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Which gun or guns do you think need a nerf?


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Good luck for using Eagle against me. I will make your Striker will suffer too when I wear Orka against you.

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

Savageeeee :P

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

I could just buy the m2 module with 25% when it's available instead of wasting time going from 12% to 15%.

 

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

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

Well, if I have to go with single rockets, I may as well ignore the shaft, it's usually a waste of time trying to splash em down. No use slowly whittling down an enemy when he can just heal anyway.

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I could just buy the m2 module with 25% when it's available instead of wasting time going from 12% to 15%.

 

Well, if I have to go with single rockets, I may as well ignore the shaft, it's usually a waste of time trying to splash em down. No use slowly whittling down an enemy when he can just heal anyway.

Good luck for you to get to Major before Tanki's Birthday....

 

Yeah LOL. That's me when I use Striker.

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Twins should be nerfed or Rico needs buff. 

 

Rico have a limited shots and then you need to wait until it fill energy bar..

while in Twins you just brainlessly hold spacebar and killing everyone who will come to your way...

 

Thats so stupid.. bud what devs did ? they add splash dmg to twins... (which make it more powerfull) and they nerfed rico range.. they shold let Rico some range advantages over Twins (also over Hammer which are turrets supposed to be "mid" or short range) Rico dont have advantage in closer fight over these guns.. twins just riped you thanks for splash or unlimited energy and with hammer you can play with tactic ( shot 2 shot with duplet and hide if targer survive..) whats the purpose of rico right now ? It shoud have more range over these guns ( MFS  should be slightly buffed and basic stats (range  should be buffed on rico) if you want splash dmg on (you need  first buy alter.) rico you loose bounce effect (which is in 80 % useless)  while twins have that effect in basic stats.. Rico was  perfect turret because  of its unique gameplay.. now it is just like worse version of twins.. (with lot of cons)  In past it was like that - when twins and rico meet  - rico wanted play on mid or may  long-mid range if rico keep fight like that it won.. but if twins get to closer rico usually died, rico was more like some "ninja" gameplay" or hunter  where u wants to shoot target on mid range with super impact  force and fast shooting and keep enemy missing you thanks to that.. now  is rico completely useless..  while twins was like a  "brutal dmg dealer" or "tank" gamestyle..   just put titan or mamoth or some medium hull and keep killing targets at close range or just deal the most damage you could before die.. these "gamestyle are runined" in present twins is simple better and there is no reason for rico.. which was my favourite turret...  sorry for english 

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Twins should be nerfed or Rico needs buff. 

 

 

 

Rico have a limited shots and then you need to wait until it fill energy bar..

while in Twins you just brainlessly hold spacebar and killing everyone who will come to your way...

 

Thats so stupid.. bud what devs did ? they add splash dmg to twins... (which make it more powerfull) and they nerfed rico range.. they shold let Rico some range advantages over Twins (also over Hammer which are turrets supposed to be "mid" or short range) Rico dont have advantage in closer fight over these guns.. twins just riped you thanks for splash or unlimited energy and with hammer you can play with tactic ( shot 2 shot with duplet and hide if targer survive..) whats the purpose of rico right now ? It shoud have more range over these guns ( MFS  should be slightly buffed and basic stats (range  should be buffed on rico) if you want splash dmg on (you need  first buy alter.) rico you loose bounce effect (which is in 80 % useless)  while twins have that effect in basic stats.. Rico was  perfect turret because  of its unique gameplay.. now it is just like worse version of twins.. (with lot of cons)  In past it was like that - when twins and rico meet  - rico wanted play on mid or may  long-mid range if rico keep fight like that it won.. but if twins get to closer rico usually died, rico was more like some "ninja" gameplay" or hunter  where u wants to shoot target on mid range with super impact  force and fast shooting and keep enemy missing you thanks to that.. now  is rico completely useless..  while twins was like a  "brutal dmg dealer" or "tank" gamestyle..   just put titan or mamoth or some medium hull and keep killing targets at close range or just deal the most damage you could before die.. these "gamestyle are runined" in present twins is simple better and there is no reason for rico.. which was my favourite turret...  sorry for english

 

 

Where Twins needs a nerf is on the Impact.  it's too much for that constant firing.

I don't think the splash is a buff for twins - the area of effect is very small - and it is self-damaging. Twins users have to choose between removing the self-damage or getting extended range.

