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The FPS message that pops up during the battle is really annoying.

Also there are many tanks that are impossible to kill. Usually piddling little hornets. Drones are too strong.

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1 hour ago, ghost-guns said:

The FPS message that pops up during the battle is really annoying.

Also there are many tanks that are impossible to kill. Usually piddling little hornets. Drones are too strong.

I can feel the strength of the defender drone when not playing with Hornet. It takes a lot of time and many players to kill it once. By the time we dealt with it, our team lost 3 CP. Then he respawned.
Defender and Booster drones should not be available before generalissimo/legend.

Edited by Viking4s
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2 hours ago, Viking4s said:

Defender and Booster drones should not be available before generalissimo/legend.

Actually Defender could be reduced to 50% maximum additional protection. Something like 10% — 50% between level 0 and 20. Or reduce the power-up duration, 30s is overkill...

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14 hours ago, Viking4s said:

I can feel the strength of the defender drone when not playing with Hornet. It takes a lot of time and many players to kill it once. By the time we dealt with it, our team lost 3 CP. Then he respawned.
Defender and Booster drones should not be available before generalissimo/legend.

I believe they are fine as they are right now "rank wise." However, they could make it where a certain micro-upgrade requires a certain rank. Maybe anything after Micro-upgrade 12 or so, then you would be required to be a Commander or Generalissimo.

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50 minutes ago, Zackery459 said:

I believe they are fine as they are right now "rank wise." However, they could make it where a certain micro-upgrade requires a certain rank. Maybe anything after Micro-upgrade 12 or so, then you would be required to be a Commander or Generalissimo.

Novel idea, splitting the drone upgrades between ranks.

Of course you would have to do something similar for every drone to balance it out, oh wait, i forgot, the devs don't do balance, just OP cash incentives like HORNET and THE FLYING CHEAT (overdrives), silly me forgetting something like that.

The devs will never forget game balance, for them it has never existed so forgetting isn't even an option.

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1 hour ago, cosmic666 said:

Novel idea, splitting the drone upgrades between ranks.

Of course you would have to do something similar for every drone to balance it out, oh wait, i forgot, the devs don't do balance, just OP cash incentives like HORNET and THE FLYING CHEAT (overdrives), silly me forgetting something like that.

The devs will never forget game balance, for them it has never existed so forgetting isn't even an option.

Well, I am sorry you feel that way. Unfortunately, nothing is going to be "perfect." The developers are trying their best in making sure everything is balanced as can be. Hence, why the Hornet's overdrive was nerfed recently.

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3 hours ago, Zackery459 said:

Well, I am sorry you feel that way. Unfortunately, nothing is going to be "perfect." The developers are trying their best in making sure everything is balanced as can be. Hence, why the Hornet's overdrive was nerfed recently.

Emphasis on the word RECENTLY, as it has been OP for months. And it has not been nerfed, the mechanics of how it works has been changed, no direct nerf to it's OP overdrive has taken place, which would have been very easy to do.

So here's one for you to mull over, THE FLYING CHEAT, everyone knows it is way OP, where is the balance considering this hull and it's overdrive.

How many months will it remain OP before the devs think of a way to lessen it's impact for the usual cash injection from the buyers.

Tell you what mod, instead of saying the devs are always looking to balance the game out for the benefit of the players whenever they can, how about say how things are in the real world of TO.

Unbalanced and largely in favour of the P2W brigade should be your unbiased answer.

Edited by Maf
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6 hours ago, Zackery459 said:

I believe they are fine as they are right now "rank wise." However, they could make it where a certain micro-upgrade requires a certain rank. Maybe anything after Micro-upgrade 12 or so, then you would be required to be a Commander or Generalissimo.

It is one way to look at it, but then it would require to do it for all drones and to unlocked them all at low rank.
My personal feeling is that it is too strong too early, the order of drone could be altered to reflect the increase of power of the drone series (and the increase of supplies consumed):
For example for the Offensive series: change the order of unlock for Blaster and Booster, have Blaster first and then Booster.


 
BlasterDrone blaster.png
Double Damage consumed: 1 140 000 Crystal.png IconsNormal 23.png
Brigadier
 
Booster Drone booster.png
Double Damage consumed: 3 200 000 Crystal.png IconsNormal 27.png
Marshal

 

For example for the Defensive series: Lifeguard then Saboteur then Defender


 
Lifeguard Drone lifeguard.png
Repair Kits consumed: 2 90 000 Crystal.png IconsNormal 18.png
First Lieutenant
 
Saboteur Drone saboteur.png
Mines consumed: 4 140 000 Crystal.png IconsNormal 24.png
Major General

 
Defender Drone defender.png
Double Armor consumed: 3 200 000 Crystal.png IconsNormal 28.png
Field Marshal
Edited by Viking4s

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4 hours ago, cosmic666 said:

Emphasis on the word RECENTLY, as it has been OP for months. And it has not been nerfed, the mechanics of how it works has been changed, no direct nerf to it's OP overdrive has taken place, which would have been very easy to do.

