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Update 428 — Parameter tweaks and more


theFiringHand
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Noooo you nerfed all the OP guns

No, Smoky and Thunder are still intact. On those their recoil should be as strong or close to their impact. And there should be a way of letting others know where the projectile is coming from. I say make Smoky smoke, with every shot they should start collecting visible smoke around them. For thunder make a big visible flash, like thunder when they shoot.

 

Hammer and Rico need a little damage nerf too.

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ill say try dog wars or clash of clans if you dont already. This has turned into trash online 

both of'em are android games but im an addicted  need to play with keyboard and blow up tanks  :unsure:  :unsure:  :unsure:

Edited by rain.maker

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I know many of you are too scared to speak up for fear of retaliation of some kind so I'll do it for you!
 

Tanki doesn't check everyones garage before making changes. This nerf was necessary.

But why wait until the sales were over to inform players about the changes? Waiting until now has a stabbed in the back feeling to it.  I can see why some of them feel cheated. Buff turrets then entice players to invest in them with sales only to nerf them straight after.  I suppose tanki would not have got the income it did if they were to nerf them before the sale eh? And they wonder why mistrust and disrespect are commonplace around here!

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Vulcan needed to be nerfed slightly as does Shaft.

On the contrary, Shaft and Firebird are the two guns that need a buff the most. Freeze and Vulcan come close after, but I would like Vulcan's damage to be buffed, and then see an alteration that decreases the damage but increases the impact force.

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You know something's wrong when the firebird alteration doesn't have as much afterburn as the stock firebird from a few months ago...

 

I will say it again: Too many people played in small maps like Polygon and Noise, which gave them the impression that freeze and firebird were OP. They were not. In medium/large size maps freeze and firebird were perfectly balanced and in the larger ones they were a bit underpowered.

 

The key was to make the larger maps more popular so that freeze and firebird were less OP, not nerf their stats based on how they perform in small maps. People should be fully aware that every time they join a small map battle freeze and firebird will rule. That is the purpose of short-rangers.

 

 Those players have no right to complain about freeze and firebird if they play on small maps. It's their choice to play in maps where they know short-rangers will rule.

 

I believe map diversity is key, so when I play on my favorite medium/large maps the freeze and firebird will be way too weak.

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Hopefully i can say nice job after trying out the new tweaks.  The vulcan tweak was needed for sure they were ruining good games turning them into vulcan wars.  Already thought my firebird was lowered enough and getting difficult to compete with but we'll see.  I would really like to see the mines have a 5 sec or more time delay before they vanish once the dropper of mine is destroyed, this would be great fun and make them more a part of the game strategy.

I think mines should be visible. After all the tank drops it, not plant it right after the server restarts so no one sees them. And then maybe it could stay in the battle as long as you're in the battle.

 

But you can destroy it with fire, thunder, railgun and shaft, if you aim it directly in the middle, and freeze it for a period of time with freeze,

Edited by r_TNK121

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Just increase the afterburn for firebird

and increase the time required to overheat for vulcan

and implement my idea of giving isidas 25% self-heal in DMs

and Increase railgun's damage but increase reload time

and LEAVE EVERYTHING AS IT IS for at least a year

and everything will be just perfect.

 

Thanks.

Edited by r_I_already_won0

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When are you going to sort out the Thunder turret ? It never inflicts the full damage stated on the wiki, my M4 Thunder should deal 1020 damage, but it never inflicts more than 950 most of the time, and yes,this against unprotected hulls.

Edited by wulrus
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Just increase the afterburn for firebird

and increase the time required to overheat for vulcan

and implement my idea of giving isidas 25% self-heal in DMs

and LEAVE EVERYTHING AS IT IS for at least a year

and everything will be just perfect.

 

Thanks.

What about my Railgun...

temper-tantrum-450x420.jpg

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I think it`s unfair for isida players to have self-healing on the same level with all mutations (M0-M3+). It could be upgraded in degrees, like 10% - 20% - 30%. Although I think that 10-30% is still too little.

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When are you going to sort out the Thunder turret ? It never inflicts the full damage stated on the wiki, my M4 Thunder should deal 1020 damage, but it never inflicts more than 950 most of the time, and yes,this against unprotected hulls.

That's not how it works...Take a look at my "Game Balance Visuals and Stats" topic...you'll see, that within the maximum damage range (70 meters) thunder does a random amount of damage between the min and max damage values, with the more common values closer to the middle ground between those two extremes. It's like a bell-curved aligned to the center. There's an excellent visual by @BlackWasp777 that shows this.

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Yay!!! A continue button! This should go far in sorting out the unbalanced battle starts.

 

In my view almost all these changes are in the right direction :)

 

Some more I think that need to be considered -

 

1. Ricochet DPM is currently low. This is because after 1 clip is exhausted, the ricochet is helpless for a little while.

2. Thunder is going to gain even more ground in comparison to other turrets. It's versatility is already high now.

Edited by Spit_Fyre
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