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Update 428 — Parameter tweaks and more


theFiringHand
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^

Thanks for the feedback. Here's the updated proposal, where the lock-on and multi-beam features are alterations:

 

Isida alterations:

 

1. Magnetic Targeting:

 

The Isida will be able to support many beams within the cone angle. So, you can be attacking an enemy and healing a teammate at the same time, provided they are close together. Combine this with the alteration "Broadband Emitters" and it would be so powerful. You could theoretically cause damage to 5 players close together.  

 

The downside? The charge time is reduced by a sizeable amount/

 

2. Hyperfield Channeling.

 

The Isida will have a lock-on feature, where if the Isida STARTS firing at you within 20 meters (this example is for M4 isida), which is the max range, it will be able to follow you even if you back out of it's range, until 30 meters. This applies to healing and damage, but keep in mind the Isida cannot start firing until it is 20 meters or closers. So it's not the same as making the range 30 meters. Also, the charge time will be 2 seconds longer.

 

Downside? There will be a damage drop-off like firebird and freeze over range, instead of a flat damage per second no matter the range. In addition, the reload will be quite a bit longer.

 

So you see, they have clearly defined drawbacks. Looking forward to more criticism, thanks! :)

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yes, firebirds burning damage is very, very low at the moment.

This makes the alternation overpowered.

Today the normal firebird and the alternation are not equal to each other. The drawbacks of the firebird alternation have such monor effects on the battlefield, that fire+alternation is simply stronger then fire without alternation.

 

I would propose to increase the temperature limit of the normal firebirds a bit;

while the alternation should have a much higher energy consumption as today... or less direct damage

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^

I agree, except that in my view the alteration is perfectly balanced and it is the stock firebird that is weak.

 

I propose to increase the damage for firebird and freeze to 800 hp/sec.  Halfway between their current damage values and the damage values following the big update recently.  Also, the stock firebird needs more charge (2 more seconds) to make it have the same amount as freeze, and a bit higher temperature limit. Then, the alteration can cut charge by 60% to make it balanced.

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here's one for you

 

 

wqoe8z.jpgI baked them recently; they are delicious :)

They come with marmelade filling and choclate coating; and as an alternation I have some round ones too (but no photo of them) :)

 

 

 

Edited by BlackWasp777
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here's one for you

 

 

 I baked them recently; they are delicious :)

They come with marmelade filling and choclate coating; and as an alternation I have some round ones too (but no photo of them) :)

 

 

 

Mail one to me... My name is Agent 009  :ph34r: and my address is 1096544 Alternativenation Street, in Minelife-sota, USA.

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Thanks for the feedback. Here's the updated proposal, where the lock-on and multi-beam features are alterations:

 

Isida alterations:

 

1. Magnetic Targeting:

 

The Isida will be able to support many beams within the cone angle. So, you can be attacking an enemy and healing a teammate at the same time, provided they are close together. Combine this with the alteration "Broadband Emitters" and it would be so powerful. You could theoretically cause damage to 5 players close together.  

 

The downside? The charge time is reduced by a sizeable amount/

 

2. Hyperfield Channeling.

 

The Isida will have a lock-on feature, where if the Isida STARTS firing at you within 20 meters (this example is for M4 isida), which is the max range, it will be able to follow you even if you back out of it's range, until 30 meters. This applies to healing and damage, but keep in mind the Isida cannot start firing until it is 20 meters or closers. So it's not the same as making the range 30 meters. Also, the charge time will be 2 seconds longer.

 

Downside? There will be a damage drop-off like firebird and freeze over range, instead of a flat damage per second no matter the range. In addition, the reload will be quite a bit longer.

 

So you see, they have clearly defined drawbacks. Looking forward to more criticism, thanks! :)

Thanks for the reply.

 

To these I would repeat the same criticism for the lock-on idea, that is "safe long distance" healing, which in my opinion is unfair.

 

The multiple beam could be if, for example, two beams divide the total healing/damage output into two; if three, into three, and so on. And doing it like that wouldn't require to downgrade other parameters like reload time. I wouldn't like that alteration, but healers may like it.

 

Two or more beams with the same output as one, even if it drains energy twice or more times faster and the reload is longer will not be fair because you could just run and heal fast then go back hiding to recharge and look around and then go heal again, and again...

 

I think two alterations of Isida should be made for the two main groups of Isida players: healers and attackers... one for each. And the stock Isida should be a balanced weapon that can perform both roles good without having unfair advantages like "safe long distance" healing.

 

I too would like to see criticisms of my ideas, because I could be ignoring something. Thanks.

