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Tesla in the Garage and new augments


Marcus
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13 hours ago, TheCongoSpider said:

I'm hoping this Friday brings ACTUAL balance to Tesla, and not another petty slap on the wrist nerf like what they did in the last one. 

 

There are so many things overbearing with Tesla, and @Akame put it succinctly; Tesla has no rules at the moment.

Infinite firing with a very fast firing rate, very high base damage, 20% maximum critical chance instead of 10%, the ability to attack enemies through allies, for a while it had longer base range than the other melee turrets, a wider cone angle than Isida despite not needing to focus on the target for the hit detection to work, a portable Magnum-damage projectile you can chuck at enemies. It is simply too much utility in one turret.

 

"Just use Tesla protection". Yeah, I've been using 40% since garage release and you know what insane value it gives me in a 1 v 1 if I don't have DA active? It lets me survive a whopping 0.9 seconds longer. If I'm using a light hull, instead of instantly oneshotting me, I'll survive for exactly 0.9 seconds. Whose bright idea was it to give a hitscan melee turret 1,000 damage with that firing rate?

 

 The reach of the ball lightning is far too long. It feels inescapable most of the time when I'm running away from it. The problem becomes worse when multiple balls are flung in the air. And then there is a 20% chance to ignore the protection modules and penetration. So the Tesla module is even less valuable. As soon as a Tesla gets Supercharge, it teamwipes, owing to the smart guy giving it 1,000 base damage. 

 

 

I like the design of the augments. Simple changes that have big playstyle differences. But they each come with their own problems. Dilatory Protocol is another braindead camper addition, which is also being abused in Siege. Adrenaline allows you to start oneshotting light hulls the moment a single Twins projectile scratches you. It's simply stupid that the moment you start to defend yourself, you instantly die quicker. Then we move on to another problem of Tesla. It has too much burst damage potential. This is exacerbated mainly with Acceleration Protocol and Electroturret, as well as Adrenaline. With Acceleration and Electroturret, just chuck the ball at the enemy and immediately you severely weakened them, if not killed them. How dastardly it is to see a Tesla shoot a ball from halfway across the map and kill you. It's a melee range turret by the way. Get scratched by a Twins and suddenly your ball lightning starts oneshotting light and heavy hills with Adrenaline. 

Minus-Field would be a waste of crystals for me personally, but I've seen a few genius applications of it. So spectacular that I don't mind it that I die to them. I'm just impressed at their ingenuity. 

 

__________________

 

Tesla is another addition to the roster and I have to accept that and adopt countermeasures for it like all the other turrets. But much as I hate having to fight Teslas, y'know what I really hate about Tesla in its current state? The GARBAGE drone balance in this game. Teslas with Booster/Defender/Crisis. If base Tesla was tolerable, the addition of these drones to it makes them insufferable. Overbearing base stats, then adding on near unkillable armour to it. Remember that 1,000 base damage rant earlier? That allows Tesla with Booster to oneshot heavy hulls or light hulls through DA. Or just simply kill anything in front of it. Tesla itself is busted, but it's not a humongous problem when you take away those drones from it.

Booster and Defender in particular are too powerful, and have been too powerful for far too long. With each subsequent balance change after the critical hit update, they've only been becoming more potent. And what do they do? They kill the Driver and Assault drones, out of the blue. Then also kill Blaster, another up and coming drone that finally saw proper use after years. Now that you HAVE to upgrade a drone to get your supplies back, you have little reason to not go to Booster or Defender. If they gut these drones to be on equal footing with the other drones, so much imbalance would go away. Grouped players abusing overpowered equipment would become much more manageable. 

 

 

Here's to hoping they give it proper balance before releasing Tesla's status effect augments. I just can't wait to have my protection module manually disabled by an AP Tesla. 

 

 

 

All I can say about this is: Good Luck.

I have played quite a few F2P, P2W games in my life. I understand how this business model works. Yet, so far Alternativa Games has the worse implementation of that model. They managed to trigger buyers. 

Edited by Warpriest

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I certainly hope they do NOT nerf defender drone. I need that to play tanki online normally. Without it my fully upgraded hulls are destroyed in 1 second. The alternative would be to camp all of the time.

