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Let's Discuss Game Balance


Maf
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2-4 second duration with a charge time of 2 minutes and 30 seconds, should suffice. Also popularity isn't a really a very good reason to mess around with its parameters. I mean look at railgun for example, it was the most popular turret for years, and then they recently nerfed it into the ground and now its weak but people still use it.

The only way that they'll truly lose popularity is if something ridiculous happens like railgun will only deal 1 point of damage per hit and Viking will have 1hp. You can suggest these things, but you might become a huge laughing stock.

24 minutes ago, wolverine848 said:

I'm not understanding how ALL the vikings in the battles these days have OD more often than... my Hunter.  1 I can understand - it gets lucky and finds the drop-box.  But ALL of them?  Every time they attack our base they have OD ready.  Makes no sense.

Well, hunter got nerfed to the ground. Can't kill anyone. Wasp disgraces it with its bomb. Only point in choosing hunter now is HP and stability.

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4 hours ago, TheCongoSpider said:

For now, I'm gonna have to agree wholeheartedly with a Viking nerf. The melee turrets with Viking's Overdrive were lagging behind ranged turrets since the first nerf in 2019. Then for some reason, they buffed the ranged turret damage coefficient in 2020. I'd've wanted the range turrets to be needed down to the level of the melee turrets, but then they raised the melee turret damage coefficient from x3 and x4 to x5 and x6, as well as raising Vulcan's damage coefficient (this was long overdue).

 

Some previoisly bad augments (in their own ways) with Viking's Overdrive, like Small Calibre Charging Machine, Plasma Torch, Autocannon and Reinforced Aminint Transmission were specifically buffed to be on par with the others.  instead of controlling Viking, they encouraged its use with all variety of turrets now. Not to mention it unfortunately pairs nastily with most Ultra-Container augments being produced. 

 

But before you nuke Viking's Overdrive, first nuke Defender and Booster, and nerf Lifeguard. Lifeguard is for insurance that it doesn't become Defender 2.0 after TTK goes up. 

 

Defender might get nerfed, Lifeguard should get nerfed, and Booster is getting a rework soon.

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4 hours ago, PirateSpider said:

Well, hunter got nerfed to the ground. Can't kill anyone. Wasp disgraces it with its bomb. Only point in choosing hunter now is HP and stability.

Wasp bomb is pretty ridiculous right now.  Radius is too wide for what it does.

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18 minutes ago, wolverine848 said:

Wasp bomb is pretty ridiculous right now.  Radius is too wide for what it does.

Yup. I've been saying that it does hunters job better than hunter, and its proving to be true. By the time the stun and emp has worn off, the burn would have killed you. Only way to counter this is with an immunity against one of the effects.

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4 minutes ago, PirateSpider said:

Yup. I've been saying that it does hunters job better than hunter, and its proving to be true. By the time the stun and emp has worn off, the burn would have killed you. Only way to counter this is with an immunity against one of the effects.

Which is the immunity vs 10,000 damage?    ?

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10 hours ago, wolverine848 said:

I'm not understanding how ALL the vikings in the battles these days have OD more often than... my Hunter.  1 I can understand - it gets lucky and finds the drop-box.  But ALL of them?  Every time they attack our base they have OD ready.  Makes no sense.

Well vikings charge per point is 0.5 despite having extremely slow passive charge. If viking users get their kills in, the OD fills up relatively quickly. Since it stacks over per kills and points. Basically their charge seems faster because people are landing kills with viking especially people using hammer booster for example. Basically almost the same charge per point as hunter which is by .1 difference. I always hated the OD because of the charge per point ratio aspect and other factors. 

Edited by MysticBlood

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On 9/12/2021 at 11:48 PM, wolverine848 said:

I'm not understanding how ALL the vikings in the battles these days have OD more often than... my Hunter.  1 I can understand - it gets lucky and finds the drop-box.  But ALL of them?  Every time they attack our base they have OD ready.  Makes no sense.

I've had battles where my entire team was spawntrapped by Vikings abusing their stupid ODs back to back to back. On a particular Brest CTF, I counted 6 times in a row where the Vikings just kept mowing down the entire team, and we could literally do nothing about.

 

And I thought the old Hornets were broken in how they would instantly delete anything and anyone regardless of what they were using.

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I wanted to ask about railguns nerf

since I saw that railgun is needed if I have aderline for railgun will the power be the same as before like if the railgun has double damage and he shoots a wasp which does not have double armour will my aderline destroy him

Edited by abdul12340
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Adrenaline is giving a constant +30% damage for the ranged turrets. It was giving +30% for 1600dmg before the nerf, and now it give +30% for 1310dmg after the nerf.

NO ONE have said it will return your Railgun as it was, I don't know how you just assumed.

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5 minutes ago, asem.harbi said:

Adrenaline is giving a constant +30% damage for the ranged turrets. It was giving +30% for 1600dmg before the nerf, and now it give +30% for 1310dmg after the nerf.

NO ONE have said it will return your Railgun as it was, I don't know how you just assumed.

not sure really 

just curious 

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11 hours ago, Tidebreaker said:

I've had battles where my entire team was spawntrapped by Vikings abusing their stupid ODs back to back to back. On a particular Brest CTF, I counted 6 times in a row where the Vikings just kept mowing down the entire team, and we could literally do nothing about.

