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First of all, I’d like to state that these suggestions should ideally change the meta of the game, because right now, the meta is centered only around a few overpowered things. I hope this doesn’t offend anyone - this is my personal opinion only. If you disagree, please comment below respectfully. Other than that, enjoy the read!

There are ideas for a lot of things here, so I decided not to break them apart and post them into separate categories.

One of the biggest problems to me is the abuse of squads. Although V-LOG #205 addressed an aspect of this issue, it still continues to be exploited to the max.

At my rank, it is very common to see Mammoth-Vulcans paired up with Viking-Isidas in the same team. Naturally, the first thing I can think of is that they are in a squad.

Well, what’s the problem here?

I want you to remember the Duplet craze in January. Now multiply that by roughly 5. You have today’s situation. People with Mammoth M4’s are spawn-trapping whole teams at Brigadier, where it’s not even uncommon to come across M0’s. With 50% protection against turrets like Shaft, Striker, and Thunder, there is no way anyone can really stop them.

The problem here is that people are abusing squads to get easy XP. The Mammoths go on huge killstreaks with the Incendiary Band alteration while the Isidas earn abnormal amounts of experience eternally healing the Vulcan.

So far, I’ve come up with a single solution that should reduce this exploitation of Matchmaking. It is to impose a restriction on the amount of turrets per team.

Ideally, there should be one of each turret in a team to keep gameplay diverse. What is unacceptable, however, is not one, not two, but three Mammoth-Vulcans with Incendiary Band setting up camp in your base while Isidas heal them without any repercussions.

This is inexcusable, especially in ASL mode, where a spawn trap can determine the outcome of the battle. Forgive me for being harsh, but these kinds of players deserve at least a temporary ban. I don’t have a problem with them doing this in PRO battles, but when it comes to MM, it fazes me every time how they get off scot-free.

My proposed solution limits the amount of a particular turret in an MM battle to one per team. For DM and JGR, this means a maximum of three of the same turrets per battle. This does mean longer waiting times, but do you really want to be spawn-trapped for the fifth time in a row?

This restriction should also apply to certain turrets and alterations, a very good example being Vulcan and Isida. I believe that the MM formula should ensure that under no circumstances will a Isida be paired up with Incendiary Band users.

I don’t believe the Incendiary Band alteration needs to be nerfed, but I believe that this exploitation needs to be addressed somehow. A potential way of dealing with this is by raising the price. Right now, it is just too easy for people to get at 60,000 crystals and at Third Lieutenant. I think that it should be removed from owners’ garages, refunded, and that the price should be raised to 180,000, like Smoky’s Autocannon alteration. The Shooting Speed Regulator alteration should just switch places with Incendiary Band. At least this way players won’t lose their crystals.

It is ruining the game for me and for many others right now, and we need to do something about it. Sure, it was funny the first month or two, but every time I look through my garage to get to Shaft, I try not to throw up in disgust as I pass Vulcan.

Enough said.

Moving on to the next suggestion - ban Striker completely from JGR. People have tried to address this multiple times and so will I. The Juggernaut mode is completely ruined as of this moment because 80% of players use Striker to get the Juggernaut. The Uranium alteration is still ridiculously overpowered, and this goes for Cyclone as well.

Other than the ban, a nerf of the Uranium alteration would serve well. A possible way of doing this is to make the movement speed of the rockets even slower, or to make the damage increase exponentially. What I mean by this is basically a reskin of the Hyperspace rounds alteration for Railgun - nerf the first rocket’s damage by 70%, and buff the damage of the next rockets exponentially.

For example:
An M2 Striker with the Uranium alteration deals about 1000 damage per rocket as of today.

What I am proposing is to have them increase as more rockets hit the target, but ONLY IF they hit the target. Some sample damage numbers could look like this: 600-800-1100-1500, each rocket dealing more damage, but the damage remaining the same. This gives more time for someone to react to a lock-on and avoid destruction.

The splash radius also needs a rework. Right now, I feel that it is too wide, so a slight nerf could offset the turret’s obscene power.

This turret should be used against campers, not against huge groups of enemies. Especially not against the JGR.

Shifting topics to my next suggestion. Lately, I have been noticing more and more that the gold box formulas cause them to drop just at the beginning of battles. I have a fairly decent connection, but ultimately, it never favors me as I am always too slow to get it.

