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Let's Discuss Game Balance


Maf
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i think freeze need more freezeing power in m2 and m3 and a bit bit in m1 coz it does not freeze and why calling it freeze if it does not freeze?

 

the alt cost a lot even if it does not cost a lot it still decrease DMG insanly which is useless plus u spend crystals on it.

 

and it does not agnite as firebird do so its totally useless weapon. either buff its freezing or remove it nnooobbbs

All modifications of Freeze has a fixed cooling rate of 60% of minimum temperature per second. Meaning it takes ~2 seconds to get the enemy to minimum temperature and maybe 3 seconds for the sign of them being fully frozen to show. 

 

So you're saying the Shock Freeze alteration is useless? And you're saying that Firebird is superior in every way to Freeze? Interesting. 

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I think the only nerf it needs is not disabling the enemy turrets. So while you're stopped by a Hunter you should still be able to continue shooting, and maybe even turn your turret (but not tank).

Forget I said this.

 

I just played a battle of ASL on Massacre, for red team. Besides the part where it's a completely rubbish map (and I have no idea why Hazel loves it so much that he keeps trying to fix it instead of removing completely), the enemy team had 3 Hunters and 1 or 2 Dictators. I attacked the base with the flag maybe 7 or 8 times. Every time I came close to the base, I got disabled by a Hunter, which obviously made the flag return making the run completely useless even if I survived getting disabled. EVERY. SINGLE. TIME. 

 

Now I know Hazel might say "well, you should have used Viking to take out the enemy Hunters from a distance", but come on - not everyone has Viking or likes the way it moves, and its OD takes way too long to charge.

 

Pls nerf.

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It depends on the situations, sometimes Hunter's OD is weak and sometimes is strong. Just like Dictator's OD when you are playing with smart players and when you aren't. Even Viking, I was called a bot the other day because I killed many tanks with Viking and Rico that I was conveniently finding them in packs, then yesterday I tried it with Isida and only killed two tanks with the ODs, and I got 3 ODs in that battle.

 

The problem is the concept of ODs.

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Forget I said this.

 

I just played a battle of ASL on Massacre, for red team. Besides the part where it's a completely rubbish map (and I have no idea why Hazel loves it so much that he keeps trying to fix it instead of removing completely), the enemy team had 3 Hunters and 1 or 2 Dictators. I attacked the base with the flag maybe 7 or 8 times. Every time I came close to the base, I got disabled by a Hunter, which obviously made the flag return making the run completely useless even if I survived getting disabled. EVERY. SINGLE. TIME. 

 

Now I know Hazel might say "well, you should have used Viking to take out the enemy Hunters from a distance", but come on - not everyone has Viking or likes the way it moves, and its OD takes way too long to charge.

 

Pls nerf.

That's more of an "flags instantly return regardless" problem, than hunter in itself imo.

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Forget I said this.

 

I just played a battle of ASL on Massacre, for red team. Besides the part where it's a completely rubbish map (and I have no idea why Hazel loves it so much that he keeps trying to fix it instead of removing completely), the enemy team had 3 Hunters and 1 or 2 Dictators. I attacked the base with the flag maybe 7 or 8 times. Every time I came close to the base, I got disabled by a Hunter, which obviously made the flag return making the run completely useless even if I survived getting disabled. EVERY. SINGLE. TIME. 

 

Now I know Hazel might say "well, you should have used Viking to take out the enemy Hunters from a distance", but come on - not everyone has Viking or likes the way it moves, and its OD takes way too long to charge.

 

Pls nerf.

I think I may have found probably the best way to use Viking in team battles. And that way is playing defense but only with shot reload turrets.

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That's more of an "flags instantly return regardless" problem, than hunter in itself imo.

True, but I checked with Hazel Rah and he said he doesn't intend to change that mechanic because allowing flags to be picked up again opens up the "tank train" strategy where a bunch of players go one after the other and if one dies, the next picks up the flag. I don't see anything wrong with it now that the new ODs are out, but for some reason Hazel still thinks it's OP.

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Forget I said this.

