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The best defence against the flying monkey is tesla. When you become familiar with how to utilise It's mode of fire, it is the ONLY turret that can combat this annoying legal hack with a decent amount of success. 

I find tesla a bit boring but by no means OP. Tesla as with every turret seems OP when paired with the flying monkey, I think we can all see the common factor here, the legal hack STILL dominates all cap modes regardless of what turret it is paired with.

All those asking for a tesla nerf stop whining and rejoice that we have a turret that can finally combat the legal hack, when paired with a smart tactful player.

 

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Wow, very overpowered!

I have not mastered Tesla fully yet, but its single melee damage is very strong.

It still does a good amount of damage even with Double Armor, Protection Module, and plus extra boost from Crisis/Defender.

I think it should be decreased in damage too!

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On 8/16/2021 at 3:13 AM, G-92 said:

The best defence against the flying monkey is tesla. When you become familiar with how to utilise It's mode of fire, it is the ONLY turret that can combat this annoying legal hack with a decent amount of success. 

I find tesla a bit boring but by no means OP. Tesla as with every turret seems OP when paired with the flying monkey, I think we can all see the common factor here, the legal hack STILL dominates all cap modes regardless of what turret it is paired with.

All those asking for a tesla nerf stop whining and rejoice that we have a turret that can finally combat the legal hack, when paired with a smart tactful player.

 

Does "flying monkey" refer to the fast, flying Hoppers with Plasma Torch Ricochet equipped?

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2 hours ago, iHateTheAntichrist said:

Does "flying monkey" refer to the fast, flying Hoppers with Plasma Torch Ricochet equipped?

In fact, just Hopper in general. Another one refers to it is "legal hack"

Edited by Warpriest
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This new update for daily and weekly missions is another nail amongst the many nails in the coffin of F2P, especially for low to mid rankers.

Now you are forced to complete them (If you want to finish the challenge) which means more game time, which means more XP, which means more players with useless G/S taking on the buyers and players many ranks above them due to the woeful MM system.

What this update will do is make players not bother with the challenge, I am now one of them. I never do points missions as they take to long and your CRY to XP is always much lower, which means you rank way to quickly and gain very little cry to upgrade your garage. 

The amount of legends I am now seeing in battle with a G/S between 5000 and 7000 is becoming more frequent. Unless you have a maxed out garage at legend rank you are going to get wiped out multiple times. 

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No @Spy It's not already a "thing". Do you honestly believe the majority of players think the devs not only read our posts but act on them.

When I say act I mean act on feedback that would be of benefit to the downtrodden players that make up the majority of battles.

Voting yes/no is a very acceptable way to gauge player feedback on any new updates the devs think up.

I also have a way around the use of several accounts to. All players will be given a ID code, could be simple like a number. This number would be duplicated across all other alt accounts that a player might have. The player must register all accounts in order to get a ID code. Once that ID code has been registered as voting then that player's ID can't vote again on that update. No ID code no vote, so if a player tries to vote on a alt account that has not been registered it will simply get declined and If that player voted on his main then all other accounts would be invalid, whether registered or not. 

Edited by G-92

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1 hour ago, G-92 said:

No @Spy It's not already a "thing". Do you honestly believe the majority of players think the devs not only read our posts but act on them.

Yes it is, I know much more than you do so please..

1 hour ago, G-92 said:

Voting yes/no is a very acceptable way to gauge player feedback on any new updates the devs think up.

No it's not and I've explained exactly why in my post.

 

1 hour ago, G-92 said:

I also have a way around the use of several accounts to. All players will be given a ID code, could be simple like a number. This number would be duplicated across all other alt accounts that a player might have. The player must register all accounts in order to get a ID code. Once that ID code has been registered as voting then that player's ID can't vote again on that update. No ID code no vote, so if a player tries to vote on a alt account that has not been registered it will simply get declined and If that player voted on his main then all other accounts would be invalid, whether registered or not. 

That won't work for a few reasons

1) Too hard to implement. 

2) Easy to bypass

3) As I said before, voting yes/no is meaningless. The reasoning is much more important.

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14 minutes ago, Spy said:

Yes it is, I know much more than you do so please..

