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Isida seriously must be rebalanced


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Before I begin, I'd like to just point out a few facts:
Firstly, I wasn't sure if I&S, P&S, Let's Discuss Isida or Game Discussion was the appropriate place for this topic but I ultimately settled for here.
Secondly, please do not merge this into another topic as this is a proposal for change whilst also being a discussing topic.Recently I've noticed that currently, Isida is really far too overpowered. Its current parameters make it unrivalled in terms of short term combat. I'd like to analyse most of its important parameters individually to explain why I feel that Isida is too overpowered.
 

 

Healing

At M0, M3 and M4, Isida can heal equally as well as Firebird and Freeze can simply damage. This is extremely unfair as Isida can replenish an ally to essentially take no damage from a single enemy due to the overwhelming healing rate.  Combined with Isida's extremely low energy consumption per second when healing, an Isida can last 10 whole seconds healing an ally. A Firebird can last only 5 seconds simply damaging, whilst Freeze can last around 6 seconds. Yes, I understand that Firebird and Freeze also have their own unique features, namely the burn and freeze abilities. Of course these abilities are very useful but an Isida can cancel out both burn and freeze effect when healing ana ally whilst also having a 5 second (half its ammo) advantage over Firebird and Isida. 
 

 

Damage

At every single modification, Isida deals significantly more damage than its short-ranged counterparts. Similarly to Firebird, Isida can only last a meagre 5 seconds whilst dealing damage. However, these 5 seconds are an absolute terror to enemies. When approaching a foe off guard, Isida can deal monstrous amounts of damage before the unsuspecting enemy can realise that they're being damaged, let alone react and counter. One of the other issues is that Isida deals a constant amount of damage, irrespective of distance. This means that even if you try to run away from Isida, unless you manage to get yourself out of range, you're not actually achieving anything. Isida will still deal a constant amount of damage to you. Going back to the point I made regarding the 5 seconds of damage, even with only 5 seconds, that is more than enough time to easily take down an enemy. Also keep in mind that this is not including supplies as too many uncontrollable variables come in to play if supplies are accounted for. In my opinion, I also feel that there are fewer people using Isida modules than Firebird and Freeze modules (this can of course be debated). 
 

 

Rotation Speed

At most modifications, Isida has a higher Rotation Speed and Rotation Speed Acceleration than its short-ranged counterparts. Whilst this is not necessarily a major factor, it's worth pointing it out. Rotation Speed doesn't necessarily come into play that often because Isida's cone angle is equal to that of Firebird and Freeze.

 

 

Range

I think I have already made my point regarding range; the constant damage over the reasonable range makes Isida far too overpowered and nearly impossible to outrun. If bringing splash turrets into the equation, charging an Isida and attacking it from nearby is not an option. 
 

 

Reload Time

In order to keep this as unbiased as possible, I will acknowledge the fact that Isida does indeed suffer from the longest Reload Time in comparison to its short-ranged counterparts. Firebird and Isida run out of charge at the same time (5 seconds of constant fire) and Firebird also has the advantage of afterburn, though Isida has the advantage of a significantly higher DPS. Against Freeze, Freeze can last slightly longer whilst having a slightly longer reload than that of Firebird though Freeze has the added advantage of the freeze effect, which can be utilised.
 

 

Isida's Drawbacks

To keep this fair, I will bring up Isida's notable drawbacks. Isida currently suffers from an extremely poor vertical aim. This means that on uneven or bumpy terrain, Isida becomes practically useless. In saying that, this can easily be avoided by simply not choosing a map with bumpy terrain or with multiple levels. Isida also suffers when being knocked as locking onto a target becomes difficult. This can be helped by simply choosing to use a sturdy hull.
 

 

My Proposals

One-sided rants aren't my thing, so I am going to propose a few changes to Isida, in order to properly balance it out. These are my proposals:
 

1) Make Isida's damage decrease over time: introducing a "range of min./max. damage/healing" can make Isida much more fair to play against whilst not making it useless. As long as these numbers are kept reasonable, this can be extremely helpful. If this cannot be done, simply reduce Isida's range reasonably.

 

2) Slightly increase Isida's energy consumption: this is the most crucial thing that needs to be done. An army of Isidas are basically invincible. When Isidas group together, they are able to replenish themselves to the extent that they are practically invincible. In my opinion, Isida cannot be a monster in terms of healing and damaging, as it means that an Isida can heal an ally and also kill incoming enemies whilst still having an ammo advantage. 

 

3) Introduce a new visual element to Isida: currently, Isida only has a simple beam which is neither impressive nor prominent. Introducing a bold visual/physical element to Isida could be useful to serve as a small drawback. Currently, every turret has some sort of knockback or spraying effect that makes it obvious that they are near, even Smoky has a spark effect when it lands a critical shot. Many tankers do not play with sounds enabled and a humble sound effect is simply not noticeable enough. If being attacked from behind, it becomes very difficult to notice an Isida until you look at your health bar. Perhaps introduce a fang-like visual effect where Isida "bites" and grips onto a tank when attacking?

