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Balancing Electromagnetic salvo


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Basically the idea is simple, and would make the augment's efficiency get down a bit for the sake of balance between people who have it and not

The suggestion is to add a sort of self-splash effect of the supply desactivating, so if a Gauss with Electromagnetic salvo lock in a person next to him, he gets his supplies disabled as well, This would make the Augment more tactical to use, and less "overpowered" since it's clearly the most ridiculously powerful augment out there, and it's quite unfair for the people who don't have the luck to have it 

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Declined

I understand that the EMP salvo alt can be overpowered in the right hands but it's not until you actually play with it yourself that you realise its weaknesses. The first and in my opinion most important point, is that with this alteration, you need to be a lot more skilled with Gauss due to the loss of splash damage in regular shots. This means that you always need to hit your enemies to actually do any damage, you can't just drive around the map getting damage off walls/objects/opponents you actually need to have some level of skill to be effective with it. And in conjunction with this, the EMP immunity augment for hulls renders this augment completely useless because not only does locking on to an opponent not remove their supplies, it also does less damage than a standard Gauss lock on. I have this alteration and when I'm playing MM and see a Rail Hornet with 50% from Gauss and EMP immunity, there's no way I'm going to kill him unless I use overdrive. 

What's more, if you consider that the Battle Pass challenges have the ability to provide players with EMP immunity augments (recently Titan) I think it is fair to say that over time, this alteration will gradually become less of an annoyance for players as the balance is occurring naturally. I think that adding the splash effect that you suggest would weaken the salvo augment way too much especially since players are gaining these EMP augments more frequently which can easily counter salvo.

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11 minutes ago, GG_reg said:

 

I understand that its damage is nerfed, but it compensates the obligated removal of double armour, which makes a Hornet with 50% protection 4 quick arcade shots, without them having a chance to kill you since they can't use double damage either. So i thought it would be a good and logical move to add the supply deactivation once locked in a player next to them just in addition to the splash damage.

Also, people are getting EMP immunity, but it's with hard work and from an active buyer, as it's less than 1% of the actual players that can access to those hull augments, which makes your point invalid.

And 3rd point, is that this suggestion would make it so parkour fighters using this augment would be obligated to use EMP immunity on their own hull in order to resist the splash damage of removal of supplies, to make those kind of people less godmode-ish in a way.

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24 minutes ago, GG_reg said:

I understand that the EMP salvo alt can be overpowered in the right hands but it's not until you actually play with it yourself that you realise its weaknesses. The first and in my opinion most important point, is that with this alteration, you need to be a lot more skilled with Gauss due to the loss of splash damage in regular shots. This means that you always need to hit your enemies to actually do any damage, you can't just drive around the map getting damage off walls/objects/opponents you actually need to have some level of skill to be effective with it. And in conjunction with this, the EMP immunity augment for hulls renders this augment completely useless because not only does locking on to an opponent not remove their supplies, it also does less damage than a standard Gauss lock on. I have this alteration and when I'm playing MM and see a Rail Hornet with 50% from Gauss and EMP immunity, there's no way I'm going to kill him unless I use overdrive. 

Yes, that's the problem with EMP slavo: not the player benefits from it, but his team members, and the enemy team is suffering from it. This augment shouldn't even exist.

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2 hours ago, GG_reg said:

I understand that the EMP salvo alt can be overpowered in the right hands but it's not until you actually play with it yourself that you realise its weaknesses. The first and in my opinion most important point, is that with this alteration, you need to be a lot more skilled with Gauss due to the loss of splash damage in regular shots. This means that you always need to hit your enemies to actually do any damage, you can't just drive around the map getting damage off walls/objects/opponents you actually need to have some level of skill to be effective with it. And in conjunction with this, the EMP immunity augment for hulls renders this augment completely useless because not only does locking on to an opponent not remove their supplies, it also does less damage than a standard Gauss lock on. I have this alteration and when I'm playing MM and see a Rail Hornet with 50% from Gauss and EMP immunity, there's no way I'm going to kill him unless I use overdrive. 

actually that's it Tanki Fault,, why they make an OP Augments for hulls that not just reduce the ammount of damage like Protections, no it give you a full immunity of them,

for sure Freeze will be useless against hull Augments,

btw, I don't mean anything against you GG_reg, but I mean that's it the Tanki fault ,, and I think no player have to carry this

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On 8/29/2020 at 4:31 AM, GG_reg said:

And in conjunction with this, the EMP immunity augment for hulls renders this augment completely useless 

So the only way to counter a module that can only be bought with real money is to buy an augment that can only be bought with real money? It should not be this way.