 

I just played a battle of ASL on Massacre, for red team. Besides the part where it's a completely rubbish map (and I have no idea why Hazel loves it so much that he keeps trying to fix it instead of removing completely), the enemy team had 3 Hunters and 1 or 2 Dictators. I attacked the base with the flag maybe 7 or 8 times. Every time I came close to the base, I got disabled by a Hunter, which obviously made the flag return making the run completely useless even if I survived getting disabled. EVERY. SINGLE. TIME. 

 

Now I know Hazel might say "well, you should have used Viking to take out the enemy Hunters from a distance", but come on - not everyone has Viking or likes the way it moves, and its OD takes way too long to charge.

 

Pls nerf.

Were you attacking base 7 or 8 times by yourself?  If you know Hunters are there you need to send in a "first wave"

 

A Hornet Rail with DD can one-shot any medium hull - isn't Hunter a medium hull?

Wasp running in first and dropping a bomb... Hunter disables bomb or dies.

 

Sounds like the issue is not Hunter, but the battle mode.  It is dumb that destroying carrier sends flag back immediately.  Does not happen with CTF...  so why does it happen with Assault?   

 

If you were a light hull carrying flag, and Hornet Rail with DD shot you - how is that any different from what Hunter does?

Actually - there's a HUGE difference - Hornet can do this from more than 22m away - correct?

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when are u guys nerfing these op weapons that u made one shot at low ranks and high ranks cause the railgun was good enough now its op gaus and magnum is overused cause it one shots everything withought double armor atleast make em have more skill like the striker also can u guys work on viking plz it was my favorite hull now it feels uselees it so unstable

Edited by speedygonzales_TURBO

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oh btw something funny is ur protective modules dont do nothing with these one shot weapons 

Those players that are still one-shotting you while you have protection modules against them equipped are either using Hornet's Overdrive with their turret, or they're using an alteration that increases their base damage. And it can be both of them at the same time. 

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Those players that are still one-shotting you while you have protection modules against them equipped are either using Hornet's Overdrive with their turret, or they're using an alteration that increases their base damage. And it can be both of them at the same time. 

oh is there one for tsking away the lock on timer for 8 rockets

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oh is there one for tsking away the lock on timer for 8 rockets

If you're talking about firing a salvo from a Missile Launcher "Cyclone" Striker, then no, you must keep the laser on the enemy for the required time. 

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If you're talking about firing a salvo from a Missile Launcher "Cyclone" Striker, then no, you must keep the laser on the enemy for the required time. 

congo am i the onl one that finds protective modules uselles for these on shot weapons freeze firebird and thunder seem to be only good one

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whats that i havent heard of that

The one that doesn't need to aim at you to lock-on, they just appear from hiding and fire all the missiles.

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congo am i the onl one that finds protective modules uselles for these on shot weapons freeze firebird and thunder seem to be only good one

Firebird, Freeze and Thunder are turrets that take away your HP by noticeable amounts. Railgun, Shaft, Gauss and Magnum are turrets that are able to deal so much damage at once that it instantly kills other players. 

 

Let's take Railgun. It is a long-range turret and has a high damage per shot. It has enough damage to potentially one-shot a medium hull of its respective modification. (In layman's terms: M1 Railgun can one-shot M1 Hunter. M2 Railgun can one-shot M2 Hunter...etc)

 

Now, we add alterations to that. Let's add the Round Destabilisation to that. Round Destabilisation adds 70% more damage to the maximum damage parameter. So that is potentially 70% more damage it can do. 

 

 

Railgun vs Wasp or Hornet

 

Those are light hulls and they have the least HP in the game. Railgun's average damage on each modification is able to one-shot a light hull with double damage:

 

M4 Railgun average damage: 1,200*2 = 2,400

 

M4 Light Hull HP: 2,000

 

 

And that is just the average damage. You can go higher than that, up to the maximum damage. M4 Round Destabilisation maximum damage is 2,720. That is enough to one-shot an M4 light hull on equal footing. Now, let's add a 50% Railgun module to that:

 

2,720/2= 1360. 

