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Update 428 — Parameter tweaks and more


theFiringHand
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please read to the end:

 

Imagine I give you the ultimate turret that can 1shot every mammuth on the map. You will feel OP, nice adrenaline kick. And you will feel bored soon, because all players will leave your battle. No challenge, Boring fast.

This kind of game becomes only good, if you fight players that have aproximately the same chances to fight you back. Only then interresting battles can evolve.

 

Therefore dev's have to take care, that tanker A with his apple-launcher can do as much "battle efficiency" as the other tanker B with his Melon-Catapult (if both turrets are used correctly). Therefore the number of apples and melons are balanced out

 

So balance is in principle good - but only if it's done well (in numbers and in process).

 

 

Because they give you a lot and overshoot it, offer you a sale to buy that OP stuff, and take away a lot later.

It's better to give a little in a first round, again give a little but not to everyone in a second round, and stop giving if the balance is reached.

 

This would

a- give the players the chance to adapt to it.

b- let us all see how it works out

 

so while balance is an overall good thing, the way they do it here has some aspects that should be improved.

I understand balancing.  The trouble with this model is I spent X crystals to buy an item with specific functions and features.  For example, I purchase an item for the speed.  Then, Tanki slow it down for re-balance.  It is like after buying a pair of washer and dryer.  The vendor came  back 3 months later to increase the capacity of the washer but it will take longer to dry for the dryer.   This is done to re-balance the entire product line.   There must be a better way not to make us feel like being cheated.   Tanki could offer compensate if it alters a feature to be less powerful than what was purchased. 

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I understand balancing.  The trouble with this model is I spent X crystals to buy an item with specific functions and features.  For example, I purchase an item for the speed.  Then, Tanki slow it down for re-balance.  It is like after buying a pair of washer and dryer.  The vendor came  back 3 months later to increase the capacity of the washer but it will take longer to dry for the dryer.   This is done to re-balance the entire product line.   There must be a better way not to make us feel like being cheated.   Tanki could offer compensate if it alters a feature to be less powerful than what was purchased. 

Yeah, I fully understand you.

My wasp is slow like an old donky, so I already thought to propose a carrot-alternation for Wasps. With this alternation a carrot will hang down from a rod infront of tha tank to make it go faster.

But as they reduced the agility too, I rides like it had a few beers too much.. so before I can lure my Wasp with a carrot, I have to get it clean and responsive again..

 

Nah, jokes beside (ok, actually I was not joking, by wasp is truely crap now), I do fully understand you.

But that's the game here in the last 2.. 3 years.

 

There are only a few logical things left for us to do (and they happen over and over again in this game):

- players that had been striked by a laaaarge balance change (instead of small ones), usualy feel cheated

- players that feel cheated stop to invest money.

 

- tanki creates more features for beginners, as those do not know the way tha balacne will come sooner or later, and so they invest

It's actually a sad cycle.. but this is what I saw since I am here.

 

I hope things will change a bit with their new improoved way of making small changes.

 

If it helps you: things that are underpowered get stronger again sooner or later.

But the downside is, many times they loose the characteristics (like freeze did, until it become "usefull" again last month).

 

good luck ;)

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Love your passion for TO... BUT... ;)

 

You think of Isida as a healer and maybe a servant that all it should do is heal and just give some room to the healed tank.

 

If that were the case then Isida will become a secondary weapon in some garages, because if you only have Isida then forget about DMs and many missions that involve killing and flags, even getting supplies and capturing points will be hard because you're always following another tank.

 

Apart from that it is very frustrating that you shot and shot a tank and it doesn't die, all because an Isida is healing it from a safe distance that you can't get them, no even with Rail or Thunder splash.

 

I'm not saying it shouldn't have a healing role, I'm saying it can do both very well with a tweak.

