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Blaster - different damage for different equipments


mjmj5558

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You have the enemy flag at your base, an one of your teammate will soon return our flag - what bad could happen? Oh no, an enemy is coming - no problem, you are a hornet fire, activate your OD - yes, he's luckily low, you can finish him. Boom (you blow up)- what was that?

That thing is called blaster, and it became really irritaring in the last few weeks. So my idea is: blaster should have different damage for enemies that have different type of equipment: an automatic damage reduction/increase depending on your turret or augment. However, with this, protection modules can no longer reduce the damage of blaster - but every other damage reduction can. 

Ok, so let's see the values!

- most meele turrets (fire, freeze, isida), mammoth OD: 100% protecrion, won't receive any damage from blaster - this is because currently, the will receive damage if the enemy blows up, even if the are at the max distance.

-hammer, tesla, twins HP augment, rico PT: 50% blaster protection, will receive 1500 damage from it.

-rico, twins, hammer slugger and blunderbuss, shaft with LC, magnum with "harpoon", striker with uranium (tell me if i missed any augments that make a turret effective in closer range): 30% protection.

-thunder, smoky, striker, vulcan: won't have protection nor damage increase

-shaft, magnum, railgun, gauss: 15% (or 20) damage increase from blaster

Currently, balster is almost as good as an overdrive. It definitely needs a nerf, and i think this is the right way: turret that nees to go closer to deal damage will receive less damage from it.

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  • Head Administrator

Valid

I noticed that many players use Blaster lately, and it's really getting annoying. 

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One can simply not do this.

Let me point out all the flaws.

1.Yes, let's give blaster invincibility to melees, yes let us also make it so that lifeguard can be ignored by shaft, railguns and magnums ofc why not?????? You cannot make up rules for this to force players who are going into melee range to get effectiveness with blaster. Have you ever used blaster? You realise it takes a fair bit of work to get into proximity of a player to even get into an effective range for it to deal damage.
unknown.pngunknown.pngunknown.pngunknown.pngunknown.png
Vamp will likely stay fairly alive, but even without vamp, Isida's can deal damage up to 20m which is larger than blasters weak range at all levels. Shock Freeze can freeze you and run away, High-pressure pumps can do max damage at 20m. Compact fuel tanks can burn and run. There are plenty of ways melees can avoid dangerous altercations with such Blaster players. Don't want to use those 4 end augments, or why are you letting players get up close as an isida when you can in general avoid all damage from the explosion? Your weakness is not our issue, if a blaster can even get close to you, regardless they deserve the kill for you not being aware.

2. You cannot simply take Tesla out of the 'Melee' category.
unknown.png

3. You cannot simply say you want certain augments to take less damage from blaster, please rethink about tanki developers capacity. Also the many implications, ah yes I can also see why you would want Shaft LC to take less damage from blaster, disgusting to hear that you let that aug gain some blaster protection and negated the rest of shaft too.

4. Blaster uses a BD supply on EACH death, also requires BD and a fair bit of crystals for upgrades to have been invested, thanks to the BD 50% seperation into the drone to even be fairly effective, if anything is needed, it's a cd increase, to 20s. Nothing more.
Level_0_and_Level_20_without_BD.png
Level_0_and_Level_20_with_BD.png

5. MM is a team game in majority of scenarios, you see a blaster player? You kill it or avoid it, simple. Staying around 10m+ from such players is not a difficult task.
 

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That's too specific of a Protection.

It would also make Blaster weaker.

It would not be as good as other Drones because they don't have some kind of counter.

Id Blaster gets a Protection, players would want Booster Protection also.

Next, we'll want some way to counter Defender, Trickster, ...

There will be a lot more Protections.

But if Developers decide to do something like this, I hope it's something that will be balanced, and not too much.

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39 minutes ago, thunderhunter123 said:

That's too specific of a Protection.

It would also make Blaster weaker.

It would not be as good as other Drones because they don't have some kind of counter.

Id Blaster gets a Protection, players would want Booster Protection also.

Next, we'll want some way to counter Defender, Trickster, ...

There will be a lot more Protections.

But if Developers decide to do something like this, I hope it's something that will be balanced, and not too much.

Oh - i think the world protection confused you, even tho i mentioned in the topic that this is not an actual protection module - the damage dealt by the blaster to you will automatically changed depending on your turret and augment.

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7 minutes ago, mjmj5558 said:

Oh - i think the world protection confused you, even tho i mentioned in the topic that this is not an actual protection module - the damage dealt by the blaster to you will automatically changed depending on your turret and augment.

Oh, okay. I would like to see that. 

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Sorry I'm slightly confused by what some players are saying in this topic - is Blaster damage not classified as the same damage type as the turret the player is currently using, and therefore reduced by protection modules accordingly? I.e. if the player using blaster is using Twins, and you have a 50% Twins module equipped, you receive 50% less damage from their Blaster - yes/no? However, besides that I agree the current Blaster is overpowered with only a 3 second cooldown, especially against Melee turrets and Mammoth overdrive.

 

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1 hour ago, DestrotankAI9 said:

Sorry I'm slightly confused by what some players are saying in this topic - is Blaster damage not classified as the same damage type as the turret the player is currently using, and therefore reduced by protection modules accordingly? I.e. if the player using blaster is using Twins, and you have a 50% Twins module equipped, you receive 50% less damage from their Blaster - yes/no? However, besides that I agree the current Blaster is overpowered with only a 3 second cooldown, especially against Melee turrets and Mammoth overdrive.

 

Blaster damage is boosted by boosted damage. It's damage type is the same as your equipped turret. 

It is reduced by players using modules against your equipped turret and all other defensive attributes like defender drones and titan domes. 

At level 0; does 1500 damage at up to 5m, then linearly drops to 150 damage at 12m (without BD, see graphs in prior to see with)

At level 20, does 3000 damage at up to 5m, then linearly drops to 300 damage at 15m (without BD, see graphs in prior to see with)

Also uses a BD on every death. So count it as 2 BD's used per spawn to be effective.

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38 minutes ago, Akame said:

Blaster damage is boosted by boosted damage. It's damage type is the same as your equipped turret. 

It is reduced by players using modules against your equipped turret and all other defensive attributes like defender drones and titan domes. 

