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New balance changes and other features


theFiringHand
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I guess all updates have a good and bad side.

 

 

Though it wouldn't have to be that way if you would have just simply made the mine not interfere with the repair kit, then you might actually be able to finish working on the rocket launcher's rocket behaviour. Something which has taken a lot longer than if you hadn't been wondering how to nerf Isida other than reducing self heal by 40%. I'm pretty impressed you actually found another way. ​By reducing self heal by 35%...

 

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My thoughts:

 

1.  Merging hulls into three classes. Interesting idea, but I don't like it because i like hulls tailored to my taste in terms of hp and speed.  However, if they introduce hull alterations (that trade in a little speed for hp or vice versa) this will be fine.I   want to be known as a hornet user, not a light tank user.

2.Light tanks heavier and heavy tanks lighter.  Good idea. Makes heavies more compatible with large maps, and light tanks more effective in smaller maps.  More hull variety means more enjoyable and interesting game.

3.  Vulcan impact force nerf: much needed update.  Before, the vulcan user could literally drive your tank for you. There is no reason why a machine gun needs to be a high-impact gun.

4. Switching of wasp/hornet and viking/hunter: Makes sense, but rather pointless.  They should, however, give viking/hunter players a switch option.  However, not a bad bit there.

5.  Making railgun's reload faster and damage lower: good idea if they will make an alteration that brings back the old alteration.  This makes railgun users more competitive in smaller maps and less OP in large open maps.  Again, more variety=better gameplay.  However, this makes the alteration make more sense, because now if you don't want the chance of a hornet surviving two hits, you have to buy the alteration.

6. Freeze effect time buff: much needed.  Freeze effect is good at lower ranks but the m3 turrets turn so fast the freeze effect is pretty much worthless.

7.  Firebird burning nerf and damage buff:  Okay, but rather pointless and the only point is to make people buy the alteration, which is (by coincidence of course) more burning and less charge, which means less damage.

8.Rico maximum damage range nerf and projectile speed nerf and reloading buff:  Good, but the only point is to make people buy the alteration, which buffs speed, maximum damage damage and nerfs reload, by coincidence the exact same parameters which are being changed.

9.  Vulcan turning speed and acceleration nerf: again, not bad, but makes the alteration (faster turning speed) make more sense.

10. Smoky crit and impact force nerf: good idea, crit was way too powerful, but again, makes the alteration make more sense(more impact force for no crit). Smoky was rated most annoying turret in a forum poll

11.  Hammer damage nerf:  Good idea, but the whole point is to make people buy the alteration, because now you need to make sure all your pellets hit to 2 shot kill a hornet or a wasp, and the alteration helps you with that. (more accurate shot, less turning speed.)

12. Shaft damage nerf and reload buff:  Okay, but AGAIN, the whole point is to make people buy the alteration, which increases damage but decreases reload time.

13. Isida self-heal nerf to 10%(plus damage and healing nerf, but that's compensated for by the longer charge time):  Isida was OP before on small maps, but this nerf is overdoing it.  I personally am of the opinion that isida should be a healing turret first, not a hp vampire, but the problem was isida on drugs, not isida itself.  However, if they made a lock-on feature in which if the isida started firing at you within 20 meters, the beam would follow you out of it's range, even up to 30 meters at max, then it would be okay.  Then it would be good if they made an alteration which brought back 50% self-heal for m4 in exchange for half range and no lock-on.

14.  Thunder: no comment.  Should be fine, but the reload should be longer and damage more so the alteration makes sense.

15.  Twins:  WHY IS THIS TURRET NOT NERFED!!!??  Most OP turret in game in smaller maps.

16.  Damage counters: Good idea-i like seeing if i'm hitting someone.

17.  Self-destruct time decrease:  Good idea-self destruct is too annoying when you are flipped and it happens more often to light tanks,

18.  Marshal unlock for m3s and price changes.:  Good idea.  It makes the game more balanced, and the price changes are reasonable and reflect the statistic changes for m3's.

19.Kits: nothing to say

20.  Cooldown decrease, mine and health partnership dissolved, mine cooldown increased and drug time decrease: yet another thing in favor of buyers, who are disproportionally druggers.  Drug time decrease is good though, but overall, not much change.

21. New paints:  Good idea.  It's nice to see more variety, and personally if buyers want to spend money on an aesthetic, go right ahead.  Like this part.

22.  Dictator-rail gamemode:  I can't see what there is to complain about.  Reminds me of the old days.  I won't be playing it that much, but I can't see how it hurts anyone.

23. Equipment change in battle;  GREAT idea.  Non-buyers generally don't have many different turrets and hulls, and it's such an advantage to buyers if they can just change whenever they want.  Why would you change equipment anyway, except maybe for modules.  You should know that your mammoth-shaft is not going to perform well in Polygon. And changing modules to reflect the other team is just another advantage for buyers.  This won't affect me since I stick with one combo most of the time.  Stop whining about this.