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16 minutes ago, ThirdOnion said:

So the only way to counter a module that can only be bought with real money is to buy an augment that can only be bought with real money? It should not be this way.

EMP immunity can be bought in garage for 4990 tankoins.. so no its not only real money

sure the chance for non buyers to get that is slim.. but there still IS a chance

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27 minutes ago, sarim2345_the_master said:

EMP immunity can be bought in garage for 4990 tankoins.. so no its not only real money

sure the chance for non buyers to get that is slim.. but there still IS a chance

giphy.webp

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22 hours ago, At_Shin said:

Removed splash damage from Gauss's normal shot is not a nerf. It is in fact a buff which makes the EMP salvo augment even more OP.

Who even uses the splash damage in a normal MM battle except when perhaps shooting loads of Gauss shots with an activated Viking OD?

. I think Gauss normal shot has a lesser splash damage area than thunder. It is not useful at mid-long range but only a hindrance while fighting at small range. 

I feel that EMP salvo should deal splash damage with normal shots too.

True, the splash damage area of Gauss in arcade mode is ridiculously small as it is slightly better than the twin splash damages. While its sniper mode is the largest of all (but in part with Magnum) up to 20 meters radius, and at 12 meters radius it is still deals 90% damages (12 meters is x2.5 hunter hull length).

Splash damage radius (largest to smallest): Gauss Sniper/Magnum (20 m) > Thunder (12 m) > Terminator Rocket (10 m) > Striker Rocket (8 m) > Gauss Arcade (6 m) > Twins (5 m).
But you also need to consider the radius average and min splash damage and in that stats Gauss sniper is the uncontested winner (average is 12 m it is still 90% damages) while magnum (average is already 30% at 5 m) is not better than twins (minimum is 25% at 5 m). 

And then consider the damage per shot but then everything gets more complicated to compare.

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On 8/29/2020 at 5:31 AM, GG_reg said:

Declined

I understand that the EMP salvo alt can be overpowered in the right hands but it's not until you actually play with it yourself that you realise its weaknesses. The first and in my opinion most important point, is that with this alteration, you need to be a lot more skilled with Gauss due to the loss of splash damage in regular shots. This means that you always need to hit your enemies to actually do any damage, you can't just drive around the map getting damage off walls/objects/opponents you actually need to have some level of skill to be effective with it. And in conjunction with this, the EMP immunity augment for hulls renders this augment completely useless because not only does locking on to an opponent not remove their supplies, it also does less damage than a standard Gauss lock on. I have this alteration and when I'm playing MM and see a Rail Hornet with 50% from Gauss and EMP immunity, there's no way I'm going to kill him unless I use overdrive. 

What's more, if you consider that the Battle Pass challenges have the ability to provide players with EMP immunity augments (recently Titan) I think it is fair to say that over time, this alteration will gradually become less of an annoyance for players as the balance is occurring naturally. I think that adding the splash effect that you suggest would weaken the salvo augment way too much especially since players are gaining these EMP augments more frequently which can easily counter salvo.

Splash damage from regular shots is hardly a game-breaker.  Most users of Gauss rely on the snipe, and regular shot is an afterthought.  So that is a minor nerf - AND - if I had a choice as a user of Gauss I'd prefer that as default.  Would rather not damage myself when enemies get close and I have to use arcade.

Barely any players in the field have EMP augment.  You have to be a buyer or extremely lucky to have that hull augment once, let alone for all/most of the hulls you use.  And even IF someone did have the EMP - the gauss augment is not useless - it still has a faster snipe reload (the prime shot use) AND faster regular shells (which = more hits).

As mentioned above - buyers are the ones who will get this augment through Challenge as you need both Battle Pass and Premium to have any realistic chance of making to that Gold-level Tier.

The augment is broken and should never have been added to to the game.  That effect should have been limited to Hunter which can't do it nearly as often, must be within range, and is also subject to the "weakness" of the EMP hull augment.

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18 hours ago, sarim2345_the_master said:

EMP immunity can be bought in garage for 4990 tankoins.. so no its not only real money

sure the chance for non buyers to get that is slim.. but there still IS a chance

Ummm... it takes a long, long time to save up that many tankoins - for ONE hull.

So yeah, it's for buyers with real money.

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Just add SelfEMP. This is as minus as it plus, cause when your supplies are on cooldown (30 sec) u can just slefEMP and cooldown will be reduced to 5 sec. This change make this aug less overpowered in direct attack, but more tacticool. Like what you done with repair kit. 

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26 minutes ago, The_Voltage said:

Just add SelfEMP. This is as minus as it plus, cause when your supplies are on cooldown (30 sec) u can just slefEMP and cooldown will be reduced to 5 sec. This change make this aug less overpowered in direct attack, but more tacticool. Like what you done with repair kit. 

