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Let's Discuss Game Balance


Maf
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The previous 900-700 and 1600-1310 are the last straw for the Legend Railgun players. We have faced the 50 Falcon Module that almost everyone has and the official 25 Module (The nerf) for everyone for 1 month. A dozen precise and perfect shots could not destroy the rushing melee turret!!!(Mk7-20 Railgun and 20 Dones)

But even if it is adjusted back to 900 or 1600, it can not solve the problem because almost every Legend player has the 50 Falcon Module and the 10,40 crit rate is actually not that useful.

I think if you can increase the damage growth, or adjust the Railgun to 1200 regular damage + 1400 critical damage and reduce the crit rate to 20(Legend Augments can continue to reduce the critical damage and increase the crit rate.), it should alleviate the problem.

What we need is not Railgun's critical damage not affected by Falcon protection module but stable damage!

This value is for reference only, and you can make improvements based on your more professional ideas!

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I do agree that Railgun needs a buff, there are still too many players using the Falcon module even though Railgun is already very weak.

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23 hours ago, Spy said:

I do agree that Railgun needs a buff, there are still too many players using the Falcon module even though Railgun is already very weak.

True, railgun needs a good buff!

Edited by abdul12340
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all the guns are pretty balanced, except tesla which is overpowered, and railgun which severely needs a buff. I want it to be my main gun so badly but its just so incompetent for other long ranges that i have at the same level. For the reload time and shot delay, it should at least be able to one-shot a light hull 90% of the time, like even hammer can with way less wait time. Also it would be way better for it to be more stable, not doin such random damage

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All of the guns in Tanki have been changed in order to be nice and even, with every gun having a chance to be great when upgraded. Only 2 turrets dont have this: 1 - tesla, which everyone knows is too OP and half of the players use. But the main question of this idea is can railgun please, please, please get a buff. It is so incompetent in all battles. It is understandable to have slight lower damage as it is long range, but has such a slow reload time and low, unpredictable damage. When at the same level as other guns such as gauss, it does way less damage, and gauss also can do splash damage. The lock on time for a gauss salvo is quicker than the reload time and wind up time for railgun. And even though the benefit of railgun is its critical damage, it still isnt that great, and the damage is just so inconsistent. For the reload and wind up time, it should be able to one-shot a small tank every time, and even occasionally a medium hull, such as juggernaut railgun (but not so OP). Or for the low damage, it should have a faster relaod time, as most of the other turrets can do much more damage with the same reload time. Turrets with this amount of time, like magnum, can do much more damage. It is annoying how many times you have to shoot a heavy or even medium tank coming at you in order to kill it, as other guns such as striker or gauss, or even especially shaft (also too OP) can easily kill heavy tanks with the same reload time. This gun is kind of like magnum when used in battle aside fro sniping, in that if you dont one-shot kill the enemy, you are pretty much dead, especially with a light hull like hornet, except that mugnum can do this, whereas railgun's inconsistent damage makes it hard to even one-shot a light hull with full health.  Even railgun as with my booster drone doesnt kill that often whereas literally every other turret along with booster can 1-shot or 2 second kill other tanks. @Iron_Man, or anyone, please ask the creators. I propose one of 3 things. The first one is to  increase the guns damage so that you can do a decent amount of damage for the time it takes between shots. The second one is to make it a lot more consistent with the amount of damage it deals, so that you dont wait 3+ seconds to reload, a second more to wind up, all to deal only 400 damage with a Mk 3 - 5 railgun. The third option is to make the reload time quicker, not by a lot, but maybe a second or so, so that even if the damage isnt that great or consistent, you still have time to get off another shot or 2 before you're dead. Please, please buff railgun with one of these 3 suggestions. I desperately want it to be my main turret, but at the moment there is just so many better and (much) easier turrets to choose from that are all much more well-balanced. Please.

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21 hours ago, abdul12340 said:

True, railgun needs a good buff!

 

23 hours ago, Spy said:

I do agree that Railgun needs a buff, there are still too many players using the Falcon module even though Railgun is already very weak.

Sorry I said nerf,  I was meant to say buff.

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Look at these - it makes me laugh: "If medium caliber turrets can no longer satisfy your thirst for creativity, then this toy is just perfect for you. A big caliber turret with a lightning-fast barrel speed and projectiles made from depleted uranium. Incredibly powerful and overwhelmingly precise kinetic projectile can make a hole in any tank, hitting several targets standing in the same line." ...And then look at the stats: Mk 7-20 (fully upgraded): only 900 damage, and still a 3.7 second cooldown time! Compare this with gauss for example, whos Mk 7-20 damage is 1745 damage in sniping mode, which is essentially the same lock-on time as railguns load up, and even if it is a bit slower, it only has a 1.5 second reload time normally, and 3 second in sniping mode. So you can pretty much do more dmage in the same amount of time with normal arcade shooting with gauss, as well as splash damage and and a second sniping as well. Railgun really needs a major buff to be even remotely close to the balance of the other turrets

 

Your Railgun buff is here. Equip the new Booster to get your old damage back. ?