No it's not and I've explained exactly why in my post.

 

That won't work for a few reasons

1) Too hard to implement. 

2) Easy to bypass

3) As I said before, voting yes/no is meaningless. The reasoning is much more important.

Easy to bypass in what way. And no the devs do not act on player feedback, not the important feedback.

Saying you no much more than me would be true, if I was a child of 3, I am not. I comment on what I see play out in battle month after month, year after year. It's in battle that matters and so related feedback to do with that never gets acted acted on, not unless it benefits the devs to do so.

The micro upgrading (are lack of) and now this new missions update is all detrimental to most players, you no this and so do the devs.

 

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4 hours ago, G-92 said:

This new update for daily and weekly missions is another nail amongst the many nails in the coffin of F2P, especially for low to mid rankers.

Now you are forced to complete them (If you want to finish the challenge) which means more game time, which means more XP, which means more players with useless G/S taking on the buyers and players many ranks above them due to the woeful MM system.

What this update will do is make players not bother with the challenge, I am now one of them. I never do points missions as they take to long and your CRY to XP is always much lower, which means you rank way to quickly and gain very little cry to upgrade your garage. 

The amount of legends I am now seeing in battle with a G/S between 5000 and 7000 is becoming more frequent. Unless you have a maxed out garage at legend rank you are going to get wiped out multiple times. 

Yep, I saw a pic of the new weekly mission setup. It was disgusting. I don't even know where to begin in listing its flaws cause its so bad.

Only things that will sort of do this update justice is if the easy weekly mission resets daily instead of weekly, and if there's a change button added.

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20 minutes ago, PirateSpider said:

Yep, I saw a pic of the new weekly mission setup. It was disgusting. I don't even know where to begin in listing its flaws cause its so bad.

Only things that will sort of do this update justice is if the easy weekly mission resets daily instead of weekly, and if there's a change button added.

Try getting finish top 3 5 times, not gonna happen, stuff it. Complaining here is a waste of time, mods are pro dev and the devs never listen. It's just one bad update after another.

Forum is trash, let them get on with it because nothing ever gets sorted unless it benefits the devs by way of players cash.

I guess this will be my last post, mods will be happy along with their little chump yes boys that agree with everything they say.

And yeah chumps, you no who you are.   

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3 hours ago, G-92 said:

Try getting finish top 3 5 times, not gonna happen, stuff it. Complaining here is a waste of time, mods are pro dev and the devs never listen. It's just one bad update after another.

Forum is trash, let them get on with it because nothing ever gets sorted unless it benefits the devs by way of players cash.

I guess this will be my last post, mods will be happy along with their little chump yes boys that agree with everything they say.

And yeah chumps, you no who you are.   

If you think the forum is trash simple answer dont be here. If you dont like the game play another game, but don't be so toxic and ruining the vibe of others that like to play this game. BTW hello Cosmic666. Doesn't take much to know who you are. There is 1% chance were I may be wrong.

Edited by MysticBlood

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On 8/10/2021 at 12:01 AM, Tanker-Arthur said:

FunFact (Disregard if you already know this): According to the Tanki Wiki's burning effect page, the afterburn that Firebird inflicts also burns the enemy while the Firebird is still shooting at them. So while shooting, Firebird actually has a damage output of 1000 damage per second at Mk8 (700 direct damage, 300 burn damage per second from burn effect).

So Heat Immunity blocks the afterburn and so the hull augment essentially is a 30% damage resistance against any Firebird except Incendiary Mix users. 

Basically a free Mk6 Fox module.

On 8/10/2021 at 12:01 AM, Tanker-Arthur said:

?

:laugh: 

On 8/10/2021 at 12:01 AM, Tanker-Arthur said:

I'm not sure what name it had, but it was the module that had Railgun + Shaft. Maybe you said it, but sorry, I forgot the names of the original module system. (I think it was the Eagle D-A)

Not gonna lie, that module system was extremely confusing (and pretty unbalanced lol) so I'm very glad it was changed to the way it is now.

More expensive but flexible... 

On 8/10/2021 at 12:01 AM, Tanker-Arthur said:

It was only easy when Mechanic granted 7 points per ally healed....

