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Marcus
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1 hour ago, LOLKILLERTOTHEDEATH said:

Yes, buyers will get critical hit resistance, but the good thing is that there's no immunity, and the module is EXTREMELY expensive to both acquire and upgrade

This will not stop buyers.

But it will certainly slow down or even stop F2P tankers from upgrading them if they happen to luck into one.  The more expensive TO makes things, the more unlikely non-buyers will be to have it.

Another element hidden from non-buyers behind a pay wall.  Kind of like all the turret augments were for a brief time.

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16 minutes ago, NobleWinchester said:

I haven't used vulcan yet, but I'm assuming that its more or less the same? I tend to use adrenaline with it.  Also rail destabilization augment is so overpowered. It can one shot any light hull when it crits

 

Its critical damage is the same as its regular damage, it's just capable of hitting critical shots more often than other turrets. Practically making it an AP Machine Gun.

I think the Devs purposely buffed the Railgun because no other turret is more special than Railgun, according to the Devs.

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3 hours ago, LOLKILLERTOTHEDEATH said:

Well the only thing I can tell you is that they feel that these updates are needed. If they didn't think they needed to change something, they wouldn't (whether or not players think it needs to be changed). I don't know what things are like, and so I cannot comment on why the prices for bundles are what they are or why they're doing what they're doing. Though, not every update is in favour of buyers in the sense that only buyers benefit. This one, for example. Now, even a 7000 GS player who became legend too quickly can take down buyers using say, Crysis, stun immunity, EMP Salvo. I'm not saying balance is here yet, and nor am I saying issues such as Hooper are fixed, but most definitely something is being done about them. Slow, yes, but better late than never. 

As for game balance, yes it's quite important, I concur. The thing is, from the perspective of players, the game needs to be perfectly balanced and fun. From the point of view of the developers, they need to bring in revenue from selling things. The only viable solution is to meet somewhere in the middle, so that Tanki can sell their products, and the game is somewhat balanced and fun. This is especially true since Tanki is F2P and not a game you buy, so their primary source of revenue is selling upgrades and such as opposed to the base game. If players had their way, the game would run into financial troubles I imagine because balance is great, but it doesn't bring revenue which is needed. Likewise, if we have too much EMP salvo or Railgun stun like equipment, the game isn't fun. This update makes that meeting ground, because now all the EMP and stun augments won't be broken, but since they're present, buyers will want them. Thus, the balance isn't going to be perfect in this regard, but it is necessary for buyers to be advantaged because they're supporting Tanki. EMP salvo now, is not broken for example. Neither are EMP or Stun rail. Do they have a powerful ability? Definitely. However because EMP salvo only works on 1 enemy and rail and EMP stun work only on critical hits, it's no longer that powerful. This is a good, and much needed equilibrium. As to why critical damage for all turrets is introduced in the first place, I think it's most likely because Tanki plans to add in more EMP and Stun augments, and the only way to do this without completely messing up balance is to make it work some times and not permanently (imagine say a Twins augment which stunned. In the past, the most logical way to implement it would be just stun every hit but this is not practical). As to why this would need to happen at all? I believe it's because it will help Tanki generate revenue. 

I'd also like to argue, technically all updates made are for the purpose of increasing revenue. Even the bug fixes and balance updates, because of the simple fact that they improve the game and are more likely to get players to stay and invest in Tanki.

You present a nice and well thought out answer and somewhat countered my argument.

Somewhat is not good enough though, and as your playing devils advocate, i will counter you with a counter, counter.

All these OP imbalances could have been avoided if the devs had thought it through. Now i understand all about game economy, and yes it is needed in order to maintain TO and keep it viable for all concerned, but the devs have went about it all wrong (from a players perspective) 

If they have to introduce OP updates, keep them infrequent and maybe not as OP as they have been. Attach a sale onto them and make the update worthwhile for the majority of players.

When i say a sale, i mean one which the less fortunate players can benefit from also.

As much as i criticise the devs (for good reason) i no they are intelligent and therefore should be able to generate cash, AND balance the game out way more than it currently is.

Putting cash into TO is not a problem for me, the reason i stopped a long time ago to a large extent is because the game is just way over the top with OP gimmicks.

Battles are cluttered and more often than not one sided, with the OP players totally dominating.

It will only get worse with battles becoming meaningless for most players because quite simply, they just can't compete on the same level as the buyers. 

The amount of times i see players on either side leaving, with the spaces not getting filled up is becoming more frequent.