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^

Well, the multiple-beam alteration is kind of meant for heated combat (many tanks close together) to be a decisive role there. So naturally it would be a bit OP. The thing is, the charge (4.5 seconds) wouldn't be enough to kill a Medium hull, making it much less effective in single-combat.  So even if it goes and sustains multiple teammates, it could only do so for a short amount of time.

 

1. I would propose to make each beam as strong as a single one would be, but cut down the damage to 500 hp/sec for M4 to make it identical to the healing rate. So no matter how many beams there are, they all inflict 500 hp/sec.  However, at the M4 level 500 hp a second is very weak.

This would help Isida players who enjoy DMs, as they can rush into a melee and start firing at all of the tanks grouped there.  It would also be effective in team-modes to sustain and attack large groups.  

What you said about run and heal and then run and heal, I take it that you mean you can have a single Isida propping up a whole group of campers. However, if you think about it, with only half the charge, the overall gain in effectiveness is not much, and those tanks are vulnerable during the reload.  In addition, I feel that most people would like to pair this with "Broadband emitters", meaning the range will be very short and the isida will have to stay close (vulnerable) to his/her patients. This alteration is meant for Healing-minded Isida Players.

 

For the lock-on alteration, I am going to change it a bit.  In addition to the lock-on and longer charge, it will also be given 25% self-heal at M4, NOT affected by Double Power.  However, for this, a long reload and a damage drop-off (which I think is pretty significant, think of how much damage freeze does at it's max range) might not be enough.  I am aware of the safe healing you brought up, and in fact designed it with this exact tactic in mind.  In am confident that the damage-drop-off would counter the strategy of staying at 30 meters enough to keep the game balanced. Another disadvantage for this alteration would be the appearance of a 1 second "delay" before the beam starts healing.  For the most effective healing, players would have to stay close and as you know, the healing rate for isida is already pretty slow.   Also, they have to be there for at least 1 second, which would mean if a player was about to be destroyed, the isida would not be able to save it.

 

 I honestly don't think the "safe-healing from distance" is a valid concern since the healing rate would be much too slow there. Of course, we would see some in-game situtations where it is used or useful, but not too much to upset the balance. In fact, to get the same amount of healing as the stock isida, players will have to stick to their patient like a remora. Players who buy this alteration would fit under the "attacking" and "survivability" category.

Edited by r_I_already_won0

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What Artcore said about an update in Tanki X:

No worries, but I would advise you and the rest of the community not to react to bad updates like the Tanki X Dev. team is designing them on purpose just to get the players mad or something. We can not test every update on paper and take into consideration its every aspect, this is why we are forced sometimes to upload it on LIVE in order to see the numbers in real time. It is a normal process that not only us but other games are going through from time to time.

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Hazel, if you read this..

why was Hornet and Wasp slowed down so much and cut of their agility?

What was the reason?

 

Wasp or hornet was never OP in multimode battles in the M2/3/4 battle range. Even on larger maps like Serpuchov there were plenty of mediums around, as the low health of the light hulls is a drawback.

And now the hp are still low, but additionally they now lack speed and have a real bad handling (no agility, turning acceleration).

It definitely made the gameplay less fun (I played about 200k xp since the update, I had plenty of time to get used to it.. but still).

 

I see that there are a lot of wasp/hornet around in M0/M1, but there the tanks miss a lot. So the advantage of a medium over a light is not so large in real battle field envoronments.

But in In M3/M4 ranks the battles were never overcrowded with light hulls. So why was it changed?

This should be obvious - to make players use speed boosts.

 

Speed boosts were by far the most underused supply in the game. There are more of them on most maps yet many players just passed them by. Missions and kits have given most mid to high rank players hundreds if not thousands of unused speed boosts.

 

They were a solution to a problem which didn't exist.

 

So Tanki made the problem exist by slowing down light hulls. And by making the supply a lot better, increasing the speed up from 30% to 40%.

 

Even as a Viking and Titan user, I'm using speed boost a lot more nowadays.

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^ I actually knew what you said, it was my own theory. I agree with what you said about speed boosts being too useless  Here's Tanki devs thought chain:

 

1. Speed boosts are too useless.

 

2.. Okay then, Make speed boost more powerful- lets say 40%.

 

3. With 40% speed boost light hulls will be out of control at the highest ranks. (m3, m4)

 

4. So, we Make light hulls slower.

 

However, most players still don't use the speed boost.  Even though now a speed boost is actually fun to get and makes a big difference.  The previous hornet m4 on speed boost was slower than the current hornet m4 on speed boost. Light hulls are too slow in non-drug battles and just normal battles in general to make them competitive. The speed was the defining feature that actually took the place of armor, now that that is gone, light hulls become fragile toys. So how do we solve this dilemma?