So here's one for you to mull over, THE FLYING CHEAT, everyone knows it is way OP, where is the balance considering this hull and it's overdrive.

How many months will it remain OP before the devs think of a way to lessen it's impact for the usual cash injection from the buyers.

Tell you what mod, instead of saying the devs are always looking to balance the game out for the benefit of the players whenever they can, how about say how things are in the real world of TO.

Unbalanced and largely in favour of the P2W brigade should be your unbiased answer.

Hopper's Overdrive is balanced (maybe even easy to go against) when it comes to pvp, because you keep your supplies and the burn doesn't last super long (like Incendiary Band or something). Most of the time, I'm able to turn around and blast the Hopper with my Firebird or Shaft.

Hopper's Overdrive needs tweaking, but ONLY for the jump itself, which makes Gold Box taking too easy.

Edited by GrayWolf8733

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28 minutes ago, GrayWolf8733 said:

Hopper's Overdrive is balanced (maybe even easy to go against) when it comes to pvp, because you keep your supplies and the burn doesn't last super long (like Incendiary Band or something). Most of the time, I'm able to turn around and blast the Hopper with my Firebird or Shaft.

Hopper's Overdrive needs tweaking, but ONLY for the jump itself, which makes Gold Box taking too easy.

Gold Box taking?  That's just a sideshow.

Hopper makes capping flags and scoring goals too easy.  That unbalances the game itself.

You must be playing some real noob hoppers if you can "blast them with your firebird".  The stun lasts as long as Hunters.  If the Hopper is still near you after that they have no clue what they are doing.

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4 hours ago, wolverine848 said:

Gold Box taking?  That's just a sideshow.

Hopper makes capping flags and scoring goals too easy.  That unbalances the game itself.

You must be playing some real noob hoppers if you can "blast them with your firebird".  The stun lasts as long as Hunters.  If the Hopper is still near you after that they have no clue what they are doing.

AHHHH the voice/post of reason.

We both no the FLYING CHEAT is a game changer, and your right he must be playing recruit level hoppers because the ones i come against are in and gone, and are very hard to track. 

The only gun that has a chance is maybe a decent rail player, especially if the FLYING CHEAT is maxed out MK7.    

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"Camping" in this game should be more punished. If you sit in your spawn and play with shaft, magnum or any other long range turret, you can pretty much obliterate the whole enemy team, and get high score without using any powerups. I have a few solutions.

For example you could make attacking against enemy team more rewarding for playing more aggressively, like destroying many enemies in a row, or dealing damage while being in enemy territory. Maybe even a counter and a reward of how much damage you can deal to others in enemy territory before you die.

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6 hours ago, TESL4 said:

"Camping" in this game should be more punished.

Problem is not with camping, but with maps. There are few opportunities for flanking and too many easily abused positions. Magnum is inherently flawed though.

Edited by ThirdOnion
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14 hours ago, Viking4s said:

 

That is a very great idea to be honest. I would suggest that you post that in the Ideas & Suggestion area of the forum. I do not see anything wrong with those blueprints what so ever.

  17 hours ago, cosmic666 said:

 

Read more  

Well, I do not work for the company nor do I make such decisions. I am only a helper for the game.

 

What "flying cheat" are you referring to? Do you mean the Hopper overdrive? If so, what is the point of it being called "Hopper?" I think it is a great idea, in my honest opinion. I also think a lot of players in the game feel the same way, since you are seeing a lot of people using it in-game.

 

In regards of your "How many moths will it remain OP before the devs think of a way to lessen it's impact for the usual cash injection from the buyers?" That is a question for the developers themselves. They made the Hopper available for Crystals, so I think they are doing a great job in that retrospect on making the hull purchasable for F2P players. If the developers think something isn't working out, they will fix it accordingly. As always, they are looking at the community feedback on how to make the game better.

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22 minutes ago, Zackery459 said:

What "flying cheat" are you referring to? Do you mean the Hopper overdrive? If so, what is the point of it being called "Hopper?" I think it is a great idea, in my honest opinion. I also think a lot of players in the game feel the same way, since you are seeing a lot of people using it in-game.

You must not have not been in many battles where the team with 2+ hoppers keeps scoring goals and capping flags "at will" while equipped with Defender or Crisis, winning 5-0.

The hull bypasses defenses and makes using mines useless.  On small maps like sandbox and sandal, the OD allows it to "leap" a huge portion of the map.  It's comical in a sad way.

As someone else has said when it was introduced, many of the players not using the hull just feel like spectators in the battle.

The reason u see players using it is because it is OP.  That's the META these days - whatever is OP gets lots of use.  Just look at hornet and all the turrets that combined to one-shot-kill with it's OD.

 

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1 minute ago, wolverine848 said:

 

Perhaps, but that is a hard thing to figure out on when or not use the overdrive. Maybe they can nerf the jump height or something if it is this OP, if you say so.

