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Let's Discuss Game Balance


Maf
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On 7/2/2022 at 2:54 AM, jjg_the_dark said:

The guy is not only arrogant,

True.

 

On 7/2/2022 at 2:54 AM, jjg_the_dark said:

but also ignorant

Untrue. The arrogant scam artist is very aware of what he is doing.

 

On 7/2/2022 at 2:54 AM, jjg_the_dark said:

Anyone who would design a Matchmaking system like Tanki is a french fry short of a happy meal

True. MM has never, ever worked since day 1.

 

On 7/2/2022 at 11:00 AM, The_one_and_only said:

Why is there a 3400 GS person in a battle with legend players?

Blame the scam artist.

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Ladies and Gentlemen. Why don't you guys unite into one big fist and show devs that you had enough? I have an account that would be considered a "Big Buyer" acc even tho i barely spend. But even then my team can't win bcs of how unbalanced trashmaking matchmaking is. I had enough of random buyers with newest toys destroying everyone. So my idea is simple here it is:

1. BOYCOTT TANKI FUND.

Tanki Fund is almost all about paying, boycotting it will def get devs attention. While not doing missions will definitely not do the job. We already know that they ignore our messages so how about boycotting. Worth a try.
 

2. SPREAD THIS TANKI BOYCOTT MESSAGE.

Spread it like wild fire in the forum and in game chat. as many people as possible need to unite for this. All i see is people getting frustrated because of how unfair MM is. Spread this message under newest forum topics so AS MANY PEOPLE SEE THIS AS POSSIBLE.

If we work together we either get devs attention and they FINALLY DO SOMETHING ABOUT INSANITY that is tanki in 2022 or they can just ignore it and make the game dead.

The game is either dead or devs finally listen to the community. TL; DR you as a player cannot lose. 

Please be polite and don't act childish aka insulting devs and all that. Or they'll just see that we act like children keep pumping out trash updates. 

The Community Uniting and Boycotting thing already proven to be effective way to change games FOR THE BETTER, IVE SEEN MANY MANY examples...

#WeHadEnough

Edited by Kimura
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Bad game  paladin in everywhere

Edited by NikmanGT
Kindly refrain from using provocation

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On 6/27/2022 at 3:39 PM, Kimura said:

LADIES AND GENTLEMEN! MY Name is Kimura! And TODAY i will tell you how Helios could be nerfed! And i even added colors to awaken your 9999gs PTSD! ^^

So we all know that Helios is the new Super Villain of Tanki. Its like Dragon Ball villain! It comes outta nowhere and is overpowered as f***!

So here's my nerf. 

Helios was ADVERTISED as > DEFENSIVE < and > SNIPER < augment for Ricoshet.

But now it is...? Defensive, Sniper, Attack, ????, everything. And that is BIG BAD Ladies and Gentlemen.

Helios Augment now:

  •   Reveal hidden contents

     

    • Shot reload: -80% 
    • Energy consumption per shot: -10%
    • Maximum range: +200%
    • Projectile speed: +100%
    • Recoil: -80%
    • Impact force: -80%

     

  •  
  • What Helios should be (reminder its suppose to be DEFENSIVE AND SNIPER augment):
  • Shot reload: -80% 
  • Maximum range: +200%
  • Projectile speed: +100%
  • Recoil: -80%
  • Shots bounce up to 2 times
  • Damage if all balls hit the enemy = 3000 HP
  • Reload: 6 Seconds.
  • Inability to shoot balls if your turret is not fully loaded.
  • Critical hit damage is the same as normal shot damage.

It may seem like i buffed Helios at first but this would actually be pretty big nerf. Here are some comments why i chose to nerf it in this way. Read it if you want.

