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Let's Discuss Game Balance


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47 minutes ago, mjmj5558 said:

The reload of shaft was buffed when the arcade range was halflved, so if you want to nerf the reload, give us back the range. Also, gauss can technically deal more damage if we compare the reload + lock on time to shaft, so nerf gauss first. 

In real if we want to compare everything that need a nerf with Gauss or Magnum no turret will nerfed. I think those are just a purely the new meta and OPs ruined the game too much, I just neglect them when I'm talking about balancing as they're such a farce and really OP.

I maybe many times talked about nerfing a certain thing like Smoky (though I changed my opinion something after hearing others opinions) and I just neglect Gauss and Magnum when I talk about nerfing Smoky, as if I take Gauss/Magnum into account everytime I want to talk about any turret, I wont ever talk.

I think they're just a pure OPs and the game is in a dangerous way if they haven't changed.

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47 minutes ago, PaxAeterna said:

Is it just me or is Shaft incredibly strong at the beginner ranks?

I feel like shaft has always been a strong turret at any rank.

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2 hours ago, PaxAeterna said:

Is it just me or is Shaft incredibly strong at the beginner ranks?

You're not alone. 

 

On 11/30/2020 at 5:17 PM, TheCongoSpider said:

Is something going to be done about Shaft in the beginner/lower ranks? The sniping mode is way too efficient down there. Sniping with an Mk1 Shaft right now in the beginner ranks is the same as sniping with an Mk7+ Shaft in the Legend ranks before June. 

Every time I make a new account to test something, I always end up gravitating towards Shaft. It pretty much invalidates most turrets down there in terms of scoring. 

 

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In my opinion Shaft needs to go back to how it was five or so years ago. It could not one-shot medium hulls, but only fully-charged shots would consume the entire energy meter and its angles of elevation and depression were greater. The old Shaft promoted a more dynamic form of gameplay. It encouraged you to fire partially-charged shots more often (since you would spend less time reloading afterwards) and allowed for taking up unconventional sniping positions owing to the higher angles of elevation and depression.

The current Shaft promotes very dumb gameplay. Because reload time is constant and fully-charged shots can one-shot mediums, there is less incentive to fire quick, partially-charged shots, and a greater incentive to sit around waiting for an enemy to come into the line of fire. The worse elevation and depression angles encourage finding a comfortable spot and sitting there rather than moving about. All of this basically makes camping the go-to option for most Shaft players.

Edited by ThirdOnion
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4 hours ago, ThirdOnion said:

The current Shaft promotes very dumb gameplay

So... ur not a fan of the Titan-shaft sitting in a corner picking off random enemies (while a different enemy escapes with the flag)?

You know ... the ones that never move, and use the Dome for protection the moment they take 15% damage...

Edited by wolverine848
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On 2/15/2021 at 10:47 PM, yellowghetto said:

It doesn't need much of a nerf. Just its reload. It is so OP! My full snipe nearly always one-shots tanks and reloads in like 3 seconds! I feel bad for others. It's too OP.

 

I don't think the developers changed it yet because it is pretty balanced, overall, in the game.

In my opinion and experience, it's not too powerful.

I faced at least one in every battle. It's because:

  • With Shaft protection, it makes the damage half less. (divide 2)
  • With Double Armor and Shaft protection, it's divide 4 from all Shafts

Some might be using Booster Drone, or a good Augment to one shot Tanks, but if we have defenses equipped, then we can survive it.

 

We can all feel that some Turrets are over-powered, if we don't have their protection.

  • It's like how I think Magnum and Vulcan are super powerful because they both can destroy a tank with one shot or in a second!
  • If we think about it, all Turrets are powerful, but if we have protections for three Turrets, those we will feel are not that scary.
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1 hour ago, wolverine848 said:

So... ur not a fan of the Titan-shaft sitting in a corner picking off random enemies (while a different enemy escapes with the flag)?

Those players were the ones that made me hate Shaft for years, until I started playing with it. (all the way back in Tanki X)

 

Edited by 2shots2kills

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the most fun turret, but also the worst turret at the same time.

striker does not live up to its name.

I have always been a fan of this turret, and always will. I played it three years ago, and am still enjoying it now.

however, striker just cannot compete with ANYTHING in the current meta.

I think a striker buff is much needed.