 

i have booster - but its a waste of betteries to use it with railgun. it still doesnt one shot kill. i prefer striker or gauss

 

Railgun was awesome at the hopper railgun gold event lol. It would be great to have high damage (obviously not that high) so you arent wasting your shots with such a long reload

Edited by SQUISHYFACE736
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12 hours ago, TheCongoSpider said:

你的轨道炮爱好者就在这里。装备新的助推器以恢复旧的伤害。 ?

Too sad, Railgun needs to equip the new Booster can only go back to the previous without Booster damage.?

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Exactly, I recommend equipping booster while using rail to get a small damage buff for whole 30 sec, with that rail is somewhat playable and that too with hornet.

12 hours ago, SQUISHYFACE736 said:

Look at the insane damage railgun used to get: 

 

I recommend watching Potent's videos and previous rail montages to see the wrath of XP combo and rail in general.

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3 hours ago, nikunj04 said:

Exactly, I recommend equipping booster while using rail to get a small damage buff for whole 30 sec, with that rail is somewhat playable and that too with hornet.

I recommend watching Potent's videos and previous rail montages to see the wrath of XP combo and rail in general.

Obviously 700*2.5/2 < 900*2/2 and this is in the case of long-term booster gains. ?We cannot use more drones more flexibly. And my fans have tried it, using the booster Railgun cannot cause effective damage. Considering opinions above, it is indeed necessary to buff ordinary damage.?

PS: Potent's videos ! I realy like them!?

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12 hours ago, Rutgers said:

Reduce striker's crit damage to that of a normal striker missile. I don't see the need for double crit damage, other than maybe a melee turret, just because they are at a disadvantage naturally. Striker can shoot from afar, good damage and reload time, and a myriad of alts to choose from. 

Tired of my striker module only being useful "90%" of the time, and getting my health reduced by over half by one striker missile.

This is what put Striker to my Top 3 on my tier list. It's insane if you can play this Remote Rocket Explosives.

Before it got a crit buff, it was just a mediocre Turret.

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I mean, they are most of times used to be helping the team (hornet its nerfed so its for him too)

OD supports are except Ares(does damage, so its not a support)

Hornet(minimun support)

Paladin(average support)

Dictator(full support)

Titan(its not that support, but it is)

1-

I suggest an lower recharge like

Charge/point + Charge/sec

(low buff) Hornet 0.25>0.35          +         0.9>1

(low buff) Paladin   0.4 >0.45           +       0.8>0.85

(average buff) Dictator 0.35> 0.5        +           0.7>0.9

(Adjust + low buff) Titan   (Adjust)     Self-dome-creator protect = 65%   ; 0.25>0.30 ; 0.8> 0.85

 

Edited by pocrettttt
Gramatical error

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On 10/6/2021 at 6:50 AM, Spy said:

I do agree that Railgun needs a buff, there are still too many players using the Falcon module even though Railgun is already very weak.

Buffing a turret because folks use protection doesn't really make sense. Without protection, railgun is one of the more devastating turrets. That is why I suit up with my protection in almost every battle. To get one shot by it is frustrating enough. The reason we use the protection is because it is a strong turret when faced without any protections. 

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5 hours ago, enri_chill said:

Buffing a turret because folks use protection doesn't really make sense. Without protection, railgun is one of the more devastating turrets. That is why I suit up with my protection in almost every battle. To get one shot by it is frustrating enough. The reason we use the protection is because it is a strong turret when faced without any protections. 

The turret is weak now regardless of the amount of protections players use against it.

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Well freeze still isn't nerfed, it is still quite broken with hornet and in general also :pain 

Also, I'm suddenly started to see isida being too OP nowadays, with its continuous devastating damage and with its connection range i.e. it stays connected even after you move away from it to a great extent.

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24 minutes ago, Spy said:

The turret is weak now regardless of the amount of protections players use against it.

You are talking about railgun right? Because it's not weak. I have to admit it's frustrating to get 300 damage a shot and a few non crits in a row. But I have a mk4 I upgrades railgun on spiderhiest, and with 18 upgrades brutus I deal 1900 damage crit and non crit sometimes 1k to an unprotected enemy. Love it.

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7 minutes ago, Incorp said:

You are talking about railgun right? Because it's not weak. I have to admit it's frustrating to get 300 damage a shot and a few non crits in a row. But I have a mk4 I upgrades railgun on spiderhiest, and with 18 upgrades brutus I deal 1900 damage crit and non crit sometimes 1k to an unprotected enemy. Love it.

It is weak, especially in high ranks.

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5 minutes ago, Spy said:

It is weak, especially in high ranks.

True. In lower ranks no one knows how to play so they can die easily by railgun. But in high ranks like Legend, people can actually play and overwhelm railgun before it can do anything.

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Thunder is practically the weakest turret in the game right now. Previously it had its twin Railgun with it, but since the recent buff to Railgun, Thunder has been left in the dust. This has been the case for quite a while now. Thunder isn't really doing any real good to those who use it.

Well, to balance it, I have a rather simpler solution.

Increase its critical damage and critical chance.

Critical damage can be increased to probably 1000 or 1100 and average critical chance can be increased to 35-40.

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3 hours ago, nikunj04 said:

Also, I'm suddenly started to see isida being too OP nowadays, with its continuous devastating damage and with its connection range i.e. it stays connected even after you move away from it to a great extent.

Isida is fine as it is in my opinion, but it is indeed OP with vampire.

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