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Hull alterations are coming soon!


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Just now, At_Shin said:

It is better to just fire non-stop using stock vulcun and pair it with 'fire immunity' ... i have tried it.. it makes vulcun too OP

Or control yourself, do it once at the beginning so the immunity gets some value, and then do as you would with Vulcan right now.

That immunity might bring on bad habits. We already have many non-Incendiary Bad Vulcans overheating for no reason. Taking away the penalty would do no good. Unless the enemy team had a lot of afterburn-inducing turrets, use another protection alterations because you can only equip one. Then again, ignition alterations are much more practical for killing that freezing alterations. 

 

It's nice that if I have it, I can not be scared to start overheating if I'm trying to finish off an enemy, but after that, I will stop and play it normally.

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13 minutes ago, GrayWolf8733 said:

Is it an immunity against afterburn or Firebird as a whole?

If it's the former, good thing I have Incendiary Mix. :ph34r

All burning damage including Vulcan self damage.

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Guys, I think the immunity is only regarding burn damage, not actual invincibility from Fire or Freeze. It probably just means you will neither take self-damage from over-heating nor the after-burn will be able to damage you. Technically speaking if you equip Vulcan + Wasp, you will be able to shoot forever.

Also the 50% ones seem to be fully-upgraded modules you can equip as fourth protective module, but again, it's only for Wasp.

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15 minutes ago, At_Shin said:

incendairy mix only works when vulcun is on fire right? if vulcun is not doing self-damage then incendairy rounds are of no use.

Incendiary band works with fire immunity. Lol

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Love that Tanki's way of nerfing stuff people paid a lot of money for is to introduce a counter that's available to everyone.

Thanks for (not) testing the Gauss alteration properly before you introduced it.

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33 minutes ago, Hexed said:

Guys, I think the immunity is only regarding burn damage, not actual invincibility from Fire or Freeze. It probably just means you will neither take self-damage from over-heating nor the after-burn will be able to damage you. Technically speaking if you equip Vulcan + Wasp, you will be able to shoot forever.

Also the 50% ones seem to be fully-upgraded modules you can equip as fourth protective module, but again, it's only for Wasp.

Well stock firebird relies on buring to do a lot of it's damage.  Compact Tanks even more-so.  Nice way to nerf a turret.  Any special modules coming that will nerf long-range damage?

What do you mean here?  Wasp is only hull that gets a "fourth module"?   Not enough players buying wasp?  Needs an "incentive"?

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1 minute ago, DieselPlatinum said:

I think only the weight increase and weight decrease alts are decent. The rest are just too much more of a different feature than an actual alteration.

Another aspect from TX they are brining into TO.  Not long from now they will introduce Leagues and we will in fact be playing TX.

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4 minutes ago, wolverine848 said:

Another aspect from TX they are brining into TO.  Not long from now they will introduce Leagues and we will in fact be playing TX.

It's really strange how they were first adamant against introducing stuff unique to TX apart from upgrades (and sometimes downgrades) to existing TO mechanics but are now trying to create the 'new Tanki' they had wished TX to be.

What worries me is that the developers are switching to selling money-limited items to make money. In comparison, stuff like drones were better as the income came from increased crystal-buying, and not direct purchases of exclusive items.

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I don't understand how this is allowed? This is going to be horrific for game balance, a giant nerf to fire and freeze? Immunity to fire afterburn and freeze effects? And Vulcans who take no self damage? Also there is a hull alteration - EMP resistance, which will nerf hunter, but none of the other overdrives are affected.

It doesn't make sense how they can allow these in the game, so we can have hull alterations against 2 turrets and one hull - fire, freeze and hunter, and all the other turrets and hulls will be unaffected? So basically this is a giant nerf to specific turrets and hulls, seems ridiculously stupid.

The hull alterations are an interesting idea, such as the extra weight ones etc - but this implementation is terrible. I think they should probably just alter the hull's overdrives themselves and not nerf the effects of very specific turrets and hulls. Of course this would be difficult to balance, but it's much preferable to what I see proposed here.

Edited by DestrotankAI9
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1 minute ago, Soulto said:

Yes there will be alteration for them too as follows

Railgun reduce no penetration and no impact

Magnum no splash damage

Gauss no damage in arcade mode and no splash damage

Shaft reduce damage and no arcade shot damage

Finger crossed and rubbing lucky rabbit's-foot.  If I had a third arm I'd be rubbing the magic latern.      Fixed rail for ya.

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Just now, Nicola_M said:

And Gauss.

Only the EMP Guass, which very few people have. Yes it will affect some alterations but fire/freeze resistance/immunity will be a gigantic nerf to those turrets as a whole, and the EMP one will be a gigantic nerf to all hunters. While other hulls and turrets are (aside from the odd alteration) unaffected. This is totally unfair, don't see how this could possibly be implemented in this form.

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Just now, Nicola_M said:

And Gauss.