At level 0; does 1500 damage at up to 5m, then linearly drops to 150 damage at 12m (without BD, see graphs in prior to see with)

At level 20, does 3000 damage at up to 5m, then linearly drops to 300 damage at 15m (without BD, see graphs in prior to see with)

Also uses a BD on every death. So count it as 2 BD's used per spawn to be effective.

Thanks, as I thought then :) I have Blaster on an alt so yes, I was aware it is influenced by Boosted damage - i

 

7 hours ago, Akame said:

5. MM is a team game in majority of scenarios, you see a blaster player? You kill it or avoid it, simple. Staying around 10m+ from such players is not a difficult task.
 

This is not possible for Mammoths, where you have to engage targets at the closest possible range to get a kill. I tried using Mammoth in a 6v6 with 3 Blaster users - a truly traumatic experience. So Blaster at the very least is heavily broken against Mammoth - if it is was more common Mammoth would soon be useless. I agree other melees can try to stay at further range - but if your targets' hull is faster however, or if you don't have speed boost on at the time that may not be possible. Blaster is too strong vs melees and Mammoth atm and it needs a nerf of some kind.

Also as for teamwork - unfortunately you can't usually rely on team mates in MM, so you have to largely balance things around solo gameplay IMO.

 

16 minutes ago, 1-4-ALL said:

Is it more annoying than the flying hack, nope. Can it cap 3,even 4 out of 5 flags in a little under 3/4 mins, nope.

Upon the blaster being activated does it overwhelm you with 4 different forms of offence, nope.

Can't really see the problem myself, but the legal cheat is a major problem.

I would rather face half of the enemy team with blaster than 1 flying hack with maxed out crisis.

I accept there are still some problems with Hopper, however Blaster is also an issue in certain situations. Mercifully however, more players use Defender/Booster/Trickster than Blaster, but it may start to get more common once people realise how situationally overpowered it is.

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17 minutes ago, DestrotankAI9 said:

Thanks, as I thought then :) I have Blaster on an alt so yes, I was aware it is influenced by Boosted damage - i

 

This is not possible for Mammoths, where you have to engage targets at the closest possible range to get a kill. I tried using Mammoth in a 6v6 with 3 Blaster users - a truly traumatic experience. So Blaster at the very least is heavily broken against Mammoth - if it is was more common Mammoth would soon be useless. I agree other melees can try to stay at further range - but if your targets' hull is faster however, or if you don't have speed boost on at the time that may not be possible. Blaster is too strong vs melees and Mammoth atm and it needs a nerf of some kind.

Also as for teamwork - unfortunately you can't usually rely on team mates in MM, so you have to largely balance things around solo gameplay IMO.

 

I accept there are still some problems with Hopper, however Blaster is also an issue in certain situations. Mercifully however, more players use Defender/Booster/Trickster than Blaster, but it may start to get more common once people realise how situationally overpowered it is.

You could have changed to a light hull if you figured out that you couldn't escape. You could have changed up modules, did you have armor on? Did you not think to use a ranged turret to combat? Using surroundings? I.e walls in Sandal CP to avoid blaster damage

If you can't rely on your teammates, let them be your meat shield.

Blaster is nowhere as powerful as Booster, Defender, Crisis of Trickster. You only get the use out of blaster upon death. Majority of players do not want to die, hence will never, ever, I shall repeat, never ever take Blaster as a main drone. Hence I acknowledge 'situationally' in your statement.

Old Blaster had a 35s cooldown, and  this was far too long for it, and on many occasions you would die before you even get to an opponent and yet 1 'DD' was wasted regardless. And when you were close to an enemy, you most likely didn't have the drone thanks to the cooldown.

I think 20s is a justifiable duration as the max limit.

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24 minutes ago, Akame said:

You could have changed to a light hull if you figured out that you couldn't escape. You could have changed up modules, did you have armor on? Did you not think to use a ranged turret to combat? Using surroundings? I.e walls in Sandal CP to avoid blaster damage

If you can't rely on your teammates, let them be your meat shield.

Blaster is nowhere as powerful as Booster, Defender, Crisis of Trickster. You only get the use out of blaster upon death. Majority of players do not want to die, hence will never, ever, I shall repeat, never ever take Blaster as a main drone. Hence I acknowledge 'situationally' in your statement.

Old Blaster had a 35s cooldown, and  this was far too long for it, and on many occasions you would die before you even get to an opponent and yet 1 'DD' was wasted regardless. And when you were close to an enemy, you most likely didn't have the drone thanks to the cooldown.

I think 20s is a justifiable duration as the max limit.

A drone shouldn't make a certain hulls overdrive unusable - which Blaster does. Blaster is heavily OP against mammoth, and also it is generally OP against melee turrets except in the certain situations (e.g. when using Freeze), or when either through your hull's overall speed or a lack of speed boost from your opponent, you can stay at a certain range from them. Even if you have double armor/correct modules or even Defender on, you will take far too much damage against Blaster users when using Mammoth overdrive. Yes you can change equipment, but it doesn't justify that Mammoth being countered so heavily by one particular drone.

20 seconds would be a reasonable cooldown  - much more balanced than the current 3 seconds. Taking it from 35 seconds to 3 was a ridiculously large decrease IMO, it is just far too low for the power of Blaster in certain situations. I agree that overall Booster/Defender/Trickster/Crisis are stronger, but Blaster is the most annoying drone for certain combinations to face, and heavily OP in certain modes - e.g. in the Special DM mode. Some changes are definitely needed following the last update it got.

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2 hours ago, DestrotankAI9 said:

A drone shouldn't make a certain hulls overdrive unusable

Why are you continually using mammy od on these players?? If you have BA and module on and maxed drone, you generally wont take more than 1.5k damage at the most optimal distance.

Lifeguard, Wasp OD, Yes it now has extra effects, but you still survive, is the point.
Camper, Hunter OD *
Miner, can kill players with mines left behind, technically can kill all OD's except Titan OD.
Saboteur, plenty of mines that will highly likely help do as much devastating damage to an incoming player with any OD
Defender, has a fair likelyhood to face Viking ODs and dic ODs
Booster similar as defender tho smaller but potentially quicker timeframe.

Aside drones; we have augments that make hull OD's unusable;
AP augments can render Titan Domes useless, though AP immunities do exist
EMP augments can render Dic OD useless
Stun Augments, can literally make everything useless, including many chargeup od's.