 

 

Final Opinions:

Though price doesn't necessarily play a major role, it is worth noting that at no modification is Isida the most expensive short-ranged turret, making it readily accessible to nearly anyone. Isidas were designed to play the role of a healing assistant which can occasionally double up into a killer. This is no longer true as Isida is simply too powerful at healing and damaging. Currently, Isidas are absolutely destroying the game balance in matches, especially when they group up. The normal way to counter against tanks who horde are to use a splash turret but Isidas can simply heal themselves up before you can even reload. In my opinion, advice such as "just buy a protection module" or "just drug every time you see an Isida" or "leave the battle if there's an Isida annoying you" simply does not cut it, as every turret should be balanced and, theoretically, you shouldn't need to actually play with a protection module because one turret is simply too overpowered. 

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Before I begin, I'd like to just point out a few facts:

Firstly, I wasn't sure if I&S, P&S, Let's Discuss Isida or Game Discussion was the appropriate place for this topic but I ultimately settled for here.

Secondly, please do not merge this into another topic as this is a proposal for change whilst also being a discussing topic.

Copycat. :ph34r:

 

CF26HLORSgumjVUlqTsFjA.png

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If Isida is OP, why not so many plyers use it? Normally there are 1-2 isidas found in a team.

Considering that the average map size is roughly 8-10 players, that's about 1/4 or 1/5 of a team. Out of 13 turrets to choose from, that's still a significant majority.

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Copycat. :ph34r:

You literally showed me that before I made this topic.  <_<

I just based the intro off it, ok?

 

Whats with all the anti isida posts? One person asks that trains get nerfed and the next day everyone and their dog is spamming I&S.

What do trains have to do with this? I, myself am an Isida user (on alt) but I feel like Isida is too unbalanced right now.

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In Poly CP I barely see any Isida. Nerfing it would mean I'm never going to see one again...

Really? I see quite a few, especially in NS battles where they're practically invincible. 

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Really? I see quite a few, especially in NS battles where they're practically invincible. 

I play almost exclusively no-supply Poly CP and I usually end up being the only Isida in the battle. As a matter of fact I've seen only 1 or 2 of the strongest players actually using Isida. The majority seems to prefer other turrets.

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I play almost exclusively no-supply Poly CP and I usually end up being the only Isida in the battle. As a matter of fact I've seen only 1 or 2 of the strongest players actually using Isida. The majority seems to prefer other turrets.

Isidas aren't always the "strongest players" but they usually are the ones that make the "strongest players" basically immortal by kissing them 24/7.

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I agree with pretty much all of this. Isida trains are the worst, literally invisible and can dominate a team alone. Isida requires some sort of nerf. 

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I agree with pretty much all of this. Isida trains are the worst, literally invisible and can dominate a team alone. Isida requires some sort of nerf. 

Isida trains are literally immortal. Today I played an Island CTF battle. I was using M3 Thunder, M2 Viking, the rest of my team was using Titan M1, Twins M1 (with a few MUs) and Rico M2, Viking M2 (few MUs). The other team was Isida M2, Viking M2, Isida M2, Hornet M0 and Titan M0, Isida M0. We clearly had better equipment but we couldn't cap a flag. Not because of lack of strategy but because the enemies were essentially invincible and their high DPS made little work of us. So frustrating, we lost by 1 flag because it was impossible to kill them.

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Isidas aren't always the "strongest players" but they usually are the ones that make the "strongest players" basically immortal by kissing them 24/7.

I have actually tried to test if Isida is so strong compared to other turrets. In many of my battles I have changed from Isida to Thunder (same number of MUs). My score was increasing just as fast and the team was performing like before or even better at times. It's probably not a 100% accurate test, but I'd say that if Isida is indeed stronger than other turrets then the difference isn't really high.

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Isidas aren't always the "strongest players" but they usually are the ones that make the "strongest players" basically immortal by kissing them 24/7.

Kissing their teammate's what? :ph34r:

 

But yeah, I do agree that isida is quite OP, I do think that they should have both the damage and the healing be half as effective at max range.

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Kissing their teammate's what? :ph34r:

 

I do think that they should have both the damage and the healing be half as effective at max range.

Kissing = healing. I said "kissing" because Isida looks like a set of lips and healing is sometimes referred to as "kissing".

 

Agreed. 

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True, Isida is waaayyyy too powerful even with my m0 I can feel it. I agree it should be nerfed but not by too much.

It doesn't need a major nerf. What it needs is the right nerfs in right places. My proposed suggestions could (hopefully) make Isida just right.

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In the VLOG, the developers said that a change in healing and damage rates for close quarter turrets is already planned.

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Why? They removed the self-heal what do you expect then? of course it's overpowered now and it used to be overpowered too... if they added the self-heal back (which will never happen) then they will rebalance it.

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In the VLOG, the developers said that a change in healing and damage rates for close quarter turrets is already planned.

How have I missed that? Was it in the last VLOG? If so. at what time did they say this?

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In the VLOG, the developers said that a change in healing and damage rates for close quarter turrets is already planned.

Really? I don't remember seeing that.  :o

Why? They removed the self-heal what do you expect then? of course it's overpowered now and it used to be overpowered too... if they added the self-heal back (which will never happen) then they will rebalance it.

The removal of self-healing was needed imo. The problem is that Isida was useless right after the rebalance, then they messed around with its DPS and made it far too powerful. The self-heal needed to go but currently the range, constant damage, low energy consumption, high DPS and high healing rate makes it far too OP.

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In the VLOG, the developers said that a change in healing and damage rates for close quarter turrets is already planned.

Wasn't that just the healing rate of the repair kit though? Thats how I understood it. 

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