 

Ricco can kill light and medium hulls fairly quickly because of it's rapid-fire.  Might have a bit more difficult time with heavy hulls that have both DA and Module vs Ricco.

 

I was disappointed with the Ricco range nerf as well.  Would like to see that reversed (won't hold my breath) or - maybe - they tweak damage upward a bit at m3 and above so it has possibility of killing heavy protected hulls.

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Things that need a nerf:

Gauss: Nerf Everything.

Magnum: Nerf the reload that occurs after you fire a shot that's charged to 100%.

Shaft: Nerf maximum sniping damage so that it is exactly the same damage as needed to destroy a medium hull. So Mk7+ Shaft will only do 3000 damage per sniping shot.

Railgun: Revert it back to what it was before the lame Critical Damage Update. More on this below....

Isida: Reduce the damage. It's a unibeam of death.

Hammer: Increase clip reload by about one second.

Striker: Increase the reload back to what it was before 4/23/2021. Also remove the critical hit's ability to do double damage.

 

Firebird, Freeze, Isida, Hammer, Twins, Ricochet, Striker, Vulcan, Thunder, Railgun, Magnum, Gauss, Shaft: Remove the critical hits and bring back the damage-spreads.

 

 

 

 

 

Edited by Tanker-Arthur
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6 hours ago, Tanker-Arthur said:

Shaft: Nerf maximum sniping damage so that it is exactly the same damage as needed to destroy a medium hull. So Mk7+ Shaft will only do 3000 damage per sniping shot.

Buff HC then. Or Heavy Hulls + 50% Eagle will be OP for tanking hits.

6 hours ago, Tanker-Arthur said:

Railgun: Revert it back to what it was before the lame Critical Damage Update.

Yes

6 hours ago, Tanker-Arthur said:

Striker: Increase the reload back to what it was before 4/23/2020. Also remove the critical hit's ability to do double damage.

You mean 2021?

6 hours ago, Tanker-Arthur said:

Firebird, Freeze, Isida, Hammer, Twins, Ricochet, Striker, Vulcan, Thunder, Railgun, Magnum, Gauss, Shaft: Remove the critical hits and bring back the damage-spreads.

I don't like the damage spread, too RNG reliant.

 

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Just now, FrozenRailgun said:

Buff HC then. Or Heavy Hulls + 50% Eagle will be OP for tanking hits.

Yeah, that could work XD
But to compensate, the rotation penalty it used to have should be added back.

Just now, FrozenRailgun said:

You mean 2021?

Oh yeah XD

Just now, FrozenRailgun said:

I don't like the damage spread, too RNG reliant.

Yeah, but most of the time, it was pretty consistent.

You'd know that against a medium hull, Railgun would usually require 3 shots to kill it, and Striker and Thunder needed four shots. Hammer was an easy 3 shots, Smoky was around 5-6 shots. Gauss and Magnum needed two shots, and Shaft could either 1 shot or 5 shot it.

Everything else was just point and shoot (the rapid-fire turrets)

Nowadays, Railgun can sometimes 2-shot a medium hull with it's critical hit and Striker can sometimes 3-shot a medium hull with it's critical. 

And the damage spread gave us some nice alterations for Railgun.....but too bad those alterations got messed up now due to the critical hit.

 

And when the developers removed the damage spread, I honestly didn't see any reason on why they should give stuff like Railgun and Striker drastic critical hits, or any turret getting a critical hit for some reason. Would it be way better if all the turrets (except Smoky) had one damage and no critical hit? Like Railgun doing 1000 damage (or like 1100) at Mk7+ so that it guarantees a 3-shot to a medium hull like it did before? 

 

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40 minutes ago, Tanker-Arthur said:

Yeah, that could work XD
But to compensate, the rotation penalty it used to have should be added back.

I say +40% damage but reduce rotation speed by 25%? Reason why I chose 40% is not everyone would be using drones with HC.

With Brutus though, you can deal 4,620 damage. If facing 50% Eagle, that's 2,310 damage, you are guaranteed to two shot KO medium/Heavy hulls (if they are not using Drones and Double Armor). We don't want to make that 3 hits kill or then it will be an issue.

Quote

You'd know that against a medium hull, Railgun would usually require 3 shots to kill it, and Striker and Thunder needed four shots. Hammer was an easy 3 shots, Smoky was around 5-6 shots. Gauss and Magnum needed two shots, and Shaft could either 1 shot or 5 shot it.

