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After an hour of trying to earn the bare minimum 5 stars to count your turn in the war (gave up at 4) I have come up with an equation that predicts the outcome of the game before it even starts!

 

x-y

 

x is the number of thunder users on your team

y is the number of thunder users on the enemy team

 

1 - Your team wins by a marginal amount

2 - Your team annihilates the enemy team and wins through score cap

3+ - The enemy team all leaves and there is nobody to kill (bad)

 

Same with negatives.

 

With that said, I refuse to play the game any more until the developers fix the game and reduce thunder damage by at least 100% (maybe even lower and have it heal tanks like isida!) I got my 6 turns, I'll get my animated paint. I don't care enough to endure this torture anymore.

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I believe thunder is just fine...

When ever i join a battle, there are always protections against these 3 turrets: Freeze, Railgun & Thunder.

It makes it even difficult for these 3 turrets users to play (but not impossible)

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I believe thunder is just fine...

When ever i join a battle, there are always protections against these 3 turrets: Freeze, Railgun & Thunder.

It makes it even difficult for these 3 turrets users to play (but not impossible)

These protections are required to play the game because the turret is that broken.

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These protections are required to play the game because the turret is that broken.

Actually it's required not because it's broken, but to not get 1 shoted... just like using protection from railgun

do you think railgun is broken as well? because he can 1 shot you while thunder need 2 shots... :huh:

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Actually it's required not because it's broken, but to not get 1 shoted... just like using protection from railgun

do you think railgun is broken as well? because he can 1 shot you while thunder need 2 shots... :huh:

Railgun can shoot once every 6.9 seconds, it takes thunder a third of this time. Railgun doesn't have a 100% chance to 2 shot a light hull without the alt. Thunder will always 3 shot a light hull. Railgun with the alt is still weak to RK and can be easily deflected. Thunder can always 4 shot a medium hull and hit tanks through most cover with splash. The turret was already broken OP, but the devs decided to buff it even more.

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I just use my 25% thunder protection and I have no issue. Sure, Thunder is OP, but thats why we have protection.

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I just use my 25% thunder protection and I have no issue. Sure, Thunder is OP, but thats why we have protection.

To make up for the lack of brains in the development team? Modules are meant to be a strategic element to protect against as much of the enemy team at any given time, not a required garage element just to balance tanki's "favored" turrets. But people like you will still just slap on some protection and pretend the problem doesn't exist while the devs continue to buff these turrets because 50% doesn't allow them to steamroll through a team anymore.

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Probably depends a lot on the rank. Thunder is known to have alwys been quite powerful on medium ranks, but on high ranks it's not that good. Tried it today in DM and Juggernaut and just couldn't get any kills, at all.

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Probably depends a lot on the rank. Thunder is known to have alwys been quite powerful on medium ranks, but on high ranks it's not that good. Tried it today in DM and Juggernaut and just couldn't get any kills, at all.

That's why I think it shouldn't of been buffed. People already have protections against thunder, they were just looking for a reason to use it again, like the most recent buff. And now at least 40% of the people in the battles I have played in have thunder protections equipped.

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That's why I think it shouldn't of been buffed. People already have protections against thunder, they were just looking for a reason to use it again, like the most recent buff. And now at least 40% of the people in the battles I have played in have thunder protections equipped.

Well if it wasn't "buffed", then i personally would not even bother using thunder again which is not normal... buy & MU a turret then not even use it...

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Thunder specialist here...

  • If you're a short range turret, close the range. Easier on Iran than Desert, but hey... equip Freeze!
  • If you're a medium range turret, close the range. You get less splash damage than Thunder and probably a higher firing rate.
  • If you're a long range turret, extend the range, peek-a-boo, and/or take higher-percentage shots. Thunder got the most buff at medium-long ranges, so you're the most impacted.

As for the formula, the #1 indicator of a winning MM team is unimpeded Shaft/Magnum batteries. 2-3 Magnum or Shaft turrets together will be able to cover each other (crossfire or overwatch) and effectively ruin the other side from spawn to midfield. The other 5-6 will then have a clear run past midfield, where they either continuously mop up enemy remnants or go further to spawn-kill. Another way to measure victory, actually, is to count the number of drugs used by each side. I suspect you're going to see a strong correlation between differential drug usage and blowouts.

