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Let's Discuss Game Balance


Maf
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Yeah, Legend have somewhat powerful equipment, but they still get killed to easily by Marshals and Generalissimos. That is something that needs to be fixed because it affects game balance.

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Heavy Capacitors:  Shaft

Reasons

the tower must have its damage reduced so the game is back to balance. Maximum damage sniping mode (HP) 3000 Mk7 20. When equipping a heavy hull, you must feel safe you cannot die easily, game exists Striker Augment: missile launcher "Cyclone" killing any hull with a loaded shot, but in reverse of the Shaft, the shot must be loaded on the opponent taking time, this is already an acceptable disadvantage for incredible damage, the Shaft does not have a fair disadvantage for its high damage.

Suggestion

  • Energy consumption in aiming mode: -33% Minus.png Icon info.png
  • Maximum aiming damage:  + 30% Plus.png
  •  

Incendiary Mix :   Firebird

Reasons

damage and amount of energy with this change are irrational and disproportionate in the game, and the firebird already has the fastest reload time between melee combat towers, even equipping 50% protection with heavy hulls you still die easily.

Suggestion

  • Damage per tick: +35%Icon info.png  Plus.png
  • Energy consumption-30% Plus.png
  • Afterburning effect disabled  Minus.png

 

 Heavy plasmagun: Twins

Reasons

the penalty  existing is disproportionate  the increase of torret

Suggestion 

  • Minimum damage: +20% Plus.png
  • Maximum damage: +20% Plus.png
  • Projectile speed: -35% Minus.png
  • Range of max damage: -33% Minus.png

 

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On 8/8/2020 at 9:06 PM, Black.L-Antonio said:

(the  turret should have its damage reduced for the game to return to balance. Max damage sniping mode (HP) 3000 Mk7 20)

No. No. No. HC with M4 Shaft should be the only augment that can guarantee OHKO any undefended heavy tanks without drones/DP. Dude, I want to conserve my manual supplies (except SB) whenever I get to play matchmaking. 

On 8/8/2020 at 9:06 PM, Black.L-Antonio said:

(damage and charge with this change are disproportionate in the game so it must be reduced)

Um.... I still prefer the current stats of Incendiary Mix. 

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Isida is currently in a rather awkward situation. Its rate of healing is so low that there is little incentive to use it in the role of a medic, and while it does very high damage, the inability to damage multiple tanks at once, poor cone angle, and lack of any special capabilities make Firebird or Freeze arguably better choices for an offensive playstyle. I understand why Isida's healing rate was nerfed in the first place - before, tanks being healed could tank far too much damage and in some situations were nearly impossible to kill - but I think it's possible to make healing more relevant while also avoiding those problems.

I suggest two things:

  1. Increase Isida's base healing rate by 50%
  2. If a tank being healed by Isida has taken damage in the past three seconds, the healing rate will decrease by 40%

So for example, in the case of Mk7+ Isida, the healing rate will be 1.5 times its current value, or 600 hp/s. As long as a tank hasn't taken any damage recently, an Isida will be able to heal it at 600 hp/s. But if that tank takes damage, the healing rate will drop down to 360 hp/s for however long it continues to take damage for, and for another three seconds after that. This way, an Isida will be able to effectively heal allies who are not in the heat of the battle, and at the same time, it will be possible to kill tanks which are being healed by Isida so long as you maintain a consistent damage output.

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I like this. What I'm seeing though is that this would be a net buff to Support Nanobots. The healing it would do to an ally under fire would be almost the same as it is currently. Is this intended or would the healing per second boost Support Nanobots gets be decreased? 

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The magnum is a turret recently added, it has very good control dynamics, but what disappoints me in it is the range. Being considered a type of artillery, it would be interesting to complement it with a decent range, to compensate for damage and reload time, making it more efficient.

O magnum é uma torreta adicionada recentemente, ela apresenta uma dinâmica de controle muito bom, mas o que me decepiona nela é o alcance. Sendo considerada um tipo de artilharia, seria interessante complementá-lo com um alcance decente, para compensar o dano e o tempo de reload, tornando-o mais  eficiente.

