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Balance changes for Turrets, Alterations and Overdrives


theFiringHand
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You should consider Viking OD too? You think its balanced?

While; Hornet OD got another buff. Its so annoying.

Um, Hornet reduced by 10 seconds is quite a bit, and since the vast majority of consumers of this are shaft and rails, waiting to pack shots means it's very cool to have, but you don't get to fire shot after shot either.  Considering the build up starts immediately again, I can deal with this, though as a camper, the longer duration served me better, so yeah, not that big of a deal.

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Tried and experienced (on the receiving end) a few of the changes in the Test Sever. 

 

Hornet Overdrive: The decrease is very much noticeable. When it finished the first time I used it, I went, "Already?". I was able to get 46% charge in that time though, so it's still good. 

 

Duplet: Didn't use this but saw someone using it. Clip Reload time is now the same as Adaptive Reload so I don't think it would be too noticeable unless you were one of the many Legends playing with it day and night instead of any other alteration for Hammer. 

 

Railgun: Large Calibre Rounds Railguns will be shooting every 4.77 seconds with this change. I think that's too fast. And this change makes "Death Herald" Compulsator power again. 

 

Magnum: That reload time decrease is definitely noticeable. For Automated Gunpowder Loading MEchanism, it takes 2.4 seconds to reload instead of 2 which is a good trade-off for being able to charge faster. 

For Reinforced Gun Carriage, I'm not sure if I like it. I noticed that I miss a lot more direct hits than I normally do because of that angle reduction. Why was this even changed? If the RCG players complained that it was too high, then alright but at least give some explanations as to why it was changed. 

Haven't tried Mortar but I know it will be powerful. It would make it more MM-suitable. 

 

Dragon's Breath: Was this alteration still too powerful? I couldn't properly see how the new scatter looks in the Test Server but it doesn't look as bad as I thought it would have looked. At least now they'd have to come up closer to deal that afterburn damage.  

 

Dictator: This is an interesting one. Was able to freeze a Hunter + Freeze when it was trying to get our flag. 

 

The length of that stream of napalm is Dictator's Overdrive's range now:

 

Range-of-Dictator-Overdrive.png

 

 

 

Shaft: The first time I read that, I had read it as a nerf but it's a buff. I don't think they should have done that and it looks like they want to push the sales of Shaft. 

Edited by Kill_the_Propaganda2
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Magnum has a variable reload... Depending on your last shot's charge level it can go up to 6s of reload at m4...

 

While firing 100% shots with automated gunpowder, I still get 2s of reload on test server. That alteration seems heavily powerful. You can shoot a 100% bullet in a straight line to direct hit a foe, and then shoot a low charge one almost instantly after, with an average damage of 3000 in the span of 2s-2.5s(Time to load the 2nd shot).

 

The increased charge rate of the shots makes it so people who shoot from afar will reload faster, as they'll have a larger charge in a shorter time.

I smell high ranks will be facing a lot more of these guys, low ranks are burdened with a very large reload time, so they're not a big threat (Though it depends on the enemies too :ph34r: ), unless someone gets his hands on a 10/10 m1 magnum at wo2.

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Duplet is completely useless now  -_-

Now why do you say this? I can't even tell if you're exaggerating or not. 

 

Duplet's double shot mechanic is too powerful. It basically the only type of Hammer I see in Legend battles. Why do you think that it? 

It's powerful and it will continue to be powerful it it retains that double shot mechanic. 

 

I remember when smoky m4 used to have 1.3sec reload, that was rapid shooting, then they nerfed m4 from 1.3 to 1.5, from tommorow on its gonna be 1.4 . Finnaly some buff for smoky!

I remember that as well. When I saw the change, I went, "*chuckles*, We're getting closer (to 1.3 seconds)". 

 

Vulcan just needs to be reworked. Instead of just giving it a minor buff every balance update, completely rework the turret.

 - the turret right now has way more cons than pros

 - damage should not decrease over distance

 - either remove the ability for vulcan to go overtime or remove the damage penalty for going overtime. this is the most unattractive thing about vulcan. their is already a penalty for going overtime and thats the overheating effect. the damage decrease was not necessary.

 - bring back the gyroscope thingy. why was it even removed in the first place?

Not decreasing the damage over distance would be too powerful. Perhaps increasing its maximum and minimum damage ranges? 

 

I don't think that taking away the overheating mechanic would be good. It should have some deterrent to shooting for extended periods of time but 300/s afterburn damage is devastating in the low ranks. I also think the damage nerf was unnecessary for non-Incendiary Band Vulcans. I do believe they should decrease the reduction in damage for Incendiary band Vulcans since I saw the damage it did and it looks pitiful to be honest, especially if the enemy has maximum Firebird protection. 

 

I'm pretty sure the gyroscope thing is still there but is just 50% less effective:

 

(EN Wiki) 

EN-Wiki-Gyroscope.png

 

Magnum has a variable reload... Depending on your last shot's charge level it can go up to 6s of reload at m4...

