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Episode 112 of the V-LOG is here


theFiringHand
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Looks like BT is coming. Woooooooot. :mellow: :rolleyes: -_-

u see i am a humble 1st lieutenant here who knows nuffink :mellow:  :rolleyes:  -_- . can u plz educate me about "bt" ?

Edited by Magenta

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Thunder is a range gun and freeze/fire are melee weapons. This change to Thunder's splash would then be about the same, what they did to Smoky's critical shot. It's removed... nah not removed, since there is an overall difference of 2 % to being removed...

Thunder is comparable to fire/freeze in it's ability to damage multiple tanks in one shot. All other turrets kill one tank at a time (except railgun, which I guess can be excused because double shots are pretty rare themselves). When tanki introduces something like shielding, IMO a holistic approach is needed to maintain a sense of balance, if not true balance.

 

What I think will happen eventually is what happened back in the day when the light/med tank kits were available to purchase very early in the ranks. The start of a never ending cycle of experimentation. How? Like this-

 

1. Imbalanced promotion of Thunder/viking/prodigi with the med kit. Every other turret fell at a disadvantage.

2. Thunder users bloom like plankton and everyone starts getting protection against it. Think about it, it must be like the second most popular gun (after rail). But rail users just take whatever is dished out to them with a grain of salt and go sulk in XP/BP. Other turrets don't really have such practical options as of yet.

3. Thunder users naturally start complaining about ineffectiveness.

4. Tanki tries to figure out what is not working, tinkers with hulls, then turrets, supplies one-by-one, stirring up a nice salty soup.

5. Basically everyone starts complaining, and tanki levels it all out with a rebalance.

6. Repeat.

 

Only difference here is that thunder is being indirectly promoted. It's only a matter of time before players realize fire/freeze has equal/less power over a crowd compared to thunder (and thunders don't even need to get close). Granted the scale of such things is hard to measure, but little things like this add up.

 

I'd like to add that players who have been in the game for a few years, playing often, is favored with strong instinct that time confers. I trust mine enough to stand my ground on this, not in any way disrespecting anyone else. It's also a cause for concern that players who use a weapon as a primary on any account will NOT add their voices to ideas that deny edges to their equipment. An understandable bias. It needs to be obvious to people who do the surveys though - fix your perspective on numbers first.

Edited by Spit_Fyre
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Thanks for replies guys....I'm 10k exp short of a rank-up exp amount...I'd imagine a few are faced with this problem, wait or carry-on and earn that amount anyway. It would also be nice to see myself ranking-up, haven't seen it in while. Depends when the update is introduced.

If I were you, I'd wait for a week more or so. 40k extra is always nice and it shouldn't take too long, based on what they said in the vlog, before the new rank is in the game.

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Thunder is comparable to fire/freeze in it's ability to damage multiple tanks in one shot. All other turrets kill one tank at a time (except railgun, which I guess can be excused because double shots are pretty rare themselves). When tanki introduces something like shielding, IMO a holistic approach is needed to maintain a sense of balance, if not true balance.

 

What I think will happen eventually is what happened back in the day when the light/med tank kits were available to purchase very early in the ranks. The start of a never ending cycle of experimentation. How? Like this-

 

1. Imbalanced promotion of Thunder/viking/prodigi with the med kit. Every other turret fell at a disadvantage.

2. Thunder users bloom like plankton and everyone starts getting protection against it. Think about it, it must be like the second most popular gun (after rail). But rail users just take whatever is dished out to them with a grain of salt and go sulk in XP/BP. Other turrets don't really have such practical options as of yet.

3. Thunder users naturally start complaining about ineffectiveness.

4. Tanki tries to figure out what is not working, tinkers with hulls, then turrets, supplies one-by-one, stirring up a nice salty soup.

5. Basically everyone starts complaining, and tanki levels it all out with a rebalance.

6. Repeat.

 

 

 

I don't know if Thunder is the 2nd most used turret (after rail) throughout the game, but in higher ranks it definitely is. The "med kits" were before my time, and I don't know nothing about them, but yes it might be a reason for the big Thunder distribution. Another reason is that, Thunder has been for a long time one of the earliest available M3 turrets.

 

So do you mean this fun- and uniqueness-killing approach? And you want to make this more holistic, then go on and kill also Thunder's splash...

 

If you want to nerf the splash damage, then as a consequence you need to compensate it, i.e. by buffing Thunder's damage. Here are two approaches to assess the value of the splash damage in total in order to give a direction how big a compensation for the splash would be:

 

1) If you want to align (or make it equal) to Smoky, you have to take into account that the Splash damage has an additional value of 11% -12% (according to wiki parameters at M3&M4) referring to Thunder's normal damage (tho the value can be slightly reduced since Thunder has a better weak damage).

2) Some rough estimation: My average max.dmg. is about 840 (tho I have a Thunder with an official max.dmg. of 940, making it ~10% weaker). My gameplay experience leads me to consider about every 3rd shot is making together with splash dmg. 110 damage. So in total I get a roughly 10% advantage (referring to max.dmg.).

 

These are just statistical values and it doesn't even consider the by then more or less lost advantages by DD + splash, which potentiates it's value. But I don't consider myself so much as a drugger, so I leave this here.

 

So if you want to reduce the splash only on the sides & front, then there would be an additional need to compensate, since a bigger share of the splash damage will be applied on its own tank in future. The probability that enemies will get hit is reduced, while the probability hit himself is the same.

