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Patch Update #439 - Balance Changes, New Alterations and Bug Fixes


theFiringHand
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I can't do the "Vulcan Death Spin" anymore.

You've taken all the personality out of this gun, almost all things that made it unique... impact force, recoil, barrel spin-up and spin-down, and now the gyro (and hence, the death spin). All gone. The only thing left that makes Vulcan unique is overheating (which is probably next on the chopping block).

 

I used to love Vulcan, but the fun has been sucked out of it.

Not that it matters, but here's how I would have nerfed Vulcan, if we take it back to the state was in six months ago before you guys started messing with it again, I would:

- decrease damage
- increase barrel spin-up and spin-down times, not decrease them
- decrease time to overheat
- increase overheating damage

- maybe decrease range, just a little bit, if I had to

I would have tried to avoid messing with impact force, recoil, and gyro. Vulcan would be weaker, but it would still be Vulcan.

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The only thing wrong with Vulcan back then was its impact force. Nobody complained about its damage, just the impact force. Had Tanki just nerfed that a little, I don't think anyone would complain about it.

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I can't do the "Vulcan Death Spin" anymore.

 

You've taken all the personality out of this gun, almost all things that made it unique... impact force, recoil, barrel spin-up and spin-down, and now the gyro (and hence, the death spin). All gone. The only thing left that makes Vulcan unique is overheating (which is probably next on the chopping block).

 

I used to love Vulcan, but the fun has been sucked out of it.

 

Not that it matters, but here's how I would have nerfed Vulcan, if we take it back to the state was in six months ago before you guys started messing with it again, I would:

 

- decrease damage

- increase barrel spin-up and spin-down times, not decrease them

- decrease time to overheat

- increase overheating damage

- maybe decrease range, just a little bit, if I had to

 

I would have tried to avoid messing with impact force, recoil, and gyro. Vulcan would be weaker, but it would still be Vulcan.

Impact force was thing which annoyed me too

Damage wasn't too big or too small. Now it's damage is so low. That auto-aim must be high, because With vulcan you can't decide when you're shooting enemies if he is fireing on you and you are on place like bridge in polygon. Today I realized how weak is vulcan now. 

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The Vulcan change is definitely a major nerf.

 

Aim gets knocked off very easily now. If I am firing on th move and stop I'll rocj the hull and fire into the ground.  I can't shoot vertically like I could before, and rocking the hull to shoot higher does not do more than land 2-3 bullets. 

 

It is indeed easier to turn the turret while firing and while moving ... but the loss of gyro effect means it is also harder to keep your shots landing on target.  

 

In effect the loss of stability means 10% to 20% of the shots you'd had landed with the gyro effect will miss doe to the overly-sensitive turret now.

 

And as for the big old "buff" in the weak damage zone ... meh.  This is not how to fight efficiantly, shooting at weak ranges.  But most significantly having a fast turning turret means nothing ... noithing at long ranges.  The slightest turn covers a lot of territory at 150+ meters.  But the loss of stability does matter ... because a slight bump also means missing at long range.

 

And tis atop a massive 10% across the board nerf just weeks ago.,

 

Meanwhile Rico gets stuff added to it an added to it and the devs "compensate" by reducing its vertical arc by a whopping 1%... 

 

Inexplicable.

Edited by LittleWillie
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Impact force was thing which annoyed me too

Damage wasn't too big or too small. Now it's damage is so low. That auto-aim must be high, because With vulcan you can't decide when you're shooting enemies if he is fireing on you and you are on place like bridge in polygon. Today I realized how weak is vulcan now. 

Yes. I forgot to mention the vertical auto-aim, I totally agree with you, they shouldn't have messed with it.

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I'm ok with the changes made. Then again, I don't own vulcan and haven't spent any real cash on this game either on any of my accounts.

 

I suggest everyone who's complaining just shut your pie hole and shell out more cash to buy the other weapons not in your garage. It's just a game.

 

Thanks to those that pay out as they are the ones supporting this game. Keep it coming, as programmers need to eat too ya know.

 

Just remove paints from the kits and everything will be ok with me.

Edited by WhosYourBuddy

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The Vulcan change is definitely a major nerf.

 

Aim gets knocked off very easily now. If I am firing on th move and stop I'll rocj the hull and fire into the ground.  I can't shoot vertically like I could before, and rocking the hull to shoot higher does not do more than land 2-3 bullets. 

