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New balance changes and other features


theFiringHand
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before the New balance-

1. all hull were strong and each of them were unique. :) 

2. all the turrets had probably the same strength. :) 

after the New balance-

1.all hulls are no longer unique because the each hull from same category have the same hp :( .

2. some of the turrets are to strong (ricoshet,freeze) and some are to weak (firebird,isida,smoky) :( .

 

so please bring back the old balance so the game will be good as before.                                                                                               

Edited by ronronron11

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The main reason for this is to prevent equipment changing wars in small battles. When there are around 8 or less players in a game, people keep going into the garage to adjust their equipment to the enemy and the enemy in turn adjusts to be better suited against their opponent. As a result most players spend ages in the garage trying to pick the perfect module for the occasion and not much actual battle is happening. Not to mention that some players are basically sabotaging their team by sitting in the garage and not playing.

stupid reason for the  increase  of the equipment changes from 1 minute to 5 minutes.

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before the New balance-

1. all hull were strong and each of them were unique. :) 

2. all the turrets had probably the same strength. :) 

after the New balance-

1.all hulls are no longer unique because the each hull from same category have the same hp :( .

2. some of the turrets are to strong (ricoshet,freeze) and some are to weak (firebird,isida,smoky) :( .

 

so please bring back the old balance so the game will be good as before.                                                                                               

You did not just say Firebird and Smoky are weak...  Firebird with the alteration is OP. Smoky can smoke - literally - anything in roughly 9 seconds.

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Look folks. I am not selfish about M4 Isida. I just want it like it was before because it is now too weak and useless in big team battles.

Have patience. This issue will be fixed within a year or two because of egotistical reasons. Put yourself in their shoes. Do you enjoy admitting that you are wrong?

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There are better equipped enemies in the battles I fight. In that scenario you mentioned, high-rank players ain't gonna just keep on charging in with freeze...They'd either outflank you both and take out one isida first or just use their own long-range high-damage turrets and then take out one isida, then the other. These better equipped enemies are also on average better, far more experienced players.

 

Apart from that, Isida M-levels 1-3 are not as badly nerfed as the M3 (25/50) to M4...which is having to face these superior enemies.

Healing for M1 to 2 has been nerfed by a quarter, countered by improved reloading and energy consumption. So its still a good healer, but worse overall.

Healing for M3 has been nerfed by a 17%, but damage, reloading and energy consumption are improved...still a good healer, but still worse overall.

 

Healing for M4 has been nerfed by a 24%, and its energy consumption improvement is reduced by a 10% reload nerf. Damage is also worse. So unless it has constant DD boost, its healing is too weak to help someone fend off the High-damage long-rangers that soften up the defenses before the aggressive flag/point taking druggers arrive. The self-healing nerf is also comparatively far worse at M4 level, and cos its facing a higher number of druggers, every time it meets a DD boosted aggressive flag-taking enemy, its destroyed whether it has its own DD boost or not. It has the same flaw in attack support ability, especially as its always target #1 for any experienced player.

 

As a fully-upgraded M4, it may be able to serve some use in high-rank battles when fully drugged(I've yet to see much evidence of this). But if yours isn't M4 and you ain't a mega-drugger, why bother upgrading it if you have better options to pick from? And why bother buying one in the first place? And from what I read on here, why bother buying a turret that makes completing missions a boring chore?

And yet, when I actually play the game, I kick ass. Maybe it's because I am not hampered by memories of how an Isida is "supposed" to work and be played? I dunno. I just do what works. And it works fiiiiiiine.

 

I just finished my daily missions which included 300 pts in DM and Destroy 40 tanks. I ended the DM with 20 kills and 6 losses ... yeah a 3.33 K/D ratio sucks. I esailly killed the other 10 tanks in a Dusseldorph CTF game.

 

Is the experience different at higher levels? I cannot speak to that. But from what I hear from you Gizmos and Legends, everything about the game is worse at higher levels. more mults, more non-stop drugging. I seriously doubt one parameter on the Isida hull is reposnsible for all that.

 

Losing self heal means only one thing. The Isida hull cannot just keep killing and healing and killing and healing until a swarm of foes manage to take it down. Now Isida has to do its job as best it can before an enemy kills it ... just like every other tank in the game!