3 hours ago, DestrotankAI9 said:

20 seconds would be a reasonable cooldown  - much more balanced than the current 3 seconds. Taking it from 35 seconds to 3 was a ridiculously large decrease IMO, it is just far too low for the power of Blaster in certain situations. I agree that overall Booster/Defender/Trickster/Crisis are stronger, but Blaster is the most annoying drone for certain combinations to face, and heavily OP in certain modes - e.g. in the Special DM mode. Some changes are definitely needed following the last update it got.

Played the DM a fair few times today with blaster, best I made it up to was 2nd place, otherwise in the 7th-4th because literally boosters and defenders on top. Even with the 3s cooldown, you gotta drive to a player and hope you are close enough. If blaster is 'heavily OP' then Booster and Defender are godsend OP.

Players literally shut me down by taking modules against whilst some stayed far and some did a bit of both. 

Blaster requires you to die, other drones can let you perform better alive. YOU are more useful in a team if you are alive than dead. Especially true in objective modes.

Yes some people may not understand what many drones do, but nonetheless there are several new mechanics in the game that a lot of players still don't know about, why should blaster users be penalised for their investment in the drone which will use a BD regardless on death and requires one to do even decent damage and being within 10m of range.

I've been spawn killed by booster players casually 1-2 shotting me, but hey, that must be clearly balanced since 'blaster' is in the attention here. You may say use a module for booster players and I shall volley right back to saying use a module for facing Blaster players.



Have you used Blaster?
Have you faced Booster/Def/Crisis/Trickster with Blaster?
Have you faced a variety of players with Blaster on diff maps and modes??

I highly doubt your answers to the first q will be a yes, because you are thinking hypothetically without applying game experiences.

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3 hours ago, DestrotankAI9 said:

A drone shouldn't make a certain hulls overdrive unusable - which Blaster does. Blaster is heavily OP against mammoth

Since you can't get Blaster until Marshall, most mammoths in the target area will survive.   So how is that OP?

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12 hours ago, ThirdOnion said:

I think it's odd to introduce protection against a very specific game mechanic. Why not just nerf Blaster instead?

Sorry, it looks like the world protection confuses everyone (like seriously, why does everyone think that protection can only be a prot module?). I renamed the topic. This won't be a protection module, it will be an automatic mechanism.

 

18 hours ago, Akame said:

One can simply not do this.

Let me point out all the flaws.

I was expecting this reply from you, because you often use this drone. And yes, one can simply do this.

 

18 hours ago, Akame said:

1.Yes, let's give blaster invincibility to melees, yes let us also make it so that lifeguard can be ignored by shaft, railguns and magnums ofc why not??????

Why do you think lifeguard should be ignored by long ranged turrets? The situation is, that the shorter your turret range is, the harder to avoid blaster. And in the case of meele turrets, this hard can go up to impossible. Have you ever used meele turret in a 6v6 map where the whole enemy is using blaster? I did. You just can't get positive k/d. Every time you manage to kill someone, you are dead. And you won't even be able to get a kill after every death. How is a drone, that can delete 3 turrets from the map is balanced? How is a drone balanced that deals more damage and more often than crusaider OD? Let me help you, it isn't. And you do know that.

 

18 hours ago, Akame said:

unknown.pngunknown.pngunknown.pngunknown.pngunknown.png
Vamp will likely stay fairly alive, but even without vamp, Isida's can deal damage up to 20m which is larger than blasters weak range at all levels. Shock Freeze can freeze you and run away, High-pressure pumps can do max damage at 20m. Compact fuel tanks can burn and run. There are plenty of ways melees can avoid dangerous altercations with such Blaster players. Don't want to use those 4 end augments, or why are you letting players get up close as an isida when you can in general avoid all damage from the explosion? Your weakness is not our issue, if a blaster can even get close to you, regardless they deserve the kill for you not being aware

Let's not talk about the balance of legendary/exotic turret augments, because the phrase balance is non existent in those categories.

Shock freeze can freeze and run away, but sir, who will get kills if you run away? You won't get any.

You are right with HPP, but at least now it can get an indirect buff. It is one of the most rare augments in battles. 

It's very cool that you think that it's my problem that i can't run away, but let me tell you a thing: to deal damage with meele turrets i have to go close. It's very good that you can use your vampire nanobots and camper drone, having infinitive supplies and always healing yourself, but guess what: i can't use that. Also, even if i do not play with meele, there's nothing to do if more than 50% of the enemies is a bomb on the map.

18 hours ago, Akame said:

2. You cannot simply take Tesla out of the 'Melee' category.

As you could see, there are 5 categories in my topic, and 4 types of turrets. I didn't put the turrets in a category depending what their in-game category is, but depending on  the effective range, where you should use it. Tesla can make chains and lightning balls, so it has a quite easy chance to keep bigger distance.

18 hours ago, Akame said:

3. You cannot simply say you want certain augments to take less damage from blaster, please rethink about tanki developers capacity. Also the many implications, ah yes I can also see why you would want Shaft LC to take less damage from blaster, disgusting to hear that you let that aug gain some blaster protection and negated the rest of shaft too.

I just did that. Few augments, like uranium, harpoon and LC are designed to make the turret more, and the most effective in closer range, like the range of ricochet. I know you can't really feel this when using crisis, because you can quickly go anywhere, but now i'm talking about normal situations. 

Talking about LC and shaft, shaft itslef is a sniper turret, mostly used in longer range, staying away from enemies. However, when using LC, you should get much closer to enemies to get the max out from it.

Here's @Tidebreaker 's video with LC, probably this is the best way to use this augment, and even if shaft received some changes since then, you can see that most of the time, he was near to enemies.

 

18 hours ago, Akame said:

4. Blaster uses a BD supply on EACH death, also requires BD and a fair bit of crystals for upgrades to have been invested, thanks to the BD 50% seperation into the drone to even be fairly effective, if anything is needed, it's a cd increase, to 20s. Nothing more.

Woo-hoo! Read the rules of this forum more carefully. They do not accept ideas about changes to the actual Tanki Online to its previous versions, or ideas regarding the removal of updates. However, if balster would become quite UP with this nerf, we can just decrease the number of DDs used.

 

18 hours ago, Akame said:

5. MM is a team game in majority of scenarios, you see a blaster player? You kill it or avoid it, simple. Staying around 10m+ from such players is not a difficult task.
 

For me, the most common drone is blaster. Seriously, i see more blasters than boosters or defenders. And you won't be able to escape if they are coming to boom on you from everywhere.

