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Let's Discuss Game Balance


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11 hours ago, Matt_Black said:

Let's start with hopper. I loved this hull, played with it for a while and then just got bored of winning all the time. Just like Magnum, Hopper has no barriers in the maps. There is very little overhead cover and what there is can only be described as a fire trap.  Tanki Is a 2D game, if you are going to enter 3D elements into it there has to be a counter for it.

 

I've got to agree with Cosmic666 on this flying cheat thing. 5-0 Rugby games in 90-120 seconds are not fun to play in for either side. Would you rather play 7 minutes of back and forth strategic game play or a minute and a half of undefendable scoring and spawn killing? 

Not disagreeing that Hopper is pretty OP for Rugby but then the capping can be reworked that it only count if the tank touches it (when it is not blocked by a tank). In addition, we gonna remove that burn 'n stun with EMP when jumping. 

11 hours ago, Matt_Black said:

Now all of the turrets deal critical hits and not variable points. Railgun is the clear winner here. 50% Falcon + DA and I'm back to being one shotted by Rail again! 

I did figure out that Railgun's damage should be reverted back to pre-reworked range. Meaning regular and Crit damage both deal 1,200 damage each. 

12 hours ago, Matt_Black said:

Make the capture/score points a point on the ground similar to a mine not in mid air, then it would be possible to defend the point.

This yes.

12 hours ago, Matt_Black said:

All overdrives to charge much slower and remove overdrive boxes and speed up effects from Dictator. 

Uh.... Disagree with that one.

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see vulcan many people dont use it . this why because it has a disadvatage while others dont have!! lets compare vulcan with firebird and freezer you will say YOU can not compare middle range with short range but i am not seeing like that i am comparing turets wich will give long time attack you cant compare thunder with vulcan thunder 1111 shot R.I.P. SO FREEZER AND FIREBIRD has advantages first freezer will freeze the person and they cant do anything

firebird will give double damage by heating and its hitpoints .but vilcan we will heat our self you devolepors have to do something with vulcan first of all remove this disadvantage then it will balance the game!!? then keep some advantage or if you dont keep advantage also it is also good.

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Freeze can do 900dmg, Firebird 700dmg (without burning).. Vulcan can do 800dmg,  I think it's somehow balanced as Vulcan is a mid-range turret, compared to Freeze/Firebird that they're close/melee range.  It shouldn't be with the same damage as them, it's mid-range way farther range. 

(out of the topic) I advice you if you have Heat Immunity in a hull, to buy Vulcan IB.. it's really strong and powerful. Playing without Augments will put you in a disadvantage.

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6 hours ago, thnder4 said:

see vulcan many people dont use it . this why because it has a disadvatage while others dont have!! lets compare vulcan with firebird and freezer you will say YOU can not compare middle range with short range but i am not seeing like that i am comparing turets wich will give long time attack you cant compare thunder with vulcan thunder 1111 shot R.I.P. SO FREEZER AND FIREBIRD has advantages first freezer will freeze the person and they cant do anything

firebird will give double damage by heating and its hitpoints .but vilcan we will heat our self you devolepors have to do something with vulcan first of all remove this disadvantage then it will balance the game!!? then keep some advantage or if you dont keep advantage also it is also good.

FREEZER and FIREBIRD are meele turrets, they have different features. by they way, you can heat up people with IB. Also, vulcan needs a nerf not a buff. 

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2 minutes ago, mjmj5558 said:

FREEZER and FIREBIRD are meele turrets, they have different features. by they way, you can heat up people with IB. Also, vulcan needs a nerf not a buff. 

Would like to hear from you why it needs a nerf and what nerf you are suggesting then. To me, Vulcan appears to be quite balanced and apart from the exploited Incendiary Band + Heat Immunity I do not notice any features that may be considered overpowered. 

You may want to invest in Shark if the turret is bothering you in combat that much, because I do not see the module on your profile. 

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Yes I see Vulcan is the most turret who its name is related with its Augment.

You wont hear Vulcan before you imagine Incendiary Band.

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44 minutes ago, Unleash said:

Agree vulcan maybe looks op but that is because of incediary band with heat immunity. Other alts for vulcan for crystals arent op.

Adrenaline HI will bully any IB HI for the memes

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1 hour ago, BloodPressure said:

Would like to hear from you why it needs a nerf and what nerf you are suggesting then. To me, Vulcan appears to be quite balanced and apart from the exploited Incendiary Band + Heat Immunity I do not notice any features that may be considered overpowered. 

You may want to invest in Shark if the turret is bothering you in combat that much, because I do not see the module on your profile. 

First of all, the DPS is around the DPS of short range turrets, and near to meele. However, it has infinitive range. Secondly, as you said, exploited IBHI. Here, not just the IB with no slef damage is the only problem, but it cancels out the reload, that can make vulcan less effective. And this doesn't only works with IB, all vulcans with HI can fire to infinitivity.

So, what do I want to nerf? First if all, the DPS. Secondly, remove the exploits, aka IB won't work with HI, and i'd like to reassign the damage penaltx while overheating to vulcan. It can be either a fixed number, or a damage that gies down and down over time, but this is only the technicak part.