Edited by LittleWillie

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I don't know when the stinger kit is released, but usually "brand new kit" means that you overpower the players around you - thats the purpose of a kit.

Feel welcome to purchase an M3 Isida when you are in the ranks.. and try to compete with those M3s around you. If they dont change the game, you will for sure regret is as well (except you are a hardcore drugger.. but then you can fight M4s with an M2 Smoky as well..)

There's no question that having m2 gear at WO5 is an advantage.  But I should also add that since I got the m2 gear, I can mow enter battles against Majors and do so. So with the new gear also came better opponents.)

 

Also: I kicked ass with my m1 gear I just replaced. Your explanation?

 

The point is, you either like playing the role of team healer or you don't. You can either read the batlefield and go where you can make the most difference, or you can't. You either understand that your role includes taking shots so other tanks can live, or you don't.

 

You either find it fun to race across the battlefield, take aramp at speadd soar over your ally tank to land in a sheltered ledge and heal him just before he dies. Or you don't find it fun.

 

You either find it fun to keep two ally tanks up and firing in the middle of the enemy base for 2, 3, even 4 drug cycles while enemy corpses pile up around you - or you do not find it fun.

 

 

At the end of the battle, by Isida EARN Exp and Cry. That is the measure of success in this game. 

 

The measure is not, the one team-based turret must also excel at solo combat. But I do agree, many players took Isida for only one reason: they wanted to kill enemy tanks directly. Well that was never the design intent for a team-based turret. 

 

So the fact a lot of kill-only players have dropped Isida is - frankly - a Good Thing. These players belong in the other 10 turrets which are all intended to kill as Role #1. Now every Isida player I see is one I also see healing allies not one charging past my wounded tank in their lust to attack enemy. 

Edited by LittleWillie

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Losing self heal means only one thing. The Isida hull cannot just keep killing and healing and killing and healing until a swarm of foes manage to take it down. Now Isida has to do its job as best it can before an enemy kills it ... just like every other tank in the game!

..besides for the large cross hair, that floats on every Isida in each team battle, while the healer can not take care for itself anymore.

I see hardly any Isidas in higher ranks any more. If they are there, they only drive around in their own base, park and heal.. park and heal.. park and heal.

 

Any other turret has a more complex gameplay. Isidas don't (at the moment)

Edited by BlackWasp777

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..besides for the large cross hair, that floats on every Isida in each team battle, while the healer can not take care for itself anymore.

50% was not too much.  50% boosted to 100% or even effectively 200% with DD and DA was way to OP. The simple solution, that we had agreed on, was to cancel the DD effect.  I would even go so far to say it should have been nerfed to 25% because there is no way to cancel the DA effect where the damage they are taking is effectively the self-heal. But 10%? Just no.

 

However, you are right.  Complaining is pointless, even when we have valid points and reasons. They will not change isida for a while.  At least my idea is still "Under Review." :)

 

To be fair (especially for LittleWille): I played with isida and hornet m3 on the test server for about an hour. (CTF mode)  Every battle I played I was in first place, even when everyone joined at the beginning and played the whole battle through. It is very possible to get a good score and lots of crystals with isida, and k/d doesn't matter for isida players.  Isida is still very effective in team battles.

 

But notice those last three words: in team battles...

Edited by r_I_already_won0
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..besides for the large cross hair, that floats on every Isida in each team battle, while the healer can not take care for itself anymore.

I see hardly any Isidas in higher ranks any more. If they are there, they only drive around in their own base, park and heal.. park and heal.. park and heal.

 

Any other turret has a more complex gameplay. Isidas don't (at the moment)

You've raised this point many times but I still do not follow. Exactly hos does a 50% self-heal function help against long-rage enemies who are too far away for you to counterattack? The new Isida and the old Isida are exactly the same in this regard.

 

If all the Isida players you see do nothing but park and heal then the answer is clear: those players suck. That should not come as a surprise. I see may players who suck operating all types of tanks.