 

13 hours ago, DestrotankAI9 said:

Sorry I'm slightly confused by what some players are saying in this topic - is Blaster damage not classified as the same damage type as the turret the player is currently using, and therefore reduced by protection modules accordingly? I.e. if the player using blaster is using Twins, and you have a 50% Twins module equipped, you receive 50% less damage from their Blaster - yes/no? However, besides that I agree the current Blaster is overpowered with only a 3 second cooldown, especially against Melee turrets and Mammoth overdrive.

 

It is reduced with protecrion modules, but i suggested in my idea to remove that. The reason for that is, blaster can be much more effective against shorter ranged turrets than loger ranged ones, so the damage should be depending on how easy is for you to avoid this drone, not on your prot modules.

 

10 hours ago, Akame said:

You could have changed to a light hull if you figured out that you couldn't escape. You could have changed up modules, did you have armor on? Did you not think to use a ranged turret to combat? Using surroundings? I.e walls in Sandal CP to avoid blaster damage

Oh, so you can only use a limited type of equipment to avoid a drone. What a balance! ?

What about players who are ranked above marshal because od the xp boost, but only have 1 combo upgraded because they don't have enough crystals to have more, yet? Should they sufffer because they've chosen "a wrong combo"?

10 hours ago, Akame said:

Blaster is nowhere as powerful as Booster, Defender, Crisis of Trickster.

It is, but it has different power in different games.

 

7 hours ago, Akame said:

Why are you continually using mammy od on these players?? If you have BA and module on and maxed drone, you generally wont take more than 1.5k damage at the most optimal distance.

You can't just equip module against every player, and not everyone has maxed drones.

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21 minutes ago, mjmj5558 said:

I was expecting this reply from you, because you often use this drone. And yes, one can simply do this.

I use a variety of equipment, My view is NOT biased.

22 minutes ago, mjmj5558 said:

Why do you think lifeguard should be ignored by long ranged turrets? The situation is, that the shorter your turret range is, the harder to avoid blaster. And in the case of meele turrets, this hard can go up to impossible. Have you ever used meele turret in a 6v6 map where the whole enemy is using blaster? I did. You just can't get positive k/d. Every time you manage to kill someone, you are dead. And you won't even be able to get a kill after every death. How is a drone, that can delete 3 turrets from the map is balanced? How is a drone balanced that deals more damage and more often than crusaider OD? Let me help you, it isn't. And you do know that.

Oh certainly, it is totally unfair for shafts who hit like 6k+ damages with their booster to see a 'white damage counter' because the lifeguard let it survive. This is a direct reflection of 'my experiences with shaft against lifedguard players' towards 'your experience with melees vs blaster players'. It is the same. So why not, totally do this effect, let lifeguard players die from shots that deal 4000 or more damage ?.  Also why are you sticking to melees? Missions? P+enter exists, many use it, I advise u to do so too. You have other equipment for use too, we all know that. As for crusader, hold up, do u want them to buff that up again? :TOHmm:

26 minutes ago, mjmj5558 said:

Let's not talk about the balance of legendary/exotic turret augments, because the phrase balance is non existent in those categories.

Shock freeze can freeze and run away, but sir, who will get kills if you run away? You won't get any.

You are right with HPP, but at least now it can get an indirect buff. It is one of the most rare augments in battles. 

It's very cool that you think that it's my problem that i can't run away, but let me tell you a thing: to deal damage with melee turrets i have to go close. It's very good that you can use your vampire nanobots and camper drone, having infinitive supplies and always healing yourself, but guess what: i can't use that. Also, even if i do not play with melee, there's nothing to do if more than 50% of the enemies is a bomb on the map.

Ah yes, so wait, are we gonna make it such that 'legendary augments take 100% more damage? :TOKekW:

Shock freeze can run away, you have mines no? You have a team no? Are you playing DM no?

HPP exists, thanks for acknowledging it, now go use to to face blasters.

No comment for CFT???

Vamp isida was one thing I said, but literally even stock Isida can deal damage from out of blasters weak area, care to comment?

Infinite supplies, healing myself, well newsflash, we both know players who have plenty of supplies as f2p's.

30 minutes ago, mjmj5558 said:

As you could see, there are 5 categories in my topic, and 4 types of turrets. I didn't put the turrets in a category depending what their in-game category is, but depending on  the effective range, where you should use it. Tesla can make chains and lightning balls, so it has a quite easy chance to keep bigger distance.

I just did that. Few augments, like uranium, harpoon and LC are designed to make the turret more, and the most effective in closer range, like the range of ricochet. I know you can't really feel this when using crisis, because you can quickly go anywhere, but now i'm talking about normal situations. 

Talking about LC and shaft, shaft itslef is a sniper turret, mostly used in longer range, staying away from enemies. However, when using LC, you should get much closer to enemies to get the max out from it.

Stop right there, you are making your OWN tier list and categories for items. Hold the boat on how trickster is a support still.

Totally nice for you to mention crisis, was waiting for this, and you certainly know I have used a variety and still use a variety.

You are not to dictate how LC / Uranium / Harpoon may be used, sure they can be used closer, but THEY ALL have the ability to fully avoid blasters. And LC with the existence of even booster gives hell for blaster players, medium to large maps are not fun, sandbox LC campers are not fun to face.

32 minutes ago, mjmj5558 said:

Here's @Tidebreaker 's video with LC, probably this is the best way to use this augment, and even if shaft received some changes since then, you can see that most of the time, he was near to enemies.

 

Not gonna watch, you aren't here to tell people how they should use their augments. Players will use what they want how they want, like our best friends IB HI's who still currently use them. Pretty sure I saw @FrozenRailgun mention that he also uses HC for some mobile play to counter eagle players. Point is, how one uses an augment, is up to them, not you.

 

38 minutes ago, mjmj5558 said:

Woo-hoo! Read the rules of this forum more carefully. They do not accept ideas about changes to the actual Tanki Online to its previous versions, or ideas regarding the removal of updates. However, if balster would become quite UP with this nerf, we can just decrease the number of DDs used.

What update removal? Pre change it was 35s, then became 3s, it's not a removal, it's an adjustment to the cooldown to balance it. If they don't make changes to it's previous version, then technically they will not take any changes including this one. :TOHmm:

49 minutes ago, mjmj5558 said:

For me, the most common drone is blaster. Seriously, i see more blasters than boosters or defenders. And you won't be able to escape if they are coming to boom on you from everywhere.

