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On 3/24/2022 at 7:56 PM, PEW_PEW_YO_MOMMA said:

Question: I saw a field marshall player with 1 mk7 turret and the turret experience it has is 1 Million, same with the hull How is that possible?

guys name is FutureBoy

I dont know what is the issue for this? How isn't clear that he plays with railgun only since the beggining?

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19 minutes ago, Fuchsia said:

anyone else agree stock isida does way too much damage for what it's role is

Its defining gimmick is that it can heal allies. If you want to heal, you have Support Nanobots which halves its DPS. 

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19 minutes ago, Fuchsia said:

anyone else agree stock isida does way too much damage for what it's role is

What do you mean by "role"?  This isn't a role-playing game.

The "dedicated" healing Isida is weak as a kitten.  So there you go...

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2 hours ago, Fuchsia said:

I guess I overvalued the ability to heal allies? ?‍♂️

1) it's boring - very few players want to do that for 15 min

2) it's a terrible way to earn a score - you need to become a lamprey to a fatty on your team.  Good luck earning any score if most of your team are lighter, more mobile hulls.  Plus tanks die so quickly with all the status effects you barely generate any score before they die.

3) Destroying tanks (or capping yourself) is the most efficient way to generate score

4) There is STILL a way to get what you suggest... Support Nano-bots - and as other have already pointed out this "healer" deals half the damage of a stock Isida.

Stock Isida is not a role-playing healer.  It's a short-ranged attacker that has an alternate ability to heal.   Shaft does 670 damage up close with  an "alternate" Arcade and has a reload of 1.5 - DPS not that far from Smoky.

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17 hours ago, Fuchsia said:

I guess I overvalued the ability to heal allies? ?‍♂️

Well, yes, but it's also the case that the game does not promote healing in the slightest. The time-to-kill is so low that you will have a hard time consistently finding someone who will always stay alive long enough for you to heal them, and also have a hard time staying alive to heal them yourself without someone to heal you back, meaning you need to find someone new to heal every death, which happens more often than if you were to just try to kill people yourself, because killing the healer almost always results in a shorter fight.

If both damage per second and healing per second were halved, and isida's ammo doubled, healing could see much more use, but as it is now, increasing your survivability depends way too much on specific counters that most players do not have enough variety of. See Mad Tanks (November, 2020) for a less drastic example of this.

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18 hours ago, wolverine848 said:

1) c'est ennuyeux - très peu de joueurs veulent faire ça pendant 15 min

2) c'est une façon terrible de gagner un score - vous devez devenir une lamproie pour un gros de votre équipe. Bonne chance pour gagner un score si la plupart des membres de votre équipe sont des coques plus légères et plus mobiles. De plus, les chars meurent si rapidement avec tous les effets de statut que vous générez à peine un score avant de mourir.

3) Détruire des chars (ou vous couvrir) est le moyen le plus efficace de générer des points

4) Il y a TOUJOURS un moyen d'obtenir ce que vous suggérez... Soutenez les Nano-bots - et comme d'autres l'ont déjà souligné, ce "guérisseur" inflige la moitié des dégâts d'un stock d'Isida.

Stock Isida n'est pas un guérisseur de rôle. C'est un attaquant à courte portée qui a une capacité alternative de guérison. Shaft inflige 670 dégâts de près avec une Arcade "alternative" et a un rechargement de 1,5 - DPS pas si loin de Smoky.

a long time ago when tanki was a great game caring for your allies was very important. Players protect at all costs isida. There was strategy in the battles. It was much more intense and above all much fairer.

Now no one is interested in him. It became every man for himself.
Protections, drones, healing alterations, overdrives completely change the very essence of tanki.

Generally those who play isida either have a low score or play vampir alteration (remove at the time because deemed too powerful then put back).

 

Imagine that before tanki is not p2w. it seems so impossible now.

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On 4/3/2022 at 11:19 AM, Dridrien said:

a long time ago when tanki was a great game caring for your allies was very important. Players protect at all costs isida. There was strategy in the battles. It was much more intense and above all much fairer.

Now no one is interested in him. It became every man for himself.
Protections, drones, healing alterations, overdrives completely change the very essence of tanki.