 

It is indeed easier to turn the turret while firing and while moving ... but the loss of gyro effect means it is also harder to keep your shots landing on target.  

 

In effect the loss of stability means 10% to 20% of the shots you'd had landed with the gyro effect will miss doe to the overly-sensitive turret now.

 

And as for the big old "buff" in the weak damage zone ... meh.  This is not how to fight efficiantly, shooting at weak ranges.  But most significantly having a fast turning turret means nothing ... noithing at long ranges.  The slightest turn covers a lot of territory at 150+ meters.  But the loss of stability does matter ... because a slight bump also means missing at long range.

Agree, rocking the tank to get the vertical is great for Rail, useless for Vulcan. I hadn't had a chance to experience the issues with instability (I just logged in, saw the death spin was gone, logged out), but just played now to see. Definitely makes Vulcan harder to use, I didn't realize how much I was taking for granted before. But maybe it's a good thing, maybe we can overcome that difficulty by developing skill in that area.

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maybe the vertical aim should nerf only the downwards aim, and let the upwards aim untouched.

So the close-by kill area would still be smaller; but you would have less issues with stopping the tank.

 

Gyro 75% would maybe also be better.

A Vulcan is a turret that has to work out in the open field.. impact force was the main issue and it was already dealt with.

 

----

 

I played about 1h of Twins since the change.

Almost no Twinners were at the point.. most preffered to stayed a little outside... and I've to say I did the same.

In this 1 hour I could make use of the splashdamage on enemies about 3..4 times, not more (and I tried hard, but those slow tanks don't like to stick togehter.. Thunder thought them lessons over the years already)

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Agree, rocking the tank to get the vertical is great for Rail, useless for Vulcan. I hadn't had a chance to experience the issues with instability (I just logged in, saw the death spin was gone, logged out), but just played now to see. Definitely makes Vulcan harder to use, I didn't realize how much I was taking for granted before. But maybe it's a good thing, maybe we can overcome that difficulty by developing skill in that area.

As salty as I have been lately I hate to ruin my public image by sounding reasonable. <_<

 

But yes I think you may be right. I use Wasp Vulcan and that combo was a very weird thing to control compared to most combos.  Steering while firing at a close enemy was essentially impossible. I could fight at very close ranges but it required different instincts / muscle memory. After th change the combo drives while shooting much more like the other combinations.

 

I got in among a patch of 4-5 enemies in one game and wasted most of them by being able to drive and spin the turret and shoot all at the same time.  But as you say that means re-learning an entirely new set of muscle memories. It remains to be seem how much that will compensate for the loss of vertical angle, the loss of aiming stability, and way Vulcan is now easily knocked off its aim by enemies. 

 

I am a few thousand exp from 2LT and unlocking Vulcan m2.  Once again Tanki leaves me not knowing if I will like a given weapon going forward. There's a sale coming up but I do not know if I will buy it. 

Edited by LittleWillie
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yo cedric twins kinda broken huge self damage and very low splash damage either increase splash or decrease self damage 

All splash damage turrets have self damage. Splash and self damage is the same. You cannot make the one stronger and the other one weaker.

 

 

Auto aiming of twins and vulcan is too bad now.

Yes, the auto-aim nerf is really too bad. It was one unique Vulcan feature to have a high auto-aim and now it is only standard (just like Thunder and Smoky). But I do think there is more to it, because it was a series of auto-aim nerfs and so it must be part of a broader plan. Maybe it has something to do with upcoming M3 alterations.

 

The difference here is that to use that option and change it back we have to pay 50k (or is it 100?).

The new Twins alt. is an M1 alt. On the one hand it's good that it's "only" 50k, on the other hand it is bad, because the other M1 alt. is a really good one and you cannot equip both at the same time. I also wonder when the M2 alt. will be introduced, because Twins is now (besides Striker) the only turret that has no M2 alteration.

 

what about ricochet impact? will it increase

The impact force will stay the same.

 

dps?

= damage per second

 

 

 

I can't do the "Vulcan Death Spin" anymore.

 

You've taken all the personality out of this gun, almost all things that made it unique... impact force, recoil, barrel spin-up and spin-down, and now the gyro (and hence, the death spin). All gone. The only thing left that makes Vulcan unique is overheating (which is probably next on the chopping block).

