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Let's Discuss Game Balance


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Just out of interest, which modules give the best survivability at high ranks? I'm guessing magnum is one.

Mine are a bit outdated by I use: thunder, railgun and firebird

Thunder, rail, shaft, magnum, and probably rico/fire but I consider this lower priority.

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Some suggestions for re-balancing.  Either one of these or any combination would help without adjusting guns.

1) strengthen hulls

2) strengthen double armor

3) strengthen protection

4) allow freeze to protect against instant freeze

 

The Gauss, for example is too OP.  You only allow 3 protection modules at a time and some guns just take one shot and go through any hull.  It has been this way for some time.  The double armor helps, but isn't really double armor anymore. 

In the past you could take one hit with double armor and no protection.  That is not the case anymore.

 

I used a viking m3 and it was one-shotted by either Gauss and was useless.  I started out many times and was unable to change much.  I only had maybe 8 to 10 seconds to do something and the tank was destroyed. 

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Forget strengthening, bring back the old hulls that were actually different enough to not be outclassed by each other. If you remember when Viking was tough and Mammoth was viable you're automatically a veteran in my opinion.

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Of course I remember my ole viking being the toughest of the medium hulls with its flat profile and GOOD WEIGHT THAT DOESN'T GET TURNED ONE HUNDRED DEGREES BY A SINGLE BREEZE. Ahem.

I also remember those graphics ^^

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Forget strengthening, bring back the old hulls that were actually different enough to not be outclassed by each other. If you remember when Viking was tough and Mammoth was viable you're automatically a veteran in my opinion.

The distinction I loved between Mammoth and Titan was that Mammoth had more HP and was slower. That made sense. A lot of the distinctions years ago made sense. But, times change and so does balance. I do wonder how it would look if the damage numbers were to stay divided by 10 and Striker, Magnum and Gauss would fit in with the hulls being different HPs. It is integrated for the current statistics of equal number of HP, but it might have been really hard to integrate it back then. 

Edited by TheCongoSpider

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Forget strengthening, bring back the old hulls that were actually different enough to not be outclassed by each other. If you remember when Viking was tough and Mammoth was viable you're automatically a veteran in my opinion.

OMG, yes. I remembered when Viking was at its prime, mammoth was a valid choice over titan, light hulls could go 13 or 14 metres per second without speed boost, Hunter wasn't nearly impossible to knock off aim, all hulls even those of same weight class had differing HP, etc.

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If you remember this you deserve a veteran's discount:

 

image.png

I'm not THAT old, but I was around when Vulcan and Shaft were the hot new thing. I'm seething at how they've butchered my favorite game, especially now that I'm old enough to make money to spend on it.

 

 

 

The distinction I loved between Mammoth and Titan was that Mammoth had more HP and was slower. That made sense. A lot of the distinctions years ago made sense. But, times change and so does balance. I do wonder how it would look if the damage numbers were to stay divided by 10 and Striker, Magnum and Gauss would fit in with the hulls being different HPs. It is integrated for the current statistics of equal number of HP, but it might have been really hard to integrate it back then. 

 

Now Mammoth is just "the camping one" or "the shaft/magnum one". It's not even a contest: Titan is the best heavy hull for people with brain cells, Mammoth exists.

 

 

 

Sort of like how Hunter and Viking fulfilled different niches. Viking was tough and armored without sacrificing speed or being medium sized, Hunter was sort of fast and good with everything. Hunter really hasn't changed in that regard, but it's objectively the best choice unless you prefer Viking's overdrive. I don't think of "passive until superpowered" when I think of the word "viking". I think of a tough, boon warrior who can hold his own.

 

 

The distinction I loved between Mammoth and Titan was that Mammoth had more HP and was slower. That made sense. A lot of the distinctions years ago made sense. But, times change and so does balance. I do wonder how it would look if the damage numbers were to stay divided by 10 and Striker, Magnum and Gauss would fit in with the hulls being different HPs. It is integrated for the current statistics of equal number of HP, but it might have been really hard to integrate it back then. 

Now Mammoth is just "the camping one" or "the shaft/magnum one". It's not even a contest: Titan is the best heavy hull for people with brain cells, Mammoth exists.

 

Sort of like how Hunter and Viking fulfilled different niches. Viking was tough and armored without sacrificing speed or being medium sized, Hunter was sort of fast and good with everything. Hunter really hasn't changed in that regard, but it's objectively the best choice unless you prefer Viking's overdrive. I don't think of "passive until superpowered" when I think of the word "viking". I think of a tough, boon warrior who can hold his own.

