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Let's Discuss Game Balance


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On 9/19/2022 at 4:33 AM, UnIeash said:

This game have great balance, why i see so many pages? I joined battle it ended right away what a experience. Shows how developers care about this great game we should be proud of them, not hating on them.

I'm about an entire ocean of distance from the closest tanki server since they shut down US and southamerica servers, and since that date, i'm really having enormous conection issues to just even play a random MM match (i'm with really low graphic settings and still the lag still kills me so often that i always have to play during daytime or the game just kicks me out of battle).

Even with that the game should not be that laggy, but because the graphics software is not the great deal, this happens quite often.

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Does anyone else think Ares' overdrive needs a nerf badly?

Obviously its overdrive can't be like before, it was almost useless. But it's definitely way too strong the way it is now IMO. Makes the other heavy hulls much less viable.

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On 9/24/2022 at 11:46 AM, UnIeash said:

Its not too strong its hilariously overpowered, also paladin need ap removed from its overdrive its toxic as.. 

Old overdrive was best when it give supplies, i know when i first tried new overdrives it will only make problems in future.

If you're for overdrives that only give supplies, I assume you're also for all hull's having different speeds and healths?

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On 9/24/2022 at 12:42 PM, UnIeash said:

What do you mean?

If all hulls had the same overdrive (giving supplies) there wouldn't be anything that made the hulls in the 3 categories different from each other.

Edited by qwds

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On 9/24/2022 at 12:47 PM, UnIeash said:

But all hulls had supplies overdrive then and category for hulls was same, if it was on me i would rebalance whole game from this mess today.

Ok but then all the heavy hulls for example would not just have the same overdrive but also the same speed and HP. Their only difference would be how they look.

Edited by qwds

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On 9/24/2022 at 12:58 PM, UnIeash said:

That should be like it you see wasp you know its fastest because its smallest mamoth opposite. I would first start of with every hull to have unique hp and speed etc and there wouldnt be category for hulls. You would guess by how big hull is to get idea like, yea this is big hull its very slow probably but has good hp. Game is too complex now. 

I just made a post with an idea to give all the hull's different HP and speeds and also make it possible to choose what overdrive you want. When the post becomes accepted on the forum why not reply and support it? ?

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On 9/24/2022 at 1:02 PM, qwds said:

I just made a post with an idea to give all the hull's different HP and speeds and also make it possible to choose what overdrive you want. When the post becomes accepted on the forum why not reply and support it? ?

Because they won't approve it saying they do not accept ideas regarding reversing of previous Game Updates.

You're welcome.

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Re: Ares Ball... well if they could nerf it's connectivity electro zap range a little that would help. It is funny how I see less paladins, now more ares tanks.... like

I see fads or trends in this game. Also it would be good if mammoth OD could stop the ares ball.... basically the most you can do now is try to survive with

recharge as the ball passes by.

 

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On 9/29/2022 at 12:06 PM, cybernite said:

Also it would be good if mammoth OD could stop the ares ball....

 

Mammoth OD destroys the Ares ball upon contact, also nullifies tesla balls, the crusader icicle and the damage from mines (on contact), provides status immunity and an instant heal. Iirc also destroys the titan dome generator, don't quote me on that though.

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On 9/29/2022 at 4:08 PM, Akame said:

Mammoth OD destroys the Ares ball upon contact, also nullifies tesla balls, the crusader icicle and the damage from mines (on contact), provides status immunity and an instant heal. Iirc also destroys the titan dome generator, don't quote me on that though.

It does, and also destroys Wasp bombs. 

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I know what you are saying; in siege I see these paladin twins (EMP)....  quite deadly with that AP plus EMP TWINS.... I see less paladins lately, I think

it was nerfed a while ago abit.  Personally I'd rather see ARES Ball nerfed (limit the electro zap range) just too powerful.

Paladin OD takes a while to recharge too; if they did remove AP perhaps replace this with something to compensate; like little quicker OD recharge.

Even without the AP, those vampire isida are quite deadly anyways.... if your team had freeze with isida potection that would give it trouble.

 

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I honestly think Paladin OD has been nerfed enough.
For starters, it no longer protects you from critical damage, has the longest reload time, and had the Jammer effect removed.

Removing AP as well sounds like a nail in the coffin to me. What next? Remove self-healing too?

Not to mention that there are now a ton of burst-damage weapons/augments like Ricochet Helios or Shaft RFM that can take counter Paladin OD as well.
Other hulls' ODs have also been buffed significantly.

Edited by Cor7y

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It was inevitably going to get to this point with the way they chose to handle Paladin's balance.

 

On 10/6/2022 at 2:40 AM, UnIeash said:

For Balance purpose remove AP from its overdrive. Its toxic it doesnt make sense for sake of somehow normal gameplay in today tanki it needs to be removed. 