 

While firing 100% shots with automated gunpowder, I still get 2s of reload on test server. That alteration seems heavily powerful. You can shoot a 100% bullet in a straight line to direct hit a foe, and then shoot a low charge one almost instantly after, with an average damage of 3000 in the span of 2s-2.5s(Time to load the 2nd shot).

Automated Gunpowder Loading Mechanism at M4 will reload in 2.4 seconds, not 2. 

 

I think it would go up to 5 seconds with the new Magnum. 

Edited by Kill_the_Propaganda2

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Automated Gunpowder Loading Mechanism at M4 will reload in 2.4 seconds, not 2. 

 

I think it would go up to 5 seconds with the new Magnum. 

I tried it a few minutes before writing my post, shot several full charge shot, and I could always count 2 seconds of reload. I haven't used a stopwatch, but I'm sure I could tell an entire 0.4s over multiple shots... Unless they've decided to add the 0.4s increase after the testing, and thus it's not in the test server but it will be in live.

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I tried it a few minutes before writing my post, shot several full charge shot, and I could always count 2 seconds of reload. I haven't used a stopwatch, but I'm sure I could tell an entire 0.4s over multiple shots... Unless they've decided to add the 0.4s increase after the testing, and thus it's not in the test server but it will be in live.

I always counted a bit over 2 seconds which would make sense considering that the penalty will be applies to the 2 second reload which would result in 2.4 seconds of reload for AGLM Magnum. 

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Might try to bring my dictator back in the game . Last time i played , i found it much less usefull then hunter ( or viking ) . Its slower , higher footprint ( easier to shoot down ) , cant jump of buildings ( flips very easy ) . Maybe this will do the trick but i doubt it .

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Might try to bring my dictator back in the game . Last time i played , i found it much less useful then hunter ( or viking ) . Its slower , higher footprint ( easier to shoot down ) , cant jump of buildings ( flips very easy ) . Maybe this will do the trick but i doubt it .

I bet there are going to be more attacking Dictators than supportive Dictators...I can just see from now. 

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If you want to nerf Hornet make it ignore only the module protections but not Double Armour supply. Same thing can be done with Titan. It should reduce just the damage, but it should not repair the tank.

No. Hornet's OD will be underpowered. And it only ignore all type of defence, not increasing the damage has been done (no DD). It needs to compete against modules and DA.

 

Same thing to Titan.

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No. Hornet's OD will be underpowered. And it only ignore all type of defence, not increasing the damage has been done (no DD). It needs to compete against modules and DA.

 

Same thing to Titan.

Hornet OD does not need to compete vs modules and DA , as far as i know . It ignores every kind of protection , including modules , DA , and Titan domes ( which in fact is the only hull/weapon combo who can kill a reasonably healthy hull under the dome  .

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Yay! Dictator!


Hornet OD does not need to compete vs modules and DA , as far as i know . It ignores every kind of protection , including modules , DA , and Titan domes ( which in fact is the only hull/weapon combo who can kill a reasonably healthy hull under the dome  .

Hunter/Anything lol

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Dude :mellow: i bet hornets' don't gain much power with that awful overdrive, was no need to increase recharge, BUT DON'T U THINK VIKINGS ARE RUINING EVERYONE?

Nah, everyone targets them.

 

Best update vulkan is buffed!

Remove the nerf on incendiary band otherwise it wont be op.

those who say hornet overdrive is op are druggers who use double armor and protection all the time.

Wait, we want something to be OP?

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Hornet OD does not need to compete vs modules and DA , as far as i know . It ignores every kind of protection , including modules , DA , and Titan domes ( which in fact is the only hull/weapon combo who can kill a reasonably healthy hull under the dome  .

Yes I know. I need Hornet's OD to counter against Eagle module....

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Overdrives has added a new dimension to the game... some of it is good, and some of it not so much. However, I really wish you devs would get your act together. I understand that from time to time rebalancing may be necessary to correct unfair advantages but it seems like you are doing a rebalance 1-2 times a month. Figure out what you need to do and quit dinking with the turrets, hulls..etc. For example, the Hammer duplet was initially unfair. The rebalance made it pretty fair. But now, you are going to make it a waste of crystals. Also, I think it was a really bad move to stop allowing players to test alterations through rentals. Now it's a crap shoot when you purchase an alteration as to whether it will work with your playing style. Overall, I am not a fan of this constant tinkering with the game. :angry:

The problem is that they are not trying to balance the game in the conventional way.  They say rebalance and we player assume that they mean re-balance as in make things more equal and, well, balanced.   But what the devs actually mean is CHANGE the balance.  The game is obviously unbalanced and they continue to unbalance it by favoring one turret over another.  Now they are going to start doing the same thing with hulls. 

 

It's no mystery why either....MONEY MONEY MONEY.  They want to sell the darling turret and hull de jour along with their respective MUs, and protection modules and we dummies keep forking over cash faster and faster as they constantly keep changing the parameters of all the equipment.  As long as Tanki keeps players buying they will keep running the buff/nerf cycle (scam) into infinity.

 

The devs don't want the game balanced...they want the game CHANGING.

Edited by ByeByeBye
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So finally a decent Vulcan update huh ?