  Reveal hidden contents

 

3000 damage if all balls connect probably gave you chills of horror but let me explain. 
Its suppose to be Sniper augment. What snipers do? They one-shot! And its 3000 HP for a reason. Let's say you have no protection and Helios catches you off guard. You would still have a like a second to react and press repair kit and it would keep you alive with around 1k HP left. and Helios CAN NOT damage you for the next 6 seconds. Yea you would need skill or good reaction or just lucky timing but im sure its better than now getting 90% of your health eaten away and then dying in the next second with absolutely 0 chance to survive. (or just use defender drone for 100% survival without rico prot)

I buffed bounce thing from 1 to 2 because its ricochet turret and most likely you'll need some skill to pull it off i mean ricochet kill. And this way its not just shaft 2.0

Inability to shoot balls if your turret is not fully loaded would be secretly crazy nerf. You shoot your balls enemy survives? Great now you can't do damage for the next 6 seconds. You better pray that your teammates kill that guy you just pissed off.

Critical damage the same as normal shot would allow you to get that one shot in with supercharge against that one guy with protection. Longest possible supercharge duration now is... 7? 8 seconds? So at best you could only get 2 "waves". and it would not be Vulcan Bot conbo 2.0 where with supercharge you would do like 50k damage and still have the balls to say that vulcan is underpowered.

 

 

It's good to be imaginitive, but in order for your idea to come to light in the simplest way possible, it has to abide by the paramters set for Stock. 

 

Realistically, if it was coded to be automatic when you press the firing button and unable to fire again until the ammo is fully replenished, your augment suggestion would look like this in-game:

 

Advantages:

 

Shot reload: -80%

Maximum damage range: +250%

Minimum damage range: +200%

Energy consumption: = 111 

Recoil: -80%

Projectile speed: +100%

 

Disadvantages:

 

Critical damage: -43%

Energy recovery rate: -28%

Maximum # bounces: =2

Impct force: -80%

Cannot shoot after emptying the clip

 

With that at max, you have a Ricochet that can deal 9 balls of damage within 0.8 seconds, with damage fall-off starting at 140m and ending at 150m, and cannot fire again until fully reloaded. 

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Another week with this garbage balance. Finally, every turret is playable and able to do well with, at the cost of the average TTK for normal damage being even lower and critical hits being stronger. 

With all this time that has passed, there are still large gaps in augment and drone effectiveness yet to be adressed and it is worsening the gameplay experience because everyone is using the same powerful thing. They have little to no reason to have variety when something is overpowered compared to the other equipment and missions frequently requiring being on the winning team. 

 

 

Shock Freeze - It gets rid of the critical hits which is the main reason why Freeze's range was reduced and its normal damage increased. Why then does Shock Freeze have a normal damage penalty with NO energy consumption or reload reduction? And it's not like what it gains is that much since Stock Freeze still get to utilise the status' ability to disable enemy damage enhancers. There is not enough reason to consider Shock Freeze. It has too many downsides for the upside it gives.

 

Vaporizer - So other Twins get their normal speed and critical damage. Hell, Magnetron also has halved critical damage but it has a status that weakens everything on an enemy, Cryotron weakens an enemy's speed and damage output for free AND they get to have more range, while Vaporizer has to contend with halved proectile speed and critical damage for a status that doesn't weaken an enemy, nor justify using it over Heavy Plasmagun. What is so sinister about Incendiary augments that Vaporiser needed to be put down like this? It wasn't even powerful in the first place.

 

Supercumulative Rounds - 50% more critical damage for a halved critical hit rate. For too long its critical chance step penalty has been too large. You're not missing out on much if you don't use it, especially when you have something good and more on top of that with other augments.

 

Autocannon - It is coming close to a year since Autocannon was destroyed. It's served its time in timeout now and should be brought back in some way. Maybe then it would get people to stop using EMP and use something else for a change.

 

Small Calibre Charging Machine - Was mediocre its entire life, then turned to actual garbage late last year. It finally became useful at something after Stock Thunder's very much intentional overbuff, only for it to go straight back to being relative trash 2 weeks later. While not as bad, it's certainly not...

 

Sledgehammer Rounds - After a period of being underpowered, it went from alright, to broken because of Stock Thunder's very much intentional overbuff, for it to now be killed. Killed to the point where it is genuinely unusable. To equip it, even in a map as small as Sandbox or Sandal, is handicapping yourself. 