That's when damage spread was such a thing. After that, it's consistent.

Quote

And when the developers removed the damage spread, I honestly didn't see any reason on why they should give stuff like Railgun and Striker drastic critical hits, or any turret getting a critical hit for some reason. Would it be way better if all the turrets (except Smoky) had one damage and no critical hit? Like Railgun doing 1000 damage (or like 1100) at Mk7+ so that it guarantees a 3-shot to a medium hull like it did before?

I mentioned this few time but Critical Hits was introduced to solve the module vs turret issue, except it did not went well as you said. I mean yes, it would be really awesome that only Smoky deals additional damage when scoring Crit shot. 

Railgun back then can deal 1,200 damage in average. LCR back then can boost its damage to 1,680, guaranteed to 2HKO a Light/Medium hull. 

Even if that is solved, there are many more critical balance issues that we and Alternativa need to tackle.

IDK, how would YOU solve the module vs turret situation?

Edited by FrozenRailgun

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5 hours ago, FrozenRailgun said:

I say +40% damage but reduce rotation speed by 25%? Reason why I chose 40% is not everyone would be using drones with HC.

With Brutus though, you can deal 4,620 damage. If facing 50% Eagle, that's 2,310 damage, you are guaranteed to two shot KO medium/Heavy hulls (if they are not using Drones and Double Armor). We don't want to make that 3 hits kill or then it will be an issue.

Yeah, I guess that's pretty good.
It should go like this:

  • Default Shaft: Kills Medium Hulls and Light Hulls, but not medium hulls at higher levels
  • Light Capacitors: Guaranteed to kill only Light Hulls in one hit
    • You can shoot more rapidly though.
  • Heavy Capacitors: Kills everyone in one hit. 
    • But you can't shoot as rapidly...and you're slower and more sluggish.
5 hours ago, FrozenRailgun said:

That's when damage spread was such a thing. After that, it's consistent.

Before the critical update, the damage spreads were pretty consistent. The only things that ruined consistency are Protection Modules and things like Smoky's Supercumulative Rounds and Railgun's Destabilized Rounds, but they did it because that's what they were meant to do. 

5 hours ago, FrozenRailgun said:

Even if that is solved, there are many more critical balance issues that we and Alternativa need to tackle.

Just delete the critical hit from every turret except smoky and revert the game back to where it was before March.

Then nerf Gauss

Then nerf the Railgun status effect augments we got.

And then nerf whatever premium augments need nerfing.

5 hours ago, FrozenRailgun said:

IDK, how would YOU solve the module vs turret situation?

I can't. Or at least, I can't without forcing the affected turrets to become super overpowered.

There's really nothing we can do if 95% of the players buy the protection module that protects against the turret that has the most Alterations, Skins, is involved in the most tournaments, has the most custom format battles based on it, been the oldest long-ranged turret in the game, and is popular with the players. (aka, Railgun).

 

Now one thing we could do is remove two of the protection module slots.
Meaning, you can only choose one module to use in battles. So you'd have to choose between the Mk7+ Railgun Module you've owned for years or the Mk6 Gauss Module to survive against the overpowered Gausses.

It probably isn't a very good idea, but at least players can't always use a Railgun or Thunder module in tandem with modules of turrets that are overpowered.
You gotta choose - protect yourself against the favorite turret or the most overpowered turret?

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9 hours ago, Tanker-Arthur said:

And then nerf whatever premium augments need nerfing.

Which premium augments are you talking about? EMP Gauss? And what else?

9 hours ago, Tanker-Arthur said:

Now one thing we could do is remove two of the protection module slots.
Meaning, you can only choose one module to use in battles.

It will bother me as well but not much as I main on just two modules. I still want to protect myself from those stinking mines, more than just Shafts (only if there are at least one of them in a battle).

Speaking about that, how about revert the module system back to pre-June 2018 but no Double and Triple modules? Like this? Basically the price will be reverted and dev will give us partial compensations based on how far we MU'ed our modules. 

But the rank requirement to unlock the respective modules will be same as it is now.

What-single-modules-were-look-like-back-

 

Quote

Meaning, you can only choose one module to use in battles. So you'd have to choose between the Mk7+ Railgun Module you've owned for years or the Mk6 Gauss Module to survive against the overpowered Gausses.

