Jump to content
EN
Play

Forum

Let's Discuss Game Balance


Maf
 Share

Recommended Posts

13 minutes ago, MysticBlood said:

Hello I would like to point out that the railgun for largecaliber got recently nerfed in its reload it was -20% reload now its -50% percent reload.

They buffed the scout by removing min damage cons. They also buffed hyperspace rounds. look at the image below they actually changed the augments stats. recently without us knowing they did these changes about 6 days ago. plus other augments were changed too.  here is the link to the chart https://en.tankiwiki.com/Augments8475d830311f1a240abec904d72ea0c0.png

Whaaattttt, they didn't tell the players, not like the devs to do something without telling it's players first.  

  • Haha 1

Share this post


Link to post
Share on other sites

14 minutes ago, SONIC-BOOM said:

Whaaattttt, they didn't tell the players, not like the devs to do something without telling it's players first.  

Yeah sadly, not just the rail augments were changed but if you see other turrets most of them got changed too. 

Share this post


Link to post
Share on other sites

1 hour ago, MysticBlood said:

Hello I would like to point out that the railgun for largecaliber got recently nerfed in its reload it was -20% reload now its -50% percent reload.

They buffed the scout by removing min damage cons. They also buffed hyperspace rounds. look at the image below they actually changed the augments stats. recently without us knowing they did these changes about 6 days ago. plus other augments were changed too.  here is the link to the chart https://en.tankiwiki.com/Augments8475d830311f1a240abec904d72ea0c0.png

 

1 hour ago, Tanker-Arthur said:

I didn't know this was a thing till now O_O
Major surprise for me.

 

55 minutes ago, SONIC-BOOM said:

Whaaattttt, they didn't tell the players, not like the devs to do something without telling it's players first.  

They did none of these things. 

 

@MysticBlood The Wiki stats for the Large Calibre Rounds augment was inaccurate for a long time. It is finally fixed now to what it was all along. It was not nerfed. 

 

Scout never had a minimum damage reduction. Don't know where you got that information from. 

 

Hyperspace Rounds has never received a change to its statistics since release.

 

43 minutes ago, MysticBlood said:

Yeah sadly, not just the rail augments were changed but if you see other turrets most of them got changed too. 

Tell me, what other augments' statistics was "changed" recently? 

  • Like 2

Share this post


Link to post
Share on other sites

8 minutes ago, TheCongoSpider said:

 

 

They did none of these things. 

 

@MysticBlood The Wiki stats for the Large Calibre Rounds augment was inaccurate for a long time. It is finally fixed now to what it was all along. It was not nerfed. 

 

Scout never had a minimum damage reduction. Don't know where you got that information from. 

 

Hyperspace Rounds has never received a change to its statistics since release.

 

Tell me, what other augments' statistics was "changed" recently? 

yes scout did had min cons. 2 weeks ago it was -30% min damage and max -30%. Large caliber always had -20% reload i know because i have mk8 railgun with large caliber it used to reload like a mk7 with no upgrades. now it reloads like an mk6. hyperspace had min damage reduction. but they changed it because it was not very popular and no one was using it. but now with drones and over use of defender drone they had to make these changes.

Edited by MysticBlood
  • Agree 1

Share this post


Link to post
Share on other sites

Just now, TheCongoSpider said:

They did none of these things. 

Well someone from the team should've said something then. ?‍♂️

Ohh yeah, I also remembered Large Caliber Rounds having a -20% reload last April. It literally said it in the patch notes for the Augments update.

 

Edited by Tanker-Arthur
  • Thanks 1

Share this post


Link to post
Share on other sites

6 hours ago, master_howitzer said:

three railgun alterations should go in the trash, theres your nerf

rapid fire railgun: less time to knock its aim off, more damage per second compared to non alteration railgun, and for some reason the impact force wasnt nerfed at all so its basically getting double impact force with good RNG regular railgun damage all the time.

high caliber ammo: its like a noob's substitute gauss snipe shot without splash damage, same damage per shot, and without having to put any effort into aiming consistently for 2 seconds OR also the noob's substitute magnum so they dont have to aim vertically with the normal horizontal aim that every turret requires. harpoon magnum hornets or "super thunders" (what I call them) used to be super common because aiming vertically was no challenge, but hornet overdrive went in the toilet and super thunders are as rare as uranium striker and double hammer now. railgun doesnt deserve to one shot a full health medium hull without any armor or protection.

Shell destabilization: is just and mixture of both alterations and deserves to go in the dumpster. A damage RNG window from 1 to 2720 with 20% more impact force? What moron made this game mechanic? the median between 1 and 2720 is 1310 and the median for regular railgun damage is 1200. And it seems like its rigged anyway to get above the median all the time. Do you see anybody using railgun with the opposite alteration on? NO 

Regular fully upgraded railgun damage is 800 to 1600 per shot with the 1.1 warm up and 2.9 reload or whatever it is now days, and that is where it should permanently stay.

