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Balance changes and other


Marcus
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2 minutes ago, EternalGlory said:

1150+57.5 if use maxed typical drone like defender or booster for example, this turret goes to 1207.5. 1207.5x2 + 200% power of booster drone= 7245 dmg/s, tottally unstoppable, even if you have 50% protection of isida for around 1 sec you will die if this only touch you.
 

Well, to be fair, add in drone for defender (+5% defense) and then add DA (and possibly Defender)

Is it still doing 7245 damage?

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4 minutes ago, D.R.I.N.K.E.R said:

Uh can we please stop playin with the number of players in MM, the maps and the numbers 8v8 was perfectly good

Like I've no idea why keep missing with that, it's the only part that doesn't really need change rn 

No, it was right, too many player or not enough depending on the map size has a huge effect.
having different team size also breaks the monotony.

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12 minutes ago, wolverine848 said:

and multiple targets...

but this is firebird, and what about twins, with alteration +dmg and -projectile speed it does 1147 of their max damage, and doesn`t need reload. So twins is the most op in theory and not only in theory... also have significantly impact.

Edited by EternalGlory

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1 minute ago, EternalGlory said:

but this is firebird, and what about twins, with alteration +dmg and -projectile speed it does 1147 of their max damage, and doesn`t need reload. So twins is the most op in theory and not only in theory... :D

Twins. XD that joke of a turret. I should've requested for that thing to get buffed earlier.

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2021 is gonna be a great year for Tanki.

This balance change wasn't 100% perfect, but we needed it.

I use Striker on my main account and my friend uses Hammer, and I agree both turrets are underperforming today.

So props to Tanki developers for buffing the two turrets that require the most skill to use ?

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after playing hopper for so many games, I still can't see why it is hated on. It seems just like a hull to me, not a monster.

I do not find the hull OP. instead, I use it for it's versatility, and the fact that it is easier to use.

while I agree that this hull may need some nerfs, I somehow feel like this was not the way to nerf it. 

Hopper already has the slowest acceleration out of the light hulls. meanwhile the other nerf, is somewhat needed. It would be unfair to inflict burn damage and die afterwards, killing the guy and getting alll charge back.

TBH I think that we should keep the fact that you can heal during the stun period, that would be a slight nerf to the hopper. by fixing this, they indirectly buffed hopper this update.

Hopper stun should only have a 50% chance to drop enemy flags, I see myself abusing this too much

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18 minutes ago, wolverine848 said:

Well, to be fair, add in drone for defender (+5% defense) and then add DA (and possibly Defender)

Is it still doing 7245 damage?

And we dont add viking overdrive with isida for example on that number. And defender is +100% protection, booster +200 attack power, so will not have big matter... Will be exactly like Isida is using double dmg and other is not using double armor, but, you know this case. i think will be 2300 dmg/s, but if you`re on mid hull, you will die for less then 1.5s, lazy to calculate it precisely, but it`s will be less than 1.5s.

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14 minutes ago, EternalGlory said:

but this is firebird, and what about twins, with alteration +dmg and -projectile speed it does 1147 of their max damage, and doesn`t need reload. So twins is the most op in theory and not only in theory... also have significantly impact.

Was not saying firebird+IM is the best.

I was just giving a comparison for Isida - there are a number of short-range turrets that do similar damage.  The recent boost to Isida is still within the parameters of other similar turrets.

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6 minutes ago, die3458 said:

after playing hopper for so many games, I still can't see why it is hated on. It seems just like a hull to me, not a monster.

I do not find the hull OP. instead, I use it for it's versatility, and the fact that it is easier to use.

while I agree that this hull may need some nerfs, I somehow feel like this was not the way to nerf it. 

Hopper already has the slowest acceleration out of the light hulls. meanwhile the other nerf, is somewhat needed. It would be unfair to inflict burn damage and die afterwards, killing the guy and getting alll charge back.

TBH I think that we should keep the fact that you can heal during the stun period, that would be a slight nerf to the hopper. by fixing this, they indirectly buffed hopper this update.

Hopper stun should only have a 50% chance to drop enemy flags, I see myself abusing this too much

I believed that standard driving Hopper was balanced in terms of speed. I was hoping that they would nerf the strafing speed of Hopper as you go twice as fast when you go diagonally. 

The Overdrive charge time nerf I thought was alright.