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18 minutes ago, wolverine848 said:

 

It's not true that there is no way to stop a Hopper from capping a flag or scoring a goal. Wasp OD is the best way to stop Hoppers, imo. Jumping Hoppers cannot disable the bomb. All one needs is timing...

Hunter OD and mines are useless, no doubt. But Hopper is a hovering hull with different mechanics, and it's here to stay. So we might as well change our strategies and adapt.

Btw even Hunter OD, if timed well, can stun a Hopper mid air. But only during its descent...

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1 minute ago, Venerable said:

It's not true that there is no way to stop a Hopper from capping a flag or scoring a goal. Wasp OD is the best way to stop Hoppers, imo. Jumping Hoppers cannot disable the bomb. All one needs is timing...

Hunter OD and mines are useless, no doubt. But Hopper is a hovering hull with different mechanics, and it's here to stay. So we might as well change our strategies and adapt.

Btw even Hunter OD, if timed well, can stun a Hopper mid air. But only during its descent...

Easier said than done.

They need to remove the stun from hopper or give it delay like Hunter suffers.  It's dumb that the OD "leaps" + burns + has a better stun effect than Hunter does.

Plus they need to tweak the distance it can go.  I don't think they tested much it's abilities when equipped with maxed out drones.  They are capping flags way to easily.  I see this every battle.

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12 minutes ago, wolverine848 said:

Easier said than done.

Of course it's a tough maneuver to pull off, but I've done it once just yesterday in an RGB battle, which gave me the idea. 

There are so many aspects of playing games that are 'easier said than done'. That doesn't mean we don't try them out, or practice them. Railgun, for instance, requires quite a lot of practice to use it effectively, because timing is everything.

I saw some potential in the Wasp bomb yesterday, and I plan to use it whenever I play against Hoppers. It's totally your choice to use this method or not. I would still recommend that you try it out, and practice a tiny bit. 

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18 minutes ago, ThirdOnion said:

Big gun do big damage, point and shoot.

Big damage? I think both of us know that's not always true, what with protection modules and AP immunity, along with Defender or Crisis.

I have rarely been able to use Railgun effectively in MM, because of 30% and above protection or Defender or sometimes just DA. In such cases you might say that I should use DD. But even that is futile, as RKs are ready, and 7/10 I get killed before the shot leaves my turret. If I mistime the shot, I get punished even more coz of longer reload. It boils down to skill. Railgun is not just 'point and shoot'. It's not a melee turret, nor is it Smoky Autocannon.

This is a classic case of 'easier said than done'. But I still like the turret so I try my best to improve. 

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2 hours ago, Venerable said:

Of course it's a tough maneuver to pull off, but I've done it once just yesterday in an RGB battle, which gave me the idea. 

There are so many aspects of playing games that are 'easier said than done'. That doesn't mean we don't try them out, or practice them. Railgun, for instance, requires quite a lot of practice to use it effectively, because timing is everything.

I saw some potential in the Wasp bomb yesterday, and I plan to use it whenever I play against Hoppers. It's totally your choice to use this method or not. I would still recommend that you try it out, and practice a tiny bit. 

I don't need to strip all of your points or something I just want to clear some of your logical scandal here

Why I need all of these strategies and practicing to time the wasp exploding the bomb in the second the hopper comes? While the hopper didn't need any strategies or practicing, just jump and capture the flag??

If someone say it's balanced and didn't give that advantages in capturing the flag, Ok why you didn't use wasp or hornet to capture the flag as your hopper resemble to every tank in capturing?

Like when you say to someone Defender is OP and that player is hard to kill.. and someone respond you, you need to kill him by come with 3 of your teammates to kill him, ok? why we need to be three to kill him (who says like this is approved by himself that it's OP)... ::I mean here who using the defender and think he have the right to still alive that much of time and didn't realize that he is just a buyer::

Like when someone say Railgun can one-shot Wasp with DD, ok why you didn't use DA? 

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2 hours ago, Venerable said:

 

All turrets suffer from protection modules and AP immunity and Defender; Railgun is not unique in this regard.

Consider the disadvantages of Railgun. Arguably its only disadvantage is a somewhat long reload. It does not have any problems with range, or splash, or projectile speed, or energy reserves, or low damage per shot. Nor does it need to maintain line of sight for some time in order to do sufficient damage, like high-rate of fire turrets do. It is the best turret for peeking out of cover.

The thing is DPM does not matter that much in MM. MM is not like Island CP battles where you always have targets in sight and they are always within range. There is plenty of cover, hulls are relatively fast and move quickly across the map, and because time to kill is low, one cannot afford to sit out in the open and "continually damage" enemy tanks. What is more important in MM is being able to deliver a lot of damage in a very short amount of time, before an enemy can shoot you back and/or escape into cover, and to be able to do so at any range. This is where Railgun excels. Like Magnum, Gauss, and Shaft, it's a turret that is suited very well for the dynamics of MM battles.

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