 

I propose these numbers: (the new damage numbers are just right, I think)

 

Same damage and healing numbers: 279, 330, 405, 544, 645 (better at healing than now)

 

Damage Range: 16.5, 17, 18, 19.5, 21

(today's numbers are 15.74, 16.32 17.21, 18.82, 20)

(the numbers before the update were 16.18, 17.12, 18.53, 20.18, 23)

 

Healing Range: 14, 14.5, 15.5, 17, 18.5

(today's numbers are 15.74, 16.32 17.21, 18.82, 20)

(the numbers before the update were 16.18, 17.12, 18.53, 20.18, 23)

 

Self-healing: 20%

 

No Double Heal with a Double Damage supply.

 

And no Double Self-heal with a Double Damage supply.

 

You see, I'm not being drastic.

All I can say is, you'd not say this if you see me play. I attack defend, kill and heal. DM is a fun change of pace. If a hammer or a Freeze get the jump on me they're probably gonna kill me given even gear levels but for Firebirds even that is often not enough. 

 

I was playing DM with my Wasp/Vulcan and the toughest foe out there was a Hunter/Isida.

 

When healing a friend sometimes you focus on just keeping that tank up at all cost to you. Pop  a DD to heal him faster, hide behind him while you have energy, even to the point of zooming into the line of fire when you run out of energy to keep him up a bit longer by dying first.

 

But most times it's not like that.

 

Most times the best use of your healing power is to stop healing your pal and instead help kill the foe first. then the pal can be healed at leisure. 

 

Or you run into an enemy that ducked away from your windman. You go root him out while the wingman continues to taerget.

 

I keep hearing this cartoon version on Isidas who do nothing but sit on the base and heal. Or just sit behind a vulcan and heal. And yeah. Those players are out there. They are what are called "noobs" in Tanki's jargon. The players who are not very good 

 

Play with an Isida that knows how to help shooters and shooters who know how to play with Isidas. Fun and powerful; Tanki at its best.

 

Not to mention I run around solo all the time on a flag raid or to get a CP point. If a firebird can get a CP point I do not know why you think an Isida can't. If a Horent with a smoky on top can cap a flag why can't my Hornet topped with an Isida?

 

But it is not the turret for everybody. And there are ten maybe soon twelve other choices.

Edited by LittleWillie
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I like playing with Isida, and I liked the Isida before the update, which in my opinion was OP. I remember when I was a noob, I couldn't turn my turret, but I learned quick to push enemy tanks against the wall and suck the life out of them.

 

I like healing and attacking, both.

 

The Isida after the update feels a little weak for an Isida that is attacking or defending itself, the tweak helps. But at the same time it is too much of an advantage for a team that has one or more Isidas healing Vulcans and Shafts and the other team doesn't.

 

That's why I think a longer range for damage and shorter for healing could balance things out. But, that's just my opinion.

Edited by r_carlo1234

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You see, here is where I disagree. In team battles, Isida should be a healer, and pretty much ONLY a healer. Otherwise, it becomes too OP.

So you want everyone to focus on protecting the Isida? That's sooo wrong. Isida can't just be a defenseless child.

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So you want everyone to focus on protecting the Isida? That's sooo wrong. Isida can't just be a defenseless child.

A good teammate will take fire for and protect the isida so the Isida stays alive longer to heal them. 

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You see, here is where I disagree. In team battles, Isida should be a healer, and pretty much ONLY a healer. Otherwise, it becomes too OP.

We agree on a lot of things but... not this one.

 

What if there's two on a side? or start of battle one each side? What will Isida do?

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We agree on a lot of things but... not this one.

 

What if there's two on a side? or start of battle one each side? What will Isida do?

I guess that's too bad...:P

 

I support giving Isida more self-heal and damage for DMs...and DMs only. In team battles I think it is fine. Plus, they've had their share of being OP. :Lol:

 

You are also an isida player, so you might be a bit biased. :D

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I guess that's too bad... :P

 

I support giving Isida more self-heal and damage for DMs...and DMs only. In team battles I think it is fine. Plus, they've had their share of being OP. :lol:

 

You are also an isida player, so you might be a bit biased. :D

Of course I'm  a bit biased.

