Jump to content
EN
Play

Forum

Which gun or guns do you think need a nerf?


 Share

Recommended Posts

Now that's a bit harsh.  :lol:

Dude, Arty doesn't roll and goal.  Arty is the big gun, it has to be srt up and readied.  They should have done a situation where the charge bar disappears the moment the vehicles moves, can't move for at least 5 seconds after firing, etc.  That would have made sense.  No, we have supposed artillery running around with double speeds on.

 

IT

IS

STUPID

Edited by FogOfWar_XXX
  • Like 3

Share this post


Link to post
Share on other sites

Firebird, to me, seems to have a skill ceiling underground (exaggeration but you get the point, right?).

 

Freeze has some level of skill to it as to avoid danger - you can circle the enemy. 

 

 

Well, you see, Firebird and Freeze are both melee-ranged turrets meaning they have to get up in the enemies' face to deal damage which is the reason they have such high damage in the first place. It would be expected that they can spawnkill since they are in the enemy and the spawnpoints are there as well so they'd be up close. A Thunder would have less success as it is for mid-range combat, not melee or close range.

 

 

 

Well light hulls do have the least number of HP. Railgun one-shots them. Shafts can one-shot them easier than medium or heavy hulls. Thunders can one-shot them but most times, they leave them with 5-10% of health remaining. Smokies can one-shot them with a double-damaged critical. Magnums can one-shot them. Why shouldn't Hammer be able to one-shot them given its mechanics? 

 

Twins can keep shooting forever with that god-awful impact force. Ricochet has a lot more projectiles now and its reload speed is fast along with its strong impact force as well. Hammer has three shots that cannot be reloaded until you shoot all of them. Three shots alone. Twins has infinite shots while Ricochet's projectile number can reach up to 29. It makes sense that Hammer can one-shot them. They can't even one-shot a medium hull so I don't see why you're complaining. 

 

The double-shot mechanic of Duplet is what is unbalanced. If Hammer takes two shots to take down an unprotected heavy hull, why should a Hammer shoot those two shots in less than 0.4 seconds?

I think freeze should take maybe 2 seconds before it slows you down. It’s kinda ridiculous when the tip of a freeze jet only just touches you and immediately slows you down.

Compact tanks alteration should be removed from firebird and repair kit should be able to replenish health even while being affected by firebird.

Don’t get me started on twins. Someone can just keep on firing and I hate when you spawn next to these things.

IMO Ricochet is only powerful if the enemy has double damage and you don’t have double armour.

Hammer is ridiculous, especially with the duplet alteration.

Smoky is annoying but balanced.

Vulcan Is balanced

Shaft is balanced

isida is balanced

Railgun is balanced

Striker really cheeses me off when people use double damage.

Thunder needs a 10% or 15% increase in damage in M2 and M3 levels so it is slightly more effective against tanks with modules and medium hulls.

  • Like 1

Share this post


Link to post
Share on other sites

Thunder needs a 10% or 15% increase in damage in M2 and M3 levels so it is slightly more effective against tanks with modules and medium hulls.

To me, 15% damage increase on all modification will do the trick. After all, Grizzly module is common and it does not make the plague even worse.

Share this post


Link to post
Share on other sites

Dude, Arty doesn't roll and goal.  Arty is the big gun, it has to be srt up and readied.  They should have done a situation where the charge bar disappears the moment the vehicles moves, can't move for at least 5 seconds after firing, etc.  That would have made sense.  No, we have supposed artillery running around with double speeds on.

But then Arty's damage would increase even more to make up its would-be-siege-mode.  Strangely though, Griffin module is rare unless Magnum themselves are trying to survive from self-damage or/and win Magnum vs Magnum duel.

 

Just like Shaft. Immobile, while capable of dealing MASSIVE damage per shot. This is why Eagle is rare (even though Propaganda reported that Eagle module has increased recently).

 

While Railgun, it can take huge chunk of HP while moving. This is why Falcon module is common. To counteract this however, many slap Hornet with Railgun to dominate battles.

