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New balance changes and other features


theFiringHand
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You guys are complaining too much about this update. Everything changes, you know? Otherwise, how would the world expand and grow?

 

Here's what Semyon Kirov said about a rebalance just like this one from 2013... (Scroll down to the bottom)

Edited by GeeVuh

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You guys are complaining too much about this update. Everything changes, you know? Otherwise, how would the world expand and grow?

 

Here's what Semyon Kirov said about a rebalance just like this one from 2013... (Scroll down to the bottom)

Passed the iinitial knee jerk reaction, I'm fine with the update.

 

Now, I am less fine with the 'Ghost Bullet' and the 'Hulls being caught on every pixel of the map while moving' glitches.

 

Given the dev's record at fixing the 'Turning Turret' glitch.... yeah. :unsure:

Edited by Reddkuest

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Ok . Its not a huge problem or anything but Wy Tye heck does Wasp M2 have MORE armor than Hornet M2?!?!? I mean, its only 10 HP but that 10 HP could mean the difference between getting the kill or not

not for me

It's the same

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Ok . Its not a huge problem or anything but Wy Tye heck does Wasp M2 have MORE armor than Hornet M2?!?!? I mean, its only 10 HP but that 10 HP could mean the difference between getting the kill or not

Because wasp and hornet are supposed to have the same hp, but Wasp m2 is unlocked later so it is better for it's class. At m3 and m4 they are equal.

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Ranting!... so PO's at tanki's "rebalance" which means we really screwed it up last time so here is a major change!

 

Wow, if you're an isida get used to look at the rear end of a tank because you can't attack alone and you can't defend alone all you can do is sit there at the rear of a tank and heal it.....  Isida officially neutered.

 

Twins is painful to play as the fire rate is ridiculously slow.....  at least two of my tanks i'll never use again.

 

People choose their tanks based on the attributes and how they play, then they rank up, possibly spending money on their tank only to be "rebalanced"  These were major changes, so whoever did the last rebalance hopefully was fired for screwing it up so badly last time.

 

I think i'm done.....

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  • 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

Having an Isida myself, on the close range an Isida pack is (used to be) indeed hard to take down, but as all short range turrets they are utterly useless on the long distance.

 

Imagine 4 Isidas fighting in a pack against 4 Thunders spreading up and skilled enough not to let the Isidas get close, the Thunders can get away without a scratch. For this reason I and my Isida never stood a chance in long range maps such as Stadium, Monte Carlo, Highways, etc. In these maps an Isida was and is just an ideal target and, in the best case, an healer. Having such a big disadvantage on the long range, it seems quite obvious to me that we should have the upper hand in the short range, otherwise Isidas would only be good as a night lamps.

 

On the contrary now I am struggling even on the short range, with twins, hammers and thunders that do not even try to avoid me to take me down.

 

Resuming: inevitably last in big maps, and struggling in the middle rankings in small maps. I have an M4 Isida and an almost M3.5 Viking and I can as good as forget about a first place.

 

Whoever did this "re-balancing" had no idea of what they were doing, it looks like they didn't consider the range factor in their calculation.

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Its amazing now, I hardly ever see any DR formats in RU1 anymore, but players who love XP continue to play after they say they dislike this update so much. I mean cmon what better way to ruin a format then by making a tank 3 shots for m2 and occasionally for m3, they say now the game play is better I disagree, gameplay has become much slower. Campers are very hard to get  away from now, and with the fast "4" second reload. Tanki really ruined a player's favorite format, especially for Pros.

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but as all short range turrets they are utterly useless on the long distance.

Sure, there is no combo that works great on all maps in all situations.

The point is, although they might loose bad on stadium, they will be great in most other maps. Most large maps have enough hiding places, walls and houses to provide cover. There the isidas could reload (energy and health) and continue.

 

I once faced an isida party on Kungur.. and they beat us to the ground. The longrangers did their job.. but they just took protection modules against the most common ones.. and the deal was closed:

drive in, get flag and harm defenders, drive home.

 

We lost bad.. although my team was full of Gismos, rail, thunder, Vulcan, Rico.

If not all longrangers can focus fire on them simultaniously from different positions you've bad cards. And while playing ISida party comes natural for Isidas, the opposite kind of cooperation for longrangers is nothing they do every day (except they are a clan with voice com)

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Its amazing now, I hardly ever see any DR formats in RU1 anymore, but players who love XP continue to play after they say they dislike this update so much. I mean cmon what better way to ruin a format then by making a tank 3 shots for m2 and occasionally for m3, they say now the game play is better I disagree, gameplay has become much slower. Campers are very hard to get  away from now, and with the fast "4" second reload. Tanki really ruined a player's favorite format, especially for Pros.

killing a camper is too difficult NOW

4 sec roload .... Even difficult in routine battles  ~3sec reloads...