 

I used to love Vulcan, but the fun has been sucked out of it.

 

Not that it matters, but here's how I would have nerfed Vulcan, if we take it back to the state was in six months ago before you guys started messing with it again, I would:

 

- decrease damage

- increase barrel spin-up and spin-down times, not decrease them

- decrease time to overheat

- increase overheating damage

- maybe decrease range, just a little bit, if I had to

 

I would have tried to avoid messing with impact force, recoil, and gyro. Vulcan would be weaker, but it would still be Vulcan.

 

 

I totally agree with you. I would also make the unique features stronger (the negative and the positive ones), in order to make the turrets more extraordinary. This seems to me like the continuation of the rebalance, which made the turrets to some carcasses, so without much uniqueness. Hazel's post showed, that he wants to make the turrets to be fun to play with, but these things are in contrary to this. I'm curious with what he will come up to achieve this in the future.

Edited by Tani_S
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The new changes to twins are terrible. As a customer who has paid money for this item, I simply don't understand you can sell a product, change it after it's been purchased, and then offer the old version for a fee.  THAT IS HIGHLY UNPROFESSIONAL AND IS TERRIBLE CUSTOMER SERVICE.  I certainly will never spend another dime for Tanki again, you just lost a paying customer.

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I was playing 3 hrs Noise CTF in red. All blue camping and rightly so as they were winning 5-2 after 2.5 hours. We could not do anything in spite of 3/4 isidas. We were just getting killed over and over.

 

I decided to make Devs happy and wasted 50,000 crys on the Alteration of my Twins.

 

WE WON 8-5... welcome back old Twins :wub:

 

Glad to be using a "noob" weapon which cannot shoot through walls like others, cannot target "approximately" and hit like others, cannot shoot through dead tanks like others and now has a smaller angle of fire.

 

PS.: I never used the space bar in 1300 hrs...

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As salty as I have been lately I hate to ruin my public image by sounding reasonable. <_<

 

But yes I think you may be right. I use Wasp Vulcan and that combo was a very weird thing to control compared to most combos.  Steering while firing at a close enemy was essentially impossible. I could fight at very close ranges but it required different instincts / muscle memory. After th change the combo drives while shooting much more like the other combinations.

 

I got in among a patch of 4-5 enemies in one game and wasted most of them by being able to drive and spin the turret and shoot all at the same time.  But as you say that means re-learning an entirely new set of muscle memories. It remains to be seem how much that will compensate for the loss of vertical angle, the loss of aiming stability, and way Vulcan is now easily knocked off its aim by enemies. 

 

I am a few thousand exp from 2LT and unlocking Vulcan m2.  Once again Tanki leaves me not knowing if I will like a given weapon going forward. There's a sale coming up but I do not know if I will buy it. 

I won't hold sounding reasonable against you. :)

 

Yeah the change here is so dramatic, I'm not sure even the most skilled Vulcan player would be able to make up for it. I would suspect in a month or two Vulcan will get a buff of some kind. I hear you about the sale, if I were you I would probably still go for it. :)

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I totally agree with you. I would also make the unique features stronger (the negative and the positive ones), in order to make the turrets more extraordinary. This seems to me like the continuation of the rebalance, which made the turrets to some carcasses, so without much uniqueness. Hazel's post showed, that he wants to make the turrets to be fun to play with, but these things are in contrary to this. I'm curious with what he will come up to achieve this in the future.

Yes, uniqueness has certainly gone down across the board. At this rate, I can only be worried about future updates...

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The new changes to twins are terrible. As a customer who has paid money for this item, I simply don't understand you can sell a product, change it after it's been purchased, and then offer the old version for a fee.

Last year I remember Tanki had a survey asking "would you like to be able to customize your tank more?"  If I'd known how perverted Tanki's idea of customization is, I never would have answered "yes".

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Sorry I am posting too much, but I have to respond to these...

 

can we just STOP this guys, nobody want any alteration, all players just want the old game from the summer of 2016.  :) 

Yes. Please.

 

Lol no. People want early 2015 tanki.

Dear god. I would give anything for this.

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Ok listen!!!! Here's what I need as a vulcan player. At least twins has a option to get back his old version by paying 50k crystal. Where is ours? At least give me an alteration of geting back my full gyroscopic effect. 

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Ok developers, you just want to make money right? Let me tell you how to do it.