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12 minutes ago, ghost-guns said:

I certainly hope they do NOT nerf defender drone. I need that to play tanki online normally. Without it my fully upgraded hulls are destroyed in 1 second. The alternative would be to camp all of the time.

To be honest, except for Crisis, which P2W kinds of justify its effectiveness, there isn't really any logical reasons to explain why Booster and Defender are more effective than the rest of the drones. So either a nerf to both of them or a buff to the rest of the drones will be logical. But this is Alternativa we are talking about, a bunch of Russian which is infamous of making decisions that make zero sense.

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33 minutes ago, Warpriest said:

To be honest, except for Crisis, which P2W kinds of justify its effectiveness, there isn't really any logical reasons to explain why Booster and Defender are more effective than the rest of the drones. So either a nerf to both of them or a buff to the rest of the drones will be logical. But this is Alternativa we are talking about, a bunch of Russian which is infamous of making decisions that make zero sense.

Dont forget that they are one of the best studio in russia.

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15 hours ago, TheCongoSpider said:

despite not needing to focus on the target for the hit detection to work,

Bit like mobile players then, seems fair, does it not.

 

15 hours ago, TheCongoSpider said:

Whose bright idea was it to give a hitscan melee turret 1,000 damage with that firing rate?

A flying hack hater I hope. 

 

15 hours ago, TheCongoSpider said:

As soon as a Tesla gets Supercharge, it teamwipes, owing to the smart guy giving it 1,000 base damage. 

I'd call him/her insightful.

 

15 hours ago, TheCongoSpider said:

Dilatory Protocol is another braindead camper addition, which is also being abused in Siege.

Again, insightful. It puts those flying monkeys in their place in mid air. Ah the joy when those braindead legal hacks explode mid flight. 

 

16 hours ago, TheCongoSpider said:

If base Tesla was tolerable, the addition of these drones to it makes them insufferable.

So just like the flying monkey then.

 

16 hours ago, TheCongoSpider said:

Tesla itself is busted,

Do I even need to name it.

 

16 hours ago, TheCongoSpider said:

I just can't wait to have my protection module manually disabled by an AP Tesla.

EMP gauss is much worse and those stun shots by striker and rail are just as annoying.

Tesla is OP, but in todays TO any buyer with whatever combo he/she uses is potentially OTT. 

The game is severely broken and favours buyers exclusively. 

I will enjoy using tesla as much as I can before they nerf it into the ground, which is their usual strategy when enough players have it equipped. 

The devs only see the cash potential when releasing a new update, balance is non existent and will remain like that. As long as there are buyers willing to fork out for the over inflated prices the devs ask for TO will continue to go down hill. As for F2P players, the devs pay them no heed and they are and always will be, cannon fodder for the buyers.

 

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On 8/21/2021 at 12:11 AM, Tanker-Arthur said:

Simple...

 

Mk1 B0-NK Deals 2,000 damage per shot

Mk8 B0-NK  Deals 4,000 damage per shot

 

Mk1 Heavy Hull: 2,000 health

Mk8 Heavy Hull: 4,000 health

 

Overall Solution: Reduce the damage from 9999 down to 4000 at Mk8 :)

And give it a charging mechanism like Shaft. Longer you holding that hammer mid-air, more damage when strikes. I am thinking of giving it 5 seconds to charge.

On 8/23/2021 at 1:44 PM, DestrotankAI9 said:

I am very annoyed that they have given such a huge nerf to Hornet ( 3 seconds AP???)

A bit too short yes.

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4 hours ago, RIDDLER_8 said:

I personally think that BO-NK should be called Sledgehammer because that's what this turret actually is. To be honest with you, the classification of this sledgehammer weapon is not even classified as a turret. Instead, it should rather be classified as a handheld weapon like a axe or road breaking hammer that is used to break down tarmac.

 

Calling it "Sledgehammer" makes it too similar sounding to "Hammer", the shotgun turret.

 

"B0-NK" sounds way better and more distinct in my opinion.


And also it's not "Bonk", it's "B - 0 - N - K" - an acronym name. What it stands for we have yet to know.

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Just now, FrozenRailgun said:

And give it a charging mechanism like Shaft. Longer you holding that hammer mid-air, more damage when strikes. I am thinking of giving it 5 seconds to charge.

