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New balance changes and other features


theFiringHand
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Yes it is kind of constant drugging. But even if i have M4 firebird(without alteration) and M3 isida with double power beats me everytime.

 

That's part of my issue - I'm not a heavy supply user and never purchase supplies with real money.

I can try to match the 'druggers' around me but it does not take long for my supply to run low.

 

My argument from the whole beginning was that Isida's power came from the double bonus it gets from DD - ends up healing itself at double the rate and is hard to kill.

 

Without drugs it is weaker than the other turrets in combat. So it becomes harder to complete any mission that relies solely on combat.

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See thats the point if you will get everything easily(for instant missions of your choice) then why would you even bother to buy other turrets or hulls. Only If you cannot do certain missions with isida or shaft. Then you will simply save and target to buy other equipment.

 

And this situation of those users will only last for sometime and after few years all those isida and shaft users will have good garage.

 

you can always get what you want. But It takes time and effort :)

The point is not for the isida and shaft players to have a good garage. That's not really an excuse.  What if they WANT to use shaft in a DM?  This is why game balanced is so important.

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He will not see it as long as he performs good with an Isida by himself.

LittleWilly, do you use drugs to compete? Or any advanced tactics? Or something else?

That's because he isn't trying to understand other players, at least isida players. He himself said that he likes the challenge in DM's..but most other isida players don't see it that way.  Also, his main turret is smoky so he obviously isn't hit that bad.

 

I don't think he uses drugs or "advanced tactics", 

 

but he never explained to me why the healing rate was nerfed.  Will anyone explain that to me?  I try to ask people direct questions but never get a direct answer.  Even if the self-healing deserved the nerf, the healing rate on other tanks didn't.

Edited by r_I_already_won0

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Since it doesn't look like Tanki is willing to fix XP/BP battles any time soon I won't check the forum anymore. I will log in once a week to see if anything has changed.

Bye guys! I will miss the community :(

 

Let me know if anything changes :)

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If Isidia's using DD was creating an issue with them getting double healing, then the healing factor could have been adjusted to not be doubled while on double damage. After all it's DD double damage not double healing.

 

I play Isidia M2 22/50 Hornet M2 17/50 and not drugging the only use it is good for is healing others. It can't really defend itself without using drugs at all head to head. Of course it can get kills by surprise but all turrets can do that so it's kind of a mute point for me. I only use it in CP or CTF where the Hornet can put in the work of capturing points or flags otherwise I can not get a decent score of over 100  without drugging or using my hull to get me points in CP or CTF.

 

I have a M2 Vulcan for long range but I think I'm going to buy an M2 freeze and retire my Isidia. I'm sure I can get way more points out of it while not having to drug to do it and be able to play in DM TDM games. While not just sitting there healing others and when an attacker comes to not even bother trying to kill them because everyone's else turret is better at that and I would just die without drugging so I sacrifice my tank to heal theirs so hopefully they get a kill all the while healing doesn't get me enough points to warrant doing it. Thankfully I can still get a decent score driving around in my Hornet capturing points or flags to be able to purchase a new turret to replace that Isidia without having to buy crystals to replace the turret that is now not very competitive compared to any other M2 turret without drugging.

Edited by king_beast88
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Fghting Vulcan with wasp pre and post update:

 

Pre-Update: Vulcan is shooting at wasp.

 

Wasp falls off edge of map because of impact force.

 

Post-Update: Vulcan is shooting at wasp.

 

Wasp dies before he falls off edge of map.

Love this!

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If Isidia's using DD was creating an issue with them getting double healing, then the healing factor could have been adjusted to not be doubled while on double damage. After all it's DD double damage not double healing.

 

I play Isidia M2 22/50 Hornet M2 17/50 and not drugging the only use it is good for is healing others. It can't really defend itself without using drugs at all head to head. Of course it can get kills by surprise but all turrets can do that so it's kind of a mute point for me. I only use it in CP or CTF where the Hornet can put in the work of capturing points or flags otherwise I can not get a decent score of over 100  without drugging or using my hull to get me points in CP or CTF.

 

I have a M2 Vulcan for long range but I think I'm going to buy an M2 freeze and retire my Isidia. I'm sure I can get way more points out of it while not having to drug to do it and be able to play in DM TDM games. While not just sitting there healing others and when an attacker comes to not even bother trying to kill them because everyone's else turret is better at that and I would just die without drugging so I sacrifice my tank to heal theirs so hopefully they get a kill all the while healing doesn't get me enough points to warrant doing it. Thankfully I can still get a decent score driving around in my Hornet capturing points or flags to be able to purchase a new turret to replace that Isidia without having to buy crystals to replace the turret that is now not very competitive compared to any other M2 turret without drugging.

You are not alone.

 

I just upgraded my smoky to M3 so at least I have another option.

My isida is getting put in the shop for a while - coming out for the odd mission where I only need experience - and I can find a large battle.

Otherwise I will rely on my smoky to help me scratch up the funds for MUs and for new protection modules.

