqawk at that.

'Cept for Wasps.  Also if you can't see overdrive meters how would you know when to use it?

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Now if Stun effect were removed from Hunter, an acceptable substitute would be re-setting enemies cool-downs of ODs.  But I have a feeling many players would sqawk at that.

*Targets Vikings all game*

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'Cept for Wasps.  Also if you can't see overdrive meters how would you know when to use it?

This is where the leaderboard figures and knowledge of the Overdrive charge rates come in. Let's say a battle started and 1 minute later, someone who is playing with Wasp has 35 score from 2 kills and an assist. That Wasp got 25% of Overdrive charge from that kill and that assist. 

 

I don't know the current Wasp OD recharge time after the buff so I'm going to assume it recharges from 0-100% in 1 minute and 30 seconds. I would know that the Wasp would have about 60% of its Overdrive just from passive charging and the 25% from the 2 kills and the assist. So that's close to 90% there, just from looking at the time of the battle and the score of the player. Another important thing to look at is exactly how the player received that score. Capturing a flag as a Wasp would give you 50% charge. 5 kills as a Wasp would give you 75 score. Which one takes more time? It can be either but the killing would take longer to do than capturing the flag. If I see in a CTF battle they have 100 score, 0 kills, and the score is 1-0, then I would know that the Wasp either captured the flag and got some assists, captured a flag, got a kill, some assist, but self-destructed to make it look like 0, or just got a bunch of assists or assisted in the flag capture by dropping the flag for an enemy. 

 

Let's take another approach: Mammoth's Overdrive. 

 

I timed Mammoth's Overdrive after the change and it takes 2 minutes and 25 second to recharge. If after 1 and a half minutes, I see a Mammoth, I look at their score to gauge what % Overdrive charge they may have. After 1 and a half minutes, they may have around 55 or 50%. If they have 50 score, then it is likely that their Overdrive charge is about 90% going on 100%. So if I see that they may have the Overdrive, I go over and taunt them in hope that they use it. If I gauge that they have maybe 70%, it wouldn't make sense to go head-on against them with Hornet so I look for another opponent. All of these things I take into account when trying to strategies in short MM. I'll admit, it does tire me after an hour or so since some battles will cause frustration and hamper my ability to concentrate on that. 

 

You wouldn't know, but you can use your knowledge and resources available to you to make judgments on which plays to initiate, where to go, who to attack etc. 

 

I am not aware of how much % Overdrive charge each hull gets when healing with Isida. it doesn't look like much though, but I'm uncertain which si why I haven't extended this knowledge to enemy Isidas. 

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'Cept for Wasps.  Also if you can't see overdrive meters how would you know when to use it?

Does not matter.  Unless you saw them just use it - will be greater than 0.  If you get 2+ tanks, odds are 1 is half-way there or better.

 

Sometimes you just gotta take your chances.  Plus... it's not like you can see supplies charge either.  Use it before they can activate and they start at zero.

 

*Targets Vikings all game*

You mean like Vikings are already doing to you with their longer-ranged weapons?  Both have OD... Viking has thunder... you think Hunter will be able to use the OD before dying? (not considering ambush situations - cuz both can win if they get surprise)

 

I'm not saying this is something that has to be done.  Was a replacement suggestion for not being able to stun...

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You mean like Vikings are already doing to you with their longer-ranged weapons?  Both have OD... Viking has thunder... you think Hunter will be able to use the OD before dying? (not considering ambush situations - cuz both can win if they get surprise)

 

I'm not saying this is something that has to be done.  Was a replacement suggestion for not being able to stun...

I know ti was just a suggetion. But it would be funny to keep resetting the Vikings' Overdrives so that they wouldn't get any for an entire battle. Because Hunter's Overdrive recharges just over 2x faster than Viking's. 

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I know ti was just a suggetion. But it would be funny to keep resetting the Vikings' Overdrives so that they wouldn't get any for an entire battle. Because Hunter's Overdrive recharges just over 2x faster than Viking's.

 

RIP Viking if that happens.

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I know ti was just a suggetion. But it would be funny to keep resetting the Vikings' Overdrives so that they wouldn't get any for an entire battle. Because Hunter's Overdrive recharges just over 2x faster than Viking's. 

Well yeah.  Won't be quite that easy though... if you can't ambush them, you can still be killed by ranged weapon + DD.

 

Goofy thing is... when my Hunter encounters another, and they are fractionally faster, I get stunned AND lose my OD.  That does not seem right. Either we both get stunned, or I keep my OD. But that is not happening.

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viking m4 + shaft 37% module + DA > 1 shot shaft > wow..

You know, it could have been an Overdriven Hornet that shot you. It could have been a Shaft with the Booster Drone that shot you. 

 

This is assuming that you were at full HP when this Shaft shot you. If the Shaft was M4, had Heavy Capacitors and double damage activated, that could have taken away 86% of your HP. 

Edited by TheCongoSpider

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You know, it could have been an Overdriven Hornet that shot you. It could have been a Shaft with the Booster Drone that shot you. 

 

This is assuming that you were at full HP when this Shaft shot you. If the Shaft was M4, had Heavy Capacitors and double damage activated, that could have taken away 86% of your HP.

 

It was viking, I checked his profile he got no booster drone.

Told I was with module n DA active. Strange..

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It was viking, I checked his profile he got no booster drone.

Told I was with module n DA active. Strange..

Hmm, strange indeed. 

 

The only other explanations I can think of are him using his Viking's Overdrive when he was about to shoot you. I haven't tried it myself so I don't know what happens when you activate Viking's Overdrive while in sniping mode. Or the guy happened to be using Heavy Capacitors, you were injured, and he took down 86% of your HP making it look like a one-shot that shouldn't have happened. 

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viking m4 + shaft 37% module + DA > 1 shot shaft > wow..

All right, let's run some quick calculations. Shaft M4 does a flat 3300 damage. Couple that with Heavy Capacitors (a 25% increase) and you've got 4125 damage.

 

Now, your Viking. With DA, we already slice off half of the damage, assuming he was not using DD. That is 2062.5 already. Now, we factor in the 37%. That is 1300.

 

If what you say is true about your opponent using Viking, then there is statistically no way for him to get a one-shot kill if he doesn't have the Booster drone. You must have been hit by a Gauss or a Thunder for him to take the killing shot.

 

So, I guess you better start upgrading that Eagle module.

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