Generally those who play isida either have a low score or play vampir alteration (remove at the time because deemed too powerful then put back).

 

Imagine that before tanki is not p2w. it seems so impossible now.

Tanki has always been P2W.  Before all the new items like drones and immunities and Status effects, supplies were the P2W aspect.  Only buyers had abundant amounts.

But it does seem to be weighted even more toward the buyers.

Edited by wolverine848

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The most annoying for me is Armor piercing right now it seems that every single enemy has it because they kept releasing that augment for every possible turret and it is almost impossible to play without ap protection. 

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This is an example of bad balance.  You should try to balance the teams before the game starts.  Also, there were less players by two at the beginning, then four less players and then eventually it filled up again.0409221125pm.png

 

This should be done as well as balancing tanks and turrets and other parts of the game.

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On 4/7/2022 at 3:50 AM, Axtenistos said:

The most annoying for me is Armor piercing right now it seems that every single enemy has it because they kept releasing that augment for every possible turret and it is almost impossible to play without ap protection. 

looks like you got your wish with this new update. hope you have emp protection.

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God, no one thinks the damage caused by the transformation of railgun "hyperspace" is too huge? Especially in SGE mode, I mean a group of people gathered like ants, and then a "like the sun hitting the earth" railgun fell on the crowd, and then several five digit or six digit red numbers appeared on the wreckage of the tank. Why do I know so clearly? Because I encounter SGE mode almost every time:)

I can't understand why this augment needs to be strengthened. To be honest, its disadvantages are hardly worth mentioning compared with its advantages. As long as the player randomly finds a teammate and shoots behind him, it can cause considerable damage, not to mention a group of "ants" to increase the final number exponentially. As long as someone plays SGE mode several times and presses tab at any time, Focus on the first few hyperspace players on the list, and then look to the right. Do you see the exaggerated KD?

A 7000gs player can easily destroy a 9999gs Paladin with aura by taking a few steps and pressing the left mouse button. Developers, is this reasonable? Or if two players of the same level meet, hyperspace can destroy the light hulls at any time - as long as it hits, and I think it's as simple as clicking the left mouse button - or the medium hulls is close to 3 / 4 of the HP. You know, every time I'm hit by such a ray, and then most of the HP disappears or is directly "evaporated", it will aggravate the idea of quitting the game in my heart, Until my Paladin just turned on OD and was inexplicably turned into debris by a light. If being crushed by wasps' N2 or mammoths to make it ineffective, or even overturning on the ground, it didn't make me so angry.

Developer!!!

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11 hours ago, Mihoyo said:

God, no one thinks the damage caused by the transformation of railgun "hyperspace" is too huge? Especially in SGE mode, I mean a group of people gathered like ants, and then a "like the sun hitting the earth" railgun fell on the crowd, and then several five digit or six digit red numbers appeared on the wreckage of the tank. Why do I know so clearly? Because I encounter SGE mode almost every time:)

I can't understand why this augment needs to be strengthened. To be honest, its disadvantages are hardly worth mentioning compared with its advantages. As long as the player randomly finds a teammate and shoots behind him, it can cause considerable damage, not to mention a group of "ants" to increase the final number exponentially. As long as someone plays SGE mode several times and presses tab at any time, Focus on the first few hyperspace players on the list, and then look to the right. Do you see the exaggerated KD?

A 7000gs player can easily destroy a 9999gs Paladin with aura by taking a few steps and pressing the left mouse button. Developers, is this reasonable? Or if two players of the same level meet, hyperspace can destroy the light hulls at any time - as long as it hits, and I think it's as simple as clicking the left mouse button - or the medium hulls is close to 3 / 4 of the HP. You know, every time I'm hit by such a ray, and then most of the HP disappears or is directly "evaporated", it will aggravate the idea of quitting the game in my heart, Until my Paladin just turned on OD and was inexplicably turned into debris by a light. If being crushed by wasps' N2 or mammoths to make it ineffective, or even overturning on the ground, it didn't make me so angry.

Developer!!!