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50% was not too much.  50% boosted to 100% or even effectively 200% with DD and DA was way to OP. The simple solution, that we had agreed on, was to cancel the DD effect.  I would even go so far to say it should have been nerfed to 25% because there is no way to cancel the DA effect where the damage they are taking is effectively the self-heal. But 10%? Just no.

 

However, you are right.  Complaining is pointless, even when we have valid points and reasons. They will not change isida for a while.  At least my idea is still "Under Review." :)

 

To be fair (especially for LittleWille): I played with isida and hornet m3 on the test server for about an hour. (CTF mode)  Every battle I played I was in first place, even when everyone joined at the beginning and played the whole battle through. It is very possible to get a good score and lots of crystals with isida, and k/d doesn't matter for isida players.  Isida is still very effective in team battles.

 

But notice those last three words: in team battles...

Exactly. Team battles. Team battles are why the turret exists. Game balance demands that a turret that is often the decisive factor in team play CANNOT also be dominant in solo play. Or else everyone would just use that one turret. Wait! That's exactly where we were headed before the update.

 

As you pointed out, Isidas are successful in terms of earning. As you pointed out, success pretty much means no caring about K/D. Many players just will not find successful Isida play to be fun. That is fine. To each his own eh? But don't ask for an OP turret because it is not the right turret for you in the first place.

 

Myself, I find Isida fun. BrittleWillie began life as a Firebird. By m1_19/50 I got bored with spawning, killing 1-3 enemies, dying, them repeating it all. So I bought an m1 Isida. Last week I committed fully to the change by buying the m2 Isida kit. I was able to MU it to 9/50 over the weekend and had 37 Cry left. So BrittleWillie is all in on the new Isida.

 

I would not have done that if Isida was not fun! There is much more to consider in the healer role, more to observe and process ... and that leads to more fun.

Edited by LittleWillie

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Exactly. Team battles. Team battles are why the turret exists. Game balance demands that a turret that is often the decisive factor in team play CANNOT also be dominant in solo play. Or else everyone would just use that one turret. Wait! That's exactly where we were headed before the update.

Then I even more don't get why Isida's healing values are lower than the damage values. It's completely illogical to me...

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Exactly. Team battles. Team battles are why the turret exists. Game balance demands that a turret that is often the decisive factor in team play CANNOT also be dominant in solo play. Or else everyone would just use that one turret. Wait! That's exactly where we were headed before the update.

 

As you pointed out, Isidas are successful in terms of earning. As you pointed out, success pretty much means no caring about K/D. Many players just will not find successful Isida play to be fun. That is fine. To each his own eh? But don't ask for an OP turret because it is not the right turret for you in the first place.

 

Myself, I find Isida fun. BrittleWillie began life as a Firebird. By m1_19/50 I got bored with spawning, killing 1-3 enemies, dying, them repeating it all. So I bought an m1 Isida. Last week I committed fully to the change by buying the m2 Isida kit. I was able to MU it to 9/50 over the weekend and had 37 Cry left. So BrittleWillie is all in on the new Isida.

 

I would not have done that if Isida was not fun! There is much more to consider in the healer role, more to observe and process ... and that leads to more fun.

Couple of things to consider...

 

Daily missions are random. Does not matter what is in your garage. So someone with Isida m3 getting "earn exp in DM" or "get 50 kills" is up the creek. Sure they get one fee change  - but - why should that be the only turret that automatically needs to change a type of mission? What if they get two of the above.

 

If the Isida has a special function of healing team-mates (primary function?) are Devs gonna add a mission type that takes this into account?

"Heal 300xp"?

 

Many turrets can be decisive in both Team Play and DM. Freeze and Fire come to mind. Both can kill easily, and both can defend well.

Isida can defend.

But attack and kill? Not so much without constant drugging. A turret should not require constant drugging to compete.

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Is the experience different at higher levels? 

 

Yes.

 

If you take an Isida into a DM at M3 level, the only way you will get your required kills is by drugging - all the time.

 

Isida does less damage per second than all the other short-range turrets. And has no advantages (don't count the 10% self-heal - you will not notice it. At all).