Embrace the boom, vengaboys moment. Unless you worry for the KD stat.

43 minutes ago, mjmj5558 said:

Oh, so you can only use a limited type of equipment to avoid a drone. What a balance! ?

What about players who are ranked above marshal because od the xp boost, but only have 1 combo upgraded because they don't have enough crystals to have more, yet? Should they sufffer because they've chosen "a wrong combo"?

It is, but it has different power in different games.

Should I say welcome to Tanki Online? Where you need AP immunities, Stun Immunities, EMP Immunities because the same has all of these status augments?

Players that choose a 'wrong combo' will always suffer regardless, that is that, i.e all these XP/BP players suffering in MM because they chose to get a komedysports item, that is their fault, not ours.

50 minutes ago, mjmj5558 said:

It is, but it has different power in different games.

So do other drones lol?

51 minutes ago, mjmj5558 said:

You can't just equip module against every player, and not everyone has maxed drones.

Engame, most players atleast have 1 maxed drone, many players change modules, I for one do not.

How about we reduce Lifeguards cooldown to 3s too? That way you can counter Blaster fully with Lifeguard right? :TOKekW: Oh wait, last time I checked you don't want even Booster and Defenders to became equal in power and duration to one other, so why the difference here?

50 minutes ago, mjmj5558 said:

Added mamoth OD to the first category. It is unfair how easiy it can be countered.

Ah yes, but it's also unfair for hunter/ares/crus od to get stunned easily by stun augments, let's also talk about that with balance why not?

You shouldnt be using Mammoth OD early, you need to use it near the end to reduce your damage taken. And mammoth OD has its own peaks with its status immunity as it is.

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15 minutes ago, Akame said:

I use a variety of equipment, My view is NOT biased.

You used blaster quite a lot recently. Everyone's protecting their favourite equpments, and that's not possible to avoid.

 

15 minutes ago, Akame said:

Oh certainly, it is totally unfair for shafts who hit like 6k+ damages with their booster to see a 'white damage counter' because the lifeguard let it survive. This is a direct reflection of 'my experiences with shaft against lifedguard players' towards 'your experience with melees vs blaster players'. It is the same. So why not, totally do this effect, let lifeguard players die from shots that deal 4000 or more damage ?

I did have a suggestion like this, the main idea was that lifeguard players will receive a heal depending on the damage the've got when they would have died. So if you had 1hp as a lifeguard and received 6K damage, you should die according to the idea.

15 minutes ago, Akame said:

Also why are you sticking to melees? Missions? P+enter exists, many use it, I advise u to do so too

There's no reason to quit a battle if the same will happen in the next one. And i'm sticking to meeles because they are the most effected.

 

15 minutes ago, Akame said:

You have other equipment for use too, we all know that. As for crusader, hold up, do u want them to buff that up again? :TOHmm:

I think you forgot how i said crusaider needs a nerf under an idea, and you said no it's balanced. So why arw you saying this right now? I want balance, for all equipments, and i don't care how popular they are or how much others or myself like it.

 

16 minutes ago, Akame said:

Ah yes, so wait, are we gonna make it such that 'legendary augments take 100% more damage? :TOKekW:

Do you know how many topic is suggested to nerf these augments?? I try to nerf them, but I don't see that devs care.

 

17 minutes ago, Akame said:

You are not to dictate how LC / Uranium / Harpoon may be used, sure they can be used closer, but THEY ALL have the ability to fully avoid blasters. And LC with the existence of even booster gives hell for blaster players, medium to large maps are not fun, sandbox LC campers are not fun to face.

 

18 minutes ago, Akame said:

Not gonna watch, you aren't here to tell people how they should use their augments. Players will use what they want how they want, like our best friends IB HI's who still currently use them. Pretty sure I saw @FrozenRailgun mention that he also uses HC for some mobile play to counter eagle players. Point is, how one uses an augment, is up to them, not you.

Yes you are right, but i'm talking about the most effective use. That is, if an augment is designed to be used in closer combat, you should use it there to get the most value out of it. And if that augment is designed for closer range, i will place it in the closer ranged category, to keep it's design. Not i made the augments like that, you can belive.

 

20 minutes ago, Akame said:

What update removal? Pre change it was 35s, then became 3s, it's not a removal, it's an adjustment to the cooldown to balance it.

Removal is that the cooldown got reduced, and then you want to return it. My idea is nit about that, so it doesn't break any rules. 

 

22 minutes ago, Akame said:

Oh wait, last time I checked you don't want even Booster and Defenders to became equal in power and duration to one other, so why the difference here?

Yes because it won't work, it will be a buff not a nerf. Oh wait, last time i checked you don't want higher cooldown for booster because you use it to counter EMP augments. Can we focus on this topic? I'm not talkjng about lifeguard, nor about booster, not about defender (all of these need a nerf, yes), i'm talking about blaster

25 minutes ago, Akame said:

Ah yes, but it's also unfair for hunter/ares/crus od to get stunned easily by stun augments, let's also talk about that with balance why not?

I thought i already submitted a topic about that or more. See the point above.

Ok, so instead of talking about other OP equipments that you want to show here to talk about it, can we focus on blaster? Tell me please, why do you think it's not a good idea? Because meeles will have a chance? Don't show me morw augments, don't talk about me or you, talk about in general. Generally, i see that the closer you max range is, the more imppsibble it is to avoid blaster. Generally, blastee is a cruaider OD but you are the icile and deal higher damage. I think this idea could solve the key problem, and if blaster would became UP, we can do about it, can't we? I doubt that it will be worse than any undeeused drone, aka not OP one.

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1 hour ago, mjmj5558 said:

You used blaster quite a lot recently. Everyone's protecting their favourite equpments, and that's not possible to avoid.

False to the F. I have actually used Boosted a lot recently, I WONDER WHY I HAVE :)

1 hour ago, mjmj5558 said:

There's no reason to quit a battle if the same will happen in the next one. And i'm sticking to meeles because they are the most effected.

Well, EMP Gauss and many other stuff makes many people P+Enter, and theres a lot more, I have seen plenty of P+Enters. What's wrong with P+enters when many players do it, why not you? Sticking to melees because it's most effected, it's okay, enjoy playing a game against defender + module groups, clearly they're not more annoying than blasters which are usually rarely upgraded.