For me, I would choose neither one of them. As much as I find annoying when getting OHKO'ed by those bois, my instinct keep telling me "Don't use Falcon or Owl".

Quote

It probably isn't a very good idea, but at least players can't always use a Railgun or Thunder module in tandem with modules of turrets that are overpowered.

Yeah bunch of dudes will start to complaining that their survivability got plummeted, armies of Railgun or Gausses are running around everywhere, and bunch of other protests.

Quote

You gotta choose - protect yourself against the favorite turret or the most overpowered turret?

I want to know your choice as well kekw. 

Edited by FrozenRailgun
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10 hours ago, Tanker-Arthur said:

Now one thing we could do is remove two of the protection module slots.
Meaning, you can only choose one module to use in battles. So you'd have to choose between the Mk7+ Railgun Module you've owned for years or the Mk6 Gauss Module to survive against the overpowered Gausses.

It probably isn't a very good idea, but at least players can't always use a Railgun or Thunder module in tandem with modules of turrets that are overpowered.
You gotta choose - protect yourself against the favorite turret or the most overpowered turret?

That would be horrible.  Players would spend more time re-spawning than playing.  Campers would love it. But then again they are not in the danger-zones.

And since Rail has such a high critical chance compared to most turrets, who uses Rail protection anyway?  When it does the most damage your module is ignored.

There's absolutely no reason at all for Rail-users to complain about "too many modules being used".

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7 minutes ago, wolverine848 said:

That would be horrible.  Players would spend more time re-spawning than playing.  Campers would love it. But then again they are not in the danger-zones.

And since Rail has such a high critical chance compared to most turrets, who uses Rail protection anyway?  When it does the most damage your module is ignored.

There's absolutely no reason at all for Rail-users to complain about "too many modules being used".

IDK wolv, we got dudes complaining that either modules are superpowered or certain turrets being overpowered. 

You got any suggestions to solve the module vs turret issue?

Edited by FrozenRailgun

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18 minutes ago, FrozenRailgun said:

IDK wolv, we got dudes complaining that either modules are superpowered or certain turrets being overpowered. 

You got any suggestions to solve the module vs turret issue?

There is no reason for anyone to complain about modules right now.  Modules took a big nerf when critical hits were introduced.

Some augments do make turrets ridiculously OP - mainly because they get to apply status effects with little or no downside.  Rail has a lot of OP augments - so rail users complaining are hypocritical.  And apparently striker-stun does this on every single missile - LOL.

One thing I worry about is the Armadillo module - which nullifies critical hits.  Augments like smoky-autocannon will be useless.  Not nerfed - but completely useless since it relies on Crit hits entirely for damage.  Stock Rail will be pretty useless too since 2/3 of it's damage comes from Crit hits.

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Just now, FrozenRailgun said:

Which premium augments are you talking about? EMP Gauss? And what else?

Lets see.......

  • Gauss' Supplies Remover Salvo (Have no idea why it's called EMP....EMP is a more fitting name for the stun effect)
    • Just too OP = BIG NERF
  • Hammer's Armor Piercing Shot
    • Has no downsides = NERF
  • Hammer's Blunderbuss
    • Turns out its reload was reduced by 25%, not increased by 25% as I originally thought (yeah, the devs really word things weirdly in the patch notes)
    • Now the clip reload is almost exactly the same as a shot reload of Default Hammer. And with 66% more damage per shot? NERF
  • Ricochet's Super Lazily Named Smart Minus Field
    • Has no downsides = NERF
  • Striker's Stunning Missiles Missile Launcher "Electra" (A far better and cooler name) 
    • This needs a rework, actually.
      • Increase the stunning duration to 2 or 3 seconds, but in exchange, the lock-on time reduction is completely removed.
      • Now you'd need much, much, much more skill to lock on to stun enemies but in exchange, you will be greatly rewarded if you manage to pull it off.
    • Otherwise, a 1 second stun after only 1.4 seconds of locking on is a bit strong because of the fast lock-on.
  • Magnum's Armor Piercing Core
    • Has no downsides = NERF
  • Gauss' Armor Piercing Salvo
    • Has no downsides = NERF
  • Shaft's Armor Piercing Sight
    • Has no downsides = NERF

This isn't a premium augment but Hammer's High Capacity Ammo Clip has no downsides, so it also needs a nerf.

There's more non-premium alterations that need nerfs, but I mainly just listed the premium ones and the only non-premium augment that is truly an augment.

