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Episode 137 of the V-LOG is here


theFiringHand
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I now see Ricochet being the weakest turret to use. where as hornet now is so light weight its bounces just like wasp . we need this fix's so the game balances better, for now I'm loosing in nearly every battle my ratings have stopped moving cause of the less kills I get.

just like you dont say firebird is weak if you're using it with mammoth in monte carlo, you can't say ricochet is weak if you're using it with hornet.

 

try to use with viking or titan and you will find ricochet is a bit OP turret

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I think that what you mean to say is that repair kit will be more useful for mid and long range combat, rather than turrets. If we both are using long range turrets, then the repair kit is more effective in between shots, that's right. But if there are short range turrets around, then it changes.

 

I personally don't see a problem with it, because, as far as I can see, it does not benefit one player more than the other in the same battle.

An Isida hiding behind a wall against a Thunder 50 meters away attacking it is not a mid or long range combat, that's why I didn't call it that. In a case of Smoky versus Thunder firing each other it is, but I was not specifically talking about that. Here the Isida can't fire back and if it uses RK it will easily have its repair interrupted. The Smoky can fire back but if its not careful it can have it's repair interrupted as well, but they will easily learn how to do it safely. Thunder against other turrets that don't have splash damage will have it easy, a simple hide and they are fully healed, and they get to interrupt many repairs of others.

Edited by D.a.n.t.e

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just like you dont say firebird is weak if you're using it with mammoth in monte carlo, you can't say ricochet is weak if you're using it with hornet.

 

try to use with viking or titan and you will find ricochet is a bit OP turret

I understand all the mechanics of this game , but when you have a m3 fully upgraded and then have to start over with m3 not up graded it sucks to go back to the drawing board . and rico use to be really good now its garbage and I have used this turret for close to 4 years. changing to another system well put it this way I would rather go to tanki X if this is the case.

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An Isida hiding behind a wall against a Thunder 50 meters away attacking it is not a mid or long range combat, that's why I didn't call it that. In a case of Smoky versus Thunder firing each other it is, but I was not specifically talking about that. Here the Isida can't fire back and if it uses RK it will easily have its repair interrupted. The Smoky can fire back but if its not careful it can have it's repair interrupted as well, but they will easily learn how to do it safely. Thunder against other turrets that don't have splash damage will have it easy, a simple hide and they are fully healed, and they get to interrupt many repairs of others.

Well, yeah, but if I've got a Thunder and you've got an Isida, when I shoot you you've got 3.5 seconds (I think) to repair fully, whereas as soon as you get to shooting range, I can't get the whole effect of a repair kit. In fact, in the situation that you propose, I think that the Isida can benefit more from a repair kit than the Thunder.

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They said a big chunk of your health bar will heal instantly and the rest over several seconds unless interrupted. What I'm saying is that it will be more beneficial to mid and long range turrets and less so to close range turrets when one is using it or when the enemy is.

 

The other issue I have, not with you, is what do they mean by a "big chunk", do they mean like 60% for all hull types (good for heavies) or they mean like 2000 hp, where a light hull can be completely healed and a heavy one partially healed before the slow heal of the rest.(which will be more fairer, but still campers will benefit more)

 

The thing is that even if you are not a drugger, sometimes you need to drug, specially when others are drugging, and you need to fully heal. (Or partially heal with a fixed hp number for everyone)

 

You should be worried too, because of Thunder and its splash damage. How are you gonna like that you only got 60% heal because Splash damage interrupted the rest?

 

 

There's no question the change will weaken the RK. That's the intent after all. I expect something like this to evolve. If you use an RK in a hot active shooting situation expect to get back the instant portion and that's it. If you get more - bonus!

 

 

 

 

An Isida hiding behind a wall against a Thunder 50 meters away attacking it is not a mid or long range combat, that's why I didn't call it that. In a case of Smoky versus Thunder firing each other it is, but I was not specifically talking about that. Here the Isida can't fire back and if it uses RK it will easily have its repair interrupted. The Smoky can fire back but if its not careful it can have it's repair interrupted as well, but they will easily learn how to do it safely. Thunder against other turrets that don't have splash damage will have it easy, a simple hide and they are fully healed, and they get to interrupt many repairs of others.

Yes splash and other area type weapons will interrupt healing at times even if you are out of the way. But there are more than two tanks on the battlefield. Just because Enemy A cannot splash you does not mean Enemy B won't. RKs will be less effective for everyone not just non-splash turrets.

 

Well, yeah, but if I've got a Thunder and you've got an Isida, when I shoot you you've got 3.5 seconds (I think) to repair fully, whereas as soon as you get to shooting range, I can't get the whole effect of a repair kit. In fact, in the situation that you propose, I think that the Isida can benefit more from a repair kit than the Thunder.