This has been the reason for quite a few missed containers, and I cannot tell you the extreme amount of rage and frustration that this causes. Several YouTubers have also complained about this, so at least I’m not alone.

A rework of the gold box formula would probably be needed to ensure that everyone has an equal chance of taking the gold box, but ultimately, it’ll allow people to feel more satisfied when they take a gold box.

Coming back to alterations, a few come to my mind which I’d like to address straight away - Duplet, Sledgehammer Rounds, Round Destabilization, and Large Caliber Rounds. There is no simple way to put this, but the usage rate of these is exceeding high. Too many people are using them to gain an advantage.

Although the Duplet craze has died down, it is still very prevalent even today. Obviously, Hammer protection helps quite a bit, but the amount of people that still use it is too high.

A way to nerf this alteration is to decrease the range at which the shot spread starts to fan out. This way, Duplet will only be a close-range encounter tool instead of being able to attack farther than a Twins.

Sledgehammer rounds allegedly lose range very fast, but I noticed that this is quite untrue. Even at long range I did considerable damage - almost 75% of the full damage halfway across Brest. The range dropoff really needs to be even more harsh, or this alteration will just keep on being as overpowered as it is.

The Round Destabilization alteration does what it’s supposed to, but I think it does it rather too well. The maximum damage should be enough to one shot medium hulls of the same modification level, but definitely not heavy tanks. Plus, the impact force is huge. A slight fire rate decrease could offset this whole situation, however.

Finally, Large caliber rounds, the bane of light and medium tanks around the world. The damage is so extreme! Having a reload increase wouldn’t be the best solution to this alteration, but I honestly can’t think of nothing else. 40% of a damage increase is just too much in my opinion. I hope that at least someone will agree with me....

Finally, I’d like to propose some buffs for some underpowered alterations, as they are not performing as well as they should be.

“Dragon breath” - I tested this alteration and I rather liked it. A lot of times, it dealt the killing blow, which saved me a huge amount. Sadly enough, the amount of afterburn this deals is so pitifully low. I’d really like to see a buff in the afterburn mechanic, as this alteration can become even more useful.

Shock freeze - This is an incredibly great defensive tool. What really makes me sad about it, however, is the weak damage that it deals only at 50%. A buff could make this a great and reliable alteration.

Destabilized Plasma - I love this alteration. Even though Ricochet loses the ability to ricochet, the splash radius compensates for it. A slight damage buff as well would make this my go-to alteration for Ricochet. Try it, it really is great.

Heavy Capacitors - This alteration is used by many people who want to absolutely confirm the kill. It’s undoubtedly a good alteration because of the increased damage, but the long charge up time makes this alteration seem underwhelming. Here’s a buff that might interest everyone: penetration. The old Shaft had a glitch where it would one-shot anything behind a tank (basically Hyperspace rounds on steroids), but I honestly think that having a penetration ability could benefit this alteration greatly. Comment down below if you would like to see this. I personally would.

Lastly, Light Capacitors. This alteration has so, so much potential, but the lack of damage makes it very rare to see in battle. What I think could benefit this alteration is headshot multipliers. Sure, Light Capacitors already makes you feel like you’re playing TO at 300 kph, but this can encourage more precision and learning when it comes to sniping. In Tanki X, Shaft had a headshot multiplier of +100%, and this made the turret fairly popular. Honestly, even a +50% headshot multiplier could make this alteration viable in MM battles. This is the change that I want to see most in TO.

Thank you for reading - I hope you agreed to at least some of my ideas.

Until next time,

Tidebreaker out.

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Under review

 

That's a lot to take in, and definitely way too much for a single topic. I think it will be best if you split the ideas into different topics, and I'll tell you (later) which ones could actually be implemented. I can say right away that some of those will not happen, such as limiting the amount of turrets per battle. Will evaluate the rest later.

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TL:DRM.

 

 

I can tell you off the bat, that the solution for the group's situation is simply to remove groups.

That would result in a lot of backlash because people like to play the game with their friends.

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Then why don't they just play with their friends in pro battles?

They will, thereby hurting the MMS queues.

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Then why don't they just play with their friends in pro battles?

Because PRO battles are treated as a "secondary" type of battle which is meant for enthusiasts, who don't like the settings offered by MM battles. It would be a bad decision to force all players to make a choice between playing with friends and playing the main game modes (which also have things like stars and double funds).

 

Well, I guess some people just can't go on for even 5 seconds without a friend.