It fits perfectly into having the average TTK in the game be lower than it was a year ago. Paladin has been stripped of two very strong features and a 90-second increase in the passive recharge time. If you're going to take away its ability to shut down enemies around it quickly, then it's going to need enhancement in its supporting role. Whether that be increasing the range at which it heals allies, increasing the rate at which it heals allies, decreasing how long it takes to passively charge it to 100%, or a mixture of any of the three. 

 

Paladin has really only been a problem when top players with meta equipment and drones use it. Outside of that it is reasonably counterable. If they would sort out the bugs in the game, Paladin would be more simple to counter. It is not uncommon that my Crusader icicle goes straight through a Paladin or it directly impacts visually but only gives 1,000 damage. It's not uncommon for my Shaft shot to miss a Paladin because I happened to have my sight on a part of the hull that has empty space between the hull and the turret. It's not uncommon to have some of my projectiles go through Paladins that would have otherwise killed it. 

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On 10/6/2022 at 10:17 AM, UnIeash said:

I cant believe players defend this overdrive, again, wasnt it supposed to be supporting hull? Why it is most effective in attack situations? 

It has definite counters already. It's understandable if you don't think these counters are enough, but if you want to remove something as big as the AP from it, other parameters on it will have to be increased. You can't just remove the AP alone. 

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On 10/6/2022 at 12:10 PM, UnIeash said:

For Balance purpose remove AP from its overdrive. Its toxic it doesnt make sense for sake of somehow normal gameplay in today tanki it needs to be removed. Anyone who will here tell me paladin overdrive is balanced i consider is abusing its coward gameplay when overdrive is activated to just run trough whole enemy team and most of time getting away with it.

paladin is already nerfed, they previously removed jammer status effect from the OD duration. and it recharges a bit longer as compared to other hull ODs 
 

 

On 10/6/2022 at 12:10 PM, UnIeash said:

I saw paladin isida vampire alteration killing my all teammates i tried to run from it but it still killed me. You know if you run from something its ridiculously broken. I was tempting myself from writing bad words into this how hilariously broken it is and developers still dont even touch its golden hull paladin. 

Sincerely player with functioning brain.

get isida prot and counter with long range weapons 

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On 10/6/2022 at 2:52 PM, UnIeash said:

Where is exactly that nerf? i never saw it in battle. 

I'll give you the rundown. Paladin on release had these effects:

 

  • 100--->200 enhanceable healing per second
  • Polarisation effect to allies within range
  • 90% critical damage reduction
  • AP effect to enemies within range
  • Jammer effect to enemies within range
  • 270-second passive recharge time (0%->100%)

 

Its first nerf was the removal of the 90% critical damage reduction. This allowed Hornet, Dictator and critical damage-based augments the ability to counter it. The second nerf was the increase in passive recharge time from 270 seconds to 360 seconds. Paladins would see their Overdrives occur less often. The last nerf it received was the removal of the AOE Jammer effect. Alongside this, the Blaster drone, Hunter, Hopper, Ares and Crusader's Overdrive would be buffed to deal high instant damage to an enemy. Drones not being jammed means drones such as Defender, Booster, Trickster, Lifeguard, Blaster, Crisis and Miner are able to keep their effects and potentially counter the Paladin. 

 

If you want to take away Paladin's AP, it will need to have its support mechanics buffed. 

 

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On 10/6/2022 at 3:17 PM, UnIeash said:

I cant believe players defend this overdrive, again, wasnt it supposed to be supporting hull? Why it is most effective in attack situations? 

I know what you mean, the thing can be very overpowered in the day and age of statuses with it's AOE polarisation mainly. Aside that, I don't have a personal issue with the AOE AP, yes it is annoying and easy to use (note that I have only used Paladin for a short while and never again), because the thing did have it's main capabilities shut down eventually. I would personally like them to get rid of the AOE polarisation even if that would mean buffing the heals cuz at least players could use status augments like they can to everything but Mammoths on their OD. But it is one of those overdrives where you've gotta think carefully. Hovers also have their stability mainly reduced which deters most players from using them too.

The AOE AP does allow a lot of neat and easier melee kills too, but I guess if it's too problematic, you'll have to use AP immunity, which I haven't used ever since repair kits gained polarisation and EMP was nerfed. Such is the balance in tonk.

Vampire Paladins, let me guess, likely on trickster, yes, seen them all, pretty annoying, especially when they take prot, so just gotta use changes wisely and maybe cancel their ODs. Options includes using certain OD's to kill them, or stunning them if you can which is the most preferred way to counter ODs. It will not work of course if the player uses stun immunity.

