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Let's Discuss Game Balance


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17 minutes ago, hotchybotchy said:

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.

 

Yup. The devs are playing the vast majority of the player base like a fiddle here. I would say that the player base should just choose the combo that they like rather than what's currently OP. But we all know that won't ever gonna happen.

I know for sure that I ain't gonna be played like a damn fiddle. If my combo(s) get nerfed too much, I can just park that account and MU everything steadily, thanx to shards.

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23 hours ago, MysticBlood said:

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. 

It MORE than compensates.  the 50% allows it to do it's highest damage output - with no resistance to modules - way more often than it should.

DPS means absolutely nothing unless you are considering melee turrets - where enemies are constantly in sight.  A Rail doing an "out-in-the-open" duel with smoky would be just stupid.  That's not how they fight - they use cover during reload.  How does Smoky's DPS help when it's target is behind a wall?

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1 hour ago, wolverine848 said:

It MORE than compensates.  the 50% allows it to do it's highest damage output - with no resistance to modules - way more often than it should.

DPS means absolutely nothing unless you are considering melee turrets - where enemies are constantly in sight.  A Rail doing an "out-in-the-open" duel with smoky would be just stupid.  That's not how they fight - they use cover during reload.  How does Smoky's DPS help when it's target is behind a wall?

DPS does matter when it comes to autocannon smoky. Before the nerf, smoky was just ridiculous with its high critical damage chance. Sure granted railgun gets 50% chance but the reload is far slower than smokys reload. So you are basically saying that it was okay to have auto-cannon with high crit damage chance and have high dps that you could kill tanks in about 7 seconds despite having the dolphin module that is maxed well railgun has to have more time to land shots even if it meant stalling behind the wall. To me, railgun would still take longer to kill enemy tanks than autocannon smoky. 

Edited by MysticBlood
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1 hour ago, MysticBlood said:

DPS does matter when it comes to autocannon smoky. Before the nerf, smoky was just ridiculous with its high critical damage chance. Sure granted railgun gets 50% chance but the reload is far slower than smokys reload. So you are basically saying that it was okay to have auto-cannon with high crit damage chance and have high dps that you could kill tanks in about 7 seconds despite having the dolphin module that is maxed well railgun has to have more time to land shots even if it meant stalling behind the wall. To me, railgun would still take longer to kill enemy tanks than autocannon smoky. 

The difference in damage between smoky and Rail shots is significant.  That is reflected in the reload time.

The fact that a critical shot from Rail can one-shot a light hull also makes up any extra difference you still might believe exists after comparing damage and reload times.

Now, you compared smoky DPS to Rail DPS which is a mistake - for two reasons.

1) ranged weapons should never be evaluated on DPS because they don't do their damage that way - they do damage in bunches (shots) which are not "per second"

2) Rail has no limitations on it's range, and Rail users will not be sitting there trading off shots.  DPS only matters when you trade off shots.   How do you think Smoky "DPS" will compare with Rail "DPS" when the Rail hides during it's reload.  In this case you will truly be exchanging 1 shot for 1 shot, and Smoky comes out on the short end of that by  a mile.

 

Some people have been commenting that because I have not played in ~ 7 weeks I don't know what I'm talking about.  But after reading some posts and replies, I get the impression some people don't have a grasp of the basics of this game.

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I think most ricochets need a buff in range except for plasma torch which needs a slight nerf. So here's how I would suggest:

Stock - max range buffed by 30%.

Destabilized plasma - max range buffed by 30%.

Minus field - max range buffed by 25%.

Adrenaline - max range buffed by 30%.

Berserk - max range buffed by 30%.

Plasma torch - max range nerfed by 15%.

Super smart minus field - max range buffed by 20%.

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41 minutes ago, wolverine848 said:

The difference in damage between smoky and Rail shots is significant.  That is reflected in the reload time.

The fact that a critical shot from Rail can one-shot a light hull also makes up any extra difference you still might believe exists after comparing damage and reload times.

Now, you compared smoky DPS to Rail DPS which is a mistake - for two reasons.

1) ranged weapons should never be evaluated on DPS because they don't do their damage that way - they do damage in bunches (shots) which are not "per second"

2) Rail has no limitations on it's range, and Rail users will not be sitting there trading off shots.  DPS only matters when you trade off shots.   How do you think Smoky "DPS" will compare with Rail "DPS" when the Rail hides during it's reload.  In this case you will truly be exchanging 1 shot for 1 shot, and Smoky comes out on the short end of that by  a mile.

 

Some people have been commenting that because I have not played in ~ 7 weeks I don't know what I'm talking about.  But after reading some posts and replies, I get the impression some people don't have a grasp of the basics of this game.

