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5. Important things that should be improved or balanced in this game


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Hello, I am creating this topic to summarize important things that should  be balanced or improved in this game but are not, and it seem like there is not enough attention directed towards those things.

Maybe some of them are kept unbalanced on purpose but generally they should have been on  devs radar and because of that I am creating this summarize topic where I will explain why should that particular thing be improved/changed in a way so it will benefit overall variety and balance in game.

 

1. Blaster augment

Currently this augment is killing MM. It does not have any disadvantage and it highly rewards dying which is in its concept in PvP game bad.  Nobody should be rewarded for bad gameplay, actually it should be opposite, meele and close range turrets suffer from this the most

  Here are few reasons why its extremely toxic and should be improved.

  • There are several hulls overdrives that suffer under the dominance and flood of this augments in battle, -

                   Mammoth OD - this augment works exactly to the cards of someone with blaster.

                     Titan OD - In order to be protected you are locked in a small zone where you should be safe, quite easy target for someone with blaster, with combination of grenades there are small chances of surviving in a "protective dome" 

                     Hopper OD - if you kill light hull or  medium/heavy hull with your OD you are basically dead. Its not that big deal, hopper OD has more uses but I listed it anyway.   

  •  Players can easily time their self-destruct and kill someone with defender and 50 % prot against them, fair? Maybe but if you wanna complete game objective, like steal flag, etc and someone is self-destructing on purpose then its just not fair and make game annoying. 

 

  • Light hulls without LG or Blaster itself are not really playable, Imo light hulls are best for offensive play, this means they are good with meele or close ranged turrets but in Blaster meta  Light hulls + Meele/close range combos are hard (and sometimes annoying) to play due to this.  

 

  • There is no direct defence against it.  Sorry I dont wanna be forced to use 1 augment [lifeguard] all the time just to be somehow protected against blaster. This is making game rigid and not fun at all.  

  

What would be best improvement ?

  There are two options that can either be separated or combined together. 

  •     Jammer status effect will disable blaster augment.  Just like when Blaster was a drone, but - Player will still explode if he wont have Jammer status effect and is killed by someone who will 100 % apply Jammer status after shot.  
  • Add 45s cooldown (can be applied for every type of hull or adjusted for hull type) After player with blaster dies and explode, cooldown will start. After 45s he  will explode again after he is killed. If player survive 45s he does not have to respawn to have this ability ready. If player does have CD and he dies he will not explode and nobody will get damaged.  Light hull can for example have 25s cooldown while heavy 45s or vice versa.

In my opinion both of the options should be combined

Jammer would have bigger impact on game than it has (almost nobody use it anyway) and it would improve variety in game. Players would have to think about more options how to strategize their gameplay.  And finally - there would be direct defence against it.

Because of this change there is possibility for - jammer granade in future ,it will simply apply jammer status effect in XYm radius after its thrown.

    

2. Lifeguard 

Not as annoying as blaster, but I think it would be fair for it to have same countermeasures  just like against blaster. 

  • Jammer status effect will disable LG augment. LG effect will work even if player is shot by someone who will 100 % apply jammer status after shot, it wont work only if player is affected by Jammer prior killing shot
  • Add 45s cooldown (can be applied for every type of hull or adjusted for hull type) Example - Heavy hull could have 25s while light hull 45s or vice versa..

 

3. Dictator OD 

This overdrive deserve to be improved, there are few good reasons, first is, almost nobody is playing with it, would not it be better to have bigger variety in battles? Its supportive OD  and team work in  this game is dying, only real team work is only in groups for now.

There is big disadvantage in using it in offensive manner (sometimes also for defence) because it will iniciate repair kit cooldown - which IMO should be removed.  