 

Harpoon - A poorly treated augment, honestly. Especially now with the decreased splash, critical damage radius, accuracy and reload. What more is that despite coming into the game almost 2 years ago, it STILL cannot be found in containers. Meanwhile Tesla/Scorpion augments along with Legendary augments can be found in containers. Distasteful that it has been ignored for so long. 

 

Ares - Obvious overbuff. Makes Siege even more cancerous to play in, if that were possible. 

 

Hunter - 2,000 damage is too much imo but no one seems to be complaining about it so I'll assume I'm overreacting. 

 

Booster, Defender, Trickster, Hyperion, Crisis - Feels nice knowing I will immediately not enjoy the battle if I see many of these on the enemy team. Why would you go for another drone when it is so heavily discouraged by the economy/game balance? 

.

It's all so repetetive and nothing is changing for the better for people at the bottom. 

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1 hour ago, TheCongoSpider said:

Booster, Defender, Trickster, Hyperion, Crisis - Feels nice knowing I will immediately not enjoy the battle if I see many of these on the enemy team. Why would you go for another drone when it is so heavily discouraged by the economy/game balance? 

Are batteries any more plentyful compared to 4 months ago?

If not, I'd expect to see a lot of players NOT using the above drones.  They'll be relegated to Brutus,

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On 7/14/2022 at 10:06 PM, wolverine848 said:

Are batteries any more plentyful compared to 4 months ago?

You get more containers now than you did 4 months ago. 

 

On 7/14/2022 at 10:06 PM, wolverine848 said:

If not, I'd expect to see a lot of players NOT using the above drones.  They'll be relegated to Brutus,

Few of them is all it takes to bog down a battle. Their numbers in battle increase with the presence of special missions, and people constantly asking which of those drones to upgrade when sales come. 

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On 7/15/2022 at 1:54 AM, TheCongoSpider said:

It's all so repetetive and nothing is changing for the better for people at the bottom.

And it never will. Most players in the main are selfish and narrow minded, a bit like the developers really. Ergo TO will eventually run itself into the ground because of this and then we will hear all the excuses as to why it collapsed, none of them because of pure greed mind you.

 

1 hour ago, TheCongoSpider said:

You get more containers now than you did 4 months ago.

All laughable.

 

1 hour ago, TheCongoSpider said:

Few of them is all it takes to bog down a battle

Agree.

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On 7/14/2022 at 8:54 PM, TheCongoSpider said:

Hunter - 2,000 damage is too much imo but no one seems to be complaining about it so I'll assume I'm overreacting. 

 

I think Hunter's buff was justified especially with the RK immunity change. Same with Hopper since the removal of mid-air stabilization made it really tough to use. Hopper's damage is quite high but you don't see so much of that nowadays really, and Hunter is not top meta but handy and usable. I'm happy with this one.

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On 7/15/2022 at 1:54 AM, TheCongoSpider said:

Booster, Defender, Trickster, Hyperion, Crisis - Feels nice knowing I will immediately not enjoy the battle if I see many of these on the enemy team. Why would you go for another drone when it is so heavily discouraged by the economy/game balance? 

.

It's all so repetitive and nothing is changing for the better for people at the bottom. 

Honestly so true for players that play far more often than average.

Thought a couple of drones have improved, it still isn't fully worth the switch for most cases.

I have noticed an increase in supplier players mainly for the exp bonuses I can say for almost certain.

Endgame gameplay is simply just so pepega and unvaried for the majority.

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On 8/23/2015 at 11:58 AM, Maf said:

I may be kidding, but Hazel is not. He will be reading this topic on a regular basis, so it's definitely worth posting here ?

can't he change the physics of HTML5? and idk why I can't get more fps on HTML5 tho I'm using a good PC but the issue of new bugs, they didn't get fixed yet

and HTML5 in 2022 looks uglier than 2021 one but I hope he makes it better as much as can

Edited by MegaIoblastic

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On 7/21/2022 at 5:03 PM, MegaIoblastic said:

can't he change the physics of HTML5? and idk why I can't get more fps on HTML5 tho I'm using a good PC but the issue of new bugs, they didn't get fixed yet

and HTML5 in 2022 looks uglier than 2021 one but I hope he makes it better as much as can

Thanks for quoting this 7 year old post, which totally definitely doesn't contain outdated information, because Tanki is the same as it was back in 2015 ?