 

 

The problem is that they are not trying to balance the game in the conventional way. They say rebalance and we player assume that they mean re-balance as in make things more equal and, well, balanced. But what the devs actually mean is CHANGE the balance. The game is obviously unbalanced and they continue to unbalance it by favoring one turret over another. Now they are going to start doing the same thing with hulls.

 

It's no mystery why either....MONEY MONEY MONEY. They want to sell the darling turret and hull de jour along with their respective MUs, and protection modules and we dummies keep forking over cash faster and faster as they constantly keep changing the parameters of all the equipment. As long as Tanki keeps players buying they will keep running the buff/nerf cycle (scam) into infinity.

 

The devs don't want the game balanced...they want the game CHANGING.


Of course they do. Apparently Tanki is now run by two or three people but a lot of different people appointed for various things. They need to feed themselves and their families. So they WILL need MONEY. And money can only come if they bring updates. But too many updated will make the game almost impossible to finish and the tag of MMO on Tanki will be meaningless. TO need to keep changing a bit so that the game can keep running. If one thing stays for too long people can find patterns to beat the game and it will no longer be enjoyable. I personally play Tanki because of it's wide variety of options and all the changes that keep happening. Change is important.

 

Yes I know. I need Hornet's OD to counter against Eagle module....


Wait. How so ?

 

Hornet Overdrive

 

Overdrive duration is reduced by 10 seconds.
Deleted the penalty on the cooldown of Overdrive from points gained in battle. This means that now, when you activate the Overdrive, your battle points will immediately charge the ability.

 

reducing it is not going to fix it.. to make it better , you would also have the wasp dropping and killing more / doing more damage. will now see way more wasp in battles and less large to medium tanks .
so if a player has top place in battles the OD will be activated way more times then a player with less then 70 in battles , this will now increase top players in battle to destroy the lower / weaker players.. this just destroyed the game .. if this is what you mean..??

 

it was bad enough with OD now this garbage...

 

not only that the game lost over 10 k in players and now you bring in this system to have more players boycott it.. I can't see this game
lasting that much longer...


Sadly that is the law of nature. Only the strong survive.

 

 

As a hornet user yes the overdrive is way too OP. Some changes are redundant while some are needed. Pretty surprising why isnt some of the hull overdrive nerfed in this update.

 

=== Wasp ===
Proposed update: When placing down the bomb which explode 3 seconds later, should have reduce to 2 seconds for an effective effect.
Why: Right now, after wasp places the bomb, it gave most people enough time to avoid getting blasted, ehich makes wasp overdrive the lamest.


I heavily disagree. Us low rank player have barely enough time to get out even if we are on the edge of the explosion and it it sure to kill us. I as a Hunter can still tackle it if I have my OD charged but it is still difficult to match the timing. So making it to 2 seconds will make Wasp OD a lot OP.

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I heavily disagree. Us low rank player have barely enough time to get out even if we are on the edge of the explosion and it it sure to kill us. I as a Hunter can still tackle it if I have my OD charged but it is still difficult to match the timing. So making it to 2 seconds will make Wasp OD a lot OP.

I also have experienced hordes of wasps taking over team battles, specifically ctf.

 

It's not one bomb that has made battles chaotic, it is constant multiple bombs that made them chaotic.

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I also have experienced hordes of wasps taking over team battles, specifically ctf.

 

It's not one bomb that has made battles chaotic, it is constant multiple bombs that made them chaotic.

Ikr. It also makes my FPS go down a bit if there are like 2 or 3 bombs going off at once.

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Many Shafts just camp, they don't help the team. In one sided battles some are being spawn killed while the campers are away fighting for themselves. And if their team is dominating they join the spawn killing fest, very annoying.

 

And battles end like this...

 

00001.png

 

My numbers look like I was spawn killing, actually I was trying to kill a camping Shaft and Rail

Edited by lssimo

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What about ASL and CTF ?

on ASL, it is as unstoppable as rugby.

on CTF, it is good to break enemy flag defense, it basically clear out all the mines on path layed by saboteur drones and kill all enemy sitting inside the dome protection, and you have no way to stop it, unless if a waps happen to have a bomb in hand at that time but wasp rarely sitting near flag as defend position. (even hornet is not fast and effective enough to clear flag defense under dome as mamthom)

 

CTF nowadays is all about defense, as many OD and so many high DPS turret are super strong on attacking.

Edited by wild004

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on ASL, it is as unstoppable as rugby.

on CTF, it is good to break enemy flag defense, it basically clear out all the mines on path layed by saboteur drones and kill all enemy sitting inside the dome protection, and you have no way to stop it, unless if a waps happen to have a bomb in hand at that time but wasp rarely sitting near flag as defend position. (even hornet is not fast and effective enough to clear flag defense under dome as mamthom)

 

CTF nowadays is all about defense, as many OD and so many high DPS turret are super strong on attacking.

I see. Mammoth's OD is quite superior. However it sure will have some drawbacks. Also with the change in Vulcan I hope I see some Mammy-Vulcs again  :D

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