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you wont let us put multiple status effect immunities on so...

isida should get rid of status effects once again when it heals a teammate.

maybe instead of a heal critical getting 4000 it could get the same as regular healing but a crit would ad the light blue shield symbol temporarily and cancel out all the excessive status effect spam the game is plagued with nowadays.

also make it higher chance to get the crit. I mean REALLY high chance.

 

vertical aim is basically non existent and could be buffed. so a player could aim up or down at enemies or more importantly allies.

I only use healing emitters for shaft. Isida isnt worth anything to me, especially because I cant protection module from impact force.

Here are a lot of good ideas. Use one of them for once

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I actually agree strongly that paladin is still too op .. without to discuss numbers you  simply play and see it in battle , every other hull has far less od effects  . Paladin ap-you heal-again ap after healing ,and it need 3 players to take it down regardless the protection , you cant even flee away  and shoot as is more fast than you, you do your  OD and he just takes some damage and looks like he does does take only partially effects , you emp on him and he does not go down unless other people are shooting him cause he does not stop and i dunno why ( that's the part that i do not get , on "numbers" he should get some effects ), and finally he can get 2 Agments effects rusing into people ( ap +  weapon alteration)   . Too much "own strenght+augmenting other strenght " .
Other hulls have some drawback( hornet is light hull so his ap get balanced by that and no self healing  and do last less  and you can heal the ap effect  ,others have  "one shot effect"limited in time , others have effects that you can heal ,hunters must be close and is one shot emp no healing  and is not immune  to other's od after using his emp , etc etc   ) ..Paladin all advantages and no drawbacks at  all . Op as hell , no need for "number stats "  .
Just name another hull that you say it's more powerful for so much time, cmon... you stop the vikings od simply with stun weapons no need another overdrive .. No questions, "stats!"  blah blah counts nothing.
_____________________
It needs to remove one of that aspects ,
--for example he could heal others and not itself , "group assaults" close to paladin would be still op ...but at least in 1vs1  it would have a tougher time doing his endless op rush into others,  where you could helplessy do nothing alone, you emp on him and he does not stop just take some damage .

And /or ----extending ONLY HIS OWN EFFECT protection to allies ( he has ap -others receive ap protection , he has emp others receive emp protection )  .
Whatever . Topic starter has points .

 

Edited by mrvomit
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On 10/6/2022 at 1:51 PM, Cor7y said:

Removing AP as well sounds like a nail in the coffin to me.

Can't come quick enough.

 

On 10/6/2022 at 1:51 PM, Cor7y said:

What next? Remove self-healing too?

Sounds good.

 

On 10/6/2022 at 1:51 PM, Cor7y said:

Not to mention that there are now a ton of burst-damage weapons/augments like Ricochet Helios or Shaft RFM that can take counter Paladin OD as well.

So why does the legal hack DOMINATE all capture modes.

On 10/6/2022 at 6:42 PM, DragonKnight_Fighter said:

paladin is already nerfed,

But still dominates in battles. Why are you defending this legal hack.

 

On 10/6/2022 at 6:42 PM, DragonKnight_Fighter said:

get isida prot and counter with long range weapons

Very rarely does this kind of advice work. The entire game needs stripped down and reworked and while there doing that, maybe sort out the constant lag issues that blight most battles every day.

 

On 10/12/2022 at 7:59 AM, mrvomit said:

,and it need 3 players to take it down regardless the protection

I hope everyone takes note of this very accurate observation.

Paladin like most new stuff they bring out was deliberately made OP to ensnare the not very bright buyers. Regardless of what nerfs it has had, it still out performs every hull by a country mile when attacking the enemy base in cap modes. TO as a game has went full bore P2W. Paladin along with all the OP augments, status effects, etc is just one of many OP money makers that will continue to drastically tip the balance in favour of the not so bright buyers. 

On 10/12/2022 at 7:59 AM, mrvomit said:

no need for "number stats " 

I have always found that these two words very rarely describe (depict) what a turret/hull/augment, etc really does in battle. I agree that numbers/stats rarely stack up and are inevitably useless information in any and all battles. Here is a example. Missile launcher- swarm. It is supposed to have decreased damage but i see them destroy enemy players all the time with just one volley/salvo of their missiles. Like i said, useless information that has no bearing in actual battles.  

 

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On 10/12/2022 at 4:08 PM, TargetXAcquired said:

Very rarely does this kind of advice work. The entire game needs stripped down and reworked and while there doing that, maybe sort out the constant lag issues that blight most battles every day.

you mean to say, take everything away on what people spent money/contributed on, and then make it new?? makes sense to just make a new game but thats a lot of time getting consumed if u ask me

 

On 10/12/2022 at 4:08 PM, TargetXAcquired said:

But still dominates in battles. Why are you defending this legal hack.

because i still use it, one flaw is that u need support from team mates. the OD is useless when u r capturing flags or rgb balls alone 

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