Hyperspace was awful in every gamemode apart from siege until this update,it needed a buff not to this extent tho, unfortunately most teams will not help hyperspace players going infront of them and get annoyed due to the impact force of you shooting through them(this is not as much as an issue now tho). With the reduction of base damage when u cant make double tags you are a free kill

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12 hours ago, Mihoyo said:

A 7000gs player can easily destroy a 9999gs Paladin with aura by taking a few steps and pressing the left mouse button. Developers, is this reasonable? Or if two players of the same level meet, hyperspace can destroy the light hulls at any time - as long as it hits, and I think it's as simple as clicking the left mouse button - or the medium hulls is close to 3 / 4 of the HP. You know, every time I'm hit by such a ray, and then most of the HP disappears or is directly "evaporated", it will aggravate the idea of quitting the game in my heart, Until my Paladin just turned on OD and was inexplicably turned into debris by a light. If being crushed by wasps' N2 or mammoths to make it ineffective, or even overturning on the ground, it didn't make me so angry.

Developer!!!

The developers don't care. They only care about making as much profits with each decision that they make.

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14 hours ago, Mihoyo said:

A 7000gs player can easily destroy a 9999gs Paladin with aura

Honestly, good. Paladin never deserved a place in this game, much like hopper, and any loophole in this mess that will help destroy those chicken-hull users is more than welcome to the game in my eyes. It's also nice that hyperspace rounds isn't an augment exclusive to getting lucky like most of the other busted augments in the game meaning that F2P players can actually do something. To anyone who wants to have proper fun in this game. Invite some friends, equip hyperspace rounds, and go berserk on every single toxic paladin you see. For the betterment of the game in general...

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55 minutes ago, Annihilation said:

Honestly, good. Paladin never deserved a place in this game, much like hopper, and any loophole in this mess that will help destroy those chicken-hull users is more than welcome to the game in my eyes. It's also nice that hyperspace rounds isn't an augment exclusive to getting lucky like most of the other busted augments in the game meaning that F2P players can actually do something. To anyone who wants to have proper fun in this game. Invite some friends, equip hyperspace rounds, and go berserk on every single toxic paladin you see. For the betterment of the game in general...

In a way I agree, Paladin is buffed, you see people with 9999 GS dominating with them every map. But at the same time it is also available for you, you can also avail all the benefits of the hull that is currently in meta. The only difference will be that upgrading it to a higher modification will be slower for a f2p as compared to a buyer, but start grinding in MM and earn crystals by opening containers, and you will have a mk7 paladin in no time. 

As for Hyperspace, it is immensely buffed now, if you will plain hit the enemies without any tank in between, it is useless, but if you know how to play with Hyperspace before in general or know how to make double or triples with Railgun, hyperspace is like the God-tier rail augment for you, in JGRs, siege, Asl etc. and more importantly it is a crystal augment. Try it out and most importantly, have fun ^^

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3 hours ago, NikmanGT said:

在某种程度上,我同意,Paladin是buffed的,你看到拥有9999 GS的人在每张地图上都以他们为主。但与此同时,它也可供您使用,您还可以利用当前在meta中的船体的所有好处。唯一的区别是,与买家相比,将其升级到更高的修改对于f2p来说会更慢,但是开始在MM中研磨并通过打开容器获得水晶,您将立即拥有mk7圣骑士。

至于超空间,它现在已经得到了极大的增益,如果你在没有任何坦克的情况下击中敌人,这是没用的,但是如果你以前知道如何玩超空间,或者知道如何用Railgun制作双倍或三倍,超空间就像上帝级的铁路增强,在JGR中, Siege,Asl等,更重要的是它是一种水晶增强。尝试一下,最重要的是,玩得开心^^

Sorry, I strongly doubt the rationality of your idea. Just a few hours ago, in an SGE mode battle, as a medium hull of 9000gs, I faced off with a 7000 GS hyperspace player. Of course, I can guarantee that there is nothing else between me and him except air, and there are no two damage icons on the player's head. Then I saw his muzzle glowing. Guess what? Three quarters of my HP has disappeared. I really can't understand what "useless" means. Don't you really think that both the gain of hyperspace and the basic damage are too higher than the average?