 

And I thought the old Hornets were broken in how they would instantly delete anything and anyone regardless of what they were using.

Meet the new boss.  Same as the old boss.   PT.

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On 9/12/2021 at 2:39 PM, TheCongoSpider said:

and nerf Lifeguard. Lifeguard is for insurance that it doesn't become Defender 2.0 after TTK goes up. 

I don't see the need to nerf lifeguard. Why? Lifeguard is useless against turrets with high dps such as Firebird, freeze, isida, Vulcan, tesla, and twins. Lifeguard is only good against turrets with low dps rates such as long range turret class. Lifeguard also helps people survive against booster users that try to one shot them. As for defender I  see why people want to nerf it further to the ground sure its annoying but the drone is meant for defense. Also emp and ap status/augments can also counter defender users. It has the same armor bonus as crisis when maxed. Booster I can agree for a nerf for it I use it myself and I can say it needs a nerf. 

* I forgot to mention, nerfing defender further would also just make crisis look more superior not in just speed but its defense as well.

Edited by MysticBlood

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1 hour ago, MysticBlood said:

I don't see the need to nerf lifeguard. Why? Lifeguard is useless against turrets with high dps such as Firebird, freeze, isida, Vulcan, tesla, and twins. Lifeguard is only good against turrets with low dps rates such as long range turret class. Lifeguard also helps people survive against booster users that try to one shot them. As for defender I  see why people want to nerf it further to the ground sure its annoying but the drone is meant for defense. Also emp and ap status/augments can also counter defender users. It has the same armor bonus as crisis when maxed. Booster I can agree for a nerf for it I use it myself and I can say it needs a nerf. 

Notice the different words I used; nuke for Defender and Booster and nerf for Lifeguard. It's mainly taking into account the sweatsquads using very balanced drones to achieve their deeds. Most of them don't touch Lifeguard for obvious reasons, but they'd have a reason to if Defender gets nuked into the ground. And that nerf is insurance that it doesn't become a pain to deal with if it becomes their toy. 

 

Anyway, Lifeguard is getting changed soon but my post was under the parameters of the current drone balance. 

 

2 hours ago, MysticBlood said:

As for defender I  see why people want to nerf it further to the ground

Further? None of its changes put it anywhere near the ground. 

 

2 hours ago, MysticBlood said:

sure its annoying but the drone is meant for defense. Also emp and ap status/augments can also counter defender users. It has the same armor bonus as crisis when maxed. 

The problem is that it defends too well, and statistically overpowers every other drone except Booster and Crisis (under ideal circumstances).

It pairs disgustingly with status augments (the ones that matter) and all other "busted" augments, making for a tank that is hard to approach and also hard to take down. Then you add EMP/AP immunity like the sweatsquads do and you have cancer. The only justification for leaving Defender the way it is is by giving every other drone steroids. 

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So the purpose of minner is to keep mines active after a person is killed, with a limit put on it But Even with that limit u can still get a whole field of mines within no times, even after getting killed. I am suggesting a that the number of mines kept alive be decreased. I mean 30 is way more than anyone would need. I would say that that max should atleast be brought down to 20. That way its 1 per level. I mean 30 is just to much.

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Well this certainly reduces the chances of agressive camping or defending , i kinda like this because this can help solve the problems in CTF and rugby situations by players who use mortar augment + miner to lay the whole enemy side with mines.

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Then what would be the point of using this drone over saboteur? Anyways, this drone is going to get a rework soon, each 5 secondes, you could place a mine but if you die before the drone recharge, all mines would be wasted.

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Since you removed the Railgun from the garage, I feel so bored! Once, you weakened Railgun again and again, and even took away Hornet, which was used to survive under 50 Modules. After I updated the critical damage this year, I could only choose to use Crisis-20+Hyperspace rounds & Super Armor Piercing Rounds to make up for the large amount of damage lost after the update. Even so, it is still Railgun, my faith. However, directly reducing the damage by 25% is directly equivalent to removing it from the garage.I have all Legendary Augments. I am one of those 70 people who have a full set of SP. I am also proficient in all turrets and hulls with all Augments. In the live broadcast these days, my friends and I tried various styles of play. But we can't play Railgun, because under theoretical conditions, as long as the opponent has Defender - 20 and 50 Standard Modules and Armadillo Module, we can't destroy them in 33 seconds, which means we can never destroy them! Since you removed the Railgun from the garage, I feel so bored! For the second time in 11 years, I strongly deny your so-called game balance! The first time it was about Hornet...

Dozens of people around me have left because of this. After all, this is the feelings of the old players.

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22 minutes ago, Maf said:

?

Lol he meant like nerf rail till its no use so basically make no one use it thus to him it's like removing it. I still see many rail tho.

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4 hours ago, TheCongoSpider said:

 

If u just use mines, it would take a long time, however if u use additional supplies, it cutes the cooldown time down by alot.

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6 minutes ago, artc said:

If u just use mines, it would take a long time, however if u use additional supplies, it cutes the cooldown time down by alot.

And you do realise that those other supplies have massive downtime, right?

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