Is that a bad thing? For a lot of people, online games are a way to socialise and cooperate with their friends. It's one of the main purposes of MMO games.

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Ideally, there should be one of each turret in a team to keep gameplay diverse. What is unacceptable, however, is not one, not two, but three Mammoth-Vulcans with Incendiary Band setting up camp in your base while Isidas heal them without any repercussions.

 

My proposed solution limits the amount of a particular turret in an MM battle to one per team. For DM and JGR, this means a maximum of three of the same turrets per battle. This does mean longer waiting times, but do you really want to be spawn-trapped for the fifth time in a row?

 

This restriction should also apply to certain turrets and alterations, a very good example being Vulcan and Isida. I believe that the MM formula should ensure that under no circumstances will a Isida be paired up with Incendiary Band users.

OK, let's say that the initial wait times are increased a bit to make sure every battle has one of each turret per team. The main issue with this is what do you do with mid-game equipment changing? Remove it completely? Or ad an annoying message that tells you that you can't change your turret because your team already has a player using it?

 

Imagine you have Firebird equipped and you either get sent to a bad map (like Highways), or the enemy team has a lot of Firebird protections. If you can't change to a more suitable turret because your teammates are already using them, your only choice is to struggle with Firebird, or leave and find a new game. Neither option is a good solution.

 

And that't a big problem besides the fact that waiting times would increase, which should be avoided at all costs.

 

 

I don’t believe the Incendiary Band alteration needs to be nerfed, but I believe that this exploitation needs to be addressed somehow. A potential way of dealing with this is by raising the price. Right now, it is just too easy for people to get at 60,000 crystals and at Third Lieutenant. I think that it should be removed from owners’ garages, refunded, and that the price should be raised to 180,000, like Smoky’s Autocannon alteration. The Shooting Speed Regulator alteration should just switch places with Incendiary Band. At least this way players won’t lose their crystals.

That's a bad approach to balancing alterations. According to developers, an alteration is not a "buff" to your turret, but just a slight difference in the play style. I don't know what the price depends on, but I think it's simply based on how interesting an alteration is. If it only slightly changes the firing speed, range or damage, the price might be around 20k. If it adds a completely new mechanic, or drastically changes the parameters (like Striker remote explosives or Smoky's autocanon), the price is higher.

 

So if an alteration is unbalanced, it needs to be nerfed/buffed. There's really no other way.

 

Moving on to the next suggestion - ban Striker completely from JGR. People have tried to address this multiple times and so will I. The Juggernaut mode is completely ruined as of this moment because 80% of players use Striker to get the Juggernaut. The Uranium alteration is still ridiculously overpowered, and this goes for Cyclone as well.

 

Other than the ban, a nerf of the Uranium alteration would serve well. A possible way of doing this is to make the movement speed of the rockets even slower, or to make the damage increase exponentially. What I mean by this is basically a reskin of the Hyperspace rounds alteration for Railgun - nerf the first rocket’s damage by 70%, and buff the damage of the next rockets exponentially.

Juggernaut has multiple problems besides Striker. The biggest fans of that mode already stopped using Striker due to the high amount of protections from it, and now people use Shaft, Freeze, Magnum, etc. Regardless of turret or alteration, the main problem is the Booster drone, which allows one to destroy Juggernaut in a matter of seconds, dealing absurd amounts of damage. In my opinion, Juggernaut itself needs a massive buff.

 

Shifting topics to my next suggestion. Lately, I have been noticing more and more that the gold box formulas cause them to drop just at the beginning of battles. I have a fairly decent connection, but ultimately, it never favors me as I am always too slow to get it.

 

This has been the reason for quite a few missed containers, and I cannot tell you the extreme amount of rage and frustration that this causes. Several YouTubers have also complained about this, so at least I’m not alone.

 

A rework of the gold box formula would probably be needed to ensure that everyone has an equal chance of taking the gold box, but ultimately, it’ll allow people to feel more satisfied when they take a gold box.

It's most likely just a psychological effect that makes it seem like gold boxes drop unevenly. I don't see why that should be the case, so I doubt it is. The only thing that's true is that golds do not drop in the last minute of the battle to avoid them being lost due to time running out.

 

Coming back to alterations, a few come to my mind which I’d like to address straight away - Duplet, Sledgehammer Rounds, Round Destabilization, and Large Caliber Rounds. There is no simple way to put this, but the usage rate of these is exceeding high. Too many people are using them to gain an advantage.

