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Lower healing rate when Isida heals another Isida


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I dont usually consider isida a threat, but if there are a group of isida's healing each other, there are some 'ways' of dealing with it

 

1. Wear an isida protective paint

2. Equip with fire or hammer or vulcan

3. Avoid them as much as possible, try to damage them before they get a chance to reheal

 

Using this strategy has allowed me to keep one step ahead of isida users, only in some circumstances where they are simply better equipped than my team where we cannot win

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Well, good! At least then it won't be considered a "noob" gun anymore because it will be hard to use and its popularity will go down so there won't be 5 Isidas in each team on a Kungur match anymore.

Haha. Theoretically, a case exists where there may be none. Why that looks probable to me -

 

Compare isida to other short range weapons freeze/fire - it's disadvantage is having to "lock" onto another tank (vs area attack). The healing is like a bonus built in to make up for this.

 

If the isida needs an extra "active" step (hunting out enemies) in order to stay functional/ready for any scenario, it makes it relatively harder to use than any other turret in tanki currently. Which is IMO going to 'kill' the weapon - players will get tired of doing double duty.

 

Isida will also be more efficiently utilized as an attacker's weapon and defending won't really work (Mammoth-isidas will have a tough time). I see no reason to tax existing isida users by an extreme change of gameplay style (attack vs defence).

 

Just my opinion.

Edited by Spit_Fyre

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Most (not all) players that say, that Isida is overpowered, mean actually "it is overpowered on drugs - especially DoubleDamage".

 

I am against nerving a turret that is pretty well balanced in "non drug situtaions", just because it's double damage allows it to heal itself without taking damage at close range. Because this means the problem are the drugs (*1), not the turret over all.

 

 

Back to topic:

A pack of Isidas, is extremely hard to stop - even if they are unot drugged.

 

I do not consider it unfair, to let them use the usual amount of energy, while they heal an other Isida with less efficiency then today. Why? Becuase it makes them think to use their energy wise, while it is simple and it would easily reduce the overpowerness of Isida Packs.

 

The idea with the matter bar (I read it once a long time ago, somewhere else) is nice too, but it sounds a littlecomplicated.

Complitated in two ways:

1) complicated to be implemented by the game

2) very, very complicated to starters of Tanki, that even do not notice that an Isida can heal other tanks..

 

 

(*1) (therefor we founded the go-pro-club, but this is a different story)

Try to play in gizzmos and then say non-drugs!

Good luck!

(Its impossible! gizzmos even drug in parkour format like this dude . He spawns with 234 activated and after each smoky shot is using 1) And 99% gizmos too.

 

Actualy gizzmos, want to get a skill? Play in mid ranks! There are kits and stuff like that so u need skill to take them down.

 

When i started to use gizzmo i was a bit scared, because i was OMGAASH! im gonna die ever single battle.. Heh! no! im mostly becoming first because there is 0% difference between players. the main difference between mid ranks and gizzmos:

Gizzmos: Always active 234 and ready to use 1, everyone is playing the same,sabotages, tactics e.t.c

mid ranks: Different players, non-druggs mostly, different tanks, sometimes challenges to take down enemy...

 

Gizzmos+:No shafts in battles!

mids-:its possible to find shaft in map called ISLAND!!!!

 

 

But about isida?? Umm i like as it is now!

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Isida heals other isidas 25% slower

Ever have those moments where a trio of Wasp Isida players rush into your base, take whatever shots you give them, grab your flag and run off like nothing happened?

 

Quite annoying, isn't it.

 

So, I propose the idea that Isidas heal other teammates with Isida 25% slower. When there's two of them, it's hard enough, but three is just suicide to go up against. Unless you get a freeze to somehow catch onto all of them, then your Thunders to take them out, it's near impossible.

 

Now with the 0 supply feature in game for the holidays, if smart enough, one will activate theirs and when things get hairy, the second one uses theirs and so forth.

Edited by BlackWasp777
added your title to your text

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I like the ideas here, but how about we limit the number of isidas being used on each team.

 

 

And yes, it is very cruel, but it's a very effective way to completely eliminate this problem.

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its easy, just use isida protection againts isida group.

 

playing sandbox with 4 player with all freeze enemy, OP too, and freeze protection came to help.

 

make me wonder now that "need" to buy protection is part of tanki marketing

Edited by AliceTreatPU

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I like the ideas here, but how about we limit the number of isidas being used on each team.

 

 

And yes, it is very cruel, but it's a very effective way to completely eliminate this problem.

Isidas are not even a problem. You have to play smart and counter isida (using protection against it or something....)

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I understand the problem but I disagree with the idea. There shouldn't be differences when healing any other tank.

 

Why people were not using the previous version of Isida? Because it was too slow to heal.

 

They just need to find the right numbers to solve the problem, and healing is what needs to be nerfed.

 

Why not nerf damage? Because Isida needs to kill to defend itself, 1v1s, DMs and kill missions.

 

Nerfing healing will solve many of the issues mentioned.

