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Nobody is talking about the new Damage Enemy Tanks mission? This seems like it could be a mission for multing. Just hit an enemy with a single Smoky shot for X amount of times and then leave.

It was only a matter of time before this came tbh. It had potential. Having a Booster Drone may make that the easiest mission to complete for something like Shaft, Railgun or Gauss against a group of enemies.

 

I think it may encourage camping or more aggressive play if anything. 

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Nobody is talking about the new Damage Enemy Tanks mission? This seems like it could be a mission for multing. Just hit an enemy with a single Smoky shot for X amount of times and then leave.

Depends on what the damage threshold is.    How much work do you have to do to finish a battle in specific mode?

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Who in her or his right mind would want to use Freeze now? Only a noob. Same with Isida.

Why Isida?

 

They could have fixed Juggernaut instead of nerfing Cooler... I mean Freeze, since I think that's why they are doing these.

I think it's because of how stupidly powerful it is at M0/1 ranks, especially with those Siberian kits around and able to be purchased and upgraded so early. It does suck that a small part of the rank brackets makes everything pay. 

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Why Isida?

 

I think it's because of how stupidly powerful it is at M0/1 ranks, especially with those Siberian kits around and able to be purchased and upgraded so early. It does suck that a small part of the rank brackets makes everything pay. 

I rarely use Isida since ODs came out.  Just does not seem to score well - and I'm never buying that nanobots alt - not for me.

 

Are Siberian Kits much different from Keeper Kits fully upgaraded?

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Nobody is talking about the new Damage Enemy Tanks mission? This seems like it could be a mission for multing. Just hit an enemy with a single Smoky shot for X amount of times and then leave.

Any missions as a potential for multing, that's not new. It will favour tankers with powerful equipment (e.g Booster) and big splash damage.

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Nobody is talking about the new Damage Enemy Tanks mission? This seems like it could be a mission for multing. Just hit an enemy with a single Smoky shot for X amount of times and then leave.

I am not sure but perhaps it was introduced to compensate for the reduced rate of finish first missions since players were complaining very much about those.

 

Damage enemies should be significantly easier to complete and I doubt we'll see any increase in mults.

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I rarely use Isida since ODs came out.  Just does not seem to score well - and I'm never buying that nanobots alt - not for me.

I use it with Support Nanobots  because that's how I like to play Isida, and that's how I have to play ISida now to find enjoyment. A damaging Isida has more opportunities to outscore Support Nanobot Isidas. 

 

Understandable. 

 

Are Siberian Kits much different from Keeper Kits fully upgaraded?

Have you, as a , ever been clapped multiple times by a M3 Freeze M2 Hunter before? Those things can kill M3 light hulls in 1.5 seconds. So imagine being M0/1 against that. That is an M3 turret you're going up against with an M1 hull. 

 

I'll argue against that by saying Smoky M2 is so close to Smoky M3 that you could be content with M2 5/10. Keeper Kit is more damaging for longer. But as you get to the Siberian Kit, along with Keeper, you can't be stopped from topping the scoreboard. 

 

It's just such a mistake to have an M3 turret (stat-wise) at such a low rank. The same with Keeper. 

When you nerf/buff something, justify it at least

They used to do that, now they don't much. Maybe limited time to do so? 

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They used to do that, now they don't much. Maybe limited time to do so? 

I think you'll find the reasons are very boring statistics about Freeze becoming too dominant in overall total damage count in a rolling period compared to other turrets, if memory serves me correctly this is a method developers use amongst many others to calculate balance changes.

 

I would suspect that its caused by the surge of players using Freeze in TJR.

 

I think they mentioned something like this during one of the Q&A live streams, unsure.

Edited by Ninja
How to start every paragraph with I :v
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I think you'll find the reasons are very boring statistics about Freeze becoming too dominant in overall total damage count in a rolling period compared to other turrets, if memory serves me correctly this is a method developers use amongst many others to calculate balance changes.

 

I would suspect that its caused by the surge of players using Freeze in TJR.

 

I think they mentioned something like this during one of the Q&A live streams, unsure.

The actual problem was not with Freeze itself, the problem was with the Product kits accessibility at low ranks that made it insane (there are some other OP things as well at low ranks but this one was specifically effecting the TJR mode). To encounter this problem they decided to rip off one turret's special ability, now Freeze won't be Freeze anymore. Not a good solution, IMHO.

Edited by iWillHealYou
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I think the Alteration that removes the freezing ability is going to see a rise in popularity, especially with the upcoming sale.

or the bio shock alt,gives instant freeze effect but takes away from damage overall.

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or the bio shock alt,gives instant freeze effect but takes away from damage overall.

For smoky? You mean cryo rounds? I still prefer incendiary rounds

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I appreciate what the devs are trying to do with the Freeze changes, but as a player who has accounts with all turrets I don't think this is a good change - at the very least it is too extreme.

