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Let's Discuss Game Balance


Maf
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A DA pack works for sure as 50% protection vs everything.

 

The other alternative would be to double the hitpoints of the tank.. but this is a bad option, as you would also have to double the HealthPacks healing rate in case a DA is equipped in order to catch up with. And you have to time it right if the DA runs out while the healthpack is deploying the healing (takes 2 sec). So this second option is way to complicated and gives no advantage.

 

Probably right.  However health packs don't necessarily have to be doubled. They do a fixed amount. I would not expect them to completely heal a tank with DA.

 

But as you and I_already have indicated it probably is 50% protection from all.

 

Still wondering about freeze mechanics though... my Viking with DA froze pretty quickly. Did not seem to have resistance to slowing.

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i am pretty sure most people noticed but thunder is too OP it super annoying. specially  in maps like monte carlo, silence, etc beacuse they camp and hid in places where everyone needs to go and they shoot u onece or twice and your done. ITS SUPER ANNOYING PLEASE FIX IT 

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No. Every time I fight a tank with DA on I inflict half the damage.

You bullies had already changed my mind...

 

"But as you and I_already have indicated it probably is 50% protection from all."

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Big question is... how do freezing mechanics work?  Are they constant regardless of hull?  Based solely on the freeze turret?

I was wondering about this too. The freeze inflicts a freeze level of 0.1 to a prey turret and hull according to wiki. So I'm thinking mechanics would be constant as far as an attacking freeze is concerned, but plays out differently depending on the prey turret/hull characteristics?

 

So when under a freeze attack, if you have a slower turning hull, it's going to be painfully slower to try turn it. You may then rely on your turret more. So if you use firebird(high rotation speed), you'll likely get some damage done in defense. But if your turret turns slowly as well (like railgun), you're a total goner. For light hulls, the misery ends faster - their lower health. For heavies, they just suffer longer I guess.

Edited by Spit_Fyre

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Well, 0.1 is just the percentage of speed the turret and hull moves when the "temperature bottom" (kind of opposite that of firebird) is reached. You all have noticed that while the freeze is starting to it you can almost turn your turret normally, and it slows down. After 3 seconds you're basically a brick until the freeze runs out of charge(happens to me a lot) (or you press 1 like a noob) and then you start to de-frost. The "cooling rate" (.6 per second) affects the temperature decrease every second.

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Well, 0.1 is just the percentage of speed the turret and hull moves when the "temperature bottom" (kind of opposite that of firebird) is reached. You all have noticed that while the freeze is starting to it you can almost turn your turret normally, and it slows down. After 3 seconds you're basically a brick until the freeze runs out of charge(happens to me a lot) (or you press 1 like a noob) and then you start to de-frost. The "cooling rate" (.6 per second) affects the temperature decrease every second.

Unfortunately for me in my Viking M3 the Freeze turrets never run out of juice. I try to turn my hull and turret simultaneously - rarely makes a difference. Same result. I still die.

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Unfortunately for me in my Viking M3 the Freeze turrets never run out of juice. I try to turn my hull and turret simultaneously - rarely makes a difference. Same result. I still die.

That's not what I experience at all, and I usually don't fight M3s.

 

On a side note, if the freeze manages to get close to you (a Smoky) they always deserve the kill, unless they are severely weakened.

Edited by r_I_already_won0
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Well, 0.1 is just the percentage of speed the turret and hull moves when the "temperature bottom" (kind of opposite that of firebird) is reached. You all have noticed that while the freeze is starting to it you can almost turn your turret normally, and it slows down. After 3 seconds you're basically a brick until the freeze runs out of charge(happens to me a lot) (or you press 1 like a noob) and then you start to de-frost. The "cooling rate" (.6 per second) affects the temperature decrease every second.

I thought temperature decrease was something that does not have any implication on damage or freeze effect. While temperature increase(read firebird) has a definite effect.

 

Isn't the freezing rate (as opposed to a cooling rate) just used to determine how fast a substance freezes? Like, taking the freeze attack scenario,

 

After fixed time-frames like below -

Freeze level at 1 sec = 0.1x0.6x1 = 0.06

Freeze level at 2 secs = 0.1x0.6x2 = 0.12

Freeze level at 3 secs = 0.1x0.6x3 = 0.18

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The concept of absolute zero (no pun intended) is kind of wonky. But I just read the wiki definitions. Like you say IAW, apparently they consider the temperature too.

 

So does that mean when a tank reaches absolute zero, it just dies? Again, no pun intended. Lol.

Edited by Spit_Fyre

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^

From my observations thats not how it works. The max freezing limit (slowest a freeze can make an enemy move) is .1, which is 1-tenth of the original speed. However, this takes time to reach this state. After each second, the enemy becomes slower and slower, decreasing in temperature (which affects movement speed proportionally) by the rate specified as freezing rate.

 

I think part of the issue is we're using the same term for different things...

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I think part of the issue is we're using the same term for different things...

Yeah, I just noticed the wiki definition, which concurs with yours. I just don't refer the wiki enough, my bad. What do you say about the other question though?

 

 

 

So does that mean when a tank reaches absolute zero, it just dies? Again, no pun intended. Lol.