Now, it's super cancer. Especially since they didn't nerf the supply-consuming drones so now competing against players with those drones for the top spots in the leaderboards is very very hard.

Just nerf Booster, Defender, Crisis and Lifeguard (and maybe Trickster) and we are done.

Oh w8, Driver wants its previous strength back as well.

On 8/10/2021 at 12:01 AM, Tanker-Arthur said:

My opinion:

  • Shaft was fine before 2019  

Honestly, they were all unnecessarily buffed. Before all these buffs, the only turrets that seemed to be strong at the time was Gauss and Magnum. Magnum actually seems fine now since the recent reload speed nerf. But anyways, they didn't touch Gauss at all for a year or two till after the critical damage update. So I assume instead of initially nerfing Gauss, the devs decided to just buff everything (Railgun, Striker, Shaft, Hammer, Isida in this instance) to be equal or somewhat closer in power to Gauss, which, yes, makes things balanced, but sucks because since offense is being buffed but no defense is buffed to compensate, we die faster overall in battles.

I looked @ the Patch Notes and found out that you are talking about Shaft being balanced before April 2019. Actually, it's more than just those 5 turrets you mentioned but almost every turrets aside Ricochet and Twin.

On 8/10/2021 at 12:01 AM, Tanker-Arthur said:

You are 90% correct.

  • Railgun's problem: Critical damage
  • Striker's problem: Critical damage and it severely outclasses Thunder so Striker needs a small reload nerf and Thunder needs a small damage buff. 
    • I really hate that the two turrets deal the exact same base damage ever since the critical damage update was done. Thunder obviously is the bigger caliber/turret so its logical that it should do a little more damage at least.
  • Shaft's problem: Critical damage and the sniping shot damage is too high AND the charge up while sniping is too fast.

I say buff Thunder's damage to 900, maybe that work? Yeah Shaft got overbuffed... What's next? Twin getting overbuffed too?

On 8/10/2021 at 12:01 AM, Tanker-Arthur said:

Ohh, that could work.

I'm sorry, it's just my pet-peeve that every turret should be unique in some way and I feel like having every turret have a critical hit kinda makes Smoky lose it's specialty in the game.

Would you rather.... eat an 1,350 critical damage (assume it gets reworked) from Hammer that can be mitigated using 50% Wolf module? Or 1,080 critical damage that can only be reduced by Armadillo?

What about Smoky's critical damage? Might as well crank up to 1,000 damage where Dolphin can at least stands a chance than 800 damage that can't be mitigated like right now.

On 8/10/2021 at 12:01 AM, Tanker-Arthur said:

Or turn it into the protection module for B0-NK :)

If that thing ever gets added as a real turret....

B0-NK will need additional rebalances, something like charging up that hammer like what Shaft does. Longer it charges, more damage.

On 8/10/2021 at 12:01 AM, Tanker-Arthur said:

I dunno, but Railgun before critical damage was just fine.

In fact, what I really don't get, is why do people think it sucks in MM cause of the Falcons, yet it still remains as the most popular and favorite turret in the game? I know format battles exist and all, but still. Lol, it's kinda ironic...

Hm... I might as well revert its damage to 1,200 and give it 10% crit chance to deal 25% additional damage. But this means auggies will need rebalances too.

LCR will have its damage boost lower to 30% to prevent OHKO light hulls if scores crit shot (as it will stack multiplicatively).

Round Stabilization is on a weird spot. Once you obtain Mk8 Railgun, the penetration power retention from the augment is pretty much useless.  I would give it 20% critical chance at the most.

 

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1 hour ago, FrozenRailgun said:

Basically a free Mk6 Fox module.

:laugh: 

More expensive but flexible... 

Just nerf Booster, Defender, Crisis and Lifeguard (and maybe Trickster) and we are done.

Oh w8, Driver wants its previous strength back as well.

I looked @ the Patch Notes and found out that you are talking about Shaft being balanced before April 2019. Actually, it's more than just those 5 turrets you mentioned but almost every turrets aside Ricochet and Twin.

I say buff Thunder's damage to 900, maybe that work? Yeah Shaft got overbuffed... What's next? Twin getting overbuffed too?