I'm glad hornet is dead. Less railguns. and barely any more cheap high caliber ammo hornet overdrive deaths

I'm not opposed to the Augments getting nerfed as well, as a matter of fact, this is exactly what the Devs wanted. Since they changed the name from Alteration to Augment, there's literally no down effects to the Augments, even though they do indeed have down effects. But, I do believe Railgun needs a nerf itself.

Edited by Emeraldcat3451

Share this post


Link to post
Share on other sites

6 hours ago, Mr.Threatz said:

If anything rail should get a buff

Buffing Railgun will buff the amount of Modules that are against it. There's already more than 50% of enemies using it per game. Is that something you want? Being in a game where you can't deal the full damage of your Railgun?

Share this post


Link to post
Share on other sites

5 hours ago, Tokamak said:

so this turned to be that it is not railgun that need nerfing, a fact which was obvious from the start... 

I made it clear that it is in need of a nerf.

Share this post


Link to post
Share on other sites

2 hours ago, Cruelty said:

I don't know if you play tanki often but have you seen that railgun isn't very popular turret when it comes to non format battles? It doesn't need a nerf.

What really needs a nerf is Vulcan(Fire band alt), Gauss(EMP alt), Hopper and Crusader and few drones.

It's actually still really popular. You can't make a point about how many people use it in battles because Tanki doesn't have even near as much the amount of players it had before. Generally, every turret lost popularity, but Railgun still stands at top. Doesn't matter which turret is more op. But you're right, some turrets I should've made a topic on deserve a nerf, but the Falcon Modules are very high in battles, and I'd like that to be died down a little. Make Railgun less of a target when it comes to Modules.

Share this post


Link to post
Share on other sites

1 hour ago, master_howitzer said:

everybody hating on gauss lmao

Easy solution: gauss shouldn't be a substitute thunder, cripple the arcade shots range and add a second to the reload time

that stupid EMP alteration? yeah the little noob kid always arcade shots one second after their pathetic weak ass aim does a snipe shot and turns your armor off and it does 1500 damage plus the other 1500 damage from the snipe shot

I have alteration on one of my accounts and while playing it reminds me of hornet overdrive. I turn their armor off and someone else gets the kill and points, if I snipe shot only.

 

 

"Wanna protect yourself from an Augment that deletes your supplies? Buy the EMP Augment that costs over 5k Tankcoins." Says the Devs.

Share this post


Link to post
Share on other sites

27 minutes ago, MysticBlood said:

yes scout did had min cons. 2 weeks ago it was -30% min damage and max -30%. Large caliber always had -20% reload i know because i have mk8 railgun with large caliber it used to reload like a mk7 with no upgrades. now it reloads like an mk6. hyperspace had min damage reduction. but they changed it because it was not very popular and no one was using it. but now with drones and over use of defender drone they had to make these changes.

Scout never had a minimum damage decrease. The only con the augment had was a maximum damage decrease of -40%, which was changed to -30% in April 2020.

 

Large Calibre has had a 50% penalty to the shot reload for the longest while. The Wiki stats were inaccurate for a very long time I tell you, and it has recently been updated to show the true statistics. 

 

Hyperspace Rounds did not ever receive a change to its statistics since its release. Where are you getting these information from?!

 

22 minutes ago, Tanker-Arthur said:

Well someone from the team should've said something then. ?‍♂️

Ohh yeah, I also remembered Large Caliber Rounds having a -20% reload last April. It literally said it in the patch notes for the Augments update.

 

Kindly read this and the post below it. ?

 

 

Edited by TheCongoSpider
  • Like 3
  • Saw it 1

Share this post


Link to post
Share on other sites

23 minutes ago, Tanker-Arthur said:

Ohh yeah, I also remembered Large Caliber Rounds having a -20% reload last April. It literally said it in the patch notes for the Augments update.

What Large Calibre Rounds had was a 20% increase to the shot DELAY. That is, it took 20% longer to charge the shot before firing. Stock took 1.1 seconds to charge it. LCR took 1.32 seconds to charge it. It was very easy to distinguish between an LCR Railgun and a non-LCR Railgun.

  • Like 1

Share this post


Link to post
Share on other sites

4 hours ago, asem.harbi said:

It's in Ultra Containers nowadays, also I see many weak non-buyers have this Augment that directly means it's in Ultra Containers. Btw, I still consider it as to be with 47$ as written in Wiki.

Well, the odds of getting that particular augment are more than slim - they are miniscule.

So I'm not sure how much incentive that augment being "available" leads to increased sales of Ultra Containers.  Maybe a little...

