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Let's Discuss Game Balance


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1 hour ago, Iron_Man said:

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.

Wow guass will become useless uth thunder critical damage so high xD with booster...

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2 minutes ago, Incorp said:

Wow guass will become useless uth thunder critical damage so high xD with booster...

I wouldn't say so, Gauss has status effect augments that Thunder doesn't have.

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6 hours ago, Iron_Man said:

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.

But come on, rail gun got a big nerf which is annoying because I really like rail gun! 

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I have been saying that Thunder is nothing more than a meme Turret for months now. I wonder why the Devs have left it so underpowered.

(maybe because everyone used it and it was too popular?)

Edited by 2shots2kills

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10 minutes ago, Noob_001 said:

and i think sledgehammer augment is very strong 

But that doesn't help much since the turret in itself is very nerfed. Like similar to scout augment for rail, people have protections against it and the turret isn't very strong so it's not fun to use and tbh not that much effective.

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As a long time thunder player. I don't think thunder is weak because of the nerfs, even though its one of the reasons why its weak. I think its weak because of the amount of different protections that can be stacked against it.

 

I think not allowing damage and protection bonuses stack onto each other would help alot.

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9 hours ago, Iron_Man said:

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

Is this for Thunder, or for STOCK Thunder? 

 

All of its augments increase its firing rate, and that means more critical hits overall. Do you want to make the worth of Thunder protection to plummet?

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On 10/23/2021 at 9:34 AM, pocrettttt said:

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

 

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On 10/22/2021 at 9:14 AM, 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.

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23 hours ago, yellowghetto said:

Been saying Thunder was weak for 2 years, and now someone notices. ?‍♀️

I don't think thunder is weak. If anything, I think its role has practically replaced by gauss for 2 years, and now striker (sort of).

I myself have been managing to get a KD of at least 2 per battle, if the battle is decent enough.

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Every good player can get a decent result with Thunder if he wants, but that is besides the point. 

There is actually no reason to use Thunder over Gauss, Striker, Smoky or even Railgun (Stab Rounds/LCR). Thunder has self damage, no status effect augments and everyone has a 50% module against it. 

Anyways, once Thunder HD rolls out, we will probably see EMP, Stun and AP augments that get applied either through critical or splash damage.

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I think smoky is the less used turret in the game, his status is one of the worse, he dont have area damage, your damage is based on crits and his projectile is lower than instantaneous railgun shot

I suggest a little buff to it

The total crit steps to reach 50% of max crit chance will be 3 shots instead of 4 shots(Increase the critical chance step)

This can balance the things a little better, because like right now, railgun have always 50% of crit chance no metter what, with his status effects augments with better parameters than smoky effect status and  critical damage

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Played it some more. I really don't think it needs a buff. Maybe a slight one if I'm wrong. But its still kicking and defeating tanks.

Edited by nikunj04
Kindly refrain from using Inappropriate words

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1 hour ago, pocrettttt said:

think smoky is the less used turret in the game,

No. Titan+Smoky is a very frequently seen combo these days.

1 hour ago, pocrettttt said:

his status is one of the worse

A sure no. EMP Smoky and AP smoky are as annoying as EMP and AP salvo of Gaguss.

 

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8 minutes ago, Iron_Man said:

No. Titan+Smoky is a very frequently seen combo these days.

 

 

I really dont see it, most of them are vulcan with any hull with HI

8 minutes ago, Iron_Man said:

 

A sure no. EMP Smoky and AP smoky are as annoying as EMP and AP salvo of Gaguss.

 

Gauss augments doesnt need lucky, only alming, and also have area damage in both modes

But smoky....(Also ap smoky useless)

Also nice mk- 1 smoky module

Edited by pocrettttt

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I came up with this idea a while ago, hence the way that some of the numbers I had before don't quite work with the new Booster and the nerfed Thunder, but didn't have a strong enough reason to post it back then - after all, Thunder was already on the weak side, and I never thought that it would be nerfed again, but a recent discussion in the Thunder thread reminded me. Thanks to @PirateSpider for talking about Thunder's splash lol.

So, the premise - allow Thunder, and only Thunder, to increase its critical chance step by the number of tanks hit rather than the number of shots fired. This change would be accompanied by others to make Thunder fit this new playstyle better.
Critical damage would have been increased by 14% up to 980, but will now instead be increased by 21% given the current Thunder damage.
Regular damage would have been decreased by 9% down to 800, but that is now an unnecessary change, as Thunder is only hitting for 810 damage currently.
As for the actual critical rate, I would set the chance step to 15%, max chance step to 75%, and the initial chance to 15%.
With the current stats, I don't really see a reason to boost the critical splash radius - I think 7 meters is plenty given how often Thunder will be landing its crits.

I would also make some augment changes to fit the new Thunder.
I would give Small Caliber Charging Machine critical damage penalty in addition to as a regular damage penalty just enough so that with Booster it wouldn't go above 1000 damage, but increase the range of all its splash parameters (3 meters max, 6 meters average, 15 meters minimum) so that it would essentially be more criticals in exchange for less damage as a whole.
Sledgehammer wouldn't get any changes - in practice this would make it similar to Small Caliber Charging Machine, except it would have slightly faster reload, less reach for boosting its crit rate, and generally stronger normal hits than Small Caliber Charging Machine, as well as crits that would go over 1000 damage with Booster versus SCCM.
I would give Subcaliber +5% to its chance step, a maximum chance of 60%, and an initial critical chance of 20%, as well as a critical damage buff in order for its criticals to break 1000, so it would be the "low skill" Thunder augment, which doesn't require multi-hits to build its critical rate and also always gets 1000 damage criticals, even with drones other than Booster.
Adrenaline would be able to get criticals past 1000 with drones other than Booster similar to Subcaliber Rounds, except it would have splash to get its crits more often, and would need to take a little bit of damage in order to do so.

This would result in a more interesting Thunder that would be as strong as simply throwing bigger numbers on it but would have it require a tiny bit more skill and would make it much more satisfying to play beyond "my turret has bigger numbers than yours."

The numbers I'll let you judge on personal opinion and decide whether or not this new Thunder would be too busted, but thoughts on the idea to allow Thunder to build crits based on multihits as a way to improve it rather than simply throwing bigger numbers on?

Edited by Abellia
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On 10/25/2021 at 3:21 AM, 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.

If I am playing in a battle without Rail protection I don't last long vs. good players. They simply land too much damage per shot. With protection I am able to fight them fairly evenly. I think that is all protections are there for...to allow you to choose 1-4 turrets to be able to fight more evenly or even to an advantage. I choose to protect against the stronger long-range turrets that can one shot me, such as Shaft, Rail and Gauss.

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This is honestly quite an interesting proposal to buff thunder. I'm not sure what to think of the idea yet. Need more time to process it. But I'm gonna give you a like for the outside the box buff suggestion.

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Well it is correct, just increasing the damage would allow thunder to be buffed more than players could handle, this is based on the fact that current thunder can also prove useful and dominating in matches if you use the right hull and augment to play (Mostly sledgehammer).  Instead of just increasing base numbers, the rate and damage of crit can be worked on.

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