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but he never explained to me why the healing rate was nerfed.  Will anyone explain that to me?  I try to ask people direct questions but never get a direct answer.  Even if the self-healing deserved the nerf, the healing rate on other tanks didn't.

Three possibilities:

  • It is damn hard to break up a set of camping vulcans or anything alike that is backed up by Isidas. As railgunner i often fire up to ten shots on a camping Vulcan, Thunder, whatever (= 1 minute of gameplay in pre-balance reload), hit about eight of them, check the scoreboard and receive no score. A lower healing rate migth help.
  • Ever seen an Isida Party? A pack of Isidas, euipped with 50% protection against the most common turret defend as a pack or attack as a pack. Then they come over with DA or DD equipped, and drive home almost unharmed. Damn nasty, as they are hard to kill as a pack, as they keep healing each other.. and if one runs out of juice, then another one has reloaded already. Lower healing might help
  • The hulls have in average lower HP, so the healing rate was reduced accordingly.

In my opinion the Isida Party argument should have been adressed by other means. I already proposed that if one Isida heals another, the healing rate should be reduced.

Also 50% protection is way to high in this game.. but if they would reduce the protections that are given away already the players would run amok (but continue to play...)

 

whatever.. hard to take away things that have been given.

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I agree Polygon is not the best map for a shaft. However, a shaft user does not have to do CP in Polygon.  At least there's the possibility of finding a battle with appropriate CP.

 

There's no chance of me finding a DM battle where I can use my healing ability. 

 

Shaft is perfectly fine in Polygon CP - Not every players have to go and sit on the Objective. A couple of support tanks cleaning up enemy reinforcement going for the objective have their roles.

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Shaft is perfectly fine in Polygon CP - Not every players have to go and sit on the Objective. A couple of support tanks cleaning up enemy reinforcement going for the objective have their roles.

I wasn't suggesting it was unworkable.  

 

I'm not a shaft player, but I would imagine the farther a shaft is from the targets - the better, correct? 

Polygon does not lend itself to that as well as maps like Superhov, Kunger, Brest, Monte-Carlo or Highways.

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Three possibilities:

  • It is damn hard to break up a set of camping vulcans or anything alike that is backed up by Isidas. As railgunner i often fire up to ten shots on a camping Vulcan, Thunder, whatever (= 1 minute of gameplay in pre-balance reload), hit about eight of them, check the scoreboard and receive no score. A lower healing rate migth help.
  • Ever seen an Isida Party? A pack of Isidas, euipped with 50% protection against the most common turret defend as a pack or attack as a pack. Then they come over with DA or DD equipped, and drive home almost unharmed. Damn nasty, as they are hard to kill as a pack, as they keep healing each other.. and if one runs out of juice, then another one has reloaded already. Lower healing might help
  • The hulls have in average lower HP, so the healing rate was reduced accordingly.

In my opinion the Isida Party argument should have been adressed by other means. I already proposed that if one Isida heals another, the healing rate should be reduced.

Also 50% protection is way to high in this game.. but if they would reduce the protections that are given away already the players would run amok (but continue to play...)

 

whatever.. hard to take away things that have been given.

So while LittleWillie says that the primary objective of Isida is to heal, he also thinks the healing should be nerfed?  I think the reason the devs increased the charge but decreased the healing rate is to make isida less like a repair kit... ;)

 

Pack of Isidas is fun to kill with freeze though, because you can hit multiple opponents with freeze and they can't run away.  So if you get behind that pack with DD, then...they're gone :)

 

It is obvious, I already won is THE tanki expert and knows all things about all things. If you don't believe him just ask him.

Excuse me- none of your posts display any knowledge above that of a staff sergeant so I find it hard to take you seriously.  Your arrogance and immaturity are incredible.  I assume you are a 10 year old so I won't be too hard on you.  Have a good day! :D

Edited by r_I_already_won0

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^

Thats true but in Polygon you have the "rush to the point" effect. Most players spawn and move in..

 

 

I used to play Rail M3+ on Polygon, as it is awesome to make double or tripple hits with almost 100% penetration.. you can also shoot through your teammates and split a viking in half by one shot. Well.. pre-update :P

But what I saw, is that most players truely dont care for light hulls that camp on the side. As long as you just go on and harm everyone, without killing anyone.. you are perfectly save as long noone spawns directly next to you.

 

 

Those Twinners usually took 5..10 minutes, until they realise that a small tank at the side, constantly changing positions, is the reason why they reached the poin on half their health :P. Then they started to go for you.. but not much earlier.

I assume a shaft can do the same.

Edited by BlackWasp777

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^

Thats true but in Polygon you have the "rush to the point" effect. Most players spawn and move in..

 

 

I used to play Rail M3+ on Polygon, as it is awesome to make double or tripple hits with almost 100% penetration.. you can also shoot through your teammates and split a viking in half by one shot. Well.. pre-update :P

But what I saw, is that most players truely dont care for light hulls that camp on the side. As long as you just go on and harm everyone, without killing anyone.. you are perfectly save as long noone spawns directly next to you.

