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Just now, Captain.Carrot said:

J'ai un problème, je suis premier sergent et quelle que soit la coque que j'utilise, je suis abattu par presque tout le monde, je ne peux même pas apparaître correctement, je trouve cela très ennuyeux. Pouvez-vous faire quelque chose pour ça? Je ne pense pas.

pay to be the best, that's what developers want.

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On 4/14/2021 at 1:31 PM, Rutgers said:

the real question is why is isida as strong as it is

If it was as strong as you suggest, there'd be more of them in battles.  Maybe seeing an average of 1 Isida per battle - including both teams.

Seeing way more...

Gauss, Rail, Vulcan, smoky, shaft  than I am Isida.

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6 minutes ago, wolverine848 said:

Si c'était aussi fort que vous le suggérez, il y en aurait plus dans les batailles.  Peut-être voir en moyenne 1 Isida par bataille - y compris les deux équipes.

En voir bien plus ...

Gauss, Rail, Vulcan, fumé, arbre que je suis Isida.

Now that there is double damage, double defense, it's easy to kill any hull

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On the app store, I noted the Tanki application, with a comment.

I said "Hello, would it be possible to get the developers email address? The community would love to talk to you about game balancing issues. You never reply to us on the forum."

 

Their responses:

"Hi there! We are really sorry if you did not got replied on the fourm. You can also visit help@tankionline.com for assistance on issues."

 

So if you want to complain send an email to helptanki.

 

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50 minutes ago, Dridrien said:

Now that there is double damage, double defense, it's easy to kill any hull

Not sure what that has to do with my comments on Isida....

and doesn't DA cancel out DD?

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10 minutes ago, wolverine848 said:

Je ne sais pas ce que cela a à voir avec mes commentaires sur Isida ...

et DA n'annule-t-il pas DD?

Isida in itself is not strong compared to other turret. If she plays with double defense or double dammage when you don't, you die.

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3 hours ago, Captain.Carrot said:

I have a problem, I'm First Sergeant and no matter what hull I use, I am being one shot by almost everyone, I can't even spawn properly, I find that very annoying. Can you do something for that? I don't think so.

I noticed that all of your hulls are Mk1. Luckily, you're at the rank where you're able to buy any hull's Mk2 level. I'd recommend choosing two or three hulls and then upgrading those. That might help at least a little bit.

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15 minutes ago, GrayWolf8733 said:

I noticed that all of your hulls are Mk1. Luckily, you're at the rank where you're able to buy any hull's Mk2 level. I'd recommend choosing two or three hulls and then upgrading those. That might help at least a little bit.

Better make that 1 or 2 hulls.  Too early to run 3 combos... 

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1 hour ago, Dridrien said:

Guess the hull and the drones of the players? 

I am having so much fun. I love it when the parties are over in minutes.

1619356706-12333.jpg

 

140px-Hopper_XT.png + crisis

Meanwhile, that's a lotta  stun imms.

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1 hour ago, Akame said:

140px-Hopper_XT.png + crise

Pendant ce temps, c'est un imms stupéfiant.

too loud, congratulations, you must have had a hard time guessing XD

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So I've spent quite a large sum of money on ultra containers recently, hoping to get some rare and interesting augments.

Among the few augments which I did get from the containers was Paralyzing Rounds for Smoky.

At first I was very excited to give it a go in battle, so I tried it, but quickly I realized how utterly useless it is and became very disappointed.

I barely landed any critical hits at all during the course of the whole battle, and the few stuns I did pull off rarely made an impact.

I later checked the list of turret augments, and discovered the reason for my poor performance.

Under the Paralyzing Rounds augment I saw the advantages and disadvantages; the only advantage was that the stuns last three seconds, but the two huge disadvantages were that both critical damage and critical chance were reduced by 50%.

Meanwhile the Stun Rounds augment for Railgun not only has a stun duration of five seconds (I encountered some players with this and I was consistently getting perma-stunned) but also does not get a critical chance nerf.

I urge the developers to look into ways to rebalance the Paralyzing Rounds augment for Smoky to make it more viable in battle.

My suggestion is to remove the -50% critical chance nerf and maybe reduce stun duration to two seconds.

Thank you for reading.

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After the critical damage update most of the augments that applied special status effects (EMP, stun etc..) became weaker in one way or another.

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The reason why Paralyzing Rounds seems weak compared to other augments is because when the developers made Paralyzing Rounds, they had flashbacks of turret alterations from back in the day and so that is why Paralyzing Rounds isn't very OP.

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14 hours ago, Lagnadium said:

So I've spent quite a large sum of money on ultra containers recently, hoping to get some rare and interesting augments.

Among the few augments which I did get from the containers was Paralyzing Rounds for Smoky.

At first I was very excited to give it a go in battle, so I tried it, but quickly I realized how utterly useless it is and became very disappointed.

I barely landed any critical hits at all during the course of the whole battle, and the few stuns I did pull off rarely made an impact.

I later checked the list of turret augments, and discovered the reason for my poor performance.

Under the Paralyzing Rounds augment I saw the advantages and disadvantages; the only advantage was that the stuns last three seconds, but the two huge disadvantages were that both critical damage and critical chance were reduced by 50%.

Meanwhile the Stun Rounds augment for Railgun not only has a stun duration of five seconds (I encountered some players with this and I was consistently getting perma-stunned) but also does not get a critical chance nerf.