 

1. Stop making V-LOG, it is not compulsory for a game, you are a game company not a film company, focus on your game. That will save you a lot of cost.

 

2. Remove the supplies system, supplies can only be picked up from battle field. I'm sure that can attract more players to join, especially non-Russian players, who has to pay 1 time more than your beloved "local" players (you know that is approaching to a kind of racism right? You are currently at the boarder line between illegal and legal). 

 

3. Stop making stupid changes, this is not the way to make money. See how much frustration over here? And see how many players have a thought of leaving after this?

 

4. Pause the development of the alteration system until the response is positive enough, or you are just wasting effort doing something that no one will buy.

 

5. If you insist on keeping such a high price to create a clan, then don't waste time on it, since I'm sure not many players will create a clan.

 

6. Use the power of fans and players, see how much idea on turrets, hulls and paints. You didn't take any of them. Just look at Overwatch and Counter Strike, a new skin of a character or  a old gun with new colors is enough for players to pay for it. 

 

With the poor reputation of "re-balancing", just give it a break. Hold your parameter and see if it goes well. Honestly, in my opinion, your action is worse than a game that developers stop updating and just maintaining the system.

 

The strategy is simple, very simple!!!! Before you decide to make any changes, ask the players first!!! Create a Google form, do a small survey. Make sure your customers love them before you really work on it. Take those "surprises" away, more expectations, more disappointments. Also, non-Russian players are your main customers, not those in your home country. We pay 1 time more than they did, and we are the majority. Targeting the right pool of customers, do updates that people love. SIMPLE!!!

Edited by Tank_Bastion
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Ok developers, you just want to make money right? Let me tell you how to do it.

 

1. Stop making V-LOG, it is not compulsory for a game, you are a game company not a film company, focus on your game. That will save you a lot of cost.

 

2. Remove the supplies system, supplies can only be picked up from battle field. I'm sure that can attract more players to join, especially non-Russian players, who has to pay 1 time more than your beloved "local" players (you know that is approaching to a kind of racism right? You are currently at the boarder line between illegal and legal). 

 

3. Stop making stupid changes, this is not the way to make money. See how much frustration over here? And see how many players have a thought of leaving after this?

 

4. Pause the development of the alteration system until the response is positive enough, or you are just wasting effort doing something that no one will buy.

 

5. If you insist on keeping such a high price to create a clan, then don't waste time on it, since I'm sure not many players will create a clan.

 

6. Use the power of fans and players, see how much idea on turrets, hulls and paints. You didn't take any of them. Just look at Overwatch and Counter Strike, a new skin of a character or  a old gun with new colors is enough for players to pay for it. 

 

With the poor reputation of "re-balancing", just give it a break. Hold your parameter and see if it goes well. Honestly, in my opinion, your action is worse than a game that developers stop updating and just maintaining the system.

 

The strategy is simple, very simple!!!! Before you decide to make any changes, ask the players first!!! Create a Google form, do a small survey. Make sure your customers love them before you really work on it. Take those "surprises" away, more expectations, more disappointments. Also, non-Russian players are your main customers, not those in your home country. We pay 1 time more than they did, and we are the majority. Targeting the right pool of customers, do updates that people love. SIMPLE!!!

But alterations arent stupid! As long as they ruin turrets and force people to spend 50-100k to stay competitive, there will be people stupid (and rich) enough to buy them.

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Twins M3 has two alterations in one slot.

 

This is something that does not exist in any other turret. The developers have said that there shall be only one alteration per slot.

 

Capture.png

 

Is that a mistake by the developers?

 

image.png

 

Inspect this Twins alterations problem and report it.

Edited by RIDDLER_8

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Twins M3 has two alterations in one slot.

 

This is something that does not exist in any other turret. The developers have said that there shall be only one alteration per slot.

 

 

 

Is that a mistake by the developers?

 

 

 

Inspect this Twins alterations problem and report it.

It means you can choose either one (and only one) to equip.  Rail gun has the same setting

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But alterations arent stupid! As long as they ruin turrets and force people to spend 50-100k to stay competitive, there will be people stupid (and rich) enough to buy them.

 

No, they are NOT. But obviously, not many players have bought or decide to buy it. So, in the view of developers, why don't we just focus on some thing that will make more profit with less effort. 

Edited by Tank_Bastion

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