1 hour ago, mjmj5558 said:

I think you forgot how i said crusader needs a nerf under an idea, and you said no it's balanced. So why arw you saying this right now? I want balance, for all equipments, and i don't care how popular they are or how much others or myself like it.

Crusader certainly needed a rework, this was not the way it should have been. Balance for all equipment, maybe make a post for each item with spoilers for all changes? 

1 hour ago, mjmj5558 said:

Do you know how many topic is suggested to nerf these augments?? I try to nerf them, but I don't see that devs care.

Trying to nerf drones, let's see that the devs care because they're always manipulating the population regardless. Aka buff crus, make people buy crus, nerf it, and has happened several times with other stuff like vulcan and so on, Blaster will get an adjustment, but this topic is a ridicule.

1 hour ago, mjmj5558 said:

Yes you are right, but i'm talking about the most effective use. That is, if an augment is designed to be used in closer combat, you should use it there to get the most value out of it. And if that augment is designed for closer range, i will place it in the closer ranged category, to keep it's design. Not i made the augments like that, you can belive.

Your effective use, is not the same as everyone else's, everyone has their own play styles, can you not acknowledge that for a moment? Abovo moment with the LC Crisis camping on roofs.

1 hour ago, mjmj5558 said:

Removal is that the cooldown got reduced, and then you want to return it. My idea is nit about that, so it doesn't break any rules. 

Ah yes, technically you're removing the fact that turret modules affect its damage. Point made. About update removal one said.

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1 hour ago, mjmj5558 said:

Tell me please, why do you think it's not a good idea? Because meeles will have a chance? Don't show me morw augments, don't talk about me or you, talk about in general. Generally, i see that the closer you max range is, the more imppsibble it is to avoid blaster. Generally, blastee is a cruaider OD but you are the icile and deal higher damage. I think this idea could solve the key problem, and if blaster would became UP, we can do about it, can't we? I doubt that it will be worse than any undeeused drone, aka not OP one.

Melees will have a chance? You have the audacity to say a full damage immunity from the drone for isida firebird and freeze is a chance??? That is a full nullification. Do you know what a chance means?????

This idea has too many complexions with types of augments and combos, OF WHICH you have crafted tiers, to SUIT YOU. How are you this narrow sighted?

You ever stop to consider the investments on this drone? 1.5m to max is cheap for you no? Remember the 'wrong combo', oh no player X bought blaster, to help face melee players because they would always die to them when playing. But wait, after this, 1.5m went down the drain. Do you not see a wider picture, it isn't about me, it isn't about you, it's about the whole playerbase, majority of blasters are weak and plentifully avoidable if you know how to play.

 

When it comes to blaster, how many 'buyers' and endgame players actually use it? Do tell, don't speak about low tier upgrades, we all know people want to invest in a good strong drone, clearly Blaster is not on the radar of those many.

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50 minutes ago, Akame said:

Your effective use, is not the same as everyone else's, everyone has their own play styles, can you not acknowledge that for a moment?

Everyone has their own playstyles, but i'm not looking mine, i'm looking how the augment is designed. Let's see rico PT: slower speed increased DPS: aka, making the turret an almost meele one with high DPS, but with the lower speed so it will be really hard to hit enemies in longer range. Hammer, can have more chance to hit the enemies with more pellets if it's closer, so you should go closer with it to get more value it, but this is not quite true for slugger, that's why it's in a different tier. I'm not making MY tiers, i'm just looking the stats and see for which range is it designed for. Harpoon, has it's angle at 3, which basically means it's imposibble to even shoot to long range. That's why i put it together in the rico-twins tier. It's designed for you to go close, but it's up to you how to use it, but i'm looking the design itself. Light capacitators, can make a pretty high damage in a low amount of time, and it has higher aiming speed because it's designed for you to go closer. The further the enemy is, the less aiming speed you need to be able to follow it's movement. Also, it has the potential of 2 shotting mediums with one charged shot, then one arcade shot if you are close. I don't know about you, but I feel it's designed for closer combat. It's understandable if Abovo use it differently, but i guess that's with crisis, and then the damage is cometely different.

 

50 minutes ago, Akame said:

This idea has too many complexions with types of augments and combos, OF WHICH you have crafted tiers, to SUIT YOU. How are you this narrow sighted?

See it above. If it SUITS ME, then it'd be completely different, because i use a lot more thing in closer-mid combat that is generally used in longer range. 

 

50 minutes ago, Akame said:

You ever stop to consider the investments on this drone?

I'm using brutus, lol. For now, i do not want extra effect with extra costs. That will come after my garage is maxed.

 

50 minutes ago, Akame said:

When it comes to blaster, how many 'buyers' and endgame players actually use it?

Quite a lot. Not talking about big-buyers, those are obviously using crisis, or it not then booster to get an insane damage or speed, but a lot of normal endgame players have chosen this drone, it seems.

 

50 minutes ago, Akame said:

we all know people want to invest in a good strong drone, clearly Blaster is not on the radar of those many.

After the latest blaster buff, the popularity of the drone got tripled, at least, and this is not a coincidence, people know it's very powerful. I alreafy said before, for me it seems this is the most common drone now, but if i'm not right it's definitelly it top 3.

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2 hours ago, mjmj5558 said:

Tell me please, why do you think it's not a good idea?  Generally, i see that the closer you max range is, the more imposibble it is to avoid blaster. Generally, blaster is a cruaider OD but you are the icile and deal higher damage. I think this idea could solve the key problem, and if blaster would became UP, we can do about it, can't we? I doubt that it will be worse than any undeeused drone, aka not OP one.

Still waiting for this one by the way. 

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2 hours ago, mjmj5558 said:

 

 

Quite a lot. Not talking about big-buyers, those are obviously using crisis, or it not then booster to get an insane damage or speed, but a lot of normal endgame players have chosen this drone, it seems.

 

After the latest blaster buff, the popularity of the drone got tripled, at least, and this is not a coincidence, people know it's very powerful. I alreafy said before, for me it seems this is the most common drone now, but if i'm not right it's definitelly it top 3.

You want to penalize all those normal engame players who bought and invested in the drone by making them fully suffer vs certain combos and augments? Nice to know so much about 'wrong combo moments' being warranted by other players.

 

There is literally nothing for this topic, tanki will issue a change eventually like they always do, this is nowhere the change it needs to put it in blunt. You know how hard it is to play with a melee combo, reduce the range of effectiveness and you have blaster.

