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Let's Discuss Game Balance


Maf
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I always found that that didn't make sense to me. The fact that i have to get to the enemy base, then travel up all those narrow stairs, just to get the box when an enemy could spawn and drive to it on flat land. It only made sense in DM.

 

Where would you choose to place it then? I'd place it where the mine is. 

 

Where-the-mine-is.png

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I always found that that didn't make sense to me. The fact that i have to get to the enemy base, then travel up all those narrow stairs, just to get the box when an enemy could spawn and drive to it on flat land. It only made sense in DM.

 

Where would you choose to place it then? I'd place it where the mine is. 

 

Where-the-mine-is.png

Maybe have one in each base?

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Maybe put it in the tunnel. Its the only spot that has equal ways of getting there from both sides. Also, no one will snipe you down.

That was my initial thought, but then you'd have people camping in the tunnels because it spawns and not drops, meaning there is less telling when it will appear, which would make people play it safe and stay there until it comes. 

 

I say put it in the middle to urge both teams to be out in the open to get it, rather than being protected by a tunnel. 

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Of all the times I've played that map, the realization hasn't hit me until now.

 

Is this how it was supposed to be?

Reminds me of the spawn-points in the MAP 2041?. 

 

When playing on the Team that has flag on the upper ramp - I can't recall ever spawning up there.  100% of the time it is below - which takes forever to get back up to defend flag.  Other team... spawns all around their flag.

Edited by wolverine848

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The alterations could be reduced 50% in time and damage and this would bring further balance to the game.  I have played 2 games over the last 2 days that the opposing team consistently and repeatedly used the freeze alteration to re-capture their control points or score in assault.  This gave an advantage of at least 50% over the other team.  Balance is also making more opportunities for all tanks to enjoy and take part in the game.  I am starting to see more tankers leaving games because of the comparative disadvantage. 

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The alterations could be reduced 50% in time and damage and this would bring further balance to the game.  I have played 2 games over the last 2 days that the opposing team consistently and repeatedly used the freeze alteration to re-capture their control points or score in assault.  This gave an advantage of at least 50% over the other team.  Balance is also making more opportunities for all tanks to enjoy and take part in the game.  I am starting to see more tankers leaving games because of the comparative disadvantage. 

What are you even talking about? 

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When I see magnum with the hornet overdrive activated, I know I am dead in one shot. Even if I use titan with double armor.

 

How is that fair?

 

Buyers are ruining all enjoyment of this game now. It's worse than ever.

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When I see magnum with the hornet overdrive activated, I know I am dead in one shot. Even if I use titan with double armor.

 

How is that fair?

 

Buyers are ruining all enjoyment of this game now. It's worse than ever.

Hornet's OD completely ignores any protection or DA you have and deals full damage regardless.

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When I see magnum with the hornet overdrive activated, I know I am dead in one shot. Even if I use titan with double armor.

 

How is that fair?

 

Buyers are ruining all enjoyment of this game now. It's worse than ever.

Well I do not mind. Expect that happen to me when I am a heavy hull even though I favor Hornet's OD.

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As someone who actually spends a little money on the game and will have M2 Titan and Railgun by the end of the month through MUing, I don't think the game is balanced either. I don't like having to completely dominate games to win. Yes it's challenging to kill entire waves of enemies, but that doesn't mean I enjoy having to basically spawncamp or abuse overdrives in order to bully the enemy into submission. I'm of the mind that games should have highs and lows, not spawncamps. If I have to completely push the enemy team into their spawn and hold them there or risk having the same happen to me the game is just broken on a fundamental level. TF2, a game from 2007, manages to make the ebb and flow of the battle revolve around both teams' spawns without spawncamping being an issue (excepting egregious examples like Dustbowl, 2Fort, etc.). Why can't Tanki do it? Especially if they now have HTML5 to begin experimenting with. 

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Players like this make me want to quit:

 

https://ratings.tankionline.com/en/user/aleksei_brazovskii

 

Hornet-magnum combo. ALWAYS has overdrive activated and I mean always. Every minute of every game.