  • Like 1
  • Agree 1

Share this post


Link to post
Share on other sites

4 hours ago, MysticBlood said:

Hello I would like to point out that the railgun for largecaliber got recently nerfed in its reload it was -20% reload now its -50% percent reload.

They buffed the scout by removing min damage cons.

WOW!

They nerfed the wrong augment and buffed the wrong augment.  Figures.  ?

  • Like 1
  • Haha 1

Share this post


Link to post
Share on other sites

4 minutes ago, TheCongoSpider said:

It was not nerfed. 

yes it was look at this, again what @Tanker-Arthur posted. plus look at the augment chart and compare the current stats with the previous stats. plus my railgun as i mention before is mk8 with large caliber. it used to reload like mk7 with no upgrades, now it reloads like an mk6.

 

Edited by MysticBlood

Share this post


Link to post
Share on other sites

18 minutes ago, MysticBlood said:

yes it was look at this, again what @Tanker-Arthur posted. plus look at the augment chart and compare the current stats with the previous stats. plus my railgun as i mention before is mk8 with large caliber. it used to reload like mk7 with no upgrades, now it reloads like an mk6.

 

And I say to you, read this and the post below it. 

 

 

  • Haha 1
  • Saw it 1

Share this post


Link to post
Share on other sites

While I agree that certain parameters need to be standardized across modifications, I don't really buy the logic that a weaker Railgun will lead to fewer Falcon modules and amount to a net buff for Railgun. I think no reasonable nerf will decrease Railgun's popularity by a non-negligible amount, nor do I think that equipment should be buffed or nerfed solely for the purpose of making it more or less popular. It is too firmly embedded in the "culture" of the game. The real source of the problem is module system, which should be directly addressed rather than side-stepped and tip-toed around.

I'm not sure the Smoky example is entirely valid because while Smoky's critical hit rate increases with higher modifications, the relative critical damage decreases. Smoky M1's critical occurs less often but deals 160% more damage than a standard shot, while Smoky Mk7+'s critical occurs more often but deals only about 50% more damage.

10 hours ago, wolverine848 said:

Striker modules are rarely used because striker generally is a poor turret.  Even with no modules in a battle it is not very effective.

Not sure if I would go so far as to say that it is a poor turret, but I feel that it's a turret that requires a lot of effort to use for an average payoff. I would say it's approximately as effective as Thunder in the hands of a good player, but is far more frustrating to use.

Edited by ThirdOnion

Share this post


Link to post
Share on other sites

50 minutes ago, ThirdOnion said:

Not sure if I would go so far as to say that it is a poor turret, but I feel that it's a turret that requires a lot of effort to use for an average payoff. I would say it's approximately as effective as Thunder in the hands of a good player, but is far more frustrating to use.

This is fair.

I have an mk7.20 sitting in my garage gathering dust.  As you say, it's just not worth the effort.

Share this post


Link to post
Share on other sites

striker is an excellent turret. especially remote explosives alteration.  railguns don't know what to don't against it. 

Edited by Thiedes
Kindly refrain from inappropriate references

Share this post


Link to post
Share on other sites

8 hours ago, ThirdOnion said:

While I agree that certain parameters need to be standardized across modifications, I don't really buy the logic that a weaker Railgun will lead to fewer Falcon modules and amount to a net buff for Railgun. I think no reasonable nerf will decrease Railgun's popularity by a non-negligible amount, nor do I think that equipment should be buffed or nerfed solely for the purpose of making it more or less popular. It is too firmly embedded in the "culture" of the game. The real source of the problem is module system, which should be directly addressed rather than side-stepped and tip-toed around.

I'm not sure the Smoky example is entirely valid because while Smoky's critical hit rate increases with higher modifications, the relative critical damage decreases. Smoky M1's critical occurs less often but deals 160% more damage than a standard shot, while Smoky Mk7+'s critical occurs more often but deals only about 50% more damage.

Not sure if I would go so far as to say that it is a poor turret, but I feel that it's a turret that requires a lot of effort to use for an average payoff. I would say it's approximately as effective as Thunder in the hands of a good player, but is far more frustrating to use.

At legend rank, Marks 7 and 7+, railgun it is above average in strength. It is quite in abundance because more players prefers its mechanics and they are old players (still playing) that used to like it. It was also the must have for e-sport, as the e-sport formats are now open to more equipments and xp/bp only for MK7, overtime they would be less Railgun and Falcon.  Often the module is bought with the turret via the product kit system, so it is normal to have both to be equally found. Same can be said about Thunder and its module.

However Railgun was made weak at low mark level to prevent:
- alt accounts to only play with that and destroy noobies
- to have more of the other turret and less of the falcon module
This plus more format in e-sport and no xp/bp before mk7 will lead to a decline of railgun and Falcon, until players reach Mk 7. Form there Railgun mechanics is so appealing that you can't resist using it. 

  • Haha 1

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
 Share

×
×
  • Create New...