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I fully accept that Blaster is (on average) not as powerful as the current "top" drones i.e. Booster/Defender/Trickster and Crisis (although I could be wrong about that) - however especially since it's recent massive buff from 35 to 3 seconds cooldown, against certain equipment (namely for anyone using melee turrets, or using Mammoth) it is the worst drone to face, especially in certain circumstances.

Is something a problem if it is not the most powerful in general, but overpowered against certain equipment? I would say yes, absolutely. Blaster is a in a strange place and is always going to be difficult to balance, as with its current mechanics it is always going to be hugely more powerful against melee turrets, and the one super-melee-orientated overdrive - Mammoth - whereas it will never be as strong against ranged turrets who can take it out from a distance. It is also significantly affected by map size and how open maps are - much more powerful on smaller maps where players are forced to crowd together (offering less space to get away, and more chance for multi-kill or multiple assists on explosion).
 

On 6/27/2021 at 3:37 AM, Akame said:

Why are you continually using mammy od on these players?? If you have BA and module on and maxed drone, you generally wont take more than 1.5k damage at the most optimal distance.

Lifeguard, Wasp OD, Yes it now has extra effects, but you still survive, is the point.
Camper, Hunter OD *
Miner, can kill players with mines left behind, technically can kill all OD's except Titan OD.
Saboteur, plenty of mines that will highly likely help do as much devastating damage to an incoming player with any OD
Defender, has a fair likelyhood to face Viking ODs and dic ODs
Booster similar as defender tho smaller but potentially quicker timeframe.

Aside drones; we have augments that make hull OD's unusable;
AP augments can render Titan Domes useless, though AP immunities do exist
EMP augments can render Dic OD useless
Stun Augments, can literally make everything useless, including many chargeup od's.

First of all, you are assuming that I have a maxed out drone/maxed out modules against every turret - I certainly do not, and nor do most Legends. My Mammoth is 7-10, none of my drones are 20/20 and I have 7+1 Mk7 modules (7 turrets and a mine module) the highest of which is 43%, some of my modules are Mk4. With how much we are forced to spend on drones after the update, it will be a long time before I acquire full Mk7 modules as a non-buyer, let alone 50% modules. So I will be taking a lot more damage than you against a maxed out Blaster (now indeed, many of my opponents will also not have a maxed out drone) as well as not having as many hit points on my hull itself, but I will certainly not always be able to equip an Mk7 module against a Blaster user.

If you have 3 players of 6 in a game using Blaster drone, what exactly are you supposed to do with Mammoth - avoid making kills with your Mammoth overdrive on 3 of 6 players in the enemy team? Yes, that is going to go well indeed... In that situation, you might as well not be using Mammoth, which brings us back to the point that Blaster is simply overpowered against and a direct counter to Mammoth overdrive in its current state. After the update it is ALWAYS ready, with a 3 second cooldown, ready to do maximum damage to any Mammoth which touches it with their overdrive at close range. Using Mammoth's overdrive for the heal functionality only is not efficient - you must make kills in order to have a chance of matching other hull users in score. If you take even 1.5k damage, along with other damage, you are not going to be killing more than one player on each overdrive - but you can't have a module against every turret, or indeed you may not always have double armor active - in which case you will be taking more damage than that.

As for those other examples you state, in most cases they are far from as hard a counter as Blaster drone is to Mammoth overdrive. I won't give an explanation for all as that would be too wordy, but for a few:
-Lifeguard drone can easily be activated by many other sources of damage, and it is also has a much longer cooldown than Blaster so it won't always be available - unlike Blaster. Lifeguard also doesn't deal damage, so it won't result in the Wasp user being killed when using their overdrive, while the bomb may kill other players.
- Mines from miner/saboteur can easily be avoided if you have good awareness.
- Dictator overdrive still gets supercharge/full heal even against EMP, while you get points from allies, and against EMP your supplies come back after a short time anyway. In fact, as you can use the overdrive after you get EMP-ed to return supplies it is often a soft counter - I know it isn't that much of a problem as Dictator is my favourite hull. Or, you can use EMP Immunity.

Now, certainly there are some augments that do counter overdrives to a certain extent, but often there are immunities against them available - there is none for Mammoth against Blaster, other than an Mk8 module, but even then taking 1500 damage plus other damage will be enough to shut you down from killing more than one player.

 

On 6/27/2021 at 3:37 AM, Akame said:

Played the DM a fair few times today with blaster, best I made it up to was 2nd place, otherwise in the 7th-4th because literally boosters and defenders on top. Even with the 3s cooldown, you gotta drive to a player and hope you are close enough. If blaster is 'heavily OP' then Booster and Defender are godsend OP.

Players literally shut me down by taking modules against whilst some stayed far and some did a bit of both. 

Blaster requires you to die, other drones can let you perform better alive. YOU are more useful in a team if you are alive than dead. Especially true in objective modes.

Yes some people may not understand what many drones do, but nonetheless there are several new mechanics in the game that a lot of players still don't know about, why should blaster users be penalised for their investment in the drone which will use a BD regardless on death and requires one to do even decent damage and being within 10m of range.

I've been spawn killed by booster players casually 1-2 shotting me, but hey, that must be clearly balanced since 'blaster' is in the attention here. You may say use a module for booster players and I shall volley right back to saying use a module for facing Blaster players.



Have you used Blaster?
Have you faced Booster/Def/Crisis/Trickster with Blaster?
Have you faced a variety of players with Blaster on diff maps and modes??

I highly doubt your answers to the first q will be a yes, because you are thinking hypothetically without applying game experiences.

OK, I may have overstated Blaster's power in special DM modes - if there is a problem with it, it is probably confined to problems melee turret/Mammoth users have against it. With that said, I have seen many Blaster players doing well in special DMs in weeks where small maps were played, but I agree that Booster, and possibly Defender, are probably the kings of DM mode currently.

With that said, the most recent maps for special DM - Yorkshire, Solikamsk and Kungur- are large maps and generally quite open (the least open, and therefore most Blaster-friendly map being Yorkshire) so it would be no surprise if Blaster didn't do that well on it. In previous events we have had maps like Polygon, which are much less open and were players are much more crowded together. Blaster is going to do a lot better there, where it is harder to get away from and has a better chance for possibly multi-kills. However, I agree Booster is generally stronger - so the problems are mainly confined to its power against specific turrets and one hull.