 

It results in 25+ kills per game and tankers like me being 1-shot killed over and over again.

That looks like he just recently picked up Magnum. He uses the Booster Drone often, which will result in a one-shot kill anyway. The more kills he gets, the more Overdrive charge he gets. From my experience with that combo, you can activate your Hornet's Overdrive every minute if you're able to stay alive and be constantly aggressive. I can average around 30-40% of my overdrive by the time the 20 seconds is up. If I'm lucky, I can get up to 60-80% of my Overdrive back when the 20 seconds is up.

 

I haven't tried out the new Magnum yet, I'll get to that soon. 

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Striker NEEDS better vertical aiming. It can't hit anyone on even a slightly different level, unless its on a Dictator or is very far away from target.

You know what needs better vertical aiming than Striker? Isida

 

Isida has no vertical aiming AT ALL, making it impossible to kill the person slightly above you when you're going to catch a gold.

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Striker NEEDS better vertical aiming. It can't hit anyone on even a slightly different level, unless its on a Dictator or is very far away from target.

Striker single missiles have almost no auto-aim, which (combined with the slow missiles) is why the majority of a new player's shots won't hit.

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Striker single missiles have almost no auto-aim, which (combined with the slow missiles) is why the majority of a new player's shots won't hit.

Well actually even though there is no laser there is a feature that if you point your Striker at someone they might be highlighted in red in which case you know that a) you can lock onto them from where you are or b) you can hit them with a single missile from where you are

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Striker single missiles have almost no auto-aim, which (combined with the slow missiles) is why the majority of a new player's shots won't hit.

Striker's missiles do have auto-aim. The same auto-aim as the other medium range turrets. The only difference is that the missiles have to travel instead of it being an instant shot like Thunder and Smoky. 

 

You know what needs better vertical aiming than Striker? Isida

 

Isida has no vertical aiming AT ALL, making it impossible to kill the person slightly above you when you're going to catch a gold.

Isida does have vertical auto-aim, but the way in which it is achieved is suboptimal And requires your hull and the enemy to be stationary. Broadband Emitters is a solution to the upwards and downward auto-aiming of Isida. 

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Striker's missiles do have auto-aim. The same auto-aim as the other medium range turrets. The only difference is that the missiles have to travel instead of it being an instant shot like Thunder and Smoky. 

Really? When I played with Striker I was feeling like the shots weren't being auto-aimed at all

But I guess it is different when it's instant shot - for striker you have to give a bit of lead

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Really? When I played with Striker I was feeling like the shots weren't being auto-aimed at all

But I guess it is different when it's instant shot - for striker you have to give a bit of lead

By auto-aim, do you mean the vertical auto-aim each turret has, or do you mean missile homing? 

 

That second sentence sounds like you're talking about the feature Ricochet has that auto-aims the projectile at where it would bounce off of a surface and hit the enemy. No, Striker doesn't have something like that. You have to lead the missle. 

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Really? When I played with Striker I was feeling like the shots weren't being auto-aimed at all

But I guess it is different when it's instant shot - for striker you have to give a bit of lead

 

There's auto-aim for single shots, but not guidance. Try shooting a target that's not moving and you'll see. Of course the auto-aim is of little help when the target is moving because the shot is not instant.

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Really? When I played with Striker I was feeling like the shots weren't being auto-aimed at all

But I guess it is different when it's instant shot - for striker you have to give a bit of lead

 

By auto-aim, do you mean the vertical auto-aim each turret has, or do you mean missile homing? 

 

That second sentence sounds like you're talking about the feature Ricochet has that auto-aims the projectile at where it would bounce off of a surface and hit the enemy. No, Striker doesn't have something like that. You have to lead the missle.

 

There's auto-aim for single shots, but not guidance. Try shooting a target that's not moving and you'll see. Of course the auto-aim is of little help when the target is moving because the shot is not instant.

I'm with Initiate.  When I use striker single-shots it feels lke there is no auto-aim at all.  And if you are on the move... well... it's horrible.

 

Looking straight at enemy on far side of a gulley and the missile sails off in what seems like a random angle.  Not even close to target.

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