 

Same logic with Thunder, since Grizzly is common too. Instant hit-scan, explosive shot, good damage, easy to use, and fast reload. All those characteristics packed together is what makes Thunder powerful. 

Edited by FrozenRailgun

Share this post


Link to post
Share on other sites

 

 

But then Arty's damage would increase even more to make up its would-be-siege-mode.  Strangely though, Griffin module is rare unless Magnum themselves are trying to survive from self-damage or/and win Magnum vs Magnum duel.

 

Just like Shaft. Immobile, while capable of dealing MASSIVE damage per shot. This is why Eagle is rare (even though Propaganda reported that Eagle module has increased recently).

 

While Railgun, it can take huge chunk of HP while moving. This is why Falcon module is common. To counteract this however, many slap Hornet with Railgun to dominate battles.

 

Same logic with Thunder, since Grizzly is common too. Instant hit-scan, explosive shot, good damage, easy to use, and fast reload. All those characteristics packed together is what makes Thunder powerful.

 

 

You see modules in direct proportion to the number of turrets on enemy team

 

Rail - there are always Rail on opposite team so that is likely a default protection.

Vulcan and Shaft?  Not as popular so players don't equip them by default.

 

Of course there are exceptions - going onto highways without Shaft protection is a big mistake.  But since maps are random, we have to visit garage to make the switch once you land on Highways.

 

And I agree with Fog - that magnum needs some kind of mechanism that prevents it from driving around and shooting heavy damage shots.

 

Think "Siege Tank" from StarCraft.  Has a mild damage gun until it stops, extends stabilizing spades, and now can launch heavy indirect fire shots that do massive damage.  This is how Indirect-Fire weapons should work.  They have a huge advantage on many maps that 1) provide LOS cover (walls) and 2) very little overhead cover.

Share this post


Link to post
Share on other sites

But then Arty's damage would increase even more to make up its would-be-siege-mode.  Strangely though, Griffin module is rare unless Magnum themselves are trying to survive from self-damage or/and win Magnum vs Magnum duel.

 

Just like Shaft. Immobile, while capable of dealing MASSIVE damage per shot. This is why Eagle is rare (even though Propaganda reported that Eagle module has increased recently).

 

While Railgun, it can take huge chunk of HP while moving. This is why Falcon module is common. To counteract this however, many slap Hornet with Railgun to dominate battles.

 

Same logic with Thunder, since Grizzly is common too. Instant hit-scan, explosive shot, good damage, easy to use, and fast reload. All those characteristics packed together is what makes Thunder powerful. 

So be it, Arty is supposed to deal lots of damage.  I'M COOL with Magnum, IF IT PLAYED like it SHOULD.  Everyone cries like little weenie puppies about Shafts and how TERRIBLE they are, scourge of the battlefield!  I have to PARK my tank, and full charge, in hopes of hitting a medium hull with no DA AND no protection module AND no drone if ever even want to come close to being as dangerous as everyone says they are.  Magnums?  Meh, do like what?  Twice or three times the damage, and they just run around, none stop, and somehow, people are okay with this?  I'll never understand people.  "Shafts should be NERFED," but ask about Magnums and people are like "oh, yeah, they're alright."

 

The retar...., no can't say it, people get butt hurt around here.  Point is, Yes, it needs to act like artillery, and yes, it's seemingly forgotten by most players while shafts and have to park and wave laser beams around.

 

I'm gonna stop, or I'll get on my soap box.

  • Like 2

Share this post


Link to post
Share on other sites

So be it, Arty is supposed to deal lots of damage.  I'M COOL with Magnum, IF IT PLAYED like it SHOULD.  Everyone cries like little weenie puppies about Shafts and how TERRIBLE they are, scourge of the battlefield!  I have to PARK my tank, and full charge, in hopes of hitting a medium hull with no DA AND no protection module AND no drone if ever even want to come close to being as dangerous as everyone says they are.  Magnums?  Meh, do like what?  Twice or three times the damage, and they just run around, none stop, and somehow, people are okay with this?  I'll never understand people.  "Shafts should be NERFED," but ask about Magnums and people are like "oh, yeah, they're alright."