 

Although the Duplet craze has died down, it is still very prevalent even today. Obviously, Hammer protection helps quite a bit, but the amount of people that still use it is too high.

 

A way to nerf this alteration is to decrease the range at which the shot spread starts to fan out. This way, Duplet will only be a close-range encounter tool instead of being able to attack farther than a Twins.

 

Sledgehammer rounds allegedly lose range very fast, but I noticed that this is quite untrue. Even at long range I did considerable damage - almost 75% of the full damage halfway across Brest. The range dropoff really needs to be even more harsh, or this alteration will just keep on being as overpowered as it is.

 

Duplet - I disagree. If you manage to survive the initial double shot, Hammers are quite easy to deal with while they reload.

 

Sledgehammer - Agreed. The turret should deal zero damage beyond medium range, but right now it still deals 50% at any range. This makes it almost as effective as normal Thunder at medium-long range, and absurdly powerful at close range. At the moment there is hardly ever a situation where another alt or standard settings would be more useful.

 

The rest of them I can't comment on since I barely used them, but I don't feel like there's a problem with them. If you find them underpowered, it's likely because they don't fit your play style. Each alteration is best suited to a specific type of gameplay and not all players will have the same opinions.


 

Either way, you can post the alterations in Ideas for Alterations directly, or in a new topic, which will be merged into the bigger topic after a while.

 

The other ideas besides alterations are declined.

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Well, I guess some people just can't go on for even 5 seconds without a friend.

For some of them, whats the point? Personally, I only really play the game often because of my friends.

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Under review

 

That's a lot to take in, and definitely way too much for a single topic. I think it will be best if you split the ideas into different topics, and I'll tell you (later) which ones could actually be implemented. I can say right away that some of those will not happen, such as limiting the amount of turrets per battle. Will evaluate the rest later.

You're right, I probably should have split this into several topics. This one's my fault.

 

TL:DRM.

 

 

I can tell you off the bat, that the solution for the group's situation is simply to remove groups.

That's too harsh and will cause even more people to leave, although it will completely eliminate the mentioned situations.

 

 

Because PRO battles are treated as a "secondary" type of battle which is meant for enthusiasts, who don't like the settings offered by MM battles. It would be a bad decision to force all players to make a choice between playing with friends and playing the main game modes (which also have things like stars and double funds).

 

Is that a bad thing? For a lot of people, online games are a way to socialise and cooperate with their friends. It's one of the main purposes of MMO games.

PRO battles are made for contests and just chilling out when you're not playing competitively. I would feel much better if MM was made into a sort of ranked League Play system.

 

Here's another question for MM - why is there no voice chat for MM battles / competitive play? It would make people take it a lot more seriously instead of just spending their valuable times on quick battles. The chat is much too slow for communication.

 

OK, let's say that the initial wait times are increased a bit to make sure every battle has one of each turret per team. The main issue with this is what do you do with mid-game equipment changing? Remove it completely? Or ad an annoying message that tells you that you can't change your turret because your team already has a player using it?

First of all, I would wait for more time if it meant more balanced games. I'm sure that a lot of other people will agree with me here.

 

I wouldn't go so far as to wipe out equipment changing. Like you said, if the matchmaking pool sends you to a map not suited for your turret, then you should have a chance to change it. I would keep the old system but adjust it so that you only get one equipment change per battle, and this equipment change can only be used after two minutes of the battle starting. That way, people will think more tactically and carefully about the battle. I would allow an equipment change to any combo as long as it doesn't give your team an unfair advantage. Obviously, no Isida with Vulcan, no Striker with Uranium, no Sledgehammer Thunder, and definitely no Duplet Hammers.

 

 

Imagine you have Firebird equipped and you either get sent to a bad map (like Highways), or the enemy team has a lot of Firebird protections. If you can't change to a more suitable turret because your teammates are already using them, your only choice is to struggle with Firebird, or leave and find a new game. Neither option is a good solution.

 

And that't a big problem besides the fact that waiting times would increase, which should be avoided at all costs.

This is why I'm proposing that you can use your equipment change after two minutes to change it to something that you know you will use effectively. You say that you will struggle with Firebird, but you never actually know what will happen. Many people use Firebird really effectively on Highways, but if you can't, then that's your problem. There's no point ruining the game for other people. It's better off if you left that battle and let someone else take your spot who is bound to achieve better results.

