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Turret Balance, Holiday Paint Update


r_Nives5
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Good thing twins projectiles are slower. Now I can run away faster plus shafts will need a lot more skill in sniper mode to kill me ;)

 

BTW the following XTS are left in case anyone needs it

 

.Isida

.Hammer

.Striker

.Magnum

.Hunter

.Dictator

.twins

Edited by TankiNoob2000

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Alternativa buffed Shaft which is cool and all but they're still neglecting the issue of P2W drugging EVERYWHERE.

I remember back when drug cooldown timers got reworked so that you couldn't instantly pop a DA and DD at the same time, and RKs getting nerfed out the ass, but that doesn't mean drugging is fixed.

 

The main issue is the lack of a limitation for people who drug. They can drag their 2-3-4-5k+ stockpiles into battles with no penalty; maybe make it so that they can't use more than 3 of each drug in a match; this places a huge limitation on it and forces you to basically drug strategically instead of "Whups enemy Firebird better pop my DA" every 40 seconds.

Tanki is actively and aggressively trying to get players to drug MORE.  They sell supplies so they want everyone to use as many supplies as possible.  That's why RGB and ASL have ball drops or flags on existing supply drop zones...less supply drops means more drug use from stockpiles...eventually stockpiles run dry and players send in cash for more supplies.  And, as long as they are sending money maybe they buy some other shop stuff too...basic marketing.

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Alternativa buffed Shaft which is cool and all but they're still neglecting the issue of P2W drugging EVERYWHERE.

I remember back when drug cooldown timers got reworked so that you couldn't instantly pop a DA and DD at the same time, and RKs getting nerfed out the ass, but that doesn't mean drugging is fixed.

 

The main issue is the lack of a limitation for people who drug. They can drag their 2-3-4-5k+ stockpiles into battles with no penalty; maybe make it so that they can't use more than 3 of each drug in a match; this places a huge limitation on it and forces you to basically drug strategically instead of "Whups enemy Firebird better pop my DA" every 40 seconds.

Take a look at this:

 

Problems of TO (part 1)

Problems of TO (part 2)

Problems of TO (part 3)

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Alternativa buffed Shaft which is cool and all but they're still neglecting the issue of P2W drugging EVERYWHERE.

I remember back when drug cooldown timers got reworked so that you couldn't instantly pop a DA and DD at the same time, and RKs getting nerfed out the ass, but that doesn't mean drugging is fixed.

There is more drugging, but it's no longer P2W.

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There is more drugging, but it's no longer P2W.

I think it's (much) less P2W than no longer P2W, RKs are still a bit scarce and I don't think many non-buyers can afford to MU everything + modules + unlimited supplies.

 

But I just got 117000 crystals from 4 containers = 780 RKs or almost 7 "Supplies 100" kits from the garage, so...

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After this update i sometimes deal only around 450 damage with shaft (m1) in sniper mode, even when my turret is all loaded. Is this a bug, because i dont like it! 

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Good thing twins projectiles are slower. Now I can run away faster plus shafts will need a lot more skill in sniper mode to kill me ;)

 

BTW the following XTS are left in case anyone needs it

 

.Isida

.Hammer

.Striker

.Magnum

.Hunter

.Dictator

And Twins.

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Shaft is only for noobs so doesn't need a buff. Helped twins yaaaaaa!

 

Nothing about Magnum. Still have 2 star super noobs one-shot me with full m4 titan.

take your railgun module off and put a magnum module on

After this update i sometimes deal only around 450 damage with shaft (m1) in sniper mode, even when my turret is all loaded. Is this a bug, because i dont like it! 

its a bug, it happens to me too

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Alternativa buffed Shaft which is cool and all but they're still neglecting the issue of P2W drugging EVERYWHERE.

I remember back when drug cooldown timers got reworked so that you couldn't instantly pop a DA and DD at the same time, and RKs getting nerfed out the ass, but that doesn't mean drugging is fixed.

 

The main issue is the lack of a limitation for people who drug. They can drag their 2-3-4-5k+ stockpiles into battles with no penalty; maybe make it so that they can't use more than 3 of each drug in a match; this places a huge limitation on it and forces you to basically drug strategically instead of "Whups enemy Firebird better pop my DA" every 40 seconds.

Be very careful what you say about supply usage. If I were Alterniva, I would be looking at new ways to make players use more supplies, not less. As a player, that won’t be good news.