 

 

 

The retar...., no can't say it, people get butt hurt around here.  Point is, Yes, it needs to act like artillery, and yes, it's seemingly forgotten by most players while shafts and have to park and wave laser beams around.

 

I'm gonna stop, or I'll get on my soap box.

 

 

DD?

Share this post


Link to post
Share on other sites

DD?

If you mean that I should DD up, again, I forget, I'm one of the few, the proud, the non-druggers.  Yes, a DD would go a long way in equalizing, I know this because if I pick up a box (sometimes I even HAVE TO for missions), suddenly I'm kicking some severe arse for a minute.  DD and triple arcade is a beautiful thing when chasing down flag and ball carriers too.

 

To the point though, I meant no DA or protection or drone for the target you are shooting at, just in case that was your question.

Share this post


Link to post
Share on other sites

You see modules in direct proportion to the number of turrets on enemy team

 

Rail - there are always Rail on opposite team so that is likely a default protection.

Vulcan and Shaft?  Not as popular so players don't equip them by default.

 

Of course there are exceptions - going onto highways without Shaft protection is a big mistake.  But since maps are random, we have to visit garage to make the switch once you land on Highways.

Ha ha ha! Trying encourage others get Eagle and piss me off???? But even when I get to Highways, usually I'm the only Shaft. So no point for using Eagle. Going to Highways without Eagle is not mistake unless there are bunch of Shaft there. Period.

Share this post


Link to post
Share on other sites

If you mean that I should DD up, again, I forget, I'm one of the few, the proud, the non-druggers.  Yes, a DD would go a long way in equalizing, I know this because if I pick up a box (sometimes I even HAVE TO for missions), suddenly I'm kicking some severe arse for a minute.  DD and triple arcade is a beautiful thing when chasing down flag and ball carriers too.

 

To the point though, I meant no DA or protection or drone for the target you are shooting at, just in case that was your question.

Yeah - my point was you could counter the DA with DD and remove it from the equation.

 

And yes, slightly different if you use the "OR" instead of "AND".  Meeting all 3 conditions happens << 1 or 2 of the conditions.

 

Ha ha ha! Trying encourage others get Eagle and piss me off???? But even when I get to Highways, usually I'm the only Shaft. So no point for using Eagle. Going to Highways without Eagle is not mistake unless there are bunch of Shaft there. Period.

Usually a minimum of 2 shafts, depending on the battle mode.  So with 2+/8 enemies using Shaft it is definitely worth it.

Share this post


Link to post
Share on other sites

So be it, Arty is supposed to deal lots of damage.  I'M COOL with Magnum, IF IT PLAYED like it SHOULD.  Everyone cries like little weenie puppies about Shafts and how TERRIBLE they are, scourge of the battlefield!  I have to PARK my tank, and full charge, in hopes of hitting a medium hull with no DA AND no protection module AND no drone if ever even want to come close to being as dangerous as everyone says they are.  Magnums?  Meh, do like what?  Twice or three times the damage, and they just run around, none stop, and somehow, people are okay with this?  I'll never understand people.  "Shafts should be NERFED," but ask about Magnums and people are like "oh, yeah, they're alright."

 

The retar...., no can't say it, people get butt hurt around here.  Point is, Yes, it needs to act like artillery, and yes, it's seemingly forgotten by most players while shafts and have to park and wave laser beams around.

 

I'm gonna stop, or I'll get on my soap box.

98% of the average shafts load a shot and immediately press DD, to the point where I just plop DA directly when I see one, because I already know they will use it and oneshot my titan.

 

Magnums early on are generally floppy wasps that barely know where they're driving, so you don't see a lot of complaining... Also the reload time is much longer at lower ranks, I saw m2/3 shooting way too often for comfort :o

  • Like 1

Share this post


Link to post
Share on other sites

DD?

Nope, double armour. We can't tell from far away if the enemy has double armour activated so it's either you take the chance and shoot him without double damage and hope they don't have double armour enable or you don't take the risk, pop a double damage and guarantee one-shot them. 

