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Turret Balance, Holiday Paint Update


r_Nives5
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I did not expect a nerf for Shaft and a buff for Freeze, I honestly thought that Shaft was ready to get a buff  :huh:  :unsure:

what freeze buff? and also the shaft nerf only affects it when it fires at wasp/hornets... cause anything more you're gonna have to charge up fully anyway

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what freeze buff? and also the shaft nerf only affects it when it fires at wasp/hornets... cause anything more you're gonna have to charge up fully anyway

Ah you're right, I misread. I thought the consumption was meant and not the reload time.

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Am I the only one who thinks that Tanki Is ruining all the turrets?, Magnum has become so useless.... very unfair compared to other "turret balance"... Why all this changes are so arbitrary?.... without any right of response?..... Also isida and now Twins and Shaft? come on this game is starting to smell like stinky greedy sh it. PAY FOR WIN.

Edited by SEETI
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buff twins more pls decrease reload by 99% and increase range by 100% okay? plz thx

 

The main point is, why THE HECK you think that Twins needed ANY buff? That increased range and other things is just too lenient on the Twins users. -_-

 

Time to buy Twins and its alt on next sale, gonna scrap my plans for Smoky/Hammer M4.

 


 

For Shaft, it got nerfed, but not that heavily as people might think. Arcade shots will be used more often now. Plus most of the time you'd be sitting with a full-charge loaded into the sniper mode anyway, can't understand why this much negative feedback by the community.

 


 

Freeze's nerf isn't big at all, will test it out tomorrow.

 

Although if you want to nerf something, my dear devs, please take a look onto Firebird. Great nerfing exercise material.

Edited by Total_SkiIl
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For Shaft, it got nerfed, but not that heavily as people might think. Arcade shots will be used more often now. Plus most of the time you'd be sitting with a full-charge loaded into the sniper mode anyway, can't understand why this much negative feedback by the community.

Quick scoping was part of the strategy of a moving sniper, now we're forced to either waste time reloading after a quick charge, or wasting damage on a 6000 damage shot on some miserable light hull. It goes both ways and they both take away the fun of using a sniper.

 

I already stare at the reload bar for too long since secondary attack lost its potential in 2/3 of the range spectrum in this game.

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Quick scoping was part of the strategy of a moving sniper, now we're forced to either waste time reloading after a quick charge, or wasting damage on a 6000 damage shot on some miserable light hull. It goes both ways and they both take away the fun of using a sniper.

 

I already stare at the reload bar for too long since secondary attack lost its potential in 2/3 of the range spectrum in this game.

Sure it was, I know the gameplay having used Shaft myself. But you have to agree, majority of the Shaft users don't really pair it with anything except Mammoth, and you know it that Mammoth is far off from being 'fast'.

 

The reload still is pretty quick, or you can just use some arcade shots to finish them off. For real though, Shaft users shouldn't really be targeting a light hull unless its taking the flag/ball, as most of the time a light hull can get behind cover easily while a Shaft tries to get a clear shot on them.

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I wish they would just leave the turrets and hulls alone.  Greed, greed, and more greed.  Make the damn game fun again and you will get more players...more players equals more cash flow.  Quit squeezing the loyal player base you already have. 

 

Don't you foolish devs realize how upsetting these constant arbitrary off-balance changes are?

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Rico bullets bounce. But soon they will remove that feature...

You can remove it already using the 'Unstable Plasma' alteration. :D

 

I wish they would just leave the turrets and hulls alone.  Greed, greed, and more greed.  Make the damn game fun again and you will get more players...more players equals more cash flow.  Quit squeezing the loyal player base you already have. 

 

Don't you foolish devs realize how upsetting these constant arbitrary off-balance changes are?

Please elaborate on the 'arbitrary' changes, as I see nothing here except for devs just experimenting around with stuff.

Edited by Total_SkiIl

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You can remove it already using the 'Unstable Plasma' alteration. :D

 

Please elaborate on the 'arbitrary' changes, as I see nothing here except for devs just experimenting around with stuff.

Either that or...

 

Not one matchmaker map will have a right angle.    Bounce THAT.

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Why did that change to twins even happen?

What was so wrong about it in the first place?

You already had an alteration for longer range combat in there (the alternation was broken but that's off the topic here).

Making a turret long range with slow projectiles just doesn't sound right. It's contradictory in every way imaginable; 1st of all; why would you use a turret in a long range fight, if you slowed the projectiles down. That doesn't make any sense whatsoever. The projectile will take ages to get to the target and even if it makes it to its destination there's a big probability that your target would have moved to another place.

2nd of all; let's say people still use it (which I think they won't after this rebalance update). What makes you think that they would prefer a turret with bad combat design at its core, over literally ANY OTHER LONG RANGE TURRET. Like what's the point? If you play your cards right, twins will be  literally useless in any long range fight because of superior turrets.Maaaaaybe if you compare raw statistics, twins might come on top over some long range turrets, but honestly, why bother? It's not like you're gonna have 1 on 1 uninterrupted fights in a real game anyway, because of other gameplay factors such as: cover, supplies, teammates, enemies etc. etc...

I just don't see how this change is any good for the turret in general.

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So Rico was changed to be for short range, and now Twins is being changed for medium range?! Are you gonna make Firebird long range with its flames literally flying across the map in the next "balance"?

 

You're reducing the projectile speed of Twins by 1.5x but increasing its range? What the hell is the point in that?! You would need to lead the shots a mile infront of a moving Mammoth!

 

Charging your scope 1% and instantly losing your energy is ridiculously stupid.

I'm laughing and smiling of how dumb this balance is going to be. LOL!

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Luckily I have 50% protection against twins, good luck to those who doesn't. Prepare to be stomped by twins each battle, just like it was with freeze, then firebird and now twins. What's next? Isida shooting across the map? 

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I haven't played in a long while; what have I missed?

 

Did they nerf my Shaft M1 that I stupidly MU'd to M1? I demand a refund if they did.

 

Never mind, I remember why I stopped playing after a single battle

 

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Did I mention drugs

Edited by GunslingerMongoose
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Can someone tell me why do i have a turret that says max damage is 1969, but direct hits only deals 1200 damage??? waht the.....

 

or a shot right next to the an enemy tank deals only 800 damage.... why never max damage?

 

why spending tons of crystals in microupgrades to pass from 1500, 1600, 1700, 1800, 1900,2000 damage, if its always going to deal a max damage of 1200-1400???

 

its a magnum......

 

reload time is ok, perefect , but that damage is just uselessssss

Edited by davidvpcol

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