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Balancing the Number of Hulls Vs Turrets


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I'm not sure about this guys but hasn't anyone noticed the miss balance of # number of hulls vs the #s of turrets? 


In total there are 13 turrets vs 7 hulls. Now giving the lack of hulls I think it would be best if the balance of the hulls could also be changed... 2 light hulls 3 medium hulls and 2 heavy hulls...This leaves about 2 new tanks to release (one heavy and one light), this would increase the amount of variables of turrets and hulls by a lot... What do you guys think give some resonances below on the topic. 


Edited by mattb1853

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Well there's nothing that says the number of turrets and hulls have to be  the same.  Tanki could have 130 different turrets and 3 different hulls.  It's actually a pretty coincidence that they are so near in number to each other.

 

The reason for this is that hulls only effectively vary in stability, speed, and armor.  Turrets vary in range, damage over range, projectile speed, effect on the enemy hull, accuracy, penetration, impact force, etc.  A turret is simply any way of transferring damage to an enemy- it can be as creative as you like.  Whereas hulls operate on constraints- they have to be able to work along a "line" with other hulls and operate different turrets on them.   Going crazy with hulls results a confusing tangle of combinations for players, and the only feasible way to do this is along "abilities" as there's simply not enough you can alter with a hull.  Shape doesn't come into play like it does for WoT.

 

That being said, I do support your idea of more hulls. Not hover hulls, or spider hulls, or invisible ones.  Just the in-betweeners.  Not only that, but options and choices for "abilities" to equip on each hull that affect the turret.  

 

New hulls could be:

 

An AFV with high stability and high speed, but extremely low health.

A light tank with the stability and acceleration of hornet but the speed of wasp.  However, all guns it carries get a small nerf in damage and impact force. Or perhaps it could "shift" any damage it takes to the turret, and affect the turret negatively.

A medium tank with the chance of "bouncing" shots.  In others words, there is a small chance your railgun may do 0 damage.

A heavy tank that turns its turret much slower but can deploy gas.

A main battle tank (like Hunter or Viking) but it has a set amount it can travel after each spawn point, like fuel, and a set amount of ammunition as well.  Balanced by an increase in auto-aim.

 

Variety, variety, variety.  

Edited by r_I_already_won0
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