 

 

Edited by Spit_Fyre

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Yeah, I just noticed the wiki definition, which concurs with yours. I just don't refer the wiki enough, my bad. What do you say about the other question though?

 

 

So does that mean when a tank reaches absolute zero, it just dies? Again, no pun intended. Lol.

 

No. The freezing temperature has nothing to do with the damage. Theoretically, if a tank reached absolute zero (which is impossible), it wouldn't be able to move at all, either the turret or the hull.

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No. The freezing temperature has nothing to do with the damage. Theoretically, if a tank reached absolute zero (which is impossible), it wouldn't be able to move at all, either the turret or the hull.

Isn't absolute zero like –273.15°C or –459.67°F? Why is it impossible in tanki?

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Game is way unbalanced... coming up against M4 in every battle now.

 

How can I defeat a drugging titan M4? Unfair.

The game is balanced and that's why u can't defeat m4 tank if you have only m3 or m2 tank.

Otherwise who would be willing to spend crystals on new modifications?

Pretty logical, isn't it? ;)

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The game is balanced and that's why u can't defeat m4 tank if you have only m3 or m2 tank.

Otherwise who would be willing to spend crystals on new modifications?

Pretty logical, isn't it? ;)

I like to think it'd be even more balanced if there was a system of "slots" for heavy/light/med hulls on both sides for team games.

 

 

 

Any resemblance to any other game is purely coincidental ;)

 

 

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The game is balanced and that's why u can't defeat m4 tank if you have only m3 or m2 tank.

Otherwise who would be willing to spend crystals on new modifications?

Pretty logical, isn't it? ;)

The problem, as always, is the drugs. Not the Titan M4 by itself.

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The problem, as always, is the drugs. Not the Titan M4 by itself.

Hmm, yeah drugs can be pretty annoying indeed.

But they are probably making big profit for devs so we can't do anything with it. Only thing you can do is buying pro-pass of course. And I think noone can tell he couldn't afford it because c'mon 5000/month for a legend? That's a pittance...

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Hmm, yeah drugs can be pretty annoying indeed.

But they are probably making big profit for devs so we can't do anything with it. Only thing you can do is buying pro-pass of course. And I think noone can tell he couldn't afford it because c'mon 5000/month for a legend? That's a pittance...

Do you have a higher-ranked account? It's much worse up there.

 

Of course  they can afford the PRO pass, but most PRO battles are xp/bp, and besides that, there are so many toggle-able settings its hard to find a good one. Many of the multi-weapon, supplies-off battles have a flag or point limit but no time limit, and those tend to go on for hours.

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Do you have a higher-ranked account? It's much worse up there.

 

Of course  they can afford the PRO pass, but most PRO battles are xp/bp, and besides that, there are so many toggle-able settings its hard to find a good one. Many of the multi-weapon, supplies-off battles have a flag or point limit but no time limit, and those tend to go on for hours.

BlavkWasp suggested a color-coding symbol key for the Pro settings. Something that is easilly searchable by eye. That and the multi-server serch funstion are reallly needd.  I hope Tanki is actuallt working on them.

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K, so two ideas here.

 

Take off the invulnerability factor on the repair drug

 

 

 

Look, I don't really know why this happened in the first place, but it doesn't really make sense for you to be immune to basically everything for a few seconds when you repair. From a gameplay standpoint, it means that you can effectively storm anything and not only come out unscathed but also have your health completely replenished on your way back to your base or whatever. Every other drug has something to counter it. Speed drug counters speed drug, shield counters firepower and vice versa. An invulnerable tank cannot be touched by anything in the game, save a shaft at full power, and that's only for light tanks. Not to mention that it negates any effect from freeze or firebird. And even from aesthetic point of view, it doesn't make sense. If anything, when you repair something, it's vulnerable while repairs take place, not untouchable.

 

Anyhow, I have a solution that I think works. Simply take the invincibility off the repair kit, and make that a new drug. Repair now heals instantly, full health, and removes the effects of burn, freeze, etc... Invulnerability lasts for 2-3 seconds, you can't be damaged during that time, but burn and freeze still apply. Repair and invulnerability can't be used within some amount of time of each other, say 15 seconds or so. Invulnerability probably wouldn't work as a supplies that falls from the sky, but that's not really a problem.

 

 

 

And completely separately:

 

For shaft users: make the sniper mode movement slower

 

 

 

Ok, so this is going to sound weird, but coming from a guy who uses shaft and who has been doing so for a while, both before and after the update, it's actually much harder to aim when your turret moves very fast. In some fringe cases, it's useful for quickly reacting to a rail or something close, but most of the time, the time that it takes to center your aim on another tank (which is usually something small), that tank is gone. The best way to fix this while keeping the fast speed would simply be to slow the acceleration when you move your aim in sniper mode (doesn't sound like much again, but it would make a huge difference). Alternatively, I would be completely fine with just going back to the old aiming speed, even though it was a bit slower. Shafts got nerfed pretty bad with the new update, which certainly does make them more fair compared to other long-range guns, but this just feels like adding insult to injury.

 

 

 

(Also, sorry for the weird background on the font, not sure why it's there)

Edited by FAMOUSWATERMELON

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