I think, personally, that every turret needs a niche, and I think one could do wonders to striker.

striker should have the biggest splash radius for its missles in the game, or at least have an augument that does that.

the recent 5 m/s buff to the missles was just nothing. it did nothing to help the turret.

striker's problem is the lock on is way too long.

so a aoe buff should more or less compensate for the long hours you spend to lock on.

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29 minutes ago, die3458 said:

striker should have the biggest splash radius for its missles in the game

Gauss: Allow me to introduce myself.

30 minutes ago, die3458 said:

so a aoe buff should more or less compensate for the long hours you spend to lock on.

It takes couple seconds to lock on. Cyclone is mainly the issue here.

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I can definitely think of one way in which Striker should be buffed - someone (I think it was Tidebreaker) made a very good suggestion that the Aiming Recovery Time for Striker and Gauss should be swapped.

If you don't know what Aiming Recovery Time is - that is if you are locking on to a target, and lose the target, how long it takes before your lock-on time is reset and you must start the process again. For Striker Aiming Recovery Time is only 1 second, and for Gauss it is a whole 2 seconds.

Considering the fact that the Gauss lock-on mode takes much less time overall, that Gauss doesn't have a laser AND has more splash damage, I feel that this is very unfair - part of the reason that Gauss is simply a superior turret to Striker in the current meta. At the very least, with 2 seconds for Gauss and 1 second for Striker, this would be an appropriate buff for Striker and an appropriate nerf to Gauss.

Edited by DestrotankAI9
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Completely disagree. The previous update not only improved projectile speed but also reload time. Striker has the highest DPM of its class. You shouldn't be using lock-on 99% of the time. The lock-on grace period could use a buff, but the lock-on period itself should not be changed.

Edited by ThirdOnion
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46 minutes ago, ThirdOnion said:

Completely disagree. The previous update not only improved projectile speed but also reload time. Striker has the highest DPM of its class. You shouldn't be using lock-on 99% of the time. The lock-on grace period could use a buff, but the lock-on period itself should not be changed.

and so i should lock on sparingly?

playing arcade means missing 99% of ur shots too..

ugh.

the missle speed should be doubleded.

u cant hit anything in arcade if the guys got any brains. if u put on uranium the jug can almost out run the missle XD

not to mention that the missle's tracking is kinda pissing sometimes... XD

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Thunder and Isida are the worst turrets at the moment, completely powercrept.

Striker doesn't need any buff, it's one of the turrets that can completely wipe out a Juggernaut, alone

It's incredibly overpower when paired with hovering hulls, they can't be flipped or the aim can't be knocked off, making the lock on extremely easy, also due to the strafing ability of said hulls

Firing in the arcade mode requires a lot of skill, and i found only a few players that mastered that

Honestly a turret that i'm planning to get the mk-7, since it requires skill and isn't excessively broken

 

Edited by JustBlackWolf
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23 minutes ago, die3458 said:

and so i should lock on sparingly?

Yes. I usually use lock-on no more than 4-5 times a battle. Some battles I do not use it at all. Striker's main power lies in its arcade shots.

24 minutes ago, die3458 said:

playing arcade means missing 99% of ur shots too..

Well, that's a player problem, not a turret problem.

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At least no one use strike protection module,

compared to gauss, magnum, thunder, rail, almost half time you face 50% protection

i have all modules, strike is my least used module, less than isida, as a optional as mine module

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As much as I would love a Striker buff, I do not want a Striker buff.

I mainly use Striker nowadays, and the reason why I love it is because it sucks. 

That way....⬇️

3 hours ago, wild001 said:

At least no one use strike protection module

 

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15 hours ago, FrozenRailgun said:

Gauss: Allow me to introduce myself.

 

15 hours ago, die3458 said:

striker: what happens to me??? :(

Thunder, whose main reason of ever being in the game was to introduce the splash damage effect:

 

Cries in corner.

Edited by Tanker-Arthur
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Try striker/viking in TJR and you will see it can be pretty good. Mistake a lot of people make is assume the single shot is bad and only try to use salvo, and don't manage to charge it. Think of it as gauss that's stronger in raw damage but much harder to use and finnicky.

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30 minutes ago, juodsnukis said:

Try striker/viking in TJR and you will see it can be pretty good. Mistake a lot of people make is assume the single shot is bad and only try to use salvo, and don't manage to charge it. Think of it as gauss that's stronger in raw damage but much harder to use and finnicky.

just bought cyclone under discount... prolly buffed recently cus it went from 40% increase to 25%... so much more power... lol

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