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[Special] The Game Balance Update


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Yes. I now understand what you mean. Buffing is one thing only for values. I do believe you on what you mean about changing the effect of gameplay.

 

The effect of gameplay needs to change just a little bit. Not too much. Protection must be strong for M4 hulls and damage must be also strong for M4 turrets.

 

The M4 Isida must have both strong M4 damage and healing. The M4 Isida must have the same values for both damage and healing.

 

For example:

 

M4 Isida - Damage 100.0

M4 Isida - Healing 100.0

 

Keep in mind that balance needs to be properly fitted according to the slight change in gameplay, whilst keeping all M4 turrets and hulls strong at the same time.

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Yes. I now understand what you mean. Buffing is one thing only for values. I do believe you on what you mean about changing the effect of gameplay.

 

The effect of gameplay needs to change just a little bit. Not too much. Protection must be strong for M4 hulls and damage must be also strong for M4 turrets.

 

The M4 Isida must have both strong M4 damage and healing. The M4 Isida must have the same values for both damage and healing.

 

For example:

 

M4 Isida - Damage 100.0

M4 Isida - Healing 100.0

 

Keep in mind that balance needs to be properly fitted according to the slight change in gameplay, whilst keeping all M4 turrets and hulls strong at the same time.

 

I understand that you want stronger Isida M3+. That is your favorite turret, I understand that.

 

But, 100 damage points (/sec) and 100 healing points (/sec) are just too much. With double damage, values are 200 points.

 

e.g. Protection of Viking M3+ is 315 hp points. That would mean that Isida M3+ (with 100 damage points and double damage) can destroy Viking M3+ (without double armor) in just 1.57 seconds.

 

And that is unbalanced gameplay. That is not good.

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Freeze: Opponents can now be frozen almost instantly as opposed to taking half a second to freeze, and the freeze effect becomes three times more powerful.

I think it's actually the opposite, the full freeze effect is cut down to a third of the original. Freeze does some decent damage, but it doesn't really freeze the tanks anymore, as we knew it.

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I think it's actually the opposite, the full freeze effect is cut down to a third of the original. Freeze does some decent damage, but it doesn't really freeze the tanks anymore, as we knew it.

It's not the opposite. I initially thought it was, but in actual fact, the fall in the "Freezing level of hull (%)"  statistic from 0.3 to 0.1 means opponents go from 0.3x speed to 0.1x speed when frozen, which is indeed a freeze effect that's three times more powerful than before. So the reduction of the statistic from 0.3 to 0.1 is a buff of the freeze effect, not a reduction.

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Hmm... I just checked the Global Balance Wiki page and it is clear in stating the same as you said. However, I tested Freeze also with its alteration on the test server when it was open and I can confirm that the Freeze effect is more or less gone with the new balance update. So my game experience doesn't match to the wiki page at all and I was pretty disappointed.

 

Here are also some other opinions on the freeze effect.

Edited by Tani_S

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Why is Ricochet dialled all the way down....i liked it but now it will be a useless weapon

RIP RICOCHET

( Had my nickname for it....in case u didnt notice)

 

also, making three levels of hulls and giving them almost same armor with some other variance in their stats is a useless update. It was simply not needed. The hulls were fine as they were.

And, whats up with making everything greater...like damage in turrets and armor in hulls. I mean whats the use. It doesnt look cool...it just makes the changes look confusing.

Some people have already said it and im starting to feel it too, that the game is leaning towards getting money out of people.

Also, if u want to change something, increase the chances of a natural goldbox drop in Battles for low rank players because they cannot have gold box missions.

Unhappy with the update.

I agree on the hulls, why make them all the same?

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Mines Cooldowns

 

This update also brings another problem with one product kit.

 

The current cooldown of mines is (currently) a bit too long before players can drop another mines. It currently takes 20 seconds for the cooldown of mines to let the players reload and drop another mine after those 20 seconds.

 

But this re-balance update helps in shortening the cooldowns of other supplies, but, on the other hand, it doubles the cooldown of mines from 20 seconds to 40 seconds.

 

Now it will be extremely difficult for players to be able to hide the flag in CTF battles, to protect themselves and to keep the enemies away from the team member's base.

 

By having a 40 second cooldown with mines it will make it impossible for players playing in team battles win the battle against their enemies. Mines are a very important supply, and this update will ruin the ability for players to create a mine field filled with mines to keep enemies out of the base.

 

For example, the red and blue team battling in the Noise map will not be able to keep the enemy out on either side because it takes too long for mines to cooldown and reload. The 40 second cooldown it too bad.

 

Mines should cool down after 10 seconds. This is perfect because 10 seconds gives players time to reload and drop another mine on the base and create a mine field that protects their base.

 

The 10 seconds cooldown is exactly the same time that it takes for a destroyed tank to re-spawn.

I agree with you on how long it takes to cooldown mines each cool down compared to the other supplies. It should have a 10 second cool down as well as speed boosts. The double damage and double armor should get a 45 second cool down. And the repair kit should get 90 seconds of cooling down. And yeah, the mines that did not explode at the end of the battle should be given back to you. Other than that, the supplies are just fine as they are.

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Thank you very much for agreeing with me that the mines cooldown must be 10 seconds long. Mines that do not explode must be given back to the player(s) that dropped them. That of course, would be if the round has finished, and automatically mines that were dispensed on the battlefield would be given back to the player(s) that dropped them.

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Where did you get this info?

Because the Dictator Rail Format will be released on that day... and it only happen when the rebalance takes place. Riddler might be right, but remains to be seen.

Edited by Phoenix.Rising
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I am right because I watch and listen to every week's weekly V-Logs, so I am aware of every future changes for Tanki Online. The V-Log 110 discusses about the update even deeper and this time the developers have mentioned that the re-balance update will be released on the 20th October 2016, just a week or two before Halloween 2016.

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I am right because I watch and listen to every week's weekly V-Logs, so I am aware of every future changes for Tanki Online. The V-Log 110 discusses about the update even deeper and this time the developers have mentioned that the re-balance update will be released on the 20th October 2016, just a week or two before Halloween 2016.

the 20th is just a planned date and it may still change

 

 

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Dude why are you always on Riddlers back . . . Its like whenever I see a post from Riddler, I know you will reply soon

No, I'm not on his back, sometimes I really like talking with him. When I'm using light gray text (e.g.), I have no bad intentions. If he found himself offended, I apologize for that.

 

And about this:

 

Fat chance.

Why would devs roll out this game balance update after so many hours of thinking, planning and working (?). I'm not a fan of this game balance update, I like Mammoth for Polygon CP battles. But I don't think this game will "die" because of this game balance update. Yeah, I have mixed feelings about it.

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