 

But I see your point to an extent... there are maps where I am one of 5 Thunders running around out of 8 (cough, Seruphov/Desert). I can't stand Hammer/Fire/Rico on Rio. Similarly, how many people are put on Highways and switch to Shaft? Certain maps lend themselves to certain turrets. With so much turret diversity and only 10 minute maps... why can't we restrict turret switches or turret counts per team? I mean, Highways with 4 enemy Shafts is no fun either... Lots of possible problems with this approach, but I'm sorry, hypothetical 80% protection against Freeze is useless if several players are using it, and if they can come up from behind on a cramped map with low visibility.

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Thunder specialist here...

  • If you're a short range turret, close the range. Easier on Iran than Desert, but hey... equip Freeze!
  • If you're a medium range turret, close the range. You get less splash damage than Thunder and probably a higher firing rate.
  • If you're a long range turret, extend the range, peek-a-boo, and/or take higher-percentage shots. Thunder got the most buff at medium-long ranges, so you're the most impacted.

As for the formula, the #1 indicator of a winning MM team is unimpeded Shaft/Magnum batteries. 2-3 Magnum or Shaft turrets together will be able to cover each other (crossfire or overwatch) and effectively ruin the other side from spawn to midfield. The other 5-6 will then have a clear run past midfield, where they either continuously mop up enemy remnants or go further to spawn-kill. Another way to measure victory, actually, is to count the number of drugs used by each side. I suspect you're going to see a strong correlation between differential drug usage and blowouts.

 

But I see your point to an extent... there are maps where I am one of 5 Thunders running around out of 8 (cough, Seruphov/Desert). I can't stand Hammer/Fire/Rico on Rio. Similarly, how many people are put on Highways and switch to Shaft? Certain maps lend themselves to certain turrets. With so much turret diversity and only 10 minute maps... why can't we restrict turret switches or turret counts per team? I mean, Highways with 4 enemy Shafts is no fun either... Lots of possible problems with this approach, but I'm sorry, hypothetical 80% protection against Freeze is useless if several players are using it, and if they can come up from behind on a cramped map with low visibility.

I can see your point, but thunder just does way too much damage. Thunder protection ALWAYS protects thunder users from their own self damage, for other modules you can simply switch turrets but there is absolutely nothing you can do about self damage. Thunder even autoaims to the back of an enemy to stop you from hitting yourself with self damage, it really isn't that much of a problem. Thunder even has more DPS than railgun past the minimum damage range and can't easily be deflected making it better than railgun in almost every situation, no matter the range.

 

Also, freeze protection reduces freezing speed and maximum freeze, it's exponentially better the higher it is. 25% protection hulls don't freeze easily. 80% would make freezing impossible.

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Thunder even has more DPS than railgun past the minimum damage range and can't easily be deflected making it better than railgun in almost every situation, no matter the range.

 

You sure about that? Highways probably should change your opinion where i rarely see thunder but lots of shafts & railguns

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You sure about that? Highways probably should change your opinion where i rarely see thunder but lots of shafts & railguns

The railguns are just xp/bp users afraid to actually attack because it might lower their KD and shaft is possibly even more broken than thunder.

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Excellent, Excellent, that's very practical. Also add a - b where a = Freeze users on your team and b = Freeze users on the other. 

And apply the same math.

Edited by Mr.Ocean

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The railguns are just xp/bp users afraid to actually attack because it might lower their KD and shaft is possibly even more broken than thunder.

Thunder was recently buffed so it is now even more OP than it was before, maybe as OP as Magnum. Shaft arcade shots were nerfed so Thunder is now WAY better than Shaft. Shaft is now really weak and if the Railgun was buffed (Rail needs the buff against Thunder), Shaft would become totally unplayable.

 

Now lets count the value of each turret. 1=balanced

 

Firebird-0,9 (1,1 with M2 alt)

Freeze-1,2

Isida-0,9

Twins-1 (1,1 with M2 alt)

Ricochet-1 (0,9 with M2 alt)

Hammer-1

Smoky-0,9 (1 with M2 alt)

Vulcan-1,1

Thunder-1,3

Striker-0,8

Shaft-0,8

Railgun-0,9 (1,1 with both alts)

Magnum-1,4

 

When a full Thunder team fights against full Smoky team, it is like when 10,4 players fight against 7,2 players. Smokies get totally outplayed.