 

Only difference here is that thunder is being indirectly promoted. It's only a matter of time before players realize fire/freeze has equal/less power over a crowd compared to thunder (and thunders don't even need to get close). Granted the scale of such things is hard to measure, but little things like this add up.

 

Are you considering the ranges here? Because Freeze and Fire can deal way more damage than Thunder. The primary effect of at least the Freeze has not been the splash damage (which is the case at Thunder), but the freeze effect. Fire has... well had the afterburn too.

 

 

 

I'd like to add that players who have been in the game for a few years, playing often, is favored with strong instinct that time confers. I trust mine enough to stand my ground on this, not in any way disrespecting anyone else. It's also a cause for concern that players who use a weapon as a primary on any account will NOT add their voices to ideas that deny edges to their equipment. An understandable bias. It needs to be obvious to people who do the surveys though - fix your perspective on numbers first.

 

 

 

Yes, ofc there are these weapon biases, but if I see a better weapon, I will start to think what to do in case mine is bad.

I am pretty sure, that I will stop investing crystals in Thunder when TO will implement this change (at least with no compensation), because there are/will be better turrets available out there, i.e. Hammer M3, which btw could also be used to kill multiple tanks. It can as well be played about like Thunder, when equipped with its M1 alteration, making it to a good substitute to Thunder. 

Edited by Tani_S

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BT = Wasp Twins

Can we stop using Russian acronyme? It's WT ! or we should call it  Wasp Twins Format (WTF).

WT is a very special Format for PRO Mult (or trainee mult who wants to grow as PRO mult).

 

Why only a=on turret and one hull?

Could the Plasma format (Twins and Ricochet with light to medium hull) be created instead/also?

This will allow more player to join those plasma battle (more battle) as less restriction on equipment.

Edited by Viking4s

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If you want to nerf the splash damage, then as a consequence you need to compensate it, i.e. by buffing Thunder's damage. Here are two approaches to assess the value of the splash damage in total in order to give a direction how big a compensation for the splash would be:

 

1) If you want to align (or make it equal) to Smoky, you have to take into account that the Splash damage has an additional value of 11% -12% (according to wiki parameters at M3&M4) referring to Thunder's normal damage (tho the value can be slightly reduced since Thunder has a better weak damage).

So if you want to reduce the splash only on the sides & front, then there would be an additional need to compensate, since a bigger share of the splash damage will be applied on its own tank in future. The probability that enemies will get hit is reduced, while the probability hit himself is the same.

 

 

Are you considering the ranges here? Because Freeze and Fire can deal way more damage than Thunder. The primary effect of at least the Freeze has not been the splash damage (which is the case at Thunder), but the freeze effect. Fire has... well had the afterburn too.

 

 

Yes, ofc there are these weapon biases, but if I see a better weapon, I will start to think what to do in case mine is bad.

I am pretty sure, that I will stop investing crystals in Thunder when TO will implement this change (at least with no compensation), because there are/will be better turrets available out there, i.e. Hammer M3, which btw could also be used to kill multiple tanks. It can as well be played about like Thunder, when equipped with its M1 alteration, making it to a good substitute to Thunder. 

No, not remove frontal and side splash, rather only the back splash.

 

I think you are confusing the damage values with the effect. It's only the effect of splash that I suggest changes to - NOT the numbers. The thing with numbers is that it's going to be different in every scenario. So I'll bring one up here - If there is 12% splash, the 12% could be dealt full on in a frontal blow to a bunch of tanks facing thunder or in the line of sight, but NOT a tank completely behind (protected/hidden by) them. If the shielding is not complete though, the splash affects all. Does this make what I'm trying to say any clearer?

 

The self damage - there is no "share/part" of splash. A user is always going to deal frontal splash to himself right?? Looking at this from where I stand, nothing changes.

 

The probability that enemies get hit being reduced - and why not? I have a bone to pick with thunder users here. Half of them, half the time aren't even aware who they hit/kill. With something like this being added, gameplay is going to depend more on the user's positioning of their tank as well as the enemy's. You cannot just camp.

 

If freeze/fire can deal with shielding, I don't see why thunder users can't - and if numbers don't change, there isn't a real need for compensation or comparison. Thanks for pointing out hammer. But hammer doesn't have "splash". So shielding is already affecting it I believe.

Edited by Spit_Fyre

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so this will be the last page maybe 13 and soon V_LOG 113 will soon be here too bad Halloween was not the 113 log lol....

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I'm waiting for the v-log its taking too long .. I'm running out of popcorn / due to having to wait for it ..I got hungry...so I stared to eat it

Edited by frozen_heart
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I'm waiting for the v-log its taking too long .. I'm running out of popcorn / due to having to wait for it ..I got hungry...so I stared to eat it

Unfortunately we're running a bit late this week. Remember, the EN V-LOG needs to be published at the same time as the German, Polish, Brazilian and Spanish V-LOG, so we need to wait for them to finish their subtitles.

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Unfortunately we're running a bit late this week. Remember, the EN V-LOG needs to be published at the same time as the German, Polish, Brazilian and Spanish V-LOG, so we need to wait for them to finish their subtitles.

Wow <_< >.< Wish They Work FASTER

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why sooooooooo late the russian v-log was out more then 10hr ago

german, polish, spanish and polish are small communities. so they are issued the same v-log as en - they are not worth making a separate v-log for. thus the co-ordinated publishing of the v-log in these communities and the en.

But the russian community is big - the biggest of all. so they get a separate and independant v-log. they get it published when its made and when their community manager wakes up.

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