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Be very careful what you say about supply usage. If I were Alterniva, I would be looking at new ways to make players use more supplies, not less. As a player, that won’t be good news.

Take out the modules. 

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i dont really get why people are complaining about twins - its still better at short range. long range attacks are still gonna struggle to hit the opponent lol

 

 

feel like people just want to complain so they can complain about something.

Edited by BigCar

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Take out the modules.

That would end the game and probably the company. Most players would quit instantly after seeing their real money and earned Crystal revenue, which they have put into Modules and Module MUs disappear. Remember that fully upgraded modules represent over a million crystals each. Multiple that by fourteen modules - if they go up in smoke, players will be at alterniva’s door with torch and pitchforks.

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That would end the game and probably the company. Most players would quit instantly after seeing their real money and earned Crystal revenue, which they have put into Modules and Module MUs disappear. Remember that fully upgraded modules represent over a million crystals each. Multiple that by fourteen modules - if they go up in smoke, players will be at alterniva’s door with torch and pitchforks.

Like with everything else they did, it can be replaced with batteries.

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R.I.P. smoky

                        Reload (M3+)        Damage (M3+)

Smoky                1.5sec              420-650, critical 800

Shaft (arcade)      1.5sec              660-750

 

Who needs smoky when shaft is far better with its arcade shots? (Without mentioning that shaft can snipe, but smoky can't).

 

(If this is not re-balanced I will host a funeral for smoky with some of my friends).

Edited by betta115
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you have just ruined shaft. too much waiting time. i think it was enough the fact that this turret is very slow. why this change? Im still happy because it does not inflict self damage (yet). Maby this will be the next step.

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R.I.P. smoky

                        Reload (M3+)        Damage (M3+)

Smoky                1.5sec              420-650, critical 800

Shaft (arcade)      1.5sec              660-750

 

Who needs smoky when shaft is far better with its arcade shots? (Without mentioning that shaft can snipe, but smoky can't).

 

(If this is not re-balanced I will host a funeral for smoky with some of my friends).

Maybe smokey is a tiny bit underpowered right now, but you must consider that smokey has a faster turret turning rate than shaft, as well as a higher knock-back effect. With the additional critical damage smokey is not really too weak.

Edited by rus0806

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Maybe smokey is a tiny bit underpowered right now, but you must consider that smokey has a faster turret turning rate than shaft, as well as a higher knock-back effect. With the additional critical damage smokey is not really too weak.

Even with critical added in at 1-in-5 smoky average damage is 588.

Shaft arcade is 705.

 

Seems a bit odd that secondary attack for Shaft has advantage of 117.

 

Smoky's turret rotation speed really only comes into effect up closer, where shaft has the damage advantage.

 

The biggest goof here by Devs is not the damage - it's the reload. 

No way Shaft should have same re-load as smoky. That was Smoky's bread-and-butter.

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Even with critical added in at 1-in-5 smoky average damage is 588.

Shaft arcade is 705.

 

Seems a bit odd that secondary attack for Shaft has advantage of 117.

 

Smoky's turret rotation speed really only comes into effect up closer, where shaft has the damage advantage.

 

The biggest goof here by Devs is not the damage - it's the reload. 

No way Shaft should have same re-load as smoky. That was Smoky's bread-and-butter.

Maybe they adjusted Shaft's arcade reload to make it more adaptable to the fast-paced smaller maps since we no longer have the choice of choosing a large map for Shaft.

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Maybe they adjusted Shaft's arcade reload to make it more adaptable to the fast-paced smaller maps since we no longer have the choice of choosing a large map for Shaft.

That (helping Shaft on smaller maps) is fine - but - giving Shaft (secondary attack) same re-load as Smoky is ridiculous. 

That was Smoky's major advantage - which is now watered down by another turret having same reload.

 

What next... Thunder gets buff in reload so it too can compete on smaller maps?

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That (helping Shaft on smaller maps) is fine - but - giving Shaft (secondary attack) same re-load as Smoky is ridiculous. 

That was Smoky's major advantage - which is now watered down by another turret having same reload.

 

What next... Thunder gets buff in reload so it too can compete on smaller maps?

Remember - they buff a LOT and then when it starts to be fun to many and a complaint to others, they nerf it back to a midget-size buff, a la Freeze. Or.... It might just stay, like Firebird.

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