Situations vary so one will win sometimes and lose others. As with all things in gaming players will learn to adjust timing and usage to wring the most out of the new system. Those that wring the most out of the new system will do better. And that's pretty much the point to gaming.

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Well, yeah, but if I've got a Thunder and you've got an Isida, when I shoot you you've got 3.5 seconds (I think) to repair fully, whereas as soon as you get to shooting range, I can't get the whole effect of a repair kit. In fact, in the situation that you propose, I think that the Isida can benefit more from a repair kit than the Thunder.

In 1 versus 1, you can time it, but if your team is under attack by Thunders, Smokies and Magnums... you better leave the battle I guess. That's the thing, this RK will make battles more one sided.

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well let's see.

 

I appriciate that the supplies will last shorter.. because this should reduce the time-on-drugs that's in the game overall.

The overdrive on the other hand is available to buyers and to free players as well.

 

Of course the overdrive bar fills up faster if you have supplies in use; but this effect can be adjusted.

 

I wonder how the fraction of the hardcore druggers will react to this feature.

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In 1 versus 1, you can time it, but if your team is under attack by Thunders, Smokies and Magnums... you better leave the battle I guess. That's the thing, this RK will make battles more one sided.

But that stands true for mid and long range turrets as well as short range turrets. If you're under heavy fire, repair kit will be less useful regardless of your turret.

 

I really don't understand why you think that the new repair kit should favour certain turrets or teams over others.

 

That being said, I do understand that the situational advantage of a repair kit is going to change and that it won't be equally useful in all situations (something that, by the bye, I find rather agreeable). What I don't understand is why that should benefit one team or one turret more than the other.

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I don't mind the shorter times of drugs but why'd you have to nerf the repair kit? 2000 HP is only half health of m4 titan

The repair kit will still restore the same amount of hit points. It's the 'how' that will change: continuously over 2 seconds (now) vs one part instantly and another part over a couple of seconds (after).

It's that colored part which could be lost if you receive damage during that moment. The trick is to avoid that from happening when you use your repair kit.

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Yeah, I think the repair nerf is good. Makes it more strategic.

 

The overdrive part, it sure doesn't look like they wanted my idea for it, which probably had a potential to be yet another game changer.

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Also can i NOT have the paint Steak and take the 10 golds and premium time  if i reached 2000 kills ? 

 

That paint is so ugly !

 

if i'm gonna have to get it then i'm just play 900 kills and make sure i won't reach 2000 kills because i don't wanna see that ugly paint in my Garage, please change Steak to Arachnid, everybody loves Arachnid.  :wub: 

 

Coloring_arachnid.png

 

I guess they only use the less popular paints in giveaways like this. You can't blame tanki devs for that, it makes sense. Archnid is a popular paint among buyers, if they would put it in the giveaway, you can be sure the tier 3 would be 3000 kills.

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I applaud this change. I won't repeat the rant I recently posted in Cedric's Virtual Office, but suffice it to say Standard battles are not fun due to supply usage. I am cautiously optimistic that these upcoming changes will improve them.

 

And I absolutely LOVE that tanks won't be able to repair kit their way over mines or past enemy defenders anymore. THAT's a game changer in the RIGHT direction.

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In 1 versus 1, you can time it, but if your team is under attack by Thunders, Smokies and Magnums... you better leave the battle I guess. That's the thing, this RK will make battles more one sided.

Why will teams always form into one team with splash weapons and one team without? Sure your scenario will happen. But how often? 99% of the time? 0.01% of the time?

 

No one knows when an enemy is going to use an RK. Unless an enemy pops one while already bieng being shot at with a rapid-fire weapon (or at least aimed at by a foe) when the RK is popped then it is very unlikely the RK will be disrupted. In other words RK disruptions will be more or less random except for those time the RK is used while being currently being pounded on.

 

It is not like a Magnum user will be thinking, Well I do not know there is a wounded enemy behind that wall and but I do know that 4-5 seconds into the future he is going to active an RK. That gives me just enough time to charge up my shot and the shell to travel to disrupt the timed portion of his healing.

 

Sure, splashes will disrupt some RKs. It's fair to say the already overpowered splash effect will become marginally more OP. But I don't see many battles decided just because one team has a Thunder instead of a Smoky. 

 

I guess they only use the less popular paints in giveaways like this. You can't blame tanki devs for that, it makes sense. Archnid is a popular paint among buyers, if they would put it in the giveaway, you can be sure the tier 3 would be 3000 kills.

 

Well... Steak is a new paint so probably few players own it, therefor more players have a chance to get a freebie.

Edited by LittleWillie
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Hmmmm...... OD was pretty cool the couple times we've had it and it should make supply's a bit more balanced but I really don't like losing a 1/4 of my drug time .30 seconds is nowhere near enough time to rush to enemy base with N²O in big map CTF while the original 45-40 was just enough time

 

Also the Repair kit Nerf is just another thing that benefits campers more than anyone else.....