 

Why is leaving the game a bad solution? It isn't a sign of weakness but rather shows that you decided to spend your time somewhere else. That's okay, nothing will happen. And why is a longer waiting time a bad thing? I'd much rather spend a minute waiting for a game that is evenly balanced than 3 seconds for a game which is in its 4th minute and you're losing 4-0 in CTF because the other team's defense only consists of Titan-Smokies with Autocannon and Mammoth-Vulcans with Incendiary band.

 

 

That's a bad approach to balancing alterations. According to developers, an alteration is not a "buff" to your turret, but just a slight difference in the play style. I don't know what the price depends on, but I think it's simply based on how interesting an alteration is. If it only slightly changes the firing speed, range or damage, the price might be around 20k. If it adds a completely new mechanic, or drastically changes the parameters (like Striker remote explosives or Smoky's autocanon), the price is higher.

 

So if an alteration is unbalanced, it needs to be nerfed/buffed. There's really no other way.

 

Of course people are going to be abusing the OP alterations if they're cheap and are early unlocks. That's just the mindset of 90% of video game players - get something overpowered, and profit quick. Buffing or nerfing them will only put people off for a bit about using this alteration. Then they'll come back to it and the situation will start to repeat itself. You want to know what the Uranium nerf did? Nothing. You want to know what the Duplet nerf did? NOTHING. And so on....

 

 

Juggernaut has multiple problems besides Striker. The biggest fans of that mode already stopped using Striker due to the high amount of protections from it, and now people use Shaft, Freeze, Magnum, etc. Regardless of turret or alteration, the main problem is the Booster drone, which allows one to destroy Juggernaut in a matter of seconds, dealing absurd amounts of damage. In my opinion, Juggernaut itself needs a massive buff.

People rarely ever use Shaft in Juggernaut. And Magnum? I played for one hour yesterday and the only Magnum I saw was a Wasp-Magnum who got killed instantly because he didn't use Double Armor. These turrets aren't the problem, Freeze is. All it takes is one sneaky Freeze and you can pretty much move away from the keyboard because Striker rockets are already coming your way, regardless of your protections. I do think you're right about the Booster drone and Juggernaut needing a buff, though.

 

It's most likely just a psychological effect that makes it seem like gold boxes drop unevenly. I don't see why that should be the case, so I doubt it is. The only thing that's true is that golds do not drop in the last minute of the battle to avoid them being lost due to time running out.

Yesterday, I played for a good amount of time. In two hours, I got three battles where a gold dropped in the first 5 seconds, and containers were dropping as I spawned. It doesn't even matter how far away I was, because the people who live in Europe were already there fighting over the gold box. Is there anything you can do about that?

 

Duplet - I disagree. If you manage to survive the initial double shot, Hammers are quite easy to deal with while they reload.

 

Sledgehammer - Agreed. The turret should deal zero damage beyond medium range, but right now it still deals 50% at any range. This makes it almost as effective as normal Thunder at medium-long range, and absurdly powerful at close range. At the moment there is hardly ever a situation where another alt or standard settings would be more useful.

 

The rest of them I can't comment on since I barely used them, but I don't feel like there's a problem with them. If you find them underpowered, it's likely because they don't fit your play style. Each alteration is best suited to a specific type of gameplay and not all players will have the same opinions.


 

Either way, you can post the alterations in Ideas for Alterations directly, or in a new topic, which will be merged into the bigger topic after a while.

 

The other ideas besides alterations are declined.

You know why Duplet became as popular as it is? Because it dealt double the damage in roughly the same time and the reload was insanely quick. Since Hammer's pellet spread is fairly tight even without Slugger, people just used it to pop off two shots with incredible accuracy in half a second. I think they should bring the old reload speed back, but make the pellet spread a lot wider. Essentially, you're only getting two shells, so it doesn't make sense to have the same reload speed as for three shots.

 

I'm glad you agree with me about Sledgehammer rounds. The damage it deals is ridiculous and needs a nerf.

 

It's a shame that you can't relate in terms of the other alterations, because they have so much potential but they underperform much more than they should be. They fit my playstyle, but they really need a buff for them to become viable.

 

Although I'm sad that my other ideas have been declined, I will at least post the ideas for alterations in the topic.

 

Thanks for reading.

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No they wont. they need to do missions and will do them in MM.

No they dont, if they quit MMS to play with their friends they wont need the supplies from the missions.