 

If you agree with me and approve idea, please vote here and add if you think it is necessary

Se concorda comigo e aprova idéia, por favor vote aqui e complemente se achar necessário.

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6 hours ago, militian107 said:

The magnum is a turret recently added, it has very good control dynamics, but what disappoints me in it is the range. Being considered a type of artillery, it would be interesting to complement it with a decent range, to compensate for damage and reload time, making it more efficient.

O magnum é uma torreta adicionada recentemente, ela apresenta uma dinâmica de controle muito bom, mas o que me decepiona nela é o alcance. Sendo considerada um tipo de artilharia, seria interessante complementá-lo com um alcance decente, para compensar o dano e o tempo de reload, tornando-o mais  eficiente.

 

If you agree with me and approve idea, please vote here and add if you think it is necessary

Se concorda comigo e aprova idéia, por favor vote aqui e complemente se achar necessário.

NO.

It is not new.

It does not need more range.  Hold the power key longer and raise the barrel to 45 degrees.

And it does plenty of damage - can one-shot a light hull.  A heavy hull with DD.

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oh maybe you have problem in time estimation, it have completed now more than 3 years, and another turret come after him so it's not new

also I think it's balanced, it's doing damage more than Railgun and Gauss so no need to more buff, Yes it's hard to use more than railgun or gauss but it have a good advantages that compensates it's hard to use

哦,也許您在時間估算上有問題,它已經完成了3年多了,另一個砲塔在他身後,所以這並不新鮮

我也認為它是平衡的,它的傷害要比Railgun和Gauss更大,因此不需要更多的拋光,是的,很難使用超過Railgun和Gauss的東西,但是它具有很好的優勢,可以彌補難以使用的缺點

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Shaft HC have to wait approx 6.5 seconds in sniping mode before he can kill a heave tanks OHKO

6 seconds in real life rightly its nothing, but in the game ground it makes a lot of difference.

btw maybe I see it a bit OP

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So basically yall want all turrets to deal damage equivalent of a butterfly kiss UNLESS its your turret then in that case you want to one shot everyone?!

The whole purpose of HC on shaft is to one shot heavy hulls,cyclone augment IMO could actually use a buff on locking time,incendiary mix is just fine the way it is and if you cant get the kills with it then ? MU your turret before hand. 

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13 hours ago, TheCongoSpider said:

Is this intended or would the healing per second boost Support Nanobots gets be decreased? 

I don't know how effective Support Nanobots is currently or how effective it would be with these changes, but if it proves to be a problem I'm sure the parameters can be altered. I would imagine that the healing rate under fire would need to be decreased.

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Incendiary Mix should stay the way it is. It takes away Firebird's burning effect (The iconic feature of the turret) and in return you get a turret which can deal more damage. 

I don't know much about HC as I don't have it but judging by these replies, I'd say that it should remain the same too. 

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11 hours ago, Mr.Threatz said:

Então, basicamente vocês querem que todas as torres causem dano equivalente a um beijo de borboleta A MENOS que seja a sua torre, então nesse caso você quer dar um tiro em todos ?!

Todo o propósito do HC no eixo é para cascos pesados de um tiro, o aumento do ciclone IMO poderia realmente usar um buff no tempo de bloqueio, a mistura incendiária é muito boa do jeito que está e se você não conseguir matar com ela, então ? MU sua torre antes de usar 

Freeze augment: Corrosive mix, is very powerful and has no unreasonable status for the game

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13 hours ago, asem.harbi said:

Shaft HC tem que esperar cerca de 6,5 segundos no modo sniping antes que ele possa matar tanques de elevação OHKO

6 segundos na vida real não são nada, mas no terreno do jogo faz muita diferença.

btw talvez eu veja isso um pouco OP

correct, but I believe that the defenses must always be superior to the attack, you must feel safe that you cannot die so easily within the game.

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Ares's overdrive should not kill the Ares when it explodes. It should heal him instead. The ball is designed so that team mates and the Ares should chase the ball for healing, but at the end for some reason you will be killed by it. The current design is simply flawed.

Edited by Aegis
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