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You've raised this point many times but I still do not follow. Exactly hos does a 50% self-heal function help against long-rage enemies who are too far away for you to counterattack? The new Isida and the old Isida are exactly the same in this regard.

in defense:

There are always players that come along and try to get the flag.. most of the time there are 2 of them minimum. So while the Isida hides behind some mate or corner while this wave is incoming, it then heals it's mates, and shortly before an enemy is killed it moves out and helps killing. By this way it can heal itself a little.

 

in offense:

If an isida is part of an attack team it is usually the first tank that is targeted by longrangers. Sure those high ranked players know how to take cover on their move behind everything available and know the usual sniping positions and the save spots.. but still they got hit (good snipers are.. well, good snipers). But on their way to the enemy base you usually meet at least one midfielder. An Isida can use those one to help itself out, as all the sniper primarilly target the Isida when they spot it coming across the map. Now an Isida reaches the enemy base half empty.

 

Does it still work? Yes, with drugs (repair kit).

 

 

Nice.. they repaired a turret that was OP because of the drugs-inpact on selfheal.. into a more crippled one that's only chance is to use repair kits. Must be a coincidence, that many Isida players used a lot of drugs, which are now only available through the store for usefull conditions, while it's the only great chance to continue to have some diverse gameplay with that turret.

 

 

If all the Isida players you see do nothing but park and heal then the answer is clear: those players suck. That should not come as a surprise. I see may players who suck operating all types of tanks.

I guess those are the "easy going" guys, that sit back in their Isida and relax. They do a little healing around in their base, are happy to park behind a vulcan (less stress), while they enjoy not to take care for aiming, tactics, map knowhow and battlefield awareness.

 

When seeing only those, I do wonder where the pro's are now. Those, that I don't find in battles any more.

Where are the truely skilled and capable Isida players now (met enough of them on this rank and on my Legend) ?

Why are they not using the Isida any more?

 

I doubt that they left the game.. I think they use different turrets now. So much.. for balance.

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Exactly. Team battles. Team battles are why the turret exists. Game balance demands that a turret that is often the decisive factor in team play CANNOT also be dominant in solo play. Or else everyone would just use that one turret. Wait! That's exactly where we were headed before the update.

 

(more)

I never said it had to be dominant in solo play, I said it has to be able to compete on a relatively level playing field for a whole game mode. Understand I am not an isida user.  There is NO incentive for me to want to make isida OP again.  I just feel badly for those isida players who cannot compete in DMs anymore, as I believe in fair gameplay.

 

Plus, how weak isida is now, I would rather have a good mammoth-twins sitting on the flag, or viking-ricochet attacker, than an isida-wasp most of the time.  Isida is almost a waste of a player slot on a team if it doesn't perform well. That can be remedied by simply having a strategic isida player. But the only reason people would ever want isida would be to heal their teammates, and there are no teammates in DMs.

 

You bring up the point that since isida is good in team battles it cannot be good in DMs too...I find that, flatly wrong. Isida is no more OP in team battles than twins, or freeze (defending a flag). (Just like isida, a freeze defender can be the difference between a win and loss.) And the small advantage it (isida) does have is MORE than canceled out by the huge disadvantage it has in DMs. OFC, there are more team battles than DMs, but that isn't a reason to overlook anything...

Edited by r_I_already_won0
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I never said it had to be dominant in solo play, I said it has to be able to compete on a relatively level playing field for a whole game mode. Understand I am not an isida user.  There is NO incentive for me to want to make isida OP again.  I just feel badly for those isida players who cannot compete in DMs anymore, as I believe in fair gameplay.

 

Plus, how weak isida is now, I would rather have a good mammoth-twins sitting on the flag, or viking-ricochet attacker, than an isida-wasp most of the time.  Isida is almost a waste of a player slot on a team if it doesn't perform well. That can be remedied by simply having a strategic isida player. But the only reason people would ever want isida would be to heal their teammates, and there are no teammates in DMs.

 

You bring up the point that since isida is good in team battles it cannot be good in DMs too...I find that, flatly wrong. Isida is no more OP in team battles than twins, or freeze (defending a flag). (Just like isida, a freeze defender can be the difference between a win and loss.) And the small advantage it (isida) does have is MORE than canceled out by the huge disadvantage it has in DMs. OFC, there are more team battles than DMs, but that isn't a reason to overlook anything...