Would you rather.... eat an 1,350 critical damage (assume it gets reworked) from Hammer that can be mitigated using 50% Wolf module? Or 1,080 critical damage that can only be reduced by Armadillo?

What about Smoky's critical damage? Might as well crank up to 1,000 damage where Dolphin can at least stands a chance than 800 damage that can't be mitigated like right now.

B0-NK will need additional rebalances, something like charging up that hammer like what Shaft does. Longer it charges, more damage.

Hm... I might as well revert its damage to 1,200 and give it 10% crit chance to deal 25% additional damage. But this means auggies will need rebalances too.

LCR will have its damage boost lower to 30% to prevent OHKO light hulls if scores crit shot (as it will stack multiplicatively).

Round Stabilization is on a weird spot. Once you obtain Mk8 Railgun, the penetration power retention from the augment is pretty much useless.  I would give it 20% critical chance at the most.

 

U PINNED A LOT OF PEOPLE

u complain about that to me

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15 minutes ago, abdul12340 said:

U PINNED A LOT OF PEOPLE

u complain about that to me

He quoted the same post multiple times. That means: only one notification 

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9 hours ago, PirateSpider said:

Yep, I saw a pic of the new weekly mission setup. It was disgusting. I don't even know where to begin in listing its flaws cause its so bad.

Only things that will sort of do this update justice is if the easy weekly mission resets daily instead of weekly, and if there's a change button added.

Thought the weekly mission update was supposed to be implemented already (Patch 659) but my weekly missions look unchanged.

 

Also the nerfs in last patch...

Smoky’s «Autocannon» augment:

       Maximum critical damage chance is decreased to 50%

       Projectile speed is decreased by 25%;

       Recoil force is decreased from 33% to 25%.

What was the max critical chance before?

Projectile speed nerf is harsh.

 

 

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12 hours ago, wolverine848 said:

Thought the weekly mission update was supposed to be implemented already (Patch 659) but my weekly missions look unchanged.

 

Also the nerfs in last patch...

Smoky’s «Autocannon» augment:

       Maximum critical damage chance is decreased to 50%

       Projectile speed is decreased by 25%;

       Recoil force is decreased from 33% to 25%.

What was the max critical chance before?

Projectile speed nerf is harsh.

 

 

GOOD I'm glad autocannon was nerfed and I don't care, it made smoky's  protection module completely useless even at maxed protections. 

Edited by MysticBlood
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4 hours ago, GrayWolf8733 said:

He quoted the same post multiple times. That means: only one notification 

Imagine getting multiple notifications just because of one post. :ph34r:

12 minutes ago, wolverine848 said:

Thought the weekly mission update was supposed to be implemented already (Patch 659) but my weekly missions look unchanged.

Yeah, they're at least letting us finish our current weekly missions. But I've seen a pic of what the new weekly mission setup looks like. Lets just say there no longer an incentive to playing on an account for more than 1 day a week.

8 minutes ago, MysticBlood said:

GOOD I'm glad autocannon was nerfed and I don't care, that augment was still Op with Vikings OD and it made smoky's  protection module completely useless even at maxed protections. 

It was hell facing that at the beginner and low ranks, most likely still is.

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1 hour ago, FrozenRailgun said:

Basically a free Mk6 Fox module.

Well, it does cost nearly 5,000 tankcoins but yes, it's essentially a free module for equipping a fourth protection module...
And with the 5,000 tankcoin 4th module slot, you can technically use Heat Immunity and have 5 turret protections at once....

Or Heat Immunity + 3 single turret modules + Armadillo module O_O

1 hour ago, FrozenRailgun said:

:laugh: 

?

1 hour ago, FrozenRailgun said:

More expensive but flexible...

Ohh, I never noticed the price increase lol. 

But the flexibility makes it really worth it. Although, I still think modules do need a price decrease and/or Micro-Upgrade time reduction.

1 hour ago, FrozenRailgun said:

Just nerf Booster, Defender, Crisis and Lifeguard (and maybe Trickster) and we are done.

Oh w8, Driver wants its previous strength back as well.

Pretty much.

Also, Assault may need its previous strength along with Driver too.