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3 minutes ago, Mihoyo said:

Then I saw his muzzle glowing. Guess what? Three quarters of my HP has disappeared. I really can't understand what "useless" means. Don't you really think that both the gain of hyperspace and the basic damage are too higher than the average?

Actually that can be a case of Critical shot by the player, moreover 7k doesn't mean the player's turret must be low, it could be many other factors as well. Basically the major buff that was given to Hyperspace is related to the penetration property and still hitting the tanks. The base damage buff is given to the rail in general rather than some of its augments. So by my basis of word "useless", it means that if you just hit the tank, the damage would be a bit higher than before because "base damage" has increased, but on the other hand if you use its "Hyperspace" property, you get a massive buff in damage which can lead to even Juggernaut with very low health, let alone normal tanks.

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7 hours ago, Master_Scope said:

除了围攻之外,Hyperspace在每个游戏模式中都很糟糕,直到这次更新,它需要一个buff,而不是这种程度,不幸的是,大多数团队不会帮助超空间玩家走到他们前面,并且由于你射击他们的影响力而感到恼火(这不像现在的问题那么大)。当你不能制作双标签时,随着基础伤害的减少,你是一个自由的杀戮

Of course, first of all, the least match in the game is 6v6, but recently, I have matched nearly 100 matches. The number of matches in 6v6 is basically negligible compared with the number of matches exceeding it. Therefore, as long as the player has a little fighting consciousness, he can find a good shooting angle anywhere on his own map, let alone if no one helps the hyperspace player, They can burn 3 / 4 of the HP of 9999gs alone. In dozens of SGE games I have played, as long as there are hyperspace players, his KD can always far surpass all players, including the enemy

Secondly, when you say "the impact force of you shooting", I can clearly tell you that at this stage, the impact force of hyperspace is like a feather brushing the tip of your hair. Unfortunately, this feather belongs to Anubis, you know? Your life is as fragile as a candle in the wind in front of this feather.

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5 hours ago, NikmanGT said:

实际上,这可能是玩家暴击的情况,此外,7k并不意味着玩家的炮塔必须很低,也可能是许多其他因素。基本上,给予超空间的主要增益与穿透属性有关,并且仍然击中坦克。基础伤害增益通常被赋予导轨,而不是它的一些增强。因此,根据我所说的“无用”这个词,这意味着如果你只是击中坦克,伤害会比以前高一点,因为“基础伤害”增加了,但另一方面,如果你使用它的“超空间”属性,你会得到一个巨大的增益伤害,这可能导致甚至生命值非常低的Juggernaut, 更不用说普通的坦克了。

As far as I know, hyperspace doesn't seem to cause critical damage, and its basic damage, that is, the damage without the help of any hulls, seems inexplicably high. Especially under the blessing of large maps, the number of players in each game is often filled with all corners of the map, which makes the restriction on the high bonus of hyperspace very small. In a word, I think the change value of hyperspace gain at this stage is too high, and the hyperspace players that will exist in every game and the high KD reflected in them is much higher than that of other players.

By the way, I hope developers can consider the balance of the new Augment of "ricochet" in the test . As far as I've experienced, when two ricochet players meet, there will be a supernova explosion of fire between them, and then one of them will turn into debris in a few tenths of a second, which is impossible for any turret except hammer, However, hammer's explosive distance of "face to face" seems to be a joke when ricochet crosses the crossfire distance of half a map.

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23 minutes ago, Mihoyo said:

 and its basic damage, that is, the damage without the help of any hulls, seems inexplicably high. 

It is far from that. ?

 

25 minutes ago, Mihoyo said:

I think the change value of hyperspace gain at this stage is too high

The is the only problem with Hyperspace. The penetration % was set too high. Everything else is fine. The base damage is far from being overtuned, unless you'd call Stock Railgun before 2021 overpowered?

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10 hours ago, NikmanGT said:

But at the same time it is also available for you, you can also avail all the benefits of the hull that is currently in meta.

This is a terrible "take" for the game.

In order to compete, everyone should buy and use the same thing?  That's just awful.

Games like this are supposed to be rock-paper-scissors.  But Paladin is the exception to that.  Ruins the game.

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