EMP isn't a characteristic Gauss depends on... only its alteration does. 

Stock Firebird and Freeze need their status effects to be effective, not just the C.F.T. and S.F. alterations.

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not looking good. the weight ones i understand but why have them as an alteration, who not just make them available for parkour modes because otherwise it could take away disadvantages of certain hulls. 

instead of making alterations to negate certain effects, why dont you just balance the weapons that give those effects (along with the rest of the weapon pool would be nice). 

hulls already have there own unique effects in the form of overdrives, turrets have alts. hulls do not need alterations and if implemented they will probably make gameplay even more of a braindead mess instead of the strategy that you used to need.

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I'd normally complain, say all this is more foolishness.

It is, of course.  This is a constant one-up-manship as the developers squeeze you for every last bit they can.  Protection modules to nerf turrets effectiveness, then alterations to give back those turrets some deadly effect value, then drones to off set the alteration effect in general all around, then overdrives to completely force players to reconsider everything in terms of game play and strategy, and now this is basically protection module 2.0.  At least turret alts were sensible as they changed the dynamic of game play, not the overall power without effect.

Edited by ControlledChaos
Kindly be polite towards others.

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31 minutes ago, TSY_the_crazy said:

At what rank will each alt be available?

In test server you already are at Marshal rank so there's really no real way to confirm it right now. However, judging by their prices and comparing them to drone unlocks, I'd say the 250k ones will be around or at Marshal, and 5k ones will be in the Warrant Officer range.

 

54 minutes ago, DestrotankAI9 said:

Also there is a hull alteration - EMP resistance, which will nerf hunter, but none of the other overdrives are affected.

Keep in mind the using EMP Protection will only allow you to keep your supplies after Hunter activates its Overdrive. You are still stopped right in your tracks, but don't lose your supplies. I think the same goes for Gauss alteration, it wont take off your supplies.

 

1 hour ago, wolverine848 said:

What do you mean hereWasp is only hull that gets a "fourth module"?   Not enough players buying wasp?  Needs an "incentive"?

No way to confirm this at the moment, not until all other alterations are released (for other hulls). 

However, I meant that if you use Wasp, you would technically be able to equip four modules: any three of your choice + Fire / Freeze 50% hull alteration.

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Also one more thing to note is that before this update hits, a Repair Kit is the only thing that's between you and fire and freeze damage (not the actual damage from the turrets Firebird and Freeze, but from their respective effects), as long as we don't count a teammate Isida. Even the Lifeguard drone health boost is not enough to counter Mk7/Mk7+ afterburn. This adds another way to counter those effects, but how will they affect game balance and the meta - that's something we can discuss.

 

Let's also not forget the Smoky incendiary and cryo rounds. Using one of the immunity alterations will just make you take normal damage from an enemy Smoky, even if he's using one of the aforementioned alterations.

 

Soon Wasp players with Fire immunity...

GOT Game Of Thrones GIF - GOT GameOfThrones NightKing - Discover ...

Edited by Hexed
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35 minutes ago, Hexed said:

Keep in mind the using EMP Protection will only allow you to keep your supplies after Hunter activates its Overdrive. You are still stopped right in your tracks, but don't lose your supplies. I think the same goes for Gauss alteration, it wont take off your supplies.

So Hunter can stop someone for 2.2 seconds.   How you think that OD compares to basically - all the other ODs.  Hunter would be laughable.

I rarely use it now after the (covert) nerf it received hen Gauss alt was introduced. Doubt I would ever use it IF this actually happens.

You realize Firebird relies on after-burn for a lot of it's damage.  And Freeze - without ability to freeze - would be laughable as well.

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56 minutes ago, Hexed said:

Keep in mind the using EMP Protection will only allow you to keep your supplies after Hunter activates its Overdrive. You are still stopped right in your tracks, but don't lose your supplies. I think the same goes for Gauss alteration, it wont take off your supplies.

That still means this is a large nerf to Hunter, whereas literally none of the other hulls get nerfed. Hunter overdrive has just been nerfed massively too with no announcement. Hunter overdrive currently nullifies supplies for 5 seconds and means they have to re-apply all their supplies with the smart cooldown penalty, so if they have this EMP protection the effectiveness of Hunter OD will be greatly reduced. This is very unfair to nerf one hull, and to heavily nerf 2 turrets while the rest of the hulls, and all the other turrets aside from a few alterations remain unaffected.

And why exactly should specific alterations be nerfed either? All this really makes no sense and will make a total mess of game balance. Nice idea but this is like an interesting Idea & Suggestion topic which should be rejected as it lacks foresight into how this will mess up game balance. Why exactly should fire, freeze and Hunter have specific hull alterations against them whereas other turrets (aside from a few alterations) and hulls don't?

 

53 minutes ago, Hexed said:

Also one more thing to note is that before this update hits, a Repair Kit is the only thing that's between you and fire and freeze damage (not the actual damage from the turrets Firebird and Freeze, but from their respective effects), as long as we don't count a teammate Isida.

