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Turret balance, MM Sandbox, Smoky XT and new paints


r_Nives5
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One thing that I think people forget. In order to kill you with fire or freeze or isida I have to come to YOU. Even if you are attacking my base I still have to drive up and get in range of your tank. This exposes me to the danger of getting killed. With shaft or rail or thunder I can shoot you at just about any range AND I don't have to expose myself long to do so. I can pop-out shoot, pop-out shoot. So I decrease my risk. I go 10-1, 11-0 lots of times with rail. I get in a good hide and pop-out and shoot. Unless I am on a noob team, which now we have no control over, I can usually get a nice number of kills. So playing fire, freeze, isida is a risk that other players don't have. Therefore should they be a little more OP? I think the devs consider that.

First, props. 4.5M experience and 2000 hours in the game lends considerable heft to your opinion.

 

Myself, I'm at about 1300 hours playing on a total of six accounts with different specialties.

 

Yes, the close range weapons need high dps. However, when Freeze can spawnkill a BP/XP before the rail can charge, something isn't balanced (and that is since the renerf of the Freeze). Isida and Firebird are stronger than Freeze. Freeze slows the opponent, which is a significant advantage to a skilled player. Firebird does afterburn, again, a very significant advantage to the skilled player, and Isida, well, it doesn't require any skill at all, does it? Requiring no skill makes it an obvious choice for the low-skill player, in itself a significant advantage.

 

I think it is counter to good play, counter to fun, to have the short range weapons be so strong. They have significant advantages in their effects and parameters. 

 

Three protections, up to 50%, are a significant imbalance. 13 turrets, seven of which can fight effectively well beyond the range of the remainder, with only three choices for protection. 

 

At the moment, it is nearly impossible to contribute to a battle without Firebird protection. That leaves two. Shaft? Magnum? Smoky? Sure, Smoky is low dps, but a skilled and tactically wise Smoky is always to be feared. In my experience, the ubiquitous turret is Thunder. All battles include Thunder, and not wearing protection against it usually reduces the K/D quickly. My point is, in most battles, only one or two protections can be changed to respond to the current threats in that battle. Further, make a mistake in choice, and well, maybe you can correct it with two minutes left. Restating the obvious, protection modules are part of the problem. 

 

Overdrive of all supplies for all hulls is part of the problem, too.

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Yes, the close range weapons need high dps. However, when Freeze can spawnkill a BP/XP before the rail can charge, something isn't balanced (and that is since the renerf of the Freeze). Isida and Firebird are stronger than Freeze. Freeze slows the opponent, which is a significant advantage to a skilled player. Firebird does afterburn, again, a very significant advantage to the skilled player, and Isida, well, it doesn't require any skill at all, does it? Requiring no skill makes it an obvious choice for the low-skill player, in itself a significant advantage.

 

I think it is counter to good play, counter to fun, to have the short range weapons be so strong. They have significant advantages in their effects and parameters. 

 

So I guess you are advocating removal of twins since it requires NO SKILL AT ALL.  I don't consider placement of brick a skill.

 

And why is afterburn skilled?  Hold spacebar for a couple seconds then run away as the target burns.  That is skill?   :rolleyes:

 

Almost all turrets (except for Vulcan and smoky) have some significant advantage in one way or another. Do you like being one-shoted by shaft as you spawn?

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OKDad

Wolverine

 

Right now I just about ONLY play Fire, Freeze, and Magnum protection. This works for a lot of games but that Isida and Thunder are the wreckers then. I wish you could have 4 like the old days but you have to pick your 3 something and go with it.

Would prefer 4 protections at 35% maximum.  50% is too high and 3 too few with more turrets added over the years.

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Best module would be like (imo) : 50% x2, 35%x2 and 20%x2. But it will never happen, for sure.

210%, that would be more powerful than Freeze. :o

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