 

Magnums?  Meh, do like what?  Twice or three times the damage, and they just run around, none stop, and somehow, people are okay with this?  I'll never understand people.  "Shafts should be NERFED," but ask about Magnums and people are like "oh, yeah, they're alright."

Three times? Magnum's maximum damage throughout all tiers is about 0.66x less than Shaft's maximum sniping damage. With double dmage, Shaft would still be dealing 0.66x more damage than Magnum could with a lucky shot. I don't get many lucky shots (shots that go above 1,800 damage for a direct hit). I seem to get around the average shot damage or less and occasionally a shot with with enough damage to kill an unprotected M4 medium hull or close to M4. Lucky shots seem to be rare so I think you should compare Shaft's damage to a shot between the maximum damage range and the average shot damage, which for M4 Magnum would be 2,038 damage. 

 

 

I guess a turret like that would be too slow for this now-fast-paced game.

Share this post


Link to post
Share on other sites

Magnums early on are generally floppy wasps that barely know where they're driving, so you don't see a lot of complaining... Also the reload time is much longer at lower ranks, I saw m2/3 shooting way too often for comfort :o

I use it but I'm going to have to agree on this. A Magnum shot would plop down while I'm healing someone. I would expect another shot in maybe 5-6 seconds but nope, 4 seconds. And judging by how fast the projectile hit me and my teammate, it definitely wasn't a 100% velocity shot or even close to that. They're probably using the Automated Gunpowder Loading Mechanism alteration. That may be why that is. 40% protection against it does wonders for my survivability. 

 

When I charge up close to 80% from my base, I usually get the shot back quickly but then I have to charge it up and then the hot has to travel resulting in a good amount of seconds adding up. I don't see how they shoot so regularly unless there are two Magnums.

  • Like 1

Share this post


Link to post
Share on other sites

Nope, double armour. We can't tell from far away if the enemy has double armour activated so it's either you take the chance and shoot him without double damage and hope they don't have double armour enable or you don't take the risk, pop a double damage and guarantee one-shot them. 

 

Three times? Magnum's maximum damage throughout all tiers is about 0.66x less than Shaft's maximum sniping damage. With double dmage, Shaft would still be dealing 0.66x more damage than Magnum could with a lucky shot. I don't get many lucky shots (shots that go above 1,800 damage for a direct hit). I seem to get around the average shot damage or less and occasionally a shot with with enough damage to kill an unprotected M4 medium hull or close to M4. Lucky shots seem to be rare so I think you should compare Shaft's damage to a shot between the maximum damage range and the average shot damage, which for M4 Magnum would be 2,038 damage. 

 

 

I guess a turret like that would be too slow for this now-fast-paced game.

Well, lets be clear, I sport an M4 Shaft.  3300 max damage listed, but, for the most part, I score EXACTLY 1443 it seems nearly all the time, full charge.  The raw numbers tell one story, the reality another.  Magnum does many more times damage because it can wipe out a group of tanks and it can do it on the run.  Technically speaking, yeah, Shaft on paper, 3300, looks great, but for whatever reason, I cannot recall the last time I scored that, and when I do score above, I NEVER, EVER get above 2900, EVER.  Never, ever... ever, ever, ever.  I cannot recall the last time I hit anyone for over 3000 except when I roll over a DD box on occasion.  I regularly see Magnums pull up and mid range a lobbing plop and take out a couple tanks (yeah yeah, vary levels of health, but, I get one shot, parked exposed, they get to be mobile and whack lots of people at once).

 

Slower rate of fire, except with the alt.  I dunno what your set up is, but you are scoring HIGHER on average shots than I am on a direct hit, and that makes no sense to me, but again, that's Magnums in the game.  Shafts Thump targets and they're getting these crumby 1443pt shots on target, explain this to me?  And yours is getting 1800?  My alt is the triple shot, so it only drops damage in arcade.

 

I always suspected that Magnums were doing more than me, and you just proved it.  How on earth is that thing getting 1800s and I'm getting 1400s?  M4 Shaft!  1400s!