 

On 6/27/2021 at 3:37 AM, Akame said:

Have you used Blaster?
Have you faced Booster/Def/Crisis/Trickster with Blaster?
Have you faced a variety of players with Blaster on diff maps and modes??

I highly doubt your answers to the first q will be a yes, because you are thinking hypothetically without applying game experiences.


It is a safe assumption to say that I don't have extensive experience using Blaster, and therefore haven't used it against the other top drones on various maps and modes, as I am a non-buyer - and to buy and upgrade Blaster would take a huge amount of extra crystals which I don't have and time, or I would have to level an alternate account to the right rank and then start upgrading it, which I have no interest in doing as Blaster's mechanics do not particularly interest me. As it happens, I do have Blaster on a alt account as it was once given out as a reward from special missions, but as it is a low rank account it probably isn't fair to judge its balance based on that account, as it is much stronger in low ranks and not typically available until Marshal.

You on the other hand, as a self-admitted large buyer, do have access to all equipment, and you can easily use Blaster, or any drone, any time that you want. For non-buyers, we can only use a handful of drones at most unless we play for a long time to save up.

However, I do not need to have extensive experience using Blaster to identify if there is a balance problem with it - all I need to have is experience against it. Using ranged turrets against Blaster, or non-Mammoth hulls, it seems often a good drone - but not overpowered, and on some large maps such as Highways it can be pretty useless against ranged turrets. But when playing with Mammoth, or melee turrets, since the recent buff Blaster is hugely problematic to face and clearly overpowered in some circumstances. Something must be done to balance Blaster against melee turrets and Mammoth - if Blaster was more common, this equipment would quickly become underpowered, as you can see if you try to use them in games with many Blaster users as I described.

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On 6/27/2021 at 4:54 PM, At_Shin said:

No, it is not. Follow these suggestions to increase your survivability and up your game -

  • Use module which protects against the player's turret. Keep BA activated.
  • Remember which player(s) have blaster drone and fight them from a safe distance - you are using mammoth so it is unlikely that you pair it with a melee turret. Use a ranged turret and destroy blaster-users before they reach you. 
  • Remember which player(s) have blaster drone and do not try to destroy them with Mammoth OD.
  • If a blaster-user ambushes you in close range try to get away and maintain a safe distance, deploy a mine while retreating. If need be, use your OD to speed up and escape or use it as a free repair -  these tactics are feasible as mammoth OD charges quickly.
     

Now, I feel that the drone is pretty powerful, fun and balanced. Only, it has that element of surprise which makes it annoying for some - we often do not know if the enemy is using blaster drone until after we have killed them and then subsequently died to the blaster explosion. Hence, we should have the scorecard showing all drones in the battle. We will know which enemy to avoid and which one to destroy first.

Thanks for the tips, but I am already fully aware of everything you mention here as I am an experienced player. Even with what you've just said, there is clearly a problem with Blaster against Mammoth.

You said "Remember which player(s) have blaster drone and do not try to destroy them with Mammoth OD.", so you can't kill players with Blaster from Mammoth's overdrive itself? Now as I mentioned to Akame, I was recently in a game with 3 of 6 players having Blaster - the kind of thing we might see if Blaster became more common. How exactly, are you supposed to compete with Mammoth in a game where you can't kill 3 of 6 players in the enemy team with your overdrive? Answer: you won't be doing too well. Yes, you can use Mammoth's overdrive for the heal feature and speed-up, but if you don't make a kill or two each time you are using it, you won't be able to compete with teammates in score and you are unlikely to win the game - you might as well be using another hull. Which brings us back to the point that Blaster is overpowered against Mammoth.

What other hull has to make such special accommodations against Blaster? Ares, Viking, Hunter, Wasp? None - Mammoth is specifically hurt when facing Blaster, and that is very unfair. After the massive buff to a 3 second cooldown, facing Blasters with Mammoth is a nightmare.

Now also lets not forget, that according to posts you have made I am aware you have a fully maxed out Mammoth, drone and protection modules - a 9999 Mammoth combo. Your GS is much higher than the average Legend, and certainly much higher than mine. Therefore you may not feel the full power of Blaster when you face it as your tank is simply stronger than most others you face - and these tactics you have described may work out OK for you. For me, with 7-10 Mammoth, some Mk4 modules, no maxed out modules and no maxed out drones - it will be a different story. I can kill a 9999 with Mammoth overdrive instantly, but if I try to use the overdrive to heal and kill them with regular damage, it won't go too well for me - while you might be able to. You will also take a lot less damage from Blaster than I will, and most other Legends who don't have such a strong garage as you will.

 

On 6/27/2021 at 4:54 PM, At_Shin said:

Yes, you do have to go close and that does put you at a big risk. However, you have to be careful of killing your target while you are more than 10 meters away. So, what you should do is -

  1. damage the enemy from close range but then distance yourself from them and then kill them with your turret's weak damage if you have to.
  2. Use isida and fight from the safe distance and deal highest DPS.

For melee turrets against Blaster, again, if you have to take all these extra precautions just to deal with Blaster users, I think that demonstrates just how much more powerful Blaster is against melee turrets than others - unfairly so. There are many situations where what you have described here is not possible, for instance:

-If the enemy tank with Blaster is using a faster hull, or they happen to have speed boost and you don't at that moment - you are not getting out of the radius of explosion.
-If you are charging in to capture a flag in ASL or a ball in RGB, and a Blaster user is defending, if you don't kill them they can easily block you. If you do kill them, you will die. If you try to kill from a distance as you say, and delay coming in - you will die to them/their team mates fire - as we all know you only have seconds to get in in capture modes before you die. Whereas, a ranged turret can safely kill the Blaster user from a distance. Again, melee users are hugely unfairly disadvantaged when facing Blaster compared to all other turrets.

Ranged turrets can kill Blaster from a distance, but melee turrets can not, so Blaster is radically more powerful against melee turrets than against all others, which is very unfair. Considering the fact that Blaster is so easy to use - all you have to do is literally to die, and try to have double damage on when you do (and the fact that it is now always charged with the new 3 second cooldown), even a total noob with Blaster is a pain to face with melee turrets. So in my opinion, and clearly the opinion of mj who started this topic - and many others - something needs to be done about this. It would be nice if Blaster is a viable drone, but this can't come at the cost of it being heavily OP against certain specific equipment.

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