That's what original suggestion at top is.  Of course the Mod defends this abomination of an alteration and hits the "Declined" button.

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I find it distasteful that an EMP Gauss can keep my supplies disabled until I die because of its vastly increased maximum firing rate. Hits me once and I'm now slower, unprotected and my damage is halved. If that player had a high % protection against my turret, I would have needed double damage, but that is taken away from me and it will not take significantly longer to kill the Gauss, which means more time for them to continue peppering me with sniping shots to keep my supplies disabled. 

Oh how nice it is to die to the EMP Gauss 4 times in a row because you don't have enough firepower to defend yourself against it because...gee I wonder. And this is me using a mid-range turret. I pity the melee range turrets experiencing this because they can't do anything about that. 

 

 

That's when I'm in a 1 v 1 against the Gauss. There are no solo modes, only team modes. So that means there are 7 other enemies, all of whom likely have double armour and/or double damage, that can also attack you while you're weakened. DA is my only protection from getting one-shotted by certain turrets. EMP Gauss removed that and I am now one-shotted. DA would help me endure one more shot. None of that once it's removed by someone out of your range and can potentially do it again 3 seconds later. 

 

Since I'm on mobile, I can endure the torture and watch an ad to get crystals after the battle. But if there are two on the enemy team, I'm leaving, ad crystals be damned. This augment is too game-changing and not fun in the slightest to play against if you don't have EMP Immunity. It brings about frustration and makes one feel indignant. 

 

On 8/29/2020 at 5:31 AM, GG_reg said:

The first and in my opinion most important point, is that with this alteration, you need to be a lot more skilled with Gauss due to the loss of splash damage in regular shots. 

I would have agreed if there wasn't an increase in the projectile speed. 

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On 8/29/2020 at 10:31 AM, GG_reg said:

Declined

I understand that the EMP salvo alt can be overpowered in the right hands but it's not until you actually play with it yourself that you realise its weaknesses. The first and in my opinion most important point, is that with this alteration, you need to be a lot more skilled with Gauss due to the loss of splash damage in regular shots. This means that you always need to hit your enemies to actually do any damage, you can't just drive around the map getting damage off walls/objects/opponents you actually need to have some level of skill to be effective with it. And in conjunction with this, the EMP immunity augment for hulls renders this augment completely useless because not only does locking on to an opponent not remove their supplies, it also does less damage than a standard Gauss lock on. I have this alteration and when I'm playing MM and see a Rail Hornet with 50% from Gauss and EMP immunity, there's no way I'm going to kill him unless I use overdrive. 

What's more, if you consider that the Battle Pass challenges have the ability to provide players with EMP immunity augments (recently Titan) I think it is fair to say that over time, this alteration will gradually become less of an annoyance for players as the balance is occurring naturally. I think that adding the splash effect that you suggest would weaken the salvo augment way too much especially since players are gaining these EMP augments more frequently which can easily counter salvo.

Fair point actually.

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So we have EMP,  hornets, self destruction visiting garage in html5, huge rank spread in lots of battles, spending about a thousand years in challenge mode to save up enough tankoins to acquire 1 alt, can't check your missions in flash, annoying pop up in flash, buyers just getting stronger with each new update, and mods constantly doing the devs dirty work in cutting players down who hit the mark to many times. Like dissing their precious hornet players to much.  

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12 hours ago, At_Shin said:

Who even uses the splash damage in a normal MM battle except when perhaps shooting loads of Gauss shots with an activated Viking OD?

Splash is convenient when you miss or want to damage two people who are close together.

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34 minutes ago, DaringDeer said:

Another option is that only the targeted player that was locked on to would lose drugs.  Others within the splash area would just take splash damage but keep their drugs active.

Since the snipe HE shot is being replaced with an EMP shot it makes sense to remove splash from the snipe instead of arcade.

Does not make sense the way it is implemented now.

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On 8/30/2020 at 12:52 PM, At_Shin said:

Removed splash damage from Gauss's normal shot is not a nerf. It is in fact a buff which makes the EMP salvo augment even more OP.

Who even uses the splash damage in a normal MM battle except when perhaps shooting loads of Gauss shots with an activated Viking OD?

. I think Gauss normal shot has a lesser splash damage area than thunder. It is not useful at mid-long range but only a hindrance while fighting at small range. 

I feel that EMP salvo should deal splash damage with normal shots too.

Nerfed splash damage in Gauss's normal shot is like if Ricochet was OP and then they nerf its bounces number from 20 to 10

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