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On 7/21/2022 at 3:23 PM, max6782 said:

Nerf paladin finally please even 5 year old can be good with it...... its so frustrating that developers dont care about players saying truth.

i say and sometime scream the same in battle , or i leacve right away . Is a cheat, too much stuff in one  package.50 prot? like shooting at water , NERF THAT thing as soon as possible, buyers got their mileage already and there is the new weapon for them. NERF THAT paladin Asap , and is already too late .
The status +healing others+himself + ios faster /stronger than what  his stats shows , fast like a wasp and stronger than medium, when he overdrives ( LONG  overdrive) is invincible if not for some grouping  /sniping at same time. TOO MUCH

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On 6/26/2022 at 8:04 PM, yellowghetto said:

Not sure if this mechanic has been applied to any other Augment or Turret but here is an idea I propose to balance the current most broken Augment in game.

 

Helios, as the description says, is meant to be a sniper version of Ricochet.

All snipers/long ranged weapons have some liability to them, where it be damage drop-off, lowered mobility, or risking self damage.

 

Opposite to RFM Shaft and Sledgehammer Rounds Thunder, here is an idea for a Helios nerf.

Instead of damage drop over distance, what about a damage increase over distance?

 

Standard damage (what it is right now) is dealt when the Turret's projectile has crossed over the "medium" range boundary and into long range. However, firing the plasma at too close of a range would result in the Turret to deal very weak damage, maybe -80% damage per projectile.

 

Helios needs more of a penalty besides just "weak recoil." My first idea of a Helios nerf was to remove crit, and preventing Ricochet to shoot until the full salvo is ready, but it would make it too similar to the other sniper's gameplay. I think this idea would be more unique.

Couple weeks later it turns to Hyperspeed shells ???

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the title speaks for itself: after release 672 ricochet has severely lacking range, for performing complex, or even basic bouncing combo

patchnote:

Spoiler

 

 

samples with demonstration of lacking range:

Spoiler

 

prior update 672, i.e. always, ricochet was able to hit target from same positions

problem arised especially badly with new augment - magnetron and it's older counterpart - piercing augment, since both require bouncing to trigger status

for now it is possible only with very close range, thus making them ineficcient and uncomfortable

so 50 meters range is insufficient for performing main feature of the turret

i want to propose to increase it to old 70, or even 80m range, may be with damage dropout, since statuses/crits would give full damage despite damage drop

also twins deserves same attention, since it's range also was heavily reduced, hammer as well was touched, but update with massive amount of pellets per shot leveled problem 

sorry for bad eng/sorry for bandicam label

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Actually this is a little better for the turret itself, though we have MFS augment for it, but that's for the situation for extreme long range. Rico needs a range buff.

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On 7/25/2022 at 6:55 AM, NikmanGT said:

Actually this is a little better for the turret itself, though we have MFS augment for it, but that's for the situation for extreme long range. Rico needs a range buff.

exaclty, mfs is for super long range, and it is only comfortable aug for this moment, but lacking any features

short time after release jammer augment was same long ranged, until it was cut to standard 

other variations suffer greatly, even basic combo like in the video sample is no longer possible

 

btw what "merge" tag mean? and "valid" i saw from neighbour gauss buff topic

Edited by Entropy

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On 7/25/2022 at 1:30 PM, Entropy said:

btw what "merge" tag mean? and "valid" i saw from neighbour gauss buff topic

Merge as in we keep all the similar Ideas in 1 place, so the topic will be merged in the main Idea.

Valid as in it remains as a whole separate idea, has the potential for any future similar topics to get merged into it.

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