Just now, FrozenRailgun said:

It will bother me as well but not much as I main on just two modules. I still want to protect myself from those stinking mines, more than just Shafts (only if there are at least one of them in a battle).

Speaking about that, how about revert the module system back to pre-June 2018 but no Double and Triple modules? Like this? Basically the price will be reverted and dev will give us partial compensations based on how far we MU'ed our modules. 

But the rank requirement to unlock the respective modules will be same as it is now.

Sold it for me - Yes.

Just now, FrozenRailgun said:

Yeah bunch of dudes will start to complaining that their survivability got plummeted, armies of Railgun or Gausses are running around everywhere, and bunch of other protests.

True XD

But hey, at least if lost of people people end up using a Gauss module because so many Gausses are running around, smart players have the choice of 13 other turrets to choose.

Just now, FrozenRailgun said:

I want to know your choice as well kekw. 

My first priority would be to equip the module I invested the most crystals and time upgrading on.

So if I have an Mk7 Shaft Module and everything else is Mk3, I'd use the Shaft Module.

But if my modules are equal leveled, I'd then choose the Striker Module, because it would protect me against my own self damage in battles. Same goes if I had any of the other splash turrets.

But if I'm not using a splash turret, I'd go with the module that counters the most used turret.

Edited by Tanker-Arthur
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Just now, wolverine848 said:

That would be horrible.  Players would spend more time re-spawning than playing.  Campers would love it. But then again they are not in the danger-zones.

 

I know....

But what if overdrives, premium augments, and OP Drones were also nerfed so we all do less damage?

 

Also with tanki as it currently is - having new status effects such as Armor Piercing, EMP, and Supercharge, and giving hulls the ability to too many status effects with their overdrives (Wasp, Hornet, Hopper, Dictator) we all die too fast in battles anyway. 

Just now, wolverine848 said:

And since Rail has such a high critical chance compared to most turrets, who uses Rail protection anyway?  When it does the most damage your module is ignored.

There's absolutely no reason at all for Rail-users to complain about "too many modules being used".

Oh, I was talking about the Railgun of 99% of Tanki's history - the one where it didn't do critical damage until March 2021.

 

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Just now, wolverine848 said:

Some augments do make turrets ridiculously OP - mainly because they get to apply status effects with little or no downside.  Rail has a lot of OP augments - so rail users complaining are hypocritical.  And apparently striker-stun does this on every single missile - LOL.

Wut???

This is new - so Striker's Stun Alt stuns with every hit? Not just the salvo missile?

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I think Magnum should do a little less damage because it can one-shot a Heavy Hull.

I also think Shaft can do less max sniper mode damage. It's because it can also destroy any tank, as it's going to capture a flag or when coming out of the open.

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2 hours ago, Tanker-Arthur said:

Wut???

This is new - so Striker's Stun Alt stuns with every hit? Not just the salvo missile?

It's a one-missile salvo with -50% aiming time.  Guided missile that takes 1.4 seconds to lock-and-launch.

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Just now, wolverine848 said:

It's a one-missile salvo with -50% aiming time.  Guided missile that takes 1.4 seconds to lock-and-launch.

So the stunning only occurs with the salvo missile.

And the arcade missiles are basically regular missile with no status effects?

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5 minutes ago, Tanker-Arthur said:

So the stunning only occurs with the salvo missile.

And the arcade missiles are basically regular missile with no status effects?

Yes.  But why use arcade when you can get a lock in 1.4 seconds.  Isn't that the same fire-rate as smoky?

Or... stun them and then use arcade to finish off.

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Just now, wolverine848 said:

Yes

Thank goodness! I thought even the arcade shots stunned lol.

Just now, wolverine848 said:

But why use arcade when you can get a lock in 1.4 seconds.  Isn't that the same fire-rate as smoky?

Or... stun them and then use arcade to finish off.

#NERF

Yeah, same fire rate as Smoky

Spoiler

How's this for a rework:

  • Increase stun duration to 2.8 or 3 seconds
  • Fires 1 missile in salvo
  • Target lock-on time is 2.8 seconds (Mk7+), like Default Striker

it's already hard to get a lock-on in 2.8 seconds with Default and Uranium Striker so I think the 3 second stun is fine cause you can't spam it as easily.

 

 

And rename the darn alt. "Stunning Missiles" is lammmmme.

 

Edited by Tanker-Arthur
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