TO has major flaws, not just with balancing, but with the huge amount of cash they ask for, for their SPECIAL BUNDLES.

They keep doing this and they will inevitably price themselves out with all but a few hardened P2W stalwarts. 

TO is a mess and awash with far to many OP gimmicks, it needs a semblance of stability, all these OP updates will not remedy a game that is only aimed at P2W.

     

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4 hours ago, LOLKILLERTOTHEDEATH said:

Now, even a 7000 GS player who became legend too quickly

This is a problem unto itself - one the Devs created with the ridiculous experience boost.

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with these changes to railgun . makes it less effective in the game. this is not the turret i have spent my money and time on, that i have now.   if i knew these changes were coming i would have chosen a different turret.  please  return the money to the players spent on upgrades  who are dissatisfied with these changes, too choose a better turret.

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26 minutes ago, wolverine848 said:

This is a problem unto itself - one the Devs created with the ridiculous experience boost.

I think the crystal gain and/or garage prices are a problem as well. Actually, maybe just the garage prices. Xp got boosted x4 while crystal earnings got boosted x2. I'm sure if Xp was lowered to 2x, the gain between xp and crystals would be balanced. Garage prices, on the other hand, should probably get changed. This is just from my experience, but I can't seem to manage upgrading 3 modules on time before I unlock the next Mk. I just made a new account and I've recently unlocked Mk4 on some of my turrets but all 3 of my Modules are still Mk3.

Drones are also too expensive. I bet if I were only to use 1 turret, 1 hull, 1 module, and 1 drone, that drone will cause me to delay my upgrades on other turrets. Then again, Drones are meant to be a buyer's tool, not meant for F2P players to use.

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And it's official, MM just went down the pan.

Your on a weakened team forget all about winning, just never, ever going to happen.

The amount of AP crap out there, along with leaving you with no armour whatsoever, coupled with these new pathetic updates has just made my mind up.

I'm on level 47 in the challenge, once that's done the next challenge is just not gonna happen.

Devs have hung themselves as far as i am concerned. 

I was miles ahead of anyone on my team and done everything, to no avail. Practically getting one shotted by a lame thunder/hornet, even with 50% against him was of no use when AP is applied. That is with defender maxed out to.

Devs can shove TO where the sun don't shine.

Think i will become a cheat as the devs endorse it with their FLYING HACK. 

 

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21 minutes ago, cosmic666 said:

And it's official, MM just went down the pan.

Your on a weakened team forget all about winning, just never, ever going to happen.

The amount of AP crap out there, along with leaving you with no armour whatsoever, coupled with these new pathetic updates has just made my mind up.

I'm on level 47 in the challenge, once that's done the next challenge is just not gonna happen.

Devs have hung themselves as far as i am concerned. 

I was miles ahead of anyone on my team and done everything, to no avail. Practically getting one shotted by a lame thunder/hornet, even with 50% against him was of no use when AP is applied. That is with defender maxed out to.

Devs can shove TO where the sun don't shine.

Think i will become a cheat as the devs endorse it with their FLYING HACK. 

 

I'm curious to see how many players Tanki is going to lose from this update. I bet it'll be too late if it were an April Fools joke because most players wouldn't even see it as a joke and just leave. I wouldn't be surprised if Tanki lost so many players that Matchmaking would place Recruits with Legends every few battles.

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6 hours ago, wolverine848 said:

And you might as well use it and subtract the Rail module.  Because...

Rail now has Critical every other shot (50%), and critical ignores protections. So the Rail module is pretty much useless. Giving Rail a 50% critical that ignores modules is way, way OP.

I don't disagree. I really hope Railgun is nerfed soon, because it is completely absurd in its current state.

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How have these changes made it less effective? If anything, Railgun has become more effective. The average damage has increased. Critical damage is more then half the health of a medium hull and ignores protection modules. LCR can reliably one-shot heavy hulls with DD.

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Just now, Alone.I.Conquer said:

@Tanker-Arthur Its an April Fools joke hopefully

Yes :D

If it's not, I'll quit Tanki on April 2nd. Or rather, I'll go on "hiatus" until the game gets better again, or till Tesla gets released and we have a 50% sale :)

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On 3/25/2021 at 2:24 PM, Marcus said:

Some augments received a few changes with the new update. The most significant one is Railgun.