 

This is my solution:

 

-10% damage (this enables the following change)

+1 second damage (I think this will be better than 5 seconds for doing damage)

-10% healing

-2 seconds healing (it is like 20%, but it is compensated with the next change.)

-2 seconds reload (compare this to Fire and Freeze)

+5% beam angle

 

Turn tanks green when healing (indicator, when you see a green Vulcan at a distance you'll know it is getting healed)

Turn tanks purple when damaging (indicator, when you see your team mate purple, he/she is being attacked by an Isida, he/she needs help)

Edited by D.a.n.t.e
  • Like 2

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its easy, just use isida protection againts isida group.playing sandbox with 4 player with all freeze enemy, OP too, and freeze protection came to help.make me wonder now that "need" to buy protection is part of tanki marketing

 

 

 

 

 

Isidas are not even a problem. You have to play smart and counter isida (using protection against it or something....)

We're not too concerned with isida attacking us, it's not worth getting the protections for it, because it won't do much help anyway.

 

 

The bigger problem is when one team has 3 or 4 isidas and the other team doesn't. Because if you think about it, isidas will almost always be with a teammate, and with that many isidas in their team, they will stay nearby other isidas, and heal their isida friends when they receive any damage, which is hard to kill, and harder yet if even one of them drugs.

 

Which is why I say limit how many isida are on each team. But we can do it according to how many players can play in the battle:

 

2-8 players= 1 isida per team

10-24 players= 2 isida per team

26+ player= 3 isidas per team

 

 

It might not eliminate isida pack completely, but at least there won't be very many packs of them in the small or medium sized maps.

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Self explanatory - would stop the Isida Pack/Train epidemic

 

UPDATE - if preventing Isida-Isida healing is deemed too much of a nerf, reduce Isida-Isida healing power by 50%

 

Bottom line - Isida packs and Isida trains are another exploit - not the way the turret was designed to be used. Devs should address this.

Edited by austen_pierce
  • Like 3

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I agree that Isida trains are OP, but this is too big of a nerf. I think 50% healing power reduction wold make more sense. Alternatively, make it so that healing another isida uses up the energy twice as fast, so they'd have to spend more time reloading.

  • Like 5

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Self explanatory - would stop the Isida Pack/Train epidemic

I agree, they are too op when both of them have overdrives activated.

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I have Isida on one of my higher accounts. Yes, they can be overpowering. Isidas get attacked by Isida trains, too and there isn't much you can do about it, except attacking each Isida, starting with the one in back. 

 

I would have no problem seeing some type of nerfing Isida trains. However, I can also see a downside of this nerf. That would mean that an Isida healing another Isida and neither in a train, would be seriously affected. After healing an Isida that has just come back from escorting a flag bearer wouldn't be able to heal other team mates until a complete reload. 

 

I feel it would be like saying, "Okay, Medic, you just healed another Medic, so you can't heal anyone else until you atone for your sin." I think any nerfs would have to involve only the trains. Also, if two Isidas heal each other, both would be put to a disadvantage. 

 

I think Isidas would think twice about healing another Isida. 

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I think they should still be able to heal them, but it should take longer / more energy to do so like Maf said. 

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i disagree in my case, i can barely damage tanks now since my internet doesn't keep up when i use isida or healing/dmg moving tanks to be specific

Edited by murcielagoes

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I agree for this reason.

 

1 isida on enemy team changes the tide by itself.

 

2 isidas on enemy team means I would have to drug harder and smarter to get them to change turrets.

 

3 isidas on enemy team means game over, we lose.

 

4 isidas on enemy team, if that happens, I'm leaving the battle.

 

But removing the ability to heal other isidas is too gigantic of a nerf. I agree with Maf, if there's a way to reduce isida packs, then making their healing ability 50% less effective on their fellow isidas is what I would pick.

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Isida only needs a small nerf to healing that's it. Remember that before they increased 40% of healing few people were using them.

 

Just cut 2 seconds to healing and reloading, and some 10% of healing.

 

That will reduce Isida on Isida, Isida on Vulcan, Isida on Magnum... and so on.

 

Isida packs is not a big issue, because if your team is good you just keep shooting them and they will run out of energy trying to heal each other and they'll not go far.

 

What is really needed though is a way to know which tank is being healed, that's where I suggest healed tanks to turn green, then you'll know there's an Isida behind that tank.

  • Like 1

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Isida only needs a small nerf to healing that's it. Remember that before they increased 40% of healing few people were using them.

 

Just cut 2 seconds to healing and reloading, and some 10% of healing.

 

That will reduce Isida on Isida, Isida on Vulcan, Isida on Magnum... and so on.

 

Isida packs is not a big issue, because if your team is good you just keep shooting them and they will run out of energy trying to heal each other and they'll not go far.

 

What is really needed though is a way to know which tank is being healed, that's where I suggest healed tanks to turn green, then you'll know there's an Isida behind that tank.

Well, I'm not so concerned about isida healing players with different turrets as I can just kill the isida. I'm much more concerned about facing an isida that has a fellow isida by its side because if they start healing each other, I won't know which isida to kill first.

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