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3 minutes ago, EternalGlory said:

And we dont add viking overdrive with isida for example on that number. And defender is +100% protection, booster +200 attack power, so will not have big matter... Will be exactly like Isida is using double dmg and other is not using double armor, but, you know this case. i think will be 2300 dmg/s, but if you`re on mid hull, you will die for less then 1.5s, lazy to calculate it precisely, but it`s will be less than 1.5s.

Now you want to include ODs?

How does Isida+viking compare to... Rail or smoky+viking OD?   Could the Isida even get in range?

drone cancels drone and DA cancels DD.

So you are just working with Booster?  So sure, for ... 3 seconds booster gives it a huge damage boost.  But it does the same thing for any turret, not just isida.  You probably get one-shot by hammer or Rail when enemy is using booster.  How is that different from isida using booster?  or Firebird?

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We will not countinue this, i just think 1150 is very strong and we all will face it next days. All other our talks and theory doesnt have big matter. Imo 1100 was enough, 1150 deserve to play with isida, even with her lower energy for attack compared to firebird, thats what i think. 1150 is better than 1050, + most people have modules , and good modules for firebird, but not for isida. So isida definitely take my eyes now. Even if was 1100 not 1150 i will use it. But now is too obvious Freeze Corrosive mix need a buff, with only 990 max dmg and no freezing effect? No point of it. Must be 1050 like fire at least with lower energy, or even more than fire, 1075 or 1100... Poor freeze.

Edited by EternalGlory

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10 minutes ago, die3458 said:

after playing hopper for so many games, I still can't see why it is hated on. It seems just like a hull to me, not a monster.

Just out of interest, which modes do you play? If it's mostly TDM, TJR, CP and SGE and very little of CTF, ASL and RGB, then I can see why you wouldn't think Hopper is OP, because it mainly excels in the capture modes.

But even then, the OD nerf really makes sense, because it was completely illogical that Hopper could jump, capture a flag, and instantly have 70% charge again (which was ready 20 seconds later). I do wonder if they fixed OD retention though, because right now you use your OD just before you die and only have it go down to 95-70%, while still applying the stun and fire effect to nearby enemies, which is very effective.

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Meme-41.jpg

 

Spoiler

Just joking lol.....or maybe I am right?

Anyways, not factoring Gauss....

  • Hammer was too dependent on the fact you needed three perfect shots to destroy a Medium Hull. One bad miss or a simple 10% protection module could rob a Hammer of it's kill.
  • If you don't give Striker a salvo ability, it's a literal downgrade of Thunder. And because almost no one allows a Striker to lock onto them nowadays, Striker is a downgrade of Thunder.
  • Isida....needed a buff - for healing. I don't understand why it does so much damage for a turret whose sole purpose for being added in the game is to heal teammates, but...?‍♂️

 

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@Maf yeah true, I play mostly non objective gamemodes... hopper in SGE is kinda broken sometimes when you stun 5+ people and u got a teammate with a gauss... but the fact that hopper jumps up gets annoying some times... cus then you cannot kill them.... I do not even play TJR with hopper; I run striker crusader. a shame neither of these two got buffed (striker buff is a waste)

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Do you know in many battles just a single Hopper player capture 5 of 5 flags in just a few minutes? The ability of jump is too high, and above of this the hull itself have "Ignore tanks" hack. That allows it to cross over tanks and score the goals easily, in real this hack is exist in every hovering hull, but it's more effective/OP in Hopper.

And about the acceleration, you maybe mixed with Speed and Acceleration. I will give you now statistics of Wasp/Hornet/Hopper.

Acceleration: Wasp 13 , Hornet 14 , Hopper 15 (the quickest)

Speed: Wasp 12 , Hornet 11.50 , Hopper 11.

Ok then the hulls itself is an un-flipable it's something a kind of hack, It can enter XP/BP battles so it get also another hates from a portion of players, It can climb walls/buildings (really!), It's very hard to shot especially with non splash-damage turrets and from a far distances.

Ok now to the OD, it has 3 parameters (Jump, Stun, Burn), It can immediately stun anyone without a delay (compared to Hunter), it can do a total of 2700 (or 3000) damage with the burning, and the worst It can jump. Its Stunning ability could terminate literally Hunter OD(horrible), It can steal goldboxes easily.

Edited by asem.harbi
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I hope you to remove the LASER of striker .. it's too difficult to kill with a laser....see the gauss: it's a powerful turret & hasn't a laser pointer

Edited by Bakleh
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  • Now, the Defender drone gives a 20 seconds bonus effect instead of 30.

It is sad for the duration of its effects to decrease, but it is for more balance and satisfaction of all tankers.

It's still my favorite, and I'll use it soon! (After MU/SU).

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