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Let's Discuss Game Balance


Maf
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34 minutes ago, cool12345 said:

One in Ten games are balanced.  The rest are a waste of time.

agreed.

There have been a LOT of absolute trash battles recently. 5-0 7-0 shutouts.

It's like one team has a bunch of veterans, and the other team has a bunch of players that have never played before and were just given Legend accounts.

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VAl8kio.png

On 12/27/2021 at 11:53 PM, indyone said:

https://i.imgur.com/VAl8kio.png

This game initially started with one player and that went to 4 players down.  By that time we were losing 8/0 and we were fortunate to get two Jugg. kills before the game ended.  If the teams aren't balanced in the beginning, make them, even if you have to move players in or swap them.  I know you try to move players in, but maybe it is time to move players from the other team.  It seems like players are setting up the other team for failure with multiple accounts.

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18 minutes ago, indyone said:

VAl8kio.png

This game initially started with one player and that went to 4 players down.  By that time we were losing 8/0 and we were fortunate to get two Jugg. kills before the game ended.  If the teams aren't balanced in the beginning, make them, even if you have to move players in or swap them.  I know you try to move players in, but maybe it is time to move players from the other team.  It seems like players are setting up the other team for failure with multiple accounts.

I played another two games and the same thing happened. The first game was 8/0 and second one was 10/2.  The number of players has to be equal and comparable in strength, experience, etc.  The number of players especially  has to be there in the beginning and maintained.  The team with the least players was filled after the score is 6/0 is too late.  The games are not fun without a full team and many times results in a loss.  Players join and see the score and leave, discouraging the players that stay.

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vulcan with any medium or heavy hull having heat immunity is alot OP.. the protection 50  is not much effective so the damage of vulcan should decrease by 20% when it starts to overheat

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18 hours ago, lolop745 said:

and the augment ''inciendary band''? what hapen with this if it's make less damage? :(

it already has an advantage of burning enemies which deals extra damage.... I  haven't seen any vulcan with incendiary band augment targeting a enemy till it gets killed..they just ignite the target fully n leave it  so it won't effect it much. 

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I think freeze effect should work while more than certain freezing rate ,such as more than 60%.

it can make other augments or dictator overdriver being useful ,and nerf the freeze turret.

freeze critical strike damage make hornet being crisp and sharp blade.it is reasonable.

maybe we can reduce crit chance.

 

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Lot of things needs nerf in this game :
Freeze : Decrease range of its shot + decrease damage of critical damage.

Paladin overdrive : Now the overdrive duration will last 10 seconds instead of around 20 secondes (actually duration) and when it deals jammer status and you're using for example booster drone, if you're trying to get away and that jammer status got removed from your tank, you will get back your drone power instead of waiting its cooldown.

Isida vampire alteration : Decrease its range + decrease its damage dealt but healing hp will stay the same and its energy reserve is reduced.

Tesla ap and emp alteration : Increase reloading time after using the ball mode + decrease its damage

Hornet overdrive : Will stay the same, but freeze users using hornet overdrive will deal critical damage, but because it's wayy too op, damage of critical damage will be decrease a bit and its range as well

Wasp and hunter : If you're unlucky and someone use wasp overdrive or hunter overdrive and you're using booster and you receive that annoying jammer status and it blocks your drone power, after jammer status is gone, you should get back immediately your drone power instead of waiting its cooldown

Railgun alteration emp, stun, fire and freeze effect : Reduce its impact force + decrease its damage of critical damage a little bit + decrease chance of critical damage a little bit

Edited by Yveltal9
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I'll just say this, not that matters at all since no Dev will ever read or care.

You have destroyed Ricochet by nerfing its range.

Almost no one used it to bounce shots, and now you literally can't do that unless you are at point blank range, or you use Minus Field Stab. Absolute nonsense. 

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Currently, Shaft's Rapid Fire Mode augment (RFM) takes a full 10 seconds to reload, just like all the other shafts, except there's one key difference - RFM is meant to be reloading three arcade shots, not a 3300 scoped shot, and so all it can reasonably kill with its arcades is a light hull - for everything else, stock, adrenaline, and short-band emitters will kill the target faster, which is the exact opposite of what Rapid Fire Mode is meant to do. 

To fix this, I suggest to start by nerfing the full charge time and adding the penalty of -66% charge rate in aiming mode, so at mk7+ it takes a massive 9 seconds to charge to full, as well as nerfing its max sniping shot damage by 15%, preventing it from oneshotting medium hulls. In exchange, it would receive a massive +150% increase to energy recharge rate, resulting in a 4 second charge time from empty to full. This would completely cripple Rapid Fire Mode's ability to reasonably use sniping shots, also providing it with the kill power it desperately needs for its arcades by having them come up more often even on an empty tank, allowing it to deal increased damage with arcades compared to stock shaft even when it has run out of energy.

This template is an extreme version of how RFM was before the shaft rework, to match the extreme version of Shaft we have now.

Tldr; RFM sniping mode gets deleted, 1.33 second reload per arcade for RFM, thoughts?

Edited by Abellia
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So they have the probability of getting a crit. shot on rail at 50%, which is the highest of all the turrets. If its just the rail gun itself, thats no big deal. However if they have a special aug. such as stun, or emp, that works on crit. shots, that gives them an unfair advantage because, they have a high probability of that shot using that special effect. I suggest somehow balancing it out, so that they dont deal that effect every other shot. 

That is what I am suggesting then. That if a status aug. is used, the crit.shot would be lowered to 15% (which is around average of the other turrets) . That would balance out the distribution of status effects

Edited by artc
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Hello,

Since some turrets got nerfed, smoky is now one of the most popular turret in high ranks, so why not nerfing it? So, during viking overdrive, decrease its fire rate (capacity of shooting multiple shots in just some sec) + decrease the critical damage, to make it balanced with others turrets + it's reloading too fast, so why not also increase the reloading time too, cause even before hiding behind a house, the smoky leaves me no chance, it's reloading too fast. These changes will be applied for the alteration : incendiary round, cryo round, armor piercing rounds, paralyzing rounds, emp rounds and rubberized round.

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Instead of decreasing damage specifically from Viking Overdrive, I was thinking to present some parameters changes in general like increase critical chance for smoky status effect augments, specially smoky EMP. I think the reloading is fine the way it is. As for another, the base damage should be decreased a bit.

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6 hours ago, Yveltal9 said:

smoky is now one of the most popular turret in high ranks, so why not nerfing it?

Does a turret being popular necessarily mean that it's too powerful and needs to be nerfed? I don't think so. In fact, I don't even think that it's particularly popular — I played a lot in the past few days, and I found myself using Smoky protection maybe once every 5 battles. The Smoky status augments are more annoying than the turret damage itself, but pretty much the same goes for most status effect turrets we have now.

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10 hours ago, Maf said:

Does a turret being popular necessarily mean that it's too powerful and needs to be nerfed? I don't think so. In fact, I don't even think that it's particularly popular — I played a lot in the past few days, and I found myself using Smoky protection maybe once every 5 battles. The Smoky status augments are more annoying than the turret damage itself, but pretty much the same goes for most status effect turrets we have now.

Well, you know why I suggest this? It's because they did literally the same thing to railgun's alteration such fire, freeze, stun, ap and emp and I was using the fire one which I found it very op. And now in battle, what I see is that they nerfed railgun and they completely forgot about smoky's alteration which has still their fire rate increased during viking od and it's unfair, especially if you're using it against JGR, they're nerfing my alt, but smoky, they didn't even touched it ?

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