Fair enough re: the word dominant. I used that owrd not because I meant to seem to be quoting you (or BlackWasp) but because many comments posted here seem to consider DM as the only scenario.

 

Or put another way, it is to be expected that a turret so strong in team play would naturally be weaker at solo play. 

 

In a similar vein I know I do not fear a Shaft tank that is 40m away. But I sure as hell look for cover when I encounter one that is 150m away. Yet no one comes out and says Shaft should be good vel opponents at point-blank ranges.

 

As I said I have no real problems in DM with Isida. No more than I had as a m1 Viking/Smoky user in the Lieutenant ranks when m2 versions were available to most other turrets and hulls. DM matches were rough for me and I CHANGED out of them whenever I could. The experiences are similar albeit at different ranges. With both weapons it is common to inflict some damage but not kill the foe before he got away. That's no probs in a team game but you need the killing shot to get credit for a DM kill.

 

Before I upgraded I did a DM against the highest opponent rank setting possible and I made sure to not use a single Supply during the match. came out with a K/D of something like 0.8 or 0.9. It was not great, but I certainly held my own drug-free and against higher ranks

 

So I am left to conclude that it is entirely fair to say ya don't fun the new Isida fun. But I cannot think of any game-play evidence that says the turret is inherently ineffective.

Edited by LittleWillie

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Don't worry, they will "rebalance" in a year and what is now dead will then be OP. As for rail, I despise them and I am delighted they were nerfed. My isida got nerfed but in a year it will be OP again. I want them to buff thunder back to 2014 levels THEN the asskicking begins. My M4 thunder gathers dust along with the Isida. But the mamy/Vulcan still kills them wonderfully as does my M4 Viking/M4 Smoky. Especially the smoky. All they hear is splat splat  dead. With double damage it is hilarious to watch them run.

So you were happy Rail was nerfed, not because you thought it was OP, but because you personally dislike them? Since you use Smoky I'm surprised you hate Rails that much...usually it's the other way around.

From reading your comment and your tone I get the impression that you just want yourself to be OP and everyone else to be underpowered....not exactly someone who it's worth my time to correct. Sorry if I sound a bit harsh but realize you sound just as bad...

 

In a similar vein I know I do not fear a Shaft tank that is 40m away. But I sure as hell look for cover when I encounter one that is 150m away. Yet no one comes out and says Shaft should be good vel opponents at point-blank ranges.

 

 

 

Before I upgraded I did a DM against the highest opponent rank setting possible and I made sure to not use a single Supply during the match. came out with a K/D of something like 0.8 or 0.9. It was not great, but I certainly held my own drug-free and against higher ranks

Your example of a shaft is not really appropriate here..I am not saying Isida should be good at medium-far ranges. It's range is very short and any gun with a range of hammer's or larger can kill it without suffering a scratch...and this was true before the update as well...I'm talking about a whole gamemode.

 

Okay, I sincerely congratulate you on your DM performance...but don't you think you would have done better with freeze or firebird? I didn't say isida cannot perform well in DM's, but I can guarantee that if you had been using freeze or firebird you would have gotten more kills and a higher k/d.

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On a side note: What happened to firebird's afterburn? Playing on the test server with the alteration felt like the previous unmodified firebird.  The m3 firebird has almost no afterburn. Playing against them on this account, I do not really see any effect of the burn.  The once "famed" alteration is now just okay.

It is now just a boring damage-machine with no enjoyable distinguishing characteristics.

I ask developers to increase the heating rate of firebird a little bit so firebird players who do not want the alteration can still have a little afterburn. Thank you.

Edited by r_I_already_won0

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1 already won

 

Of course I would like to be more OP than everyone else. Isn't that the point? We struggle through all the ranks, conserve crystals like crazy, so we can buy some OP equipment and get it upgraded as much as possible. So we can KILL.  And, no, smoky is not that similar to rail to me. I just hate the autoaim feature of rail and have always thought it was a little unfair. I have to aim my smoky or thunder or even the Vulcan in order to hit something.

Railgun has only slightly more autoaim than the other turrets... and Vulcan has an immense amount of auto, way more than Railgun. It's known for hitting small parts of tanks...

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