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Also the Repair kit Nerf is just another thing that benefits campers more than anyone else.....

No, this improves the game all around. Pretty much every engagement with ammo-limited weapons now becomes 50% more a matter of player skill and 50% less about who pressed 1 first.

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But that stands true for mid and long range turrets as well as short range turrets. If you're under heavy fire, repair kit will be less useful regardless of your turret.

 

I really don't understand why you think that the new repair kit should favour certain turrets or teams over others.

 

That being said, I do understand that the situational advantage of a repair kit is going to change and that it won't be equally useful in all situations (something that, by the bye, I find rather agreeable). What I don't understand is why that should benefit one team or one turret more than the other.

Camping turrets will benefit more. Camping turrets with splash damage even more. Camping turrets of the dominating team even even more. Camping tur... okay, I'll stop now. 

 

I applaud this change. I won't repeat the rant I recently posted in Cedric's Virtual Office, but suffice it to say Standard battles are not fun due to supply usage. I am cautiously optimistic that these upcoming changes will improve them.

 

And I absolutely LOVE that tanks won't be able to repair kit their way over mines or past enemy defenders anymore. THAT's a game changer in the RIGHT direction.

Many of you are only thinking about defense, think about attacks too... if you don't steal and capture flags you don't win. With this change I may not even want to go get a flag, DD and DA will end before i get to the flag, and RK will be useless with all the defenders there... i'll just do missions for a while until they change it back or i get tired.

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Camping turrets will benefit more. Camping turrets with splash damage even more. Camping turrets of the dominating team even even more. Camping tur... okay, I'll stop now. 

 

Many of you are only thinking about defense, think about attacks too... if you don't steal and capture flags you don't win. With this change I may not even want to go get a flag, DD and DA will end before i get to the flag, and RK will be useless with all the defenders there... i'll just do missions for a while until they change it back or i get tired.

full time campers rarely win matches in any mode

 

also in the flag capturing part, you forgot about overdrives

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54655050.jpg

 

You just saved me a ton of health box's which, I no longer need to buy ..Oh wait this also goes for my other drugs..

 

So in other words instead of healing myself after getting hit, due to most turrets now can take ricochet / hornet m4 fully upgraded out in one shot there is no point in hitting the health button ,cause by the time i reactivate it , I'm killed . so now I'm saving these drugs by not being able to use them fast enough..

 

Good JOB Dev's on giving back to the players and cutting back on a staff job... smart move

Edited by Bydo
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Camping turrets will benefit more. Camping turrets with splash damage even more. Camping turrets of the dominating team even even more. Camping tur... okay, I'll stop now.

Fair point, campers will probably benefit more from repair kits than other players. They already do now, actually. Players who sneak behind the enemy base or know how to take cover will also benefit more from it than players who simply charge in the open against the enemy lines. But again, this is about playing style, not about any specific turret. Campers will benefit more from it simply because they get shot less than others. Whether their turret has splash damage or not has nothing to do with it.

 

Many of you are only thinking about defense, think about attacks too... if you don't steal and capture flags you don't win. With this change I may not even want to go get a flag, DD and DA will end before i get to the flag, and RK will be useless with all the defenders there... i'll just do missions for a while until they change it back or i get tired.

Do you mean to say that going solo to capture the flag charging against the enemy lines in the open with double armour, double damage, and popping repair kit as soon as you're under heavy fire to get two seconds of invulnerability will not be possible anymore?

That's a welcome change in my opinion. At least, it should prompt players to think before throwing themselves in front of enemy fire.

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Camping turrets will benefit more. Camping turrets with splash damage even more. Camping turrets of the dominating team even even more. Camping tur... okay, I'll stop now.

 

Many of you are only thinking about defense, think about attacks too... if you don't steal and capture flags you don't win. With this change I may not even want to go get a flag, DD and DA will end before i get to the flag, and RK will be useless with all the defenders there... i'll just do missions for a while until they change it back or i get tired.

For attack I'll still use speed boost to get to the enemy faster, and then use supplies or overdrives to do damage. Only difference is I won't bother using RK while trying to get a flag / while under enemy fire. RK has to wait until I'm underway back to my base. Will it always work? No. Will it work as well as it does today? No. Will I adapt? But I'll adapt eventually.

 

I expect the change to be a net zero though. With Overdrives in the game permanently, one could take a flag using the Overdrive repair kit, and risk only getting a 50% heal, then use your supply repair kit a moment later, still risking another 50% heal, as you make your way to your home base. Worst case you get 50%+50%=100% healing. If you get lucky you still might be able to use the ful power of both RKs, depending on if/when you get hit.

 

Makes for more strategic play, which I like.

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