 

Again, this is not a fair argument. If you force out a repair kit (it would be very rare and usually pointless to use a repair kit to get out of a freeze effect which will wear off quickly anyway), you've already significantly weakened the opponent and can come in to re-apply the effect, or there is a very good chance their repair kit will be on CD anyway and so your fire effect will do full damage. Having total immunity to fire/freeze effects is plainly ridiculous for those 2 turrets. They can't just switch alterations like the other turrets affected (unless your high enough rank to have access to Incendiary mix for Firebird which many don't).

The only way to make this fair for fire/freeze/Hunter and other affected alts would be to buff them all across the board, but then that would cause other problems with game balance making them too OP in other situations. So it just doesn't work.

The fact is these hull alteration ideas are interesting but poorly thought out, and this should not be implemented. If they want to bring in Hull alterations they should change the effect of the hull's overdrive - that would be something. Let's take Mammoth & Wasp for instance (not making actual suggestions here but this is an example of how this could work):

Mammoth alteration 1: Reduces mammoth overdrive duration from 7 seconds to 4.5 seconds, but adds a 5 second heal-over-time effect.

Mammoth alteration 2: Removes mammoth heal on overdrive, however now adds a 75% damage shield for the duration.

Wasp alteration 1: Turns wasp overdrive into a Rugby ball which can be tossed, however cooldown is increased by 50%

Wasp alteration 2: Wasp overdrive now heals allies as well as dealing damage, but damage reduced by 75%.


This kind of thing would be incredibly hard to balance, but much better on game balance than what is proposed. If they want to implement hull alterations they should do so properly - targeting specific turrets/hulls/alterations is ridiculous and this implementation is plainly a terrible idea.

Edited by DestrotankAI9
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3 minutes ago, wolverine848 said:

So Hunter can stop someone for 2.2 seconds.   How you think that OD compares to basically - all the other ODs.  Hunter would be laughable.

I rarely use it now after the (covert) nerf

I haven't noticed the (covert) nerf that much because I nearly always use Hunter's OD to capture flags in ASL, disable bombs / domes, return flags, steal the rugby ball, and as a counter to Viking, Mammoths, and Dictator ODs instead of trying to kill other tanks.

But the EMP protection will make the OD useless in ASL against a good team, so no more capture flag missions.

 

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Why not add gauss immunity then? Firebird is weak enough already and the only thing that made it partly good is afterburn. Thanks for destroying it like isida self heal...

But do i really care? In tanki x possibly the worst combination ever to use was hornet twins that slams into people. Guess what i had as my main combo for 2 years.

Edited by CabbageRoll

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4 hours ago, FogOfWar_XXX said:

Edited 1 hour ago by ControlledChaos
Kindly be polite towards others.

Okay, since anything even remotely derogatory cannot be said in lay mans terms, I'll spell it out technically, that way there is no way to have this squelched.

Two schools of Tanki, old school, and new school.  Old school wants tactics and turrets to rule the day, new school wants amalgams of layered options, fueled by consumption.

People, you asked for this, begged for it.  Something new, something different.  Give us things new to have, buy, play with.  Anything goes, anything is good to make the game "novel".  The vast majority of you never stopped and asked if this genie were to be let out of the bottle where it ended.  The simple truth is, it won't.  This is the norm now.  You build your garage, style your game play, and then have it all taken from you.  Every time game play settles down into something people grow accustomed to, the turrets, hulls, alterations, etc either get modified or sent askew by the introduction of an alien element to the game.

People wanted less variety in in game play, and more options in turret and hull.  You were served.  Smaller maps, extreme short and long range were nerfed, and everything boils down to consumption.  Even if these are introduced, they will not mitigate the need for constant consumption to stay alive and even impact a battle.  Sure, a lucky few will definitely be OP for a while, and then they'll get nerfed after investing in what they think will be the ultimate garage options.

Stop asking for changes you have no sense of in terms of impact to game play, fight those that aren't perfectly explained, understood, and well vetted, and insist on novelty within paradigm.  New maps, new battle formats, new methods to cooperate maybe, but new and modified equipment has become the siren song of all you sailors, and you have been thrown upon the rocks now.

This is the fruits of your labor for constantly complaining.  Rather than telling Tanki stop moving my cheese, you simply complain about how to adapt it until everyone is on a fair level.  The only way that happens is after time, monies spent, and "re-balance" occurs and everyone loses because the game ends up right back where it was, and the cycle starts all over again.

If its in test server and these are the options, then count on it probably happening, maybe later than sooner, but Tanki does not spend money on labor hours and then nerfs THEIR OWN WORK.  I won't call any of you anything, you just think about all the past conversations about change and Tanki, and then you'll know if you're one of those people I'm talking about here.

Edited by FogOfWar_XXX
error in sentence
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