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Remove Armor Piercing turret augment


Mirza7

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Remember how hornet OD has been breaking the game. but now this ability is given to some turret's shots. probably to increase value of hull AP augment. Its a horrible idea. all the supplies drones protection bought all wasted. destroying the game is not the way to sell new products. get some creative ideas that can stay long term these short term tactics are only going to ruin company's reputation.

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  • Head Administrator

Declined.

We do not accept ideas regarding changes to the actual Tanki Online to its previous versions, or ideas regarding the removal of updates.

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11 minutes ago, Mirza7 said:

Remember how hornet OD has been breaking the game. but now this ability is given to some turret's shots. probably to increase value of hull AP augment. Its a horrible idea. all the supplies drones protection bought all wasted. destroying the game is not the way to sell new products. get some creative ideas that can stay long term these short term tactics are only going to ruin company's reputation.

Removing something is almost impossible, however, i have some ideas how to solve the unbalance caused by these augments, i think i will write it down in the I&S this week.

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The armor piercing augments for Gauss, Ricochet, Hammer, and Shaft need a nerf.

Or removed.


Otherwise, the ones for Freeze, Railgun, Striker, and Smoky can stay cause they also affect your tank negatively, thus keeping them somewhat balanced.

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Sadly, from two years, we haven't get a rest from Armor piercings. Immediately after Hornet nerf, we got the AP Augments. No way to get a rest or a clean playing with your real protections.

Btw, your idea is a directly declined as the ideas about Removing something existing is directly declined, so I think the best thing for this topic is to be existed in "Game Discussion" as you can complain here, it's not an idea more than it's a complaint. I agree with you Mirza7 about the topic, but in the wrong section.

On 1/4/2021 at 5:07 PM, Mirza7 said:

I know that yet I just had to post this. its too huge a problem

Agreed, the game is going into the abyss with those Augments. But with the same answer, it's a complaint, should be in "Complaint book" topic, or as a new discussion in "Game discussions" section.

On 1/6/2021 at 2:59 AM, Tanker-Arthur said:

Otherwise, the ones for Freeze, Railgun, Striker, and Smoky can stay cause they also affect your tank negatively, thus keeping them somewhat balanced.

I think the most balanced is that for Freeze, Smoky true have a negative thing, but in real it's nothing. Just a -15% in critical hit damage, in real it's nothing, as this just will affect the critical hit not the direct damage, and will give the opponent the AP, they haven't removed the critical damage at least, they made it exist. For Railgun agree with you it has -33% damage, but the 7s for every Railgun shot is incredibly un balanced, Omg by every shot giving the opponent 7s AP, and even the pierced ones.

For Freeze it's the most balanced between them but it's also OP, as the nerf is -45%, and in nowadays most players have at least a 50% protection (like DA or protection modules or Defender or Titan's dome) so in real most of the times Freeze AP is in a direct advantage.

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Just now, asem.harbi said:

I think the most balanced is that for Freeze, Smoky true have a negative thing, but in real it's nothing. Just a -15% in critical hit damage, in real it's nothing, as this just will affect the critical hit not the direct damage, and will give the opponent the AP, they haven't removed the critical damage at least, they made it exist. For Railgun agree with you it has -33% damage, but the 7s for every Railgun shot is incredibly un balanced, Omg by every shot giving the opponent 7s AP, and even the pierced ones.

True XD

Slight tweaks have to be done for Smoky's and Railgun's AP alterations. Perhaps...

  • For Smoky, the alt removes the critical hit's ability to retain damage no matter the distance.
    • So basically, after travelling 100 meters or so, the damage of the critical hit will significantly decrease. 
  • For Railgun, reduce the AP duration from 7 seconds, to 5 seconds. That way, you will just have barely enough time to inflict a hit before the AP effect ends
Just now, asem.harbi said:

For Freeze it's the most balanced between them but it's also OP, as the nerf is -45%, and in nowadays most players have at least a 50% protection (like DA or protection modules or Defender or Titan's dome) so in real most of the times Freeze AP is in a direct advantage.

True.

Technically.....with the alteration...

Against people with double armor, your Freeze gains 5% damage

But against players who don't use supplies or have protection....your Freeze loses 45% damage.

But yes, most people nowadays use supplies.

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