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Let's Discuss Game Balance


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

This was the case every time I went on the Test Server, which was in the HTML version. People who play in HTML seem to have this advantage. 

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Weaker hulls? That's a terrible suggestion. We should be going in the opposite direction of stronger hulls and weaker turrets.

Then there would be less kills, less enjoyment coming from kills, and less stars for the people who pray to Hazel for good luck in their kill-stealing abilities. 

 

To quote the V-Log #200 when they were discussing the big Isida change back in January, "It's very hard to destroy a tank when it's constantly being repaired by Isida. Even if it's just sitting still and firing. That's just not fun. Fun is when everyone blows up."

 

I'm willing to bet that the low survival rate of hulls in general is what fuels the current balance: fast-paced, easy-to-die gameplay. Part of the enjoyment is that the easy-to-die experience doesn't only apply to you, it applies to your enemies as well. And while you'd be glad that you have more survivability, you'd be upset that you just as equally can't kill them and enjoy a nice score in battles. It might even fuel frustration at this one guy who always gets away from you when you're about to kill him. 

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Here's my idea: Striker should be remade.

 

Striker should have only one barrel.

 

Striker should lock faster then load how many missile it will launch. Could launch 1 guided missile, like the alt it has, or 2, or 3, or 4. You just have to wait longer to load more missile, but you can control the amount. If enemy is close to be out of sight, you can release 2 guided missiles.

 

So the laser should stay the same, even if it's only for one guided missile.

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Here's my idea: Striker should be remade.

 

Striker should have only one barrel.

Why have one barrel? Why not let it shoot one missile out of the first of 4 barrels it currently has? 

 

Striker should lock faster then load how many missile it will launch. Could launch 1 guided missile, like the alt it has, or 2, or 3, or 4. You just have to wait longer to load more missile, but you can control the amount. If enemy is close to be out of sight, you can release 2 guided missiles.

 

So the laser should stay the same, even if it's only for one guided missile.

This would be a decent buff. Given the context of this thread, is that what you're going for, or just a rework?

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Here's my idea: Striker should be remade.

 

Striker should have only one barrel.

 

Striker should lock faster then load how many missile it will launch. Could launch 1 guided missile, like the alt it has, or 2, or 3, or 4. You just have to wait longer to load more missile, but you can control the amount. If enemy is close to be out of sight, you can release 2 guided missiles.

 

So the laser should stay the same, even if it's only for one guided missile.

Have wanted this ever since I bought it... kinda like Shaft can release shot on a partial charge

 

Why have one barrel? Why not let it shoot one missile out of the first of 4 barrels it currently has? 

 

This would be a decent buff. Given the context of this thread, is that what you're going for, or just a rework?

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I agree.  I like the old hulls.  Some other suggestions to add.

 

4) Bring back an equivalent to the old hulls or add another level of tank hulls.  Maybe even allow 4 types of protection at once.

5) Nerf some of the OP alterations.   You can also make fire from an ally a counter for freeze.

6) Restrict the titan's overdrive to same restriction as mines around flag and control points.  Otherwise, it is too overpowered.  If you are going to leave it there, it should be reduced in time or healing.  Sometimes 2 of the same team activate at the same time, covering even a larger area.

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Maybe they should make it point where it isn't actually aiming like they did with Shaft. That seems to be common practice: Have a long-running functional system then ruin it with one new variable and then plug their ears and go "lalalalala" when people tell them how they messed up.

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I agree.  I like the old hulls.  Some other suggestions to add.

 

4) Bring back an equivalent to the old hulls or add another level of tank hulls.  Maybe even allow 4 types of protection at once.

5) Nerf some of the OP alterations.   You can also make fire from an ally a counter for freeze.

6) Restrict the titan's overdrive to same restriction as mines around flag and control points.  Otherwise, it is too overpowered.  If you are going to leave it there, it should be reduced in time or healing.  Sometimes 2 of the same team activate at the same time, covering even a larger area.

But I kind of like op alterations

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Magnum nerf

 

so lets say you're using railgun. when you hit the fire button, you don't have the option to hold the shot after it's done charging up and shoot when you're ready.

 

when magnum reaches 100% power it should fire. you shouldn't be able to hold it.

 

this should make it not so noob and easy for these railgun hornet players that are switching over to "magnum module magnum reinforced gun carriage low gravity 3 degree angle easy shot slash damage cancer hornet overdrive getting 20-30 easy kills every match" garbage

 

I'm so tired of it

 

a "self damage module" isn't going to happen to punish the noobs that cant use splash damage turrets correctly by taking away one of their module slots

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I thought you're a Hammer/Isida user

Nope, last time I used Isida and Hammer was when I was low rank, probably 2-4 ranks lower than Legend, ever since I never used them.  :lol:

 

Nowadays, I only use Fire + Magum, nothing else

since it is better to bully low rankers  http://prntscr.com/pa4blj and legends http://prntscr.com/pa4cg4 hehe

 

 

I never thought of switching so far, so far been enjoying those 2 turrets more than anything else. Only time I switch is when I'm playing some XP/BP.

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Magnum is my main turret currently, 2nd place goes to Isida. Playing with RGC Magnum + Hornet is much more fun than being a Nanobots Isida, and it also gives me more score on average, as I do not have to depend on my teammates being injured and within range of me. 

 

Since its last buff, I knew it was going to be overpowered, and behold. You're seeing the effects of it with Hornet's Overdrive. It can now launch a few more shots during the Overdrive. Magnum on a whole is hard to master with aiming. But once you have it down, enemies would think that it's just unfair to play against you. The same can be said about RGC. 

 

A foundation nerf would be to decrease its clean reload back to 3 seconds, and maybe alter its projectile gravitation. It's Stock magnum's statistics that are used on RGC. NErf Stock magnum and you'll nerf RGC as well. 

 

From a logical point of view, I don't see why a Magnum can't be able to hold its shot at 100% before shooting it. It's kind of like winding up a slingshot. You can keep ahold of the projectile and wait until you have a target to fire at. 

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