1 hour ago, FrozenRailgun said:

I looked @ the Patch Notes and found out that you are talking about Shaft being balanced before April 2019.

Yep.

1 hour ago, FrozenRailgun said:

Actually, it's more than just those 5 turrets you mentioned but almost every turrets aside Ricochet and Twin.

Oh yeah, I remember when I was playing in 2018, the turrets all had mostly distinct ranges and other stats.

Then when I came back in 2020, I learned they've been grouped to four range classes with the same range in each class.

 

Also, now that you said it, I do recall some changes to Thunder and Magnum in 2019. The big change for me was Isida losing all its healing lol.

That's all I remember for now but thanks for the heads-up.

1 hour ago, FrozenRailgun said:

I say buff Thunder's damage to 900, maybe that work?

I was thinking the exact same thing :)

Also, 900 damage doesn't really buff Thunder too much - its interactions with each hull class essentially remains the same, but it provides slightly harder hits than a Striker, so in the case some guy has 900 health remaining, Thunder can kill them while Striker cannot :)

1 hour ago, FrozenRailgun said:

Yeah Shaft got overbuffed... What's next? Twin getting overbuffed too?

Maybe...

I can see the developers changing the critical damage for sure...

They may also do something random and stupid and give Twins the same projectile speed as Ricochet.

 

Might as well make the two turrets "alterations" of each other, considering Thunder and Smoky are like that now lol - both are exploding shell turrets that can do critical hits and have no real unique abilities in the game anymore.

1 hour ago, FrozenRailgun said:

Would you rather.... eat an 1,350 critical damage (assume it gets reworked) from Hammer that can be mitigated using 50% Wolf module? Or 1,080 critical damage that can only be reduced by Armadillo?

I would rather have the critical hit removed from Hammer entirely.

One, I think critical hit should only be a Smoky thing, you know, to make the turret special somehow. If it gets put on other turrets, it should be added via augment/alteration.

Two, keep in mind, before the critical hit update, Hammer never had any damage spread. All its pellets did consistent damage, and the only fluctuations was caused by missing a few pellets or shooting enemies at the maximum possible range for the turret. Otherwise, since the turret had no damage spread, it doesn't justify the critical hit doing different damage than the normal hit.

1 hour ago, FrozenRailgun said:

What about Smoky's critical damage? Might as well crank up to 1,000 damage where Dolphin can at least stands a chance than 800 damage that can't be mitigated like right now.

I would keep it at 800 damage and make it not pierce through modules.

Just like how it was like before, because before, it was fine, and no one really had too many complaints about it. If it seemed weak, it was probably not because of Smoky, but because of other things like other turrets being overpowered (Gauss) or overpowered augments. Should've just nerfed the OP stuff instead of buffing the fine stuff. Now we all die faster cause offense is buffed a bit too much.

1 hour ago, FrozenRailgun said:

B0-NK will need additional rebalances, something like charging up that hammer like what Shaft does. Longer it charges, more damage.

That's a good idea...but honestly, due to B0-NK's incredibly short range, slowing the firing rate even more will hinder it too much for MM battles.

Unless you changed something else, like make it reload in 1 second but without charging up, it only does like 1,500 damage per shot. Charging the shot for several seconds would then  boost the damage to the point where it can 1-shot heavy hulls.

 

My personal change to B0-NK would simply to just reduce the M4's damage down to 4,000 per shot. Keep every other stat we saw in Arms Race the same.

That way, one hit will destroy any conventional hull in the game, like how it was before...

Using Double Armor would prevent you from dying in 1 hit, but the B0-NK can use Double Damage to mitigate that.

But mainly, the main reason why I say it should do 4,000 damage instead of the 9,999 damage it did previously (even though B0-NK's melee range, inability to rotate horizontally, and delay when firing the turret honestly makes the 9,999 damage kinda balanced) is so that if you buy a B0-NK Mk1 protection module it could actually do something and prevent you from dying by taking off 5% damage from the 4,000 damage per shot so your heavy hull can survive one hit and thus, you won't be wasting crystals upgrading a module that literally does nothing, as 5% of 9,999 still means you die in 1 shot. In fact, a 50% B0-NK module won't protect you at all unless you equip other types of armors like supply or overdrive armors.