DR was a fail

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Sure, there is no combo that works great on all maps in all situations.

The point is, although they might loose bad on stadium, they will be great in most other maps. Most large maps have enough hiding places, walls and houses to provide cover. There the isidas could reload (energy and health) and continue.

 

I once faced an isida party on Kungur.. and they beat us to the ground. The longrangers did their job.. but they just took protection modules against the most common ones.. and the deal was closed:

drive in, get flag and harm defenders, drive home.

 

We lost bad.. although my team was full of Gismos, rail, thunder, Vulcan, Rico.

If not all longrangers can focus fire on them simultaniously from different positions you've bad cards. And while playing ISida party comes natural for Isidas, the opposite kind of cooperation for longrangers is nothing they do every day (except they are a clan with voice com)

Does Rail still have 100% penetrative power? You'd think a few of those could do a lot of damage as the "party" approaches. Front one or two would be fine but back couple would get snuffed in 1 or 2 volleys.

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rail M4 has 100%; Rail M3 is close up to it today.

 

The problem in this particular battle was, that they all equipped somethng like Prodigy legacy module. I could hardly harm them at all, so as well coudn't the Thunders. But closeranger turrets were useless too, as their first Isida blocked the firebirds way and was healed by the others.

They simply knew what they were doing.

 

With the new freeze effect this might change a bit.

 

Still I opened up a thread in the ideas section at that time, that Isidas healing should be less effcive at healing other Isidas. They have (had!!) their selfhealing anyways. This proposal would also allow more dynamic gameplay if you need to crack up a well defended base, where the defending campers get filled up constantly

Edited by BlackWasp777

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rail M4 has 100%; Rail M3 is close up to it today.

 

The problem in this particular battle was, that they all equipped somethng like Prodigy legacy module. I could hardly harm them at all, so as well coudn't the Thunders. But closeranger turrets were useless too, as their first Isida blocked the firebirds way and was healed by the others.

They simply knew what they were doing.

 

With the new freeze effect this might change a bit.

 

Still I opened up a thread in the ideas section at that time, that Isidas healing should be less effcive at healing other Isidas. They have (had!!) their selfhealing anyways. This proposal would also allow more dynamic gameplay if you need to crack up a well defended base, where the defending campers get filled up constantly

So... can we hold you responsible for the Isida nerf?  :angry:

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hahaha :D

 

Nooo, as I proposed a different solution, that would not harm indiviual Isidas, but just and exaclty their teamwork ;)

And nooo again, because I proposed as well, multiple times, since ages, that the selfhealing should not double with DP.

 

Come on.. .give me a cookie for this ;)

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One thing I will say that is good about the "Re-balance" is the handling of increments from M3 to "M4".

 

Before the update the weapons were all over the map in terms of how much better it got through all the MUs from M3 to M4.

Thunder received +26% max dmg

Smoky received +18% max dmg

Hammer received +24% max dmg

Ricco received +13% max dmg

 

Now they are all very close at +18% or +19%.

And the other parameters also improve by very comparable amounts.

 

Due in part to the baseline set at M3 with same unlock rank now. But it is nice to see that consistency.

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hahaha :D

 

Nooo, as I proposed a different solution, that would not harm indiviual Isidas, but just and exaclty their teamwork ;)

And nooo again, because I proposed as well, multiple times, since ages, that the selfhealing should not double with DP.

 

Come on.. .give me a cookie for this ;)

Was just pullin' yer chain.  :D

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Is it just me or is the time till you spawn really longer? Maybe it's just a perception thing, but I had the feeling that the spawning takes longer after the update.

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spawn takes longer when the servers are in overload

Seems to happen A LOT.

Even when only ~ 3,000 players one evening.

 

Wonder how many tankers/battles each server can manage (well).. 

 

I think all the bells & whistles they've added have made it worse - including the dmg display counts. That's a lot of extra info floating around.

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Seems to happen A LOT.

Even when only ~ 3,000 players one evening.

 

Wonder how many tankers/battles each server can manage (well).. 

 

I think all the bells & whistles they've added have made it worse - including the dmg display counts. That's a lot of extra info floating around.

It's quite likely that ifo was alredy trasmitted. The extra work would be on your graphics card just to display it. But not necessarilly a bandwidth hit.

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It's quite likely that ifo was alredy trasmitted. The extra work would be on your graphics card just to display it. But not necessarilly a bandwidth hit.

Maybe. have not updated it in quite some time.

 

Was great when new, but now.... ???

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