I urge the developers to look into ways to rebalance the Paralyzing Rounds augment for Smoky to make it more viable in battle.

My suggestion is to remove the -50% critical chance nerf and maybe reduce stun duration to two seconds.

Thank you for reading.

Hey, if it will be 7 minutes stun, will you be happy or it will be still underpowered? Stun is the most powerful status effect,  it doesn't let the enemy to do something. So, yeah, this augment is not that good compared to the railgun one, but i have a better idea to balance it out: nerf the railgun one with reducing the stun duration and the critical chance.

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6 hours ago, mjmj5558 said:

Hey, if it will be 7 minutes stun, will you be happy or it will be still underpowered? Stun is the most powerful status effect,  it doesn't let the enemy to do something. So, yeah, this augment is not that good compared to the railgun one, but i have a better idea to balance it out: nerf the railgun one with reducing the stun duration and the critical chance.

No, all I asked for is to remove or reduce the critical chance nerf from the augment and reduce the stun duration to make sure it isn't overpowered.

And wrong. Stun isn't the most powerful status effect, because unlike EMP or AP, even if I stun my target I could very well still lose after the effect wears off. EMP and AP weakens the target to the point where you can kill them faster. I'd say all three effects are equal.

But guess what, neither Smoky's EMP rounds nor AP rounds get a critical chance nerf. And neither get nearly as much damage taken off of critical hits for some reason I'm not aware of.

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49 minutes ago, Lagnadium said:

No, all I asked for is to remove or reduce the critical chance nerf from the augment and reduce the stun duration to make sure it isn't overpowered.

And wrong. Stun isn't the most powerful status effect, because unlike EMP or AP, even if I stun my target I could very well still lose after the effect wears off. EMP and AP weakens the target to the point where you can kill them faster. I'd say all three effects are equal.

But guess what, neither Smoky's EMP rounds nor AP rounds get a critical chance nerf. And neither get nearly as much damage taken off of critical hits for some reason I'm not aware of.

You are not gonna get much sympathy from players on an alt you paid for not being OP.  There's already enough OP augments in the game.  We don't need this one to be pumped up to add yet another OP item into the mix.

You gambled and were dealt a "weak" hand.    Move on.   Or gamble again.

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1 hour ago, wolverine848 said:

You are not gonna get much sympathy from players on an alt you paid for not being OP.  There's already enough OP augments in the game.  We don't need this one to be pumped up to add yet another OP item into the mix.

You gambled and were dealt a "weak" hand.    Move on.   Or gamble again.

I couldn't care less for your sympathy because that's not what I made this thread for. Also notice how I didn't ask for your opinion.

If you happened to actually read what I suggested, you'd realize that I'm not asking for it to be made "OP." Just a readjustment for the stuns to be shorter but more consistent. Why is that so hard to understand?

Anyway, I did also get the EMP Salvo augment for Gauss. But it wouldn't hurt to have something else to use besides the most cancer alteration in the game, right?

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2 hours ago, wolverine848 said:

You gambled and were dealt a "weak" hand.    Move on.   Or gamble again.

wolverine you are great     Just sayin

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45 minutes ago, Lagnadium said:

I couldn't care less for your sympathy because that's not what I made this thread for. Also notice how I didn't ask for your opinion.

If you happened to actually read what I suggested, you'd realize that I'm not asking for it to be made "OP." Just a readjustment for the stuns to be shorter but more consistent. Why is that so hard to understand?

Anyway, I did also get the EMP Salvo augment for Gauss. But it wouldn't hurt to have something else to use besides the most cancer alteration in the game, right?

I think it's obvious, your luck is bad and you got a bad Augment "Paralyzing rounds". You have to gamble again to get a better Augment

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1 hour ago, asem.harbi said:

I think it's obvious, your luck is bad and you got a bad Augment "Paralyzing rounds". You have to gamble again to get a better Augment

Yes... I did also get EMP Salvo for Gauss. Like I said in the post you quoted. And some other ones. I just feel like all legendary augments should ideally live up to what you'd expect of a legendary augment.

1 hour ago, At_Shin said:

Hi,

I got the same smokey augment a few weeks ago from a special mission ultra container. 

I agree it is hard to use this augment because of the decreased critical chance. However I can think of one good reason why this is necessary for this augment. That is -

Smokey can fire it's shots pretty frequently. Now, imagine if we rework the augment as per your suggestion and decide to use it in battle - you will stun the enemy and then shoot them once or twice again (because they cannot move) and then soon enough you will get another critical shot, stunning them once again. 

Now, think about your suggestion again - it sounds like an OP buff - your targets would get stunned very frequently and any chance of their fighting back would decrease. 

Here's my advice which could help you power up your stun-smokey 

 -

Try using dictator overdrive or hornet overdrive as they temporarily increase the critical chance to 100%.

Hi. You are correct about Dictator and Hornet overdrives and thanks for the advice.

I get what you're saying about my suggestion, but I'm not sure if it'd be that bad considering the stun duration would be reduced to one or two seconds, depending on the extent to which the critical chance nerf would be reduced.

EDIT: Apparently Smoky stunning a bit more often would pose a problem for certain game modes - but somehow a perma-stun Railgun was deemed acceptable? And not to mention the new Striker augment (stun duration 2s, -50% aiming time)?

Edited by Lagnadium
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