 

I propose hull alterations. (yes, I know the devs aren't plannign them. But think:)

 

Alteration for hornet that increases speed, weight, and turning speed, while decreasing hp.

Alteration for wasp that increases speed, acceleration, rear/backwards acceleration while decreasing hp.

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@nonagile light hulls:

IMHO there are three possible reasons for doing so; but none of them would be worth _that_ change.

 

 

Those three are:

- increase the useage of speed boosts

- allow less skilled players to handle a Wasp M3/M4 on Nitro

- and close the gap between heavies/mediums and lights

 

In lower ranks wasp and hornet are fine. In higher ranks the number of light hulls in non-format battles was low already. So they drive mediums instead and use their nitros. So why make the high ranked modifications of light hulls less atractive, if most players there use mediums+Nitros anyways?? This just pisses off all format players.

 

There are a lot of battles without supplies in higher ranks, and there the light hulls are pretty screwed now.

 

High ranked Wasp pilots never had much issues on driving their Waps on Nitro, or were simply clever enough to not pick it up and leave it for the Viking behind them.

 

 

Those hulls where so much fun... and now they make no fun any more. That's a sad thing actually, which fails the reasons that I could make up.

So I ask for it.

Edited by BlackWasp777
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^ I actually knew what you said, it was my own theory. I agree with what you said about speed boosts being too useless  Here's Tanki devs thought chain:

 

1. Speed boosts are too useless.

 

2.. Okay then, Make speed boost more powerful- lets say 40%.

 

3. With 40% speed boost light hulls will be out of control at the highest ranks. (m3, m4)

 

4. So, we Make light hulls slower.

 

However, most players still don't use the speed boost.  Even though now a speed boost is actually fun to get and makes a big difference.  The previous hornet m4 on speed boost was slower than the current hornet m4 on speed boost. Light hulls are too slow in non-drug battles and just normal battles in general to make them competitive. The speed was the defining feature that actually took the place of armor, now that that is gone, light hulls become fragile toys. So how do we solve this dilemma?

 

I propose hull alterations.

...

In my opinion alterations shouldn't solve issues or make equipment useful. All stock equipment should be appropriate for most battle situations.

 

Maybe Supplies need the rethinking to balance the game.

 

Why DA costs the same for all tanks when we all know Titan needs at least 8 more plates than Wasp?

 

Why a Speed Boost bottle doesn't last longer for a light hull and shorter for a heavy one?

 

Okay, I'll stop now. :)

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Speed boost "useless"?

 

Ah-ha.

 

Ahhh-hahahaha!

 

AHHHHHH-HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHHAHAAHA

 

I pity the player that actually feels this way.  :lol:

Edited by LittleWillie
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In my opinion alterations shouldn't solve issues or make equipment useful. All stock equipment should be appropriate for most battle situations.

 

Maybe Supplies need the rethinking to balance the game.

 

Why DA costs the same for all tanks when we all know Titan needs at least 8 more plates than Wasp?

 

Why a Speed Boost bottle doesn't last longer for a light hull and shorter for a heavy one?

 

Okay, I'll stop now. :)

You remind me of a point I was going to make. I feel the RK gravitates druggers toward heavy hulls.

 

Speed Boost= 40%. Same percentage of faster speed=bigger increase. Therefore, speed boost does more to light hulls.

DA=100%  Double value of bigger hp pool=larger increase. Therefore, DA does more to heavy hulls.

DD affects only the turret, so it is neutral.

But then the RK: restoring a heavy hull to full health does much more than restoring a light hull to full health,  not to mention it takes longer to get a heavy hull down to the amount of health he/she will use a RK, meaning it takes much longer to kill him/her and they save on drugs.

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You remind me of a point I was going to make. I feel the RK gravitates druggers toward heavy hulls.

 

Speed Boost= 40%. Same percentage of faster speed=bigger increase. Therefore, speed boost does more to light hulls.

DA=100% Double value of bigger hp pool=larger increase. Therefore, DA does more to heavy hulls.

DD affects only the turret, so it is neutral.

But then the RK: restoring a heavy hull to full health does much more than restoring a light hull to full health, not to mention it takes longer to get a heavy hull down to the amount of health he/she will use a RK, meaning it takes much longer to kill him/her and they save on drugs.

Very good point. I sort of knew that repair kits favored heavy hulls but never pondered its wider implications on supply usage.

 

At my rank even Medium hulls don't survive long in heated battles. I played through the ranks using Viking but now that I'm a Gissmo, I mostly use Titan. Titan on nitro is very playable.

 

.

Edited by austen_pierce

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