 

Generally, You can see that this is an okay update.  However, if you were paying attention, the whole point is to make people buy alterations more,, which cost crystals, which cost money, so yeah, it is Tanki wanting to make more money, however, the turret changes are balanced.  Can't say I like the hull changes too much, but okay.

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Saying the obvious here, but isida is a short-range turret that can only damage 1 at a time, I know from experience that it can get owned very quickly against long range druggers, especially as its the prime target.

 

Unless the figures on the Wiki game-balance page have been changed since I saw them a couple of weeks ago....Hunter and Wasp Hp is to be buffed by around 5%

Hornet, Titan and Viking nerfed by around 5%, mammy 11% and Dictator 13%

 

With this update Isida will be nearly 24% less effective at healing others than it is currently. Self-healing nerf on isida is disastrous for it...gone way to far. At M4 level, the energy consumption buff is countered by a reloading time nerf.

 

Isida is being nerfed because of its effectiveness in DM mode, which I never used it for as I used it solely for support...I also have my suspicion that its being nerfed so it gets used less often and (overall)tankers will have to use more repair kits due to the lack of isida support.

 

Anyway, I ain't gonna cry over it, more important things in life than a nerf on a turret on this game, but I ain't impressed by this at all. I'm just glad I stopped m-upgrading it, it looks like its been a very costly mistake buying it though. We'll see.

Since your natural instincts are for team play and support I think you will find the 'new' Isida quite viable. With fewer Isida players around your support value will make you legendary among your peers.  :D

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I agree.  games may start out pretty even. But half-way through it's 10 vs 4. Guess who gets all the dropped supplies...

 

And that Timer takes F-O-R-E-V-R.  Devs - please fix this. A team is getting slaughtered for 2-3 minutes before the Timer kicks in.

At that point, time to go on pause (to collect a few measly crystals) and grab a drink. No one like to be a punching bag to pad other teams wallet/stats.

Right. The biggest(hardest) issue is to re-work the game system so that active players who do well on a losing team and obtain a reasonable Cry payout. 

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Stupid greedy losers you are nertfing M4 hammer HARD (which should have had power increase as it's actually a low entry point M3 turret)  and increasing already OP firebird and freeze and twins.  And you completely refuse to admit just how hard you are screwing hammer users. it's my main turret on my main account (and isida is secondary turret on main account haha and my tank bodies are hornet and viking double ha ha ha at the amount you are screwing me over - basically you have destroyed the tank setup I worked for over the last few years on here)

 

Enjoy your empty maps and you 10-15 remaining fool users who pony up to pay for new gear every single time you nerf the old gear. And enjoy the massive drugfest you are setting off by making drugs even cheaper for the pay to win losers to just sit there drugging all day and ruining the game even more for whatever remains of the large user base that you used to have who did actually support your business regularly until they realised you think anyone who isn't constantly buying drugs should just be cannon fodder for pay to win losers.

 

And good luck with your lame overcooked tanki-x which you are destroying tanki in aid of... After how many years is STILL NOT READY FOR REAL RELEASE. tanki-zzzzz more like. Even if it worked, I would never even try that game after your performance with this one.

Freeze and firebird are not OP at all.  Hammer is going to be fine. Stop raging and imagine if you were an isida user.

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WARNING: Math Geeking

 

The problems with Smoky and Isida are similar and Tanki took a similar approach to re-balance them.

 

As equipment quality improves, most turrets' primary DPS calculations improve per second-order exponential growth. But Smoky's output follows third-order exponential growth. Isida's DPS output remains secornd-order, but the self-healing function gave the overall tank a third-order growth effect, in terms of added survival ability.

 

Example,

 

Rail's DPS improves per (base damage increases) times (reload time gets shorter) = a 2nd-order growth progression.

 

Smoky DPS improves per (base damage increases) times (reload time gets shorter) times (critical hit frequency increases) = 3rd order growth.

 

Isida's  DPS improves per (base damage increases) times (reload time gets shorter) = a 2nd-order growth progression. Meanwhile self-healing efficiency also improves with quality. Which in effect means the Isida lives longer which gives it more time to deal damage. Overall this has a 3rd order effect.

 

Tanki has responded by changing the critical hit chance and the self-healing efficiency. They have changed them from something that improves with quality to a constant value. They have changed the 3rd-order growth advantage these turrets had to 2nd-order growth patterns consistent with the other  choices.

 

Geek out

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My understanding from veteran players is there will be a sale on Halloween. I've posted this before and I will post it again.

 

I really hope Tanki makes ALL kits available for sale in the garage during this sale. There are substantial changes to this update and many players need a specific kit to adapt to said changes. It is indefensible that some of those lucky players will be able to buy their needed kits right away and at an even better price, while others will have to wait two more week and pay full price. 

 

Meanwhile all those two weeks they will be playing with unwanted equipment and cursing Tanki Company.