 

So with a 50% Railgun module, instead of being one-shotted, you now survive with ~30%. But that is if the player is not using double damage. If the player is using double damage, well then it cancels out your protection module and deals 2,720 damage anyway and one-shots you. That is why you see your protection modules as useless. The enemies are getting high enough numbers for your protection module to not fully defend against the shot. I see you used Hornet a lot so you'd be a victim of this. It is much less likely to be a victim of this if you used a medium hull. 

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Firebird, Freeze and Thunder are turrets that take away your HP by noticeable amounts. Railgun, Shaft, Gauss and Magnum are turrets that are able to deal so much damage at once that it instantly kills other players. 

 

Let's take Railgun. It is a long-range turret and has a high damage per shot. It has enough damage to potentially one-shot a medium hull of its respective modification. (In layman's terms: M1 Railgun can one-shot M1 Hunter. M2 Railgun can one-shot M2 Hunter...etc)

 

Now, we add alterations to that. Let's add the Round Destabilisation to that. Round Destabilisation adds 70% more damage to the maximum damage parameter. So that is potentially 70% more damage it can do. 

 

 

Railgun vs Wasp or Hornet

 

Those are light hulls and they have the least HP in the game. Railgun's average damage on each modification is able to one-shot a light hull with double damage:

 

M4 Railgun average damage: 1,200*2 = 2,400

 

M4 Light Hull HP: 2,000

 

 

And that is just the average damage. You can go higher than that, up to the maximum damage. M4 Round Destabilisation maximum damage is 2,720. That is enough to one-shot an M4 light hull on equal footing. Now, let's add a 50% Railgun module to that:

 

2,720/2= 1360. 

 

So with a 50% Railgun module, instead of being one-shotted, you now survive with ~30%. But that is if the player is not using double damage. If the player is using double damage, well then it cancels out your protection module and deals 2,720 damage anyway and one-shots you. That is why you see your protection modules as useless. The enemies are getting high enough numbers for your protection module to not fully defend against the shot. I see you used Hornet a lot so you'd be a victim of this. It is much less likely to be a victim of this if you used a medium hull. 

ive used da with viking and it still one shots me i ssee no reason for the dam modules unes they nerf the weapons or uppgrade the protections

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Every time you introduce something new you disturb the balance of the game.  Some things I think should change:

1) Freeze alteration should only be for freeze turret.

2) Alterations plus overdrives make tanks too OP (Over Powered).

3) Titan's overdrive shouldn't be allowed over the center of a flag, control point or goal.  This should only be allowed outside the same radius that would be covered if it was in the center.

4) Draining of active affects should be removed.  Tanks can be immobilized and active effects drained at the same time leaving no defense.

5) Re-test tanks against each other in different situations and rebalance, so that tanks can have more than one shot, or multiple seconds of freeze/drain time, etc.

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buff brutus drone

 

look at you with your over buffed lifeguard drone that gives you an extra 1000 health and the ability to never get one shot destroyed by a single amount of damage

 

look at you with your over buffed defender drone taking half damage from all turrets and mines for 20 seconds

 

look at you spamming garbage amounts of invisible mines everywhere with saboteur drone

 

look at you blowing everybody away, protection module or not, every time you put a double damage on with booster drone

 

look at you with your little "spawn with full supplies on for 20 seconds" handicap with trooper drone

 

every drone gives you 5% more damage and defense

 

Brutus drone should have increased power, weight, and speed by 10% also and not just damage and armor. 10% more micro upgrades for your turret and hull

 

It should have been sold for 1000 crystals like it is now and then micro upgrades should have been like all the other drones micro upgrade prices.

 

Its too late now. I feel like I fully upgraded a cheap piece of garbage that eats batteries.

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so ur saying ppl can capture the flag when we have there flag  caus i just watch these guys capture our flag when we had ther flag

yupe had this happen the other day, mainly on the last flag ,

 

todays issues along with being cut from system still happening..

 

this one the CP bases were bouncing all over the place. you can see the bases in strange places ( in Orange ).

 

my system never in the past showed the FPS in red / orange since these issues started.

ghOmjeF.png

 

iVLefZD.png

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a cheap piece of garbage that eats batteries.

I feel like this was obvious as soon as the drone was released   -_-

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