First of all I don't think there is a particularly big problem with Freeze - there are good options of counter plays for every other turret and Freezing the enemy's turret to prevent damage to yourself is a fundamental mechanic of Freeze. This change totally removes that - reducing from 90% turret speed decrease to 20% is gigantic - 20% turret speed decrease is pretty much insignificant and this means Freeze's characteristic of being able to prevent damage and circle enemy hulls is gone. This is not good for many reasons, it removes variety and uniqueness of the Freeze turret but also it was one of the only things that Freeze had. Now Firebird is objectively better than Freeze in almost every scenario, and with this massive nerf Freeze will be much weaker overall.

 

If freeze is to be nerfed then it must retain at least 50% turret slowdown, or at the very least 40% to retain any of it's original characteristics whatsover. But as I say I really think it's questionable if any nerf whatsoever is needed.

Also the Shock Freeze alt at the very least must retain the ability to Freeze a turret to 90% as now - if not this change will make it totally, totally worthless for the solo player. With 50% less damage and no longer able to stop the enemy from firing with their 100% damage turret, how will the solo shock Freeze player ever win vs another melee turret one on one? It would be like trying to use a support nanobots Isida which can't heal, utterly worthless. In Tanki with the stars system - it is very necessary that every alteration is viable for the solo player, Shock Freeze is fine now but will certainly not be with this change.

If the change is because of Team Juggernaut mode (not that I think it is a particular issue here - the only thing that might be would be Booster Drone), then there is no point wrecking Freeze in every mode in the game because of one mode. Simply give the Juggernaut a level of resistance to Freeze - it can only have it's turret (or perhaps hull too?) frozen to 50% say. Done.

I think this will cause a lot of problems and ruin the unique characteristics of the turret, nice try but not a good idea sorry. Change it to 50% turret slowdown at the very most.

PS: As a general note, I think the Tanki Devs, while perhaps well intentioned, often make changes that are far too extreme. 90% to 20% for instance is too much - many game companies make make small number changes and then tweak things again if it's not enough - this is a better approach. Make small changes, not massive changes out of nowhere - this risks nerfing something to the point of uselessness and it also undermines player confidence in the game - who is going to pay for turrets/hulls when vast changes could be made on it by next week not just bringing about a nerf but making your investment utterly worthless.

 

PPS: The only real problem with Freeze might appear to be because people can buy a Siberian Kit and upgrade it to M3 level at low rank. But that is problem with micrupgrades and not with Freeze itself.

 

Edited by DestrotankAI9
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Running it in my mind, it's a very detrimental nerf that getting 2 more ticks of damage as a compensation isn't enough. Firebirds can now fend off Freezes. Ricochet and Twins as well. Not sure about the medium range and long range turrets. 

 

And the Juggernaut has a better chance of defending itself now (thank you for that, tbh). Freeze must now be wary of other melee turrets and short range turrets now. 

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or the bio shock alt,gives instant freeze effect but takes away from damage overall.

Then buff Shock Freeze's freezing rate. :rolleyes:  Yet... having additional 0.5 sec energy buff is not enough. :mellow:

 

Shaft's LC got buffed! Oh yes! This is the buff I was hoping! Even though I rarely use LC. :lol:

 

Welp at the same time because of HC buff, here comes army of Eagles! :ph34r:

 

"Damage enemy tank x time" Ah no, here we go again! Army of mult incoming! :ph34r:  :blink:  

Edited by FrozenRailgun

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Hohohoho, 120,000 damage for the mid-tier mission. Interesting. And, it's mode-specific as well. Hard pass only because of it being potentially mode-dependent. 

 

120000.png

 

And it looks like 80k for the easy one. 

 

80k-for-the-little-one.png

Edited by TheCongoSpider
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Nobody is talking about the new Damage Enemy Tanks mission? This seems like it could be a mission for multing. Just hit an enemy with a single Smoky shot for X amount of times and then leave.

Turns out the Mission is of "Do X # of damage" and not "do damage to Y # of tanks"

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Hohohoho, 120,000 damage for the mid-tier mission. Interesting. And, it's mode-specific as well. Hard pass only because of it being potentially mode-dependent. 

 

 

120000.png

 

 

And it looks like 80k for the easy one. 

 

80k-for-the-little-one.png

That's a DAILY Mission?  :o    LMAO.

 

This account got that mission... 270k damage.  Assuming I kill mostly medium hulls... 90 kills - for a daily mission.

 

Are they promoting DM, or wut?    Hard-pass.

Edited by wolverine848

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So I just played against a Freeze, using a long range weapon (which has the slowest turret rotation speed. That nerf is too much tbh. I barely noticed a reduction in my turret rotation speed. It may as well be non-existent on melee-ranged turrets. 

Edited by TheCongoSpider
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It seems like it may scale with rank and game mode?

 

 

 40-000.png

 

 

And yeah, hard pass if it's a mode I really don't want to be in. I then changed it and it gave me more to do but at least it's in any mode. 

 

Yeah-Hard-pass.png   And-it-gave-me-one-slightly-harder.png

Edited by TheCongoSpider

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