 

All for no fault on the players' parts. Just because of luck on what happens to be available after the update goes through.

 

(I've counted on my fingers and toes and I am pretty sure I am in the wait-two-more-weeks group.)

 

Why would Tanki Company want to make this sort of public relations bliunder, when all they have to do is make all kits available in the garage during the next sale?

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Nice!!

 

but you also have to take into consideration the weight of each improvement/factor.  

Right, any of the growth paths can be mild. But in general exponential growth accelerates and this even gets worse as teh number of orders goes up.

 

Left unmentioned above is this: It is difficult to balance 3rd order growth against 2nd order. Turrets that compare well at m0 no longer do at m4. Or vice versa. This is an additional difficulty atop the mystery of balancing all the different basic types! Tanki made their lives a lot simpler and I do not blame them for that much.  :)

 

Now, as for those kits during halloween? ? ?

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Remember when the equipment change was 15 minutes? I remember and honestly, 5 minutes will feel like nothing. 

You know that you rarely change more than once in a 5 minute period so it won't affect you much. 

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My understanding from veteran players is there will be a sale on Halloween. I've posted this before and I will post it again.

 

I really hope Tanki makes ALL kits available for sale in the garage during this sale. There are substantial changes to this update and many players need a specific kit to adapt to said changes. It is indefensible that some of those lucky players will be able to buy their needed kits right away and at an even better price, while others will have to wait two more week and pay full price. 

 

Meanwhile all those two weeks they will be playing with unwanted equipment and cursing Tanki Company.

 

All for no fault on the players' parts. Just because of luck on what happens to be available after the update goes through.

 

(I've counted on my fingers and toes and I am pretty sure I am in the wait-two-more-weeks group.)

 

Why would Tanki Company want to make this sort of public relations bliunder, when all they have to do is make all kits available in the garage during the next sale?

I think for atleast 2 months, all kits should be available in the garage. It will be a rough transition for the brigadier ranks to being M2 instead of M3, and they need the most kit options possible for a while so the descent from M3-users at that rank to M2-users at that rank is not so abrupt. If someone had been saving up for something like Thunder M3 and can no longer but it until they earn 394k MORE xp, they NEED an option to get it through a kit. Totally unfair to those people otherwise.

Edited by Jwimmer

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This is why my strategy is to avoid leveling up. I play my daily missions but not much more. That way I always have enough supplies, I earn 2 to 3 Cry for every experience point, and I avoid the rampant drugging and mults that plague the end-game.

 

So what if my rank is low? I play m2 against m2 (once I buy my m2 gear) in the same maps and the same 4 basic game modes as Gizmos.

 

There's no reason to rank up in TO and some good reasons not to!

I 100% agree with you dude, every time I rank up, it's like I'm shooting myself in the foot -__-

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WARNING: Math Geeking

 

The problems with Smoky and Isida are similar and Tanki took a similar approach to re-balance them.

 

As equipment quality improves, most turrets' primary DPS calculations improve per second-order exponential growth. But Smoky's output follows third-order exponential growth. Isida's DPS output remains secornd-order, but the self-healing function gave the overall tank a third-order growth effect, in terms of added survival ability.

 

Example,

 

Rail's DPS improves per (base damage increases) times (reload time gets shorter) = a 2nd-order growth progression.

 

Smoky DPS improves per (base damage increases) times (reload time gets shorter) times (critical hit frequency increases) = 3rd order growth.

 

Isida's  DPS improves per (base damage increases) times (reload time gets shorter) = a 2nd-order growth progression. Meanwhile self-healing efficiency also improves with quality. Which in effect means the Isida lives longer which gives it more time to deal damage. Overall this has a 3rd order effect.

 

Tanki has responded by changing the critical hit chance and the self-healing efficiency. They have changed them from something that improves with quality to a constant value. They have changed the 3rd-order growth advantage these turrets had to 2nd-order growth patterns consistent with the other  choices.

 

Geek out

You did not "Math Geek" far enough.  It's all theory.  B)

 

Prove that Smoky was OP vs others with numbers. Then prove it will not be UP with numbers. :mellow:

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After this re-balance update, my M4 Isida and M4 Mammoth will be useless in big tough battles.

 

Does anyone have any ideas on what kind of new turret that can be created to replace M4 Isida. Now that M4 Isida becomes weaker, we now need another turret that can cause lots of damage to enemies and heals team mates in team battles quickly.

 

We need a weapon like Isida that can deal 100 HP damage and 100 HP heal per second.

 

We also need a hull that is much stronger than Mammoth as well so that players can have more chances of staying alive in big battles that are hard to win.

 


This update really pisses me off when it comes to making all turrets and hulls weaker. I hope that the developers realize the big mistake that they did on create this re-balance update.

 

All players in Tanki Online must stand up and manifest against this terrible update.

 


Just stand up and manifest against this re-balance update now before this topic gets closed.

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