That honestly sounds a bit underpowered. (Unless of course, you pair it with Trickster/Crisis, but those things are another problem about the game)

Especially considering B0-NK only has TWO meters of range  ?

And the fact that it already has 2.9 seconds of reload plus a 1.3 second duration/delay in which the hammer swings before it actually hits the target.

 

By the time the 5 seconds have charged up, enemies would've already killed you or they would've saw you and ran away as fast as they can.

 

 

Personally, I think the turret is 95% alright - it just needs a damage nerf to allow protection modules to counter it. (And its skin needs more silver parts and no perma-orange paint)

Besides, a 2.9 second reload plus a 1.3 shot delay equals a 4.2 second firing rate, in which you can only land shots once every 4.2 seconds.

If B0-NK hypothetically did 4,000 damage, than with the 4.2 second firing rate factored in, it would have a DPS rating of 952 damage per second.

Which, is less than Isida and Tesla (both these turrets need damage nerfs anyway) and only slightly higher than Freeze's. Either way, B0-NK's hypothetical 952 DPS is balanced out by the very short range, and compared to Freeze, B0-NK can do all its damage in one hit and thus, it doesn't need sustained firing. However, Freeze's sustained firing allows it to easily kill groups of enemies if given the chance while B0-NK will unfortunately have too much "overkill" if it happens to whack a weak enemy and thus its shot is wasted when it could've been used on a higher health enemy. Either way, B0-NK will only excel against single targets and afterwards, will have a 4.2 second downtime before it can kill someone else. This is a lot of time for other turrets to try to take it down. Also, going back, B0-NK only has 2 meters or range anyway, which means even Firebird, Freeze, and Isida will have no trouble killing it if they are skilled enough to mind their surroundings and back away (the same always occurs anyway when a turret of a higher range class is fighting one with a lower range). So I don't think delaying its shot by a further 5 seconds will make B0-NK balanced - it'll just make it extremely weak. It's poor range and poor agility and sluggish reload is balanced by the fact that it can insta-kill anyone with every conventional shot, without needing to lose mobility or have to lock on for a period of time in order to activate a secondary firing mode, which is what Shaft and Striker suffer from for their insta-kill abilities.

 

Edited by Tanker-Arthur
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Just now, numericable said:

Funny how You guys really think that a fast-made weapon for a special event, moreover that was supposed to be a joke, could really have its place in the garage.

Gauss

Edited by Tanker-Arthur

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Just now, numericable said:

Funny how You guys really think that a fast-made weapon

Gauss was released mere weeks after they announced it. 

Just now, numericable said:

moreover that was supposed to be a joke

Honestly, Gauss as it is right now is a joke. It has no special mechanics of its own. Arcade shots are basically Smoky shots, has splash damage like Thunder, has the same splash radius as a Magnum via the sniping shot, and locks onto enemies like Striker.

Overall, its really what if you combined a Thunder, Striker, and Railgun together.

 

Terminator is a sorta "joke turret" because it's just a photoshopped Railgun, converted into a super turret and is an overall combination of Railgun and Striker...

Gauss is pretty much the same - for two years it was the best turret in the game, so it could arguably be a super turret as well, and it is really just a combination of multiple exiting turrets and even the skin looks like what if Thunder had an M10 skin or something like that, in the hypothetical event that the developers made skins for more upgrades than just M0-M3, than Gauss' skin is really just Thunder but very sleek and more advanced.

 

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Will developers make more augments for Tesla? I hope so because Tesla needs more augments for further customizing Tesla's parameters. Another thing that Tesla is missing are shot effect colors. Smoky and Thunder needs them as well. Please add shot color effects for Smoky, Thunder & Tesla. Those are greatly needed. Thanks.

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17 hours ago, FrozenRailgun said:

And give it a charging mechanism like Shaft. Longer you holding that hammer mid-air, more damage when strikes. I am thinking of giving it 5 seconds to charge.

A bit too short yes.

Yeh I agree 

That would make it better

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On 8/23/2021 at 8:21 PM, TheCongoSpider said:

I'm hoping this Friday brings ACTUAL balance to Tesla, and not another petty slap on the wrist nerf like what they did in the last one. 