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Moving on to the next suggestion - ban Striker completely from JGR. People have tried to address this multiple times and so will I. The Juggernaut mode is completely ruined as of this moment because 80% of players use Striker to get the Juggernaut. The Uranium alteration is still ridiculously overpowered, and this goes for Cyclone as well.

 

Heavy Capacitors - This alteration is used by many people who want to absolutely confirm the kill. It’s undoubtedly a good alteration because of the increased damage, but the long charge up time makes this alteration seem underwhelming. Here’s a buff that might interest everyone: penetration. The old Shaft had a glitch where it would one-shot anything behind a tank (basically Hyperspace rounds on steroids), but I honestly think that having a penetration ability could benefit this alteration greatly. Comment down below if you would like to see this. I personally would.

 

Lastly, Light Capacitors. This alteration has so, so much potential, but the lack of damage makes it very rare to see in battle. What I think could benefit this alteration is headshot multipliers. Sure, Light Capacitors already makes you feel like you’re playing TO at 300 kph, but this can encourage more precision and learning when it comes to sniping. In Tanki X, Shaft had a headshot multiplier of +100%, and this made the turret fairly popular. Honestly, even a +50% headshot multiplier could make this alteration viable in MM battles. This is the change that I want to see most in TO.

Oh hell no! Yes, there are 4/5 players are using Strikers, but it does not mean I target the Juggernaut with that.... Listen, I use Striker to build my K/D backup by not targeting the J-boss, but other Strikers as well.

 

Cyclone's +40% locking time is already harsh enough. Speed boost... ya can outrun that laser unless all 8 rockets hits your tank. To me, it is to deal with M4 Orka....

 

A Cyclone salvo deals average of 7,040 damage, which is strong enough to shut down an M4 medium hull Orka combination. To M4 heavy hull Orka however, it can sap 88% of his/her health away in average. And a rocket or 2 will finish him/her off.

 

Hm..... Ok. But many people gonna use Eagle. Have fun....

 

Hm.... I made an alternation that allow +100% plus damage when aiming on the turret. However it will immediately emits Shaft's laser and require one second of locking time.

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No they dont, if they quit MMS to play with their friends they wont need the supplies from the missions.

They want containers - especially if they are lower rank than F. Marshall.

Plus you can't get stars in pro-battles either.

 

They will play both - and I doubt Pro has the greater time-share. 

I'm willing to take that chance to remove groups from MM.

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Why the equipment restrictions on teams? Why not on groups?

 

The 3 Mammoth-Vulcans and the Isida most probably consisted of a group. If restraints are put on the use of the same turret by any two of the 3 group members, at least the 3 wouldn't be able to pair up and become invincible.

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That's a bad approach to balancing alterations. According to developers, an alteration is not a "buff" to your turret, but just a slight difference in the play style. I don't know what the price depends on, but I think it's simply based on how interesting an alteration is. If it only slightly changes the firing speed, range or damage, the price might be around 20k. If it adds a completely new mechanic, or drastically changes the parameters (like Striker remote explosives or Smoky's autocanon), the price is higher.

 

So if an alteration is unbalanced, it needs to be nerfed/buffed. There's really no other way.

Has there been any official discussion on this.  Consensus is that the Alteration is OP.

 

I really don't think Devs thought this one trough or even tested it properly. How is they could not imagine an Isida hiding behind a Mammoth-Vulcan using this alt?  How could they have tested this combo versus some enemies and come to the conclusion... "Seems fine to us"?

 

 

- Being able to deal what was originally a short-range effect from across the map is a mistake. Firebird has to move across the map, often running gauntlets in order to do this.  Vulcan just has to fire against the wall for a bit, then poke out it's head and touch a target for 1-2 seconds.

 

- Then they doubled down by making it so that targets have to use 2 different modules to protect against 1 turret.  We only have 3 modules. What about the other 7 enemy tanks?

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Oh I absolutely agree that it's OP. I'm just saying that merely increasing the alt's price or unlock rank will not solve the issue.

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Oh I absolutely agree that it's OP. I'm just saying that merely increasing the alt's price or unlock rank will not solve the issue.

Maybe not, but it'll at least solve the problem of players having alterations that are too OP for their rank.

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They want containers - especially if they are lower rank than F. Marshall.

Plus you can't get stars in pro-battles either.

 

They will play both - and I doubt Pro has the greater time-share.

I'm willing to take that chance to remove groups from MM.

I still disagree, but there's no point in having this back-and-forth conversation.

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