 

Just to get clarification on the "pretty much ONLY a healer..." part - you are not advocating weakening it's current abilities in team games? Status quo?

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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?

Edited by BlackWasp777
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Of course I'm  a bit biased.

 

Just to get clarification on the "pretty much ONLY a healer..." part - you are not advocating weakening it's current abilities in team games? Status quo?

I will outline my proposals to make Isida perfectly balanced (in all game-modes):

 

1. More Charge time (maybe 2 more seconds)

 

2. More self-heal in DMs and DMs only. (25%, not affected by DP)

 

3. A lock-on feature for healing and attacking, (if the isida starts firing at you within 20 meters it keeps hitting you to 25 meters, but the range isn't 25 meters.)

 

4. An alteration that enables Isida to have multiple beams (etc a healing beam to a teammate and an attacking beam to an enemy at the same time.) This alteration's downside would be that it runs out of charge faster and has no lock-on.

Edited by r_I_already_won0
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I will outline my proposals to make Isida perfectly balanced (in all game-modes):

 

1. More Charge time (maybe 2 more seconds)

 

2. More self-heal in DMs and DMs only. (25%, not affected by DP)

 

3. A lock-on feature for healing and attacking, (if the isida starts firing at you within 20 meters it keeps hitting you to 25 meters, but the range isn't 25 meters.)

 

4. An alteration that enables Isida to have multiple beams (etc a healing beam to a teammate and an attacking beam to an enemy at the same time.) This alteration's downside would be that it runs out of charge faster and has no lock-on.

Seems a bit... complex.  

 

I'd just go with 20% to 25% self-healing (all modes) but DD does not affect self-healing. This is still quite a step down from before the "re-balance".

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I like the idea of the multiple-ray alternation :)

 

I think the Range-extending lock-on feature will overdo it.. although it will create interresting new attack patters vs Fire and Freeze

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I like the idea of the multiple-ray alternation :)

 

I think the Range-extending lock-on feature will overdo it.. although it will create interresting new attack patters vs Fire and Freeze

Thank you. :) 

 

Well, the lock-on is only up to 25 meters, which just gives isidas 5 extras meters, and as I know you know, is the exact same range as Firebird and Freeze.

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I like the idea of the multiple-ray alternation :)

 

I think the Range-extending lock-on feature will overdo it.. although it will create interresting new attack patters vs Fire and Freeze

STOP KILLING ME AND SPELL IT RIGHT PLZZZ 

 

A-L-T-E-R-A-T-I-O-N

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STOP KILLING ME AND SPELL IT RIGHT PLZZZ 

 

A-L-T-E-R-A-T-I-O-N

oh... damn..

 

I am sorry for writing alterNation all the time.. it sounds like alternative and therefor I always write alterNation, as I associate it with those alternations in the game. But I will keep practising, and one day, I will sure be able to write alternation in the way it is ment to be.

 

thanks for your patience :)

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I will outline my proposals to make Isida perfectly balanced (in all game-modes):

 

1. More Charge time (maybe 2 more seconds)

 

2. More self-heal in DMs and DMs only. (25%, not affected by DP)

 

3. A lock-on feature for healing and attacking, (if the isida starts firing at you within 20 meters it keeps hitting you to 25 meters, but the range isn't 25 meters.)

 

4. An alteration that enables Isida to have multiple beams (etc a healing beam to a teammate and an attacking beam to an enemy at the same time.) This alteration's downside would be that it runs out of charge faster and has no lock-on.

I see three things that I disagree with:

 

1. A difference in Self-heal between DM and the others will become confusing to a player that plays in all modes.

 

2. With the lock-on range up to 25m we'll see more safe long distance healing. Unfair to the team that has less or no Isidas.

 

3. With the alterationation you'll not know or control the healing or attacking when there are a lot of tanks very close together, like when you're battling for a Gold Box and you want your teammate to die while you want to destroy the enemy tank.

 

But there could be a lock-on alteration that extends for 5 meters, in exchange of 10% less damage/heal HP/secs overall, or whatever the devs calculate is fair.

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