 

Beyond the base data too, the is always the Magnum with DA in a Medium hull and protection that's point blanking tanks in their own base.  Heal up and go, tah dah.  It's ridiculous, but I won't harp on that, your point is base damage, and I'm telling you, I dunno how or why, but you guys in Magnums do more than Shafts.  Again, I should point out, I DO NOT DRUG, so whenever I speak of game play, I speak from raw base stats.

Share this post


Link to post
Share on other sites

98% of the average shafts load a shot and immediately press DD, to the point where I just plop DA directly when I see one, because I already know they will use it and oneshot my titan.

Good luck dealing with Hornet-Shaft Double Power...

Share this post


Link to post
Share on other sites

Good luck dealing with Hornet-Shaft Double Power...

I can only hope to blast those with splash damage or a salvo. Or that they aren't looking at me for the whole match. :rolleyes:

 

Frankly it's one of the guns that causes me the most trouble, and I'm against anything that outright oneshots an heavy hull... Fully microupgraded.

Edited by XxStriker

Share this post


Link to post
Share on other sites

I can only hope to blast those with splash damage or a salvo. Or that they aren't looking at me for the whole match. :rolleyes:

 

Frankly it's one of the guns that causes me the most trouble, and I'm against anything that outright oneshots an heavy hull... Fully microupgraded.

Striker Uranium can one salvo unprotected heavy hull too you know?

Share this post


Link to post
Share on other sites

Striker Uranium can one salvo unprotected heavy hull too you know?

The thing is, it's not sudden (You actually have to keep a perfect line towards the enemy, and it's harder than it looks), and you can dodge the rockets. Vs shaft you have approximately 0.5s after you see the laser before you're already dead. If you see the laser at all, because it doesn't even show up until it's fully charged.

 

So we have an hitscan projectile with potential to deal 3300+ damage at m0-1, with near no warning unless the user just sits there waving their aim around, vs a salvo of non-hitscan missiles (In the case of uranium, SLOW AF too) that require a fully visible laser to be set on you for 2.5+secs (I checked, it's 2.8 at M4! Following the aiming time stat on the wiki (Reload+1s) uranium gets an extra 1.8*0.2 seconds required to load a salvo) plus you have to hope they don't hit walls in case you target an enemy above you (You actually need to tilt in that case or you hit a grand total of 0 damage).

Edited by XxStriker
  • Like 1

Share this post


Link to post
Share on other sites

Coming in to report, dictator striker m1 vs shaft hornet m1, close range (Aka he started loading his shot in front of my face, but not close enough so I could just circle around). I died before I could even fire 2 shots. The enemy only had DA, but would've survived anyway. I still think it's a ridiculous weapon.

Share this post


Link to post
Share on other sites

Coming in to report, dictator striker m1 vs shaft hornet m1, close range (Aka he started loading his shot in front of my face, but not close enough so I could just circle around). I died before I could even fire 2 shots. The enemy only had DA, but would've survived anyway. I still think it's a ridiculous weapon.

Well maybe you should get a protection from it? That would help you winning against them...

Share this post


Link to post
Share on other sites

Well maybe you should get a protection from it? That would help you winning against them...

I have a protection, I wear it almost all the time along with rail. In the case I stated above I had it on, which means I would've straight up been oneshot at almost point blank without it... But I'm not gonna pretend 12% does anything to change the outcome of that matchup.

 

Heck, titan m2 literally gets oneshot when I wear it anyway.

Edited by XxStriker

Share this post


Link to post
Share on other sites

I have a protection, I wear it almost all the time along with rail. Not like 12% does anything.

Then maybe you should wait until the next micro-upgrade sales, stack your crystals up and micro-upgrade your protection? :ph34r:

Share this post


Link to post
Share on other sites

I have a protection, I wear it almost all the time along with rail. Not like 12% does anything.

Ya using Eagle against me. I will make sure your Striker will suffer too when I wear Orka against you.

Then maybe you should wait until the next micro-upgrade sales, stack your crystals up and micro-upgrade your protection? :ph34r:

No. Or I will get M3 Orka from Challenger kit.

Edited by FrozenRailgun

Share this post


Link to post
Share on other sites

 Share

×
×
  • Create New...