 

There are so many things overbearing with Tesla, and @Akame put it succinctly; Tesla has no rules at the moment.

Infinite firing with a very fast firing rate, very high base damage, 20% maximum critical chance instead of 10%, the ability to attack enemies through allies, for a while it had longer base range than the other melee turrets, a wider cone angle than Isida despite not needing to focus on the target for the hit detection to work, a portable Magnum-damage projectile you can chuck at enemies. It is simply too much utility in one turret.

 

"Just use Tesla protection". Yeah, I've been using 40% since garage release and you know what insane value it gives me in a 1 v 1 if I don't have DA active? It lets me survive a whopping 0.9 seconds longer. If I'm using a light hull, instead of instantly oneshotting me, I'll survive for exactly 0.9 seconds. Whose bright idea was it to give a hitscan melee turret 1,000 damage with that firing rate?

 

 The reach of the ball lightning is far too long. It feels inescapable most of the time when I'm running away from it. The problem becomes worse when multiple balls are flung in the air. And then there is a 20% chance to ignore the protection modules and penetration. So the Tesla module is even less valuable. As soon as a Tesla gets Supercharge, it teamwipes, owing to the smart guy giving it 1,000 base damage. 

 

 

I like the design of the augments. Simple changes that have big playstyle differences. But they each come with their own problems. Dilatory Protocol is another braindead camper addition, which is also being abused in Siege. Adrenaline allows you to start oneshotting light hulls the moment a single Twins projectile scratches you. It's simply stupid that the moment you start to defend yourself, you instantly die quicker. Then we move on to another problem of Tesla. It has too much burst damage potential. This is exacerbated mainly with Acceleration Protocol and Electroturret, as well as Adrenaline. With Acceleration and Electroturret, just chuck the ball at the enemy and immediately you severely weakened them, if not killed them. How dastardly it is to see a Tesla shoot a ball from halfway across the map and kill you. It's a melee range turret by the way. Get scratched by a Twins and suddenly your ball lightning starts oneshotting light and heavy hills with Adrenaline. 

Minus-Field would be a waste of crystals for me personally, but I've seen a few genius applications of it. So spectacular that I don't mind it that I die to them. I'm just impressed at their ingenuity. 

 

__________________

 

Tesla is another addition to the roster and I have to accept that and adopt countermeasures for it like all the other turrets. But much as I hate having to fight Teslas, y'know what I really hate about Tesla in its current state? The GARBAGE drone balance in this game. Teslas with Booster/Defender/Crisis. If base Tesla was tolerable, the addition of these drones to it makes them insufferable. Overbearing base stats, then adding on near unkillable armour to it. Remember that 1,000 base damage rant earlier? That allows Tesla with Booster to oneshot heavy hulls or light hulls through DA. Or just simply kill anything in front of it. Tesla itself is busted, but it's not a humongous problem when you take away those drones from it.

Booster and Defender in particular are too powerful, and have been too powerful for far too long. With each subsequent balance change after the critical hit update, they've only been becoming more potent. And what do they do? They kill the Driver and Assault drones, out of the blue. Then also kill Blaster, another up and coming drone that finally saw proper use after years. Now that you HAVE to upgrade a drone to get your supplies back, you have little reason to not go to Booster or Defender. If they gut these drones to be on equal footing with the other drones, so much imbalance would go away. Grouped players abusing overpowered equipment would become much more manageable. 

 

 

Here's to hoping they give it proper balance before releasing Tesla's status effect augments. I just can't wait to have my protection module manually disabled by an AP Tesla. 

 

 

 

Shaft: Am I a joke to you!?

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On 8/5/2021 at 9:44 PM, Warpriest said:

I mean, every one with even slightly common sense will know Tesla is currently OP. If it is released like that with zero changes, soon we will see army of Tesla polluting this game. Just like how Hornet and HI + IB Vulcan used to do.

If that's the case, I would rather want it to never get released, at least people can play the game (relatively) normally without it.

And apparently I was right

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I shall continue to use the Tesla turret for as long as I need to. This turret is amazing. I love it. Please do not hesitate or forget to release the BO-NK sledgehammer turret. I need this one too. Please release it as soon as possible. Thank you guys.

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