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Balance Turrets Critical Shots


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We need a balance in the critical shots from the turrets.

We can't have towers with certain augmentations with a great advantage in critical shots over others... See this example:

Shaft RAPID-FIRE MODE: Can fire 3x very quickly and 90% of the time (or more) it is guaranteed that 1 shot out of those 3 will be a critical damage shot.

Not only that, Magnum also needs nerf. It also has very frequent critical shots, not to mention that the Magnum also needs nerf either in damage, or in the damage radius... It has very strong damage and reaches an extremely large area for a tower that is hidden in the enemy base, just shooting from afar, you are hitted with 100% damage and status effect being so far from where the shot lands.

Not to mention that Magnum's armor-piercing applies status effects to all shots... Why? Since they removed this from other towers, like Striker, this should be balanced in the others.

Another tower that needs to be balanced is the Hammer, it also has almost guaranteed critical damage in 3 shots, it is very common to apply the status effect in 3 guaranteed shots.

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On 10/21/2023 at 9:19 AM, AzaborBR said:

Another tower that needs to be balanced is the Hammer, it also has almost guaranteed critical damage in 3 shots, it is very common to apply the status effect in 3 guaranteed shots.

It does not have guaranteed critical damage. It has guaranteed status application every 3 shots. 

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1. Who said life was fiar?

2. No. That's the whole point of augments. 

3. If there's a greater advantage in critical, then the damage will be nerfed

4. Why does everyone want everything to be equal to each other? Damage, Critical, rotation speed, (and yes I've witnessed these before), etc.

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On 10/21/2023 at 1:22 PM, SoakedBlame said:

1. Who said life was fiar?

A. Tanki is not life. Never seen a floating tank anywhere in real life.

 

On 10/21/2023 at 1:22 PM, SoakedBlame said:

2. No. That's the whole point of augments.

B. Money is the point of augments.

 

On 10/21/2023 at 1:22 PM, SoakedBlame said:

3. If there's a greater advantage in critical, then the damage will be nerfed

C. Not until a certain amount of players buy it first. Buff, buy, nerf, repeat.

 

On 10/21/2023 at 1:22 PM, SoakedBlame said:

4. Why does everyone want everything to be equal to each other? Damage, Critical, rotation speed, (and yes I've witnessed these before), etc.

D. Because--from a players perspective--this game could be about skill and not what you buy.

Unfortunately, THIS game is about what you buy and not about skill.

But that doesn't mean no one can complain about it.

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On 10/21/2023 at 1:22 PM, SoakedBlame said:

1. Who said life was fiar?

2. No. That's the whole point of augments. 

3. If there's a greater advantage in critical, then the damage will be nerfed

4. Why does everyone want everything to be equal to each other? Damage, Critical, rotation speed, (and yes I've witnessed these before), etc.

It's not about being equal, it's about being fair.

Let's take the Striker example, before we could choose based on strategies when we would charge the shot to get a status hit, later this possibility was removed, leaving criticals and status effects completely random.

Why some turrets and their most powerful and rare augments were nerfed, becoming random and other turrets received upgrades with guaranteed status effects after a short volley of shots.

With some turrets, it is common for you to fire 4, 5 or 6 shots at an enemy without any critical, and the enemy only fires 1 to 3 shots with an almost guaranteed critical, ever.

Edited by AzaborBR
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On 10/21/2023 at 9:19 AM, AzaborBR said:

Shaft RAPID-FIRE MODE: Can fire 3x very quickly and 90% of the time (or more) it is guaranteed that 1 shot out of those 3 will be a critical damage shot.

Just curious, what is the % protection you have for your Shaft module and Armadillo module?

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On 10/23/2023 at 11:58 AM, TheCongoSpider said:

Just curious, what is the % protection you have for your Shaft module and Armadillo module?

45% Eagle and 35% armadilo

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On 10/24/2023 at 2:43 PM, AzaborBR said:

45% Eagle and 35% armadilo

Yeah I see why you'd complain about RFM. Crisis RFM users can kill you with a burst of they catch you without maximum armour on. You need near maxed of each if you want to survive a burst that has a critical hit in it. But then again, this is the downside of Crisis. You're limited to one supply at a time. If you were using something like Hyperion you wouldn't have too much problem with RFM. 

 

RFM on its own isn't anything special. But when paired with Crisis, it turns efficient, just like every other ranged/burst damage turret/augment. 

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