Before you start making your judgments, play the game for a bit... you missed a lot of changes of the game otherwise I can't take your criticisms seriously. Sure you know the basics but you can't make constructive arguments unless you see the changes yourself. As for the DPS matter, It really does matter you'll be shocked....or play railgun yourself and see from my perspective and reflect  on why you think railgun is still superior than autocannon smoky. On the serious note railgun can be superior when using certain augments. But play as stock rail and see for yourself. 

Edited by MysticBlood
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8 minutes ago, MysticBlood said:

Before you start making your judgments, play the game for a bit... you missed a lot of changes of the game otherwise I can't take your criticisms seriously. Sure you know the basics but you can't make constructive arguments unless you see the changes yourself. As for the DPS matter, It really does matter you'll be shocked....or play railgun yourself and see from my perspective and reflect  on why you think railgun is still superior than autocannon smoky. On the serious note railgun can be superior when using certain augments. But play as stock rail and see for yourself. 

If you can't understand why you can't compare DPS of Rail with "DPS" of Smoky, I can't take you seriously.

Amend that...

If you can't understand why trying to use "DPS" with ranged weapons is a mistake, I can't take you seriously.

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1 minute ago, wolverine848 said:

If you can't understand why you can't compare DPS of Rail with "DPS" of Smoky, I can't take you seriously.

Amend that...

If you can't understand why trying to use "DPS" with ranged weapons is a mistake, I can't take you seriously.

See for ya self mate its not that hard. Just play for a couple of matches. 

Edited by MysticBlood
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Is it weird that this game felt more balanced 8 months ago then compared to today, despite all of the developers "balance" updates this year?

Edited by Tanker-Arthur
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6 hours ago, wolverine848 said:

If you can't understand why you can't compare DPS of Rail with "DPS" of Smoky, I can't take you seriously.

Amend that...

If you can't understand why trying to use "DPS" with ranged weapons is a mistake, I can't take you seriously.

Rail have a chance changing mechanic like Smoky (so not every shot have a 50% chance) and very small base damage for 4 sec of reload.

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9 hours ago, The_Resistance said:

Rail have a chance changing mechanic like Smoky (so not every shot have a 50% chance) and very small base damage for 4 sec of reload.

The "very small base damage" is > a smoky critical and every other shot is a guarantee kill on a light hull.

That 4 sec reload doesn't seem so bad in light of the above.

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17 hours ago, wolverine848 said:

 

Some people have been commenting that because I have not played in ~ 7 weeks I don't know what I'm talking about.  But after reading some posts and replies, I get the impression some people don't have a grasp of the basics of this game.

They no how the game works. Some like the wannabe mod just nod and agree with whatever the devs/mods say.

 

21 minutes ago, TheCongoSpider said:

Railgun critical damage is 1,600. Light hull HP is 2,000. 

Splitting hairs and you no it is.

Lets have a compromise, nerf the flying hack into the ground and then we are good. 

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51 minutes ago, TheCongoSpider said:

Railgun critical damage is 1,600. Light hull HP is 2,000. 

My bad - was thinking it was higher for some reason.  (maybe I was thinking of LCR - even then it won't quite kill a light hull)

 

In any event - my point on trying to compare ranged turrets via "DPS" still stands.  It's comparing apples to oranges.

Edited by wolverine848
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1 hour ago, G-92 said:

 

Splitting hairs and you no it is.

Lets have a compromise, nerf the flying hack into the ground and then we are good. 

Says the guy that abuses Titan, Defender, and Dilatory Protocol in capture modes. And yes I've seen you use it in battle. LOL this is why I have to use status augments because people like you ruin capture modes.

Edited by MysticBlood
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1 hour ago, wolverine848 said:

How much experience have you earned using Booster?

Oh booster, I use it because the over swarming of defenders and going against a lot of people having module against my turret.

Edited by MysticBlood
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33 minutes ago, wolverine848 said:

How much experience have you earned using Booster?

Dont get me started on you. You use AP titan with defender with autocannon smoky. I seen you use this combo about 7-8 weeks ago.

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30 minutes ago, MysticBlood said:

Oh booster, I use it because the over swarming of defenders and lifeguard. And going against a lot of people having module against my turret.

I see two or more defender users on enemy team = exit.

I see more than half the enemy team having 30% or higher protection against my turret = exit.

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9 minutes ago, PirateSpider said:

I see two or more defender users on enemy team = exit.

I see more than half the enemy team having 30% or higher protection against my turret = exit.

Well im trying to do my missions but it gets difficult when I see too many defenders.

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55 minutes ago, MysticBlood said:

Well im trying to do my missions but it gets difficult when I see too many defenders.

Well now you understand the pain of players who don't use meta drones. You can see why I'm very upset about the Driver nerf, and by extension, the Assault nerf. The fact that those two drones and Blaster were nuked while Booster and Defender remain the same speaks volumes. 

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