 

 

Those Twinners usually took 5..10 minutes, until they realise that a small tank at the side, constantly changing positions, is the reason why they reached the poin on half their health :P. Then they started to go for you.. but not much earlier.

I assume a shaft can do the same.

It's one of those "I hate in tanki threads" where you find yourself one of the few team members jumping into the mosh-pit to Capture a Point.

Rest of your team is camping and shooting. Getting kills and not dying. You need more rushers than campers or you'll lose.

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^

Thats true but in Polygon you have the "rush to the point" effect. Most players spawn and move in..

 

 

I used to play Rail M3+ on Polygon, as it is awesome to make double or tripple hits with almost 100% penetration.. you can also shoot through your teammates and split a viking in half by one shot. Well.. pre-update :P

But what I saw, is that most players truely dont care for light hulls that camp on the side. As long as you just go on and harm everyone, without killing anyone.. you are perfectly save as long noone spawns directly next to you.

 

 

Those Twinners usually took 5..10 minutes, until they realise that a small tank at the side, constantly changing positions, is the reason why they reached the poin on half their health :P. Then they started to go for you.. but not much earlier.

I assume a shaft can do the same.

But the thing is, in Polygon people spawn all over the place.

Plus people like to go for the shafts because they're annoying and easy to kill (at least in Polygon.)

 

To sum up: A skilled shaft will be able to get quite a couple kills in Polygon...but the fact remains it's hard- and Polygon lends itself to short range turrets.  It's not what I call a "balanced" map.  Short Range turrets and Medium-short (hammer twins) rule the map.

Edited by r_I_already_won0

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The point is not for the isida and shaft players to have a good garage. That's not really an excuse. What if they WANT to use shaft in a DM? This is why game balanced is so important.

Nobody complained when freeze got nerfed or any other turret. One must have goals to set. that by this time i will buy certain kit or certain turret instead of depending on just 1 turret and asking devs to buff it so that you can get a little advantage over others. Is this right?

 

Will that be a perfect balance for you?

Edited by zainslimshady

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Shaft is perfectly fine in Polygon CP - Not every players have to go and sit on the Objective. A couple of support tanks cleaning up enemy reinforcement going for the objective have their roles.

Sage advice. I've seen many Poly CP games made by support tanks nowhere near the point. I've done this myself a few times with DD Hammer Wasp just buzzing around the outer circle taking a bite out of enemy tanks as they spawn and move toward center. I didn't get many kills but I didn't care because those weakened enemy tanks were fodder for my teammates at the center point.

 

.

Edited by austen_pierce
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Pack of Isidas is fun to kill with freeze though, because you can hit multiple opponents with freeze and they can't run away. So if you get behind that pack with DD, then...they're gone :)

 

 

I'm highly dubious that you or any Freeze player will be able to sneak up on an Isida pack undetected. Even if you do, that the pack will start to group heal making your attack moot. Their configuration almost guarantees that at least one of them will have a shot at you.

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I'm highly dubious that you or any Freeze player will be able to sneak up on an Isida pack undetected. Even if you do, that the pack will start to group heal making your attack moot. Their configuration almost guarantees that at least one of them will have a shot at you.

A Thunder might be useful in this case.

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I'm highly dubious that you or any Freeze player will be able to sneak up on an Isida pack undetected. Even if you do, that the pack will start to group heal making your attack moot. Their configuration almost guarantees that at least one of them will have a shot at you.

Maybe in theory it sounds dubious..but in reality I do it all the time. Usually I'm the only person on my team that can take out the isida-pack.

Edited by r_I_already_won0

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A Thunder might be useful in this case.

I was thinking Rico, but you are right. Thunder or Smoky, and maybe a DD Twins - the trick is to keep firing while Isidas exhaust their charge. Don't expect it to be easy.

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Nobody complained when freeze got nerfed or any other turret. One must have goals to set. that by this time i will buy certain kit or certain turret instead of depending on just 1 turret and asking devs to buff it so that you can get a little advantage over others. Is this right?

 

Will that be a perfect balance for you?

I'm not even an isida player so when I say isida is underpowered I'm not doing it for selfish reasons...understand that.

 

A perfect balance for me is where every turret has a chance to compete.  I'm not asking devs to buff isida so I can get advantage, I don't even use isida.  Please understand my motives aren't selfish in this respect, but for the ultimate motive of achieving a better in-game balance.

 

(On a side note, game balance is why I despise drugs.  I actually care a lot about this, sort of like a "shining ideal" for me.)

Edited by r_I_already_won0

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I was thinking Rico, but you are right. Thunder or Smoky, and maybe a DD Twins - the trick is to keep firing while Isidas exhaust their charge. Don't expect it to be easy.

Can you bounce a Rico shot off a team tank? It would be awesome if it could be done.

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