Lastly, "buy a module". Yes, great idea, but yet if i buy a module i still can't solve the balance problems. Same thing happened to rail LCR (before crit update). It was stupidly OP, people bought the module, their problem got solved, however, because of the number of rail prits it didn't get nerfed, and people without the module could suffer from being one shotted out of nowhere.

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50 minutes ago, mjmj5558 said:

First of all, the DPS is around the DPS of short range turrets, and near to meele. However, it has infinitive range. Secondly, as you said, exploited IBHI. Here, not just the IB with no slef damage is the only problem, but it cancels out the reload, that can make vulcan less effective. And this doesn't only works with IB, all vulcans with HI can fire to infinitivity.

So, what do I want to nerf? First if all, the DPS. Secondly, remove the exploits, aka IB won't work with HI, and i'd like to reassign the damage penaltx while overheating to vulcan. It can be either a fixed number, or a damage that gies down and down over time, but this is only the technicak part.

I think Vulcan is balanced, true the 800dps is a high and it can swallow your HP in a few seconds. But honestly it's a mid-range turret, and mostly the distance where you will fight the enemy is a pretty close to the distance where Firebird and Freeze fighting Not that much difference.

But it has its own problems, like Turret Slowdown when rotating.. And difficulty of tracking the enemy which make the 800dps not like what you think "a long range Freeze&Firebird".. No it's not

Also the Heat Immunity with Vulcan isn't a problem, you can easily after 12s of burning re-reloading the turret in one second. No need of HI.  But what needs the HI is IB which requires you from the start to be igniting.   And there are no doubts that IB is OP.. But the TS as he said to me in a previous discussion that he isn't an IB player.

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Vulcan is very strong as you upgrade it more and more. You think it's doing low damage, but it is doing damage around 10 times per second! Each damage you see can be around 22 and go up to 44.

So each second, you can do around 220 up to 440 damage.

  • Right now, when it's at Mk0, it will seem very weak to all players unless they are fighting light Hulls.
  • However, with a strong Vulcan (Mk7-Mk7+)
    • you can defeat a Heavy Hull in 9 seconds 
    • 4.5 seconds with Double Damage
    • even less time with a Vulcan Burn Augment
  • Also, I am guessing Vulcan hits 10 times per second. I see that I lose in 2 seconds by a Vulcan with Double Damage. So it can maybe attack 15 times per second.

So if Vulcan is played efficiently, you can get many kills. You just need to practice and try it a little bit more.

The wiki has the details on how much Vulcan does, based on your upgrade level: https://en.tankiwiki.com/Vulcan

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my bad I should try it again. Plus i like vulcan

most of the time i use vulcan 

Edited by Spy
Posts merged, Please avoid posting multiple replies in a row
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15 hours ago, thunderhunter123 said:

Right now, when it's at Mk0, it will seem very weak to all players unless they are fighting light Hulls.

However, with a strong Vulcan (Mk7-Mk7+)

Oh nice discussion thunderhunter  

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Okay since I made a topic about how shaft would be balanced out this time I'm making this topic a way to balance out Gauss. I am making this topic because Gauss is another one of those turrets that disturbs the balance between turrets, hulls like wasp, and protection moduals. So what I would like to propose is that Gauss will keep its Base Sniping damage within 75-80 radius as well as its super shot splash radius. When the enemy tank is outside the suggested radius, the sniping damage will decrease  by 15 % and the super shot splash radius will decrease to 8 radius. This idea will help reduce camping with Gauss and it will balance out all of the Gauss augments. As for AP Gauss, the radius will stay as 6 because it has a smaller super shot splash radius. 

Edited by MysticBlood
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7 minutes ago, BloodPressure said:

Long range turret losing its functionality at long range..

You gotta admit as I mentioned  above, Gauss is one of those turrets that disrupts the balance between all turrets, hulls, and moduals. Plus 75-80 radius is still doable in its sniping  damage. Well I proceed to look at your profile the first turrets that are most used are Shaft and gauss of course you wouldn't like the idea. LOL welp this idea is to also discourage heavy camping as I have said before, and it will make hulls like wasp playable and melee turrets. Also will make other protection moduals playable. Ive said this too in my other topic for shaft. And yes I also use gauss but I think its still OP.

Edited by MysticBlood
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2 minutes ago, asem.harbi said:

@wolverine848 @At_Shin @Tanker-Arthur @ThirdOnion @mjmj5558 Guys come here to complete our discussion in this topic..

 

LOL why you create another topic while there are a pretty similar topic honestly I was about to tell you that there are similar topic before you said it yourself.. So why a new topic

Well according to the rules of Ideas and suggestions 1 topic is 1 idea if I combined these two in one topic it would have gotten an invalid status.

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1 minute ago, Unleash said:

Just remove this turret and MM will be more playable again and less toxic.

Well they cant remove the turret since it has been part of the game, but the suggested nerf i mentioned above should make MM playable again with any combos you like or would like to try out.

Edited by MysticBlood
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I thought to make it so that Gauss's EMP Augment, and its Sniper Shot, removes supplies only on the tank that got hit.

The surrounding tanks only get damaged, but keep their supplies.

 

Or The Sniper Shot damages and removes supplies on the tank that got hit.

The surrounding tanks only get their supplies removed, but take zero damage!

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