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I don't think I agree with this premise. What turrets does Thunder beat up on bsides Rail? I love seeing games with plenty of enemy thunders...I just drive up to them with fire/smoky and kill them EZPZ. Thunder is rarely relevant in games with m3s. Rail is worse, as everyone uses rail protection for some reason, but games where Thunder is good are rare

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When a full Thunder team fights against full Smoky team, it is like when 10,4 players fight against 7,2 players. Smokies get totally outplayed.

You just did that theoretically... in the battlefield, it's totally different. You know that smoky can use the reload time advantage & impact force to make the thunder miss right? It is like the biggest enemy of railgun... yes it is, smoky.

 

The railguns are just xp/bp users afraid to actually attack because it might lower their KD and shaft is possibly even more broken than thunder.

I absolutely disagree with that because, each turret has its own strength & weaknesses.

Railgun can pick the alt (high-caliber) with a DD and start killing... 

Shaft isn't broken at all and what you said earlier just doesn't go with what you saying now:

 

These protections are required to play the game because the turret is that broken.

I don't fully agree with this statement, but that's what you said; which made me wonder: Why then don't i see much protections from shafts if it is required to play the game with?  :huh: 

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You just did that theoretically... in the battlefield, it's totally different. You know that smoky can use the reload time advantage & impact force to make the thunder miss right? It is like the biggest enemy of railgun... yes it is, smoky.

 

I absolutely disagree with that because, each turret has its own strength & weaknesses.

Railgun can pick the alt (high-caliber) with a DD and start killing... 

Shaft isn't broken at all and what you said earlier just doesn't go with what you saying now:

 

I don't fully agree with this statement, but that's what you said; which made me wonder: Why then don't i see much protections from shafts if it is required to play the game with?  :huh: 

1. Only a bad thunder user will get deflected by a smoky. You don't have to hold the space bar, you can even try to deflect them too, because they reload faster the impact hurts them more if they have a shot charged.

 

2. If railgun gets DP, hulls get DA. SB/DA first is more often than not the superior play, but most high tier turret users only care about kills. What advantages does railgun actually have over thunder at long range? Sure, they can do a bit of damage and hide again but how does this help more than DPS and instant shots? Campers don't even help their team that much, and once thunder gets closer to max damage range, it's game over.

 

3. People thankfully don't use shaft much because of how frustrating and unfun it is to use, but it has the single highest DPS charge and the ability to one shot a medium hull. If this turret started dominating games like thunder/twins/freeze it would be almost impossible to play CTF.

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I find thunder as a weak turret if I am using protection against it. for example I have viking m4 and almost M4 thunder protection module. With DA a thunder can't kill me easily. So buy yourself a thunder protection.

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You just did that theoretically... in the battlefield, it's totally different. You know that smoky can use the reload time advantage & impact force to make the thunder miss right? It is like the biggest enemy of railgun... yes it is, smoky.

 

[]

1. Thunder can use range advantage. At long range, Smoky deals 3*50=150 damage while at the same time Thunder deals 2*400=800 damage.

 

2. Thunder can use peek-a-boo tactic like Railgun. Each time a Thunder reloads, it deals 800 damage to Smoky while the Smoky deals only 500. Smoky can not use its full DPS when Thunder or Railgun uses peek-a-boo tactic against them.

 

Some noob Thunders fight at close range (succesfully, thanks to hardcore drugging and allied Freezes). That is not a right way to use Thunder, of course. Thunder should camp like Railgun while it has also the ability to fight at medium range (with the risk of getting outplayed by Twins or Ricochet).

 

Higher instant damage output and slower reload (while having the same DPS as Smoky) makes Thunder much better than Smoky. Even more, Thunder has 50% weak damage while Smoky has only 10% which makes Smoky unable to camp. Thunder kills Smoky EVERY time at long range and also EVERY time at close and medium range when it can hide while reloading (pro Thunders are always near a wall or building so they can hide while reloading).

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