 

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Hunter really hasn't changed in that regard, but it's objectively the best choice unless you prefer Viking's overdrive.

In my opinion, the only thing that has made Hunter relevant now is its overdrive. Otherwise I cannot see why it is objectively the best.

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In my opinion, the only thing that has made Hunter relevant now is its overdrive. Otherwise I cannot see why it is objectively the best.

Better acceleration, better weight are 2 massive points in its favor. Viking m3 at 11/20 is literally unable to escape a wasp bomb (WIth speed boost, of course) unless it was already moving away from it, plus it has literally 0 pushing power, if anyone gets in front of me I won't even move them 1 pixel. Hunter now pushes away TITANS.

It's also less wide which is better when you're directly facing the enemy, and it doesn't drive like you're drunk (Even using viking for months I still bump everywhere and with the terrible acceleration it has it costs me 3-4 seconds to get back on track) and let's not talk about when any twins/rico/smoky targets you, you lose any control over your tank, you can't aim, and you can't escape either. A smoky can literally turn you 90 degrees away in a single shot, no joke.

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Make strikers laser more transparent.

 

Shaft has a noticeable laser, but doesn't have to lock on to deal high amounts of damage.

Gauss has to lock on to deal high amounts of damage but has no laser.

Both Gauss and shaft only needs one shot to deal high amounts of damage and their shots hit almost instantly.

Striker on the other hand has a noticeable laser, has to lock on to deal high amounts of damage and needs four rockets to do so, and the rockets take a while to hit the target.


So why not make striker be a bridge between Gauss and shaft by making the laser more transparent?

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I wish that medium hulls were weakened overall. Currently go into any battle at 75%+ of users will be spamming viking and hunter. If they were weakened a bit and maybe heavys were slowed as well, you would actually have players playing diffferent rolls besides spawning in with viking and driving towards the enemy. Currently medium hulls can do anything, basically as well as lights and heavies

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I wish that medium hulls were weakened overall. Currently go into any battle at 75%+ of users will be spamming viking and hunter. If they were weakened a bit and maybe heavys were slowed as well, you would actually have players playing diffferent rolls besides spawning in with viking and driving towards the enemy. Currently medium hulls can do anything, basically as well as lights and heavies

Let me guess... your most used turret is Rail and... you drive a light hull... amirite?

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More splash , prolonged damage , can get enemies behind obstacles

Gauss has even more splash, shaft can deal just as high amount of damage as striker, but can do it immediately with just one shot, and both shaft and Gauss can hit enemies behind obstacles.

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I'm not sure if it would help. Also not sure if it's even necessary, since Striker seems to be quite balanced right now.

Don't see nearly as many strikers as shaft, and even though Gauss is new - I see more of those than strikers as well.

 

Striker needs something... in MM with very fast tanks lock-on is used rarely.

Needs one of...

- shorter lock-on time

- more transparent laser

- faster missiles

 

Isn't Shaft laser invisible for first second or so as it charges up?

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Don't see nearly as many strikers as shaft, and even though Gauss is new - I see more of those than strikers as well.

 

Striker needs something... in MM with very fast tanks lock-on is used rarely.

Needs one of...

- shorter lock-on time

- more transparent laser

- faster missiles

 

Isn't Shaft laser invisible for first second or so as it charges up?

Shafts laser is invisible until about 9-tenths or more of the full charge, or at least that's what it looked like when I tested it out on flash.

 

We should also take into account the fact that shaft can shoot anytime during its charge for less damage while striker doesn't have that luxury.

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Don't see nearly as many strikers as shaft, and even though Gauss is new - I see more of those than strikers as well.

 

Striker needs something... in MM with very fast tanks lock-on is used rarely.

Needs one of...

- shorter lock-on time

- more transparent laser

- faster missiles

 

Isn't Shaft laser invisible for first second or so as it charges up?

On HTML5 I am fairly sure that now the shaft laser shows immediately. Wasn't the case on flash.

 

But... I agree, I don't even use striker since I have rail and gauss. Kind of ironic, given my nickname, don't you think (Well I am also focusing on my marshal account due to battle pass and premium so I'm not using this account right now but that's another thing :ph34r: )?

Edited by XxStriker

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