 

Nope this is lie it is Gauss since you managed to removed splash damage for both EMP and AP and since it wasn't even mentioned everywhere I certainly hope this is a bug... Otherwise this would be a shame since Gauss was added as a splash damage Turret... and even though you removed splash damage for AP it still gives yourself damage and nobody else? this must be a joke...

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Just now, kato said:

with these changes to railgun . makes it less effective in the game. this is not the turret i have spent my money and time on, that i have now.   if i knew these changes were coming i would have chosen a different turret.  please  return the money to the players spent on upgrades  who are dissatisfied with these changes, too choose a better turret.

Railgun is actually one of the stronger turrets in the game now.

 

It's critical chance is literally 50%!
 

Half your shots will bypass protection modules and do increased damage!

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1 minute ago, Niklas said:

Nope this is lie it is Gauss since you managed to removed splash damage for both EMP and AP and since it wasn't even mentioned everywhere I certainly hope this is a bug... Otherwise this would be a shame since Gauss was added as a splash damage Turret... and even though you removed splash damage for AP it still gives yourself damage and nobody else? this must be a joke...

You're joking right? Do you not realize how overpowered and broken Gauss' EMP Augment is? I'm actually glad that the EMP Augment got nerfed. You're more worried about Gauss getting nerfed than, for example, Railgun's critical damage and critical chance? Not surprising, you've gained more xp and hours on your Gauss than with any other turrets in the game.

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7 minutes ago, Emeraldcat345 said:

You're joking right? Do you not realize how overpowered and broken Gauss' EMP Augment is? I'm actually glad that the EMP Augment got nerfed. You're more worried about Gauss getting nerfed than, for example, Railgun's critical damage and critical chance? Not surprising, you've gained more xp and hours on your Gauss than with any other turrets in the game.

Due to the Update, Gauss deals crit damage and now removing the splash damage completly? And yes they removed it from Gauss completly regardless whether you have a Augment equipped or not, which is a shame... for a turret which is supposed to be a splash damage turret...

Edited by Niklas

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Just now, Niklas said:

for a turret which is supposed to be a splash damage turret...

Actually......

Thunder was supposed to be the splash damage turret.

Gauss was supposed to be the "stealthy sniper". The splash damage was just a bonus because the shots Gauss fired looked like they were exploding.

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Just now, Tanker-Arthur said:

Actually......

Thunder was supposed to be the splash damage turret.

Gauss was supposed to be the "stealthy sniper". The splash damage was just a bonus because the shots Gauss fired looked like they were exploding.

https://en.tankiwiki.com/Gauss

"A long-range turret equipped with explosive shells that can hit several tanks at the same time." [...] "The «Gauss» cannon was born in the garages of tankers who were looking for ways to increase the effectiveness of Thunder against snipers."
 

Change my mind.

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13 minutes ago, Niklas said:

A long-range turret equipped with explosive shells that can hit several tanks at the same time.

That refers to standard shots, which still have splash.

Quote

Holding down the firing button engages the electromagnetic accelerator, which makes it possible to fire at remote targets.

The description for charged shots does not say anything about explosives or splash damage - just that the charged shot uses an "electromagnetic accelerator," which I assume is similar to what Railgun uses. There is no reason, neither from a game balance perspective nor from a "game lore" perspective for Gauss's charged shot to have splash damage.

Edited by ThirdOnion
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Just now, Niklas said:

Due to the Update Gauss deals crit damage and now removing the splash damage completly? And yes they removed it from Gauss completly regardless whether you have a Augment equipped or not, which is a shame... for a turret which is supposed to be a splash damage turret...

Gauss can only deal critical shots with its Arcade Mode, you're not going to get any critical hits using your Sniping mode. Also, I was unaware that every Gauss had no splash damage, Augment or not. But from the way your spelling looked, it looked like that EMP was the only one affected by this, and that you just didn't want EMP to be nerfed. I also didn't know the full story about Gauss for this update. It seems highly likely that this in fact a bug, but, Gauss for sure needs nerfed splash damage. That goes for Augments as well.

Also also, I believe that Thunder is the turret that specializes in splash damage, not Gauss. Gauss is just a copy of Shaft and Thunder, making it specialize in unoriginality.

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13 minutes ago, Niklas said:

https://en.tankiwiki.com/Gauss

"A long-range turret equipped with explosive shells that can hit several tanks at the same time." [...] "The «Gauss» cannon was born in the garages of tankers who were looking for ways to increase the effectiveness of Thunder against snipers."
 

Change my mind.

Doesn't Magnum perform the same purpose, just at a different trajectory?

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