1 hour ago, FrozenRailgun said:

Hm... I might as well revert its damage to 1,200 and give it 10% crit chance to deal 25% additional damage.

I agree with the 1,200 damage but I honestly prefer if the critical hit was removed entirely.

1 hour ago, FrozenRailgun said:

But this means auggies will need rebalances too.

 

Round Stabilization is on a weird spot. 

Just bring back the damage spread. That would insta-fix Round Stabilization and Destabilization. Yes, it is "unpredictable" but that was the main nature of these augments - destabilization is pure luck, stabilization removes all luck.

And Default Railgun would just have a small enough damage spread that its interactions would still be somewhat predictable. I suggest make it do 1,000 - 1,400 damage. It's still guranteed to 3-shot medium hulls, like how the turret's always been. In my opinion, I don't see too many problems with that.

1 hour ago, FrozenRailgun said:

Once you obtain Mk8 Railgun, the penetration power retention from the augment is pretty much useless.

I know, but keep in mind, Round Stabilization's main purpose for existence is to reduce the damage spread and make shots more predictable. The penetration power boost is honestly just an add-on to persuade players to buy it, because without that, alterations like LCR and Scout would be far more popular simply because their mechanics are more "interesting" than making shots consistent lol. I honestly wouldn't worry about it.

2 hours ago, FrozenRailgun said:

 I would give it 20% critical chance at the most.

Hmmmmm

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9 hours ago, wolverine848 said:

 Maximum critical damage chance is decreased to 50%

       

What was the max critical chance before?

It was the same as Stock. 

 

The current max critical chances for Autocannon range from 10% to 25% instead of the previous 20% to 50%.

 

 

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5 hours ago, TheCongoSpider said:

This confuses me. How was Autocannon "OP" with Viking’s Overdrive? 

I accidentally said vikings od lol Ill fix it. The vikings od part was to go somewhere else. I was trying to post in 2 different areas simultaneously. XD

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17 hours ago, MysticBlood said:

GOOD I'm glad autocannon was nerfed and I don't care, it made smoky's  protection module completely useless even at maxed protections. 

So you must hate Rail as well... since it has such a high critical chance, where most of it's damage is done...

7 hours ago, TheCongoSpider said:

It was the same as Stock. 

 

The current max critical chances for Autocannon range from 10% to 25% instead of the previous 20% to 50%.

 

 

Then they used the wrong word.

"Decreased to 50%" should have been "Decreased by 50%"

That's harsh.  A significant shot-velocity nerf AND cutting the critical chances in half.  To go along with the already useless impact and useless regular shot damage.  Brutal.

More and more reinforces my decision to stop playing.

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34 minutes ago, wolverine848 said:

So you must hate Rail as well... since it has such a high critical chance, where most of it's damage is done...

Then they used the wrong word.

"Decreased to 50%" should have been "Decreased by 50%"

That's harsh.  A significant shot-velocity nerf AND cutting the critical chances in half.  To go along with the already useless impact and useless regular shot damage.  Brutal.

More and more reinforces my decision to stop playing.

Railgun has 50% chance because its compensates for its reload and its delay. Smoky on the other hand has a higher dps rate than railgun. 

Edited by MysticBlood
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dont know you all moan about game balance...

Its all manipulated to get the most revenue for the game.. They look at game statistics, and see which is the least played turret.  They then make that powerfull, then everybody figures it out, and then starts using it.. Once enough have spent real money, and millions of crystals in maxing it out---- Guess what" we have listened to feedback, and have nerfed it"...

And so the cycle repeats--- Currently it is Tesla, and once it has reached a critical threshold in the game-- It will be nerfed.... just like hornet and magnum with booster- nerfed, and so the cycle begins again.... Vulcan with heat immunity-- and the list goes on....

Once you have spent enough hours in the game, wasting your money on items that get rebufed, you too will know this to be true, as y]the patten can be seen.

What will be the nexted over powered turret ?  Rail/hornet- stun or freeze/hornet and AP..... Wait and see- but I bet you dont have it, YET.

 

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