Here is how I would improve Dictator OD

  • Apply - All the supplies  (except repair kit - so it does not initiate Cooldown)
  • Apply - SuperCharged Effect for all allies in radius just like it does now
  • 1 500 Hit points as a fixed heal for all allies in radius 
  • 1s Polarisation effect for all allies in radius 
  • For every other hull except Dictator - Increase their OD charge by 15 %   Back in old days this used to exists, now it would work same but For example If I have 55 % on Hornet and I am in radius of Dictator OD after his OD I would have 70 % (same for every hull except dictator)  Obviously after OD charge boost everyone who has been boosted can not be boosted by other dictator for next 30s (can be decreased increased as devs wants) 

This would improved Dictator OD a lot and make it another good supportive Hull. Now it just crap thats used only for gold hunting which is sad.

 

4. Freeze Effect  

Important status effect but little too annoying and overpowered.  It does not have to be status effect thats necessary changed, it can be augments that are super strong with it.

  • Best example here is Freeze Pulsar, it does apply freeze rate just like augmentless freeze yet at the same time its pulsar. Why other status effect does have reduced freeze rate by 70 % yet pulsar which is even worse does not? 

 

Another weird character of freeze effect is that despite I use repair kit to get rid of it, it takes like 5 full seconds to actually get mobility to normal. Why? It can be easily abused. It does not matter if someone uses  repair kit, he wont be able to do anything next 5s after it anyway.. 

  •     Example - someone with Shock freeze augment can easily turn me into ice and ignore me, even when I use repair kit to chase him (usually with flag or something)  I cant do anything, Burning effect will dissapear immediately  after RK, freeze does not. This needs to be fixed. It should work exactly like when Mammoth user is frozen and uses his OD - he will immediately gain all the mobility he had before.

 

How Would I improve freeze effect ? 

  • Remove Freeze effect from augment like Pulsar  (same treatment for Firebird Pulsar too)
  • Fixed it so after Repair Kit all the mobility of a Hull and Turret is back immediately
  • Remove - disabling Double Damage feature of freeze effect 
  • Apply - disabling Speed Boost feature of freeze effect  

This changes would turn freeze into better version thats supposed to immbile targets and destroy them because of that, not rellying on toxic feature like removing double dmg  or abusing fact that whoever uses repair kit cant still do anything for few seconds because how slowly affected tanks gains all the mobility back.

 

5.  Point rewards

I think this is imortant part of game and it does have way bigger impact than many of the players or possibly devs thinks

    Assault Game Mode - It used to be unique mode because it encouraged players to play active game and not camp (at least one team) It was one of my favourite modes because it had all the action I seek in battle. The biggest motivation of course was to cap flags and get points which were abused by few individuals who grinded phoenix augments and I agree that 80 points per cap was little too much but reducing points to only 20 per cap is ridiculous.

               IMO devs should improve reward for cap from 20 to at least 50. Its not easy task to go through enemy defence and cap flag, most of             the time players will die and wont be rewarded at all, it means it is high risk high reward situation. By removing "High reward" there is no motivation to go for "High Risk" objective. 

Here is how I would improve assault mode 

  • To motivate players to cap flags, I would increase points per cap to 50. I dont like the idea of being punished because of few individuals who were abusing system 
  • Players could get only 10K experience points toward phoenix missions in this mode in 1 day, after daily limit is reached, player still can play mode and gain points but it wont be counted towards phoenix missions.  

Points for killing bots

Yes we know bots are necessary in game now because of lack of players so we have to deal with them, but if devs want to motivate us to stay and actually play such battles with them, then there should be normal reward for killing them. most of the time they are just annoying, blocking passages, pushing everyone and disturbing their aim.. who wants to stay in such battles when even rewards suck? Nobody. 

What is the main reason behind nerf of points for killing bots? 

Contract missions, and possibly phoenix missions. It can easily be fixed if there is limit how many points per day can players get  that are counted toward contracts or phoenix missions. 

I dont think quick ranking up for new players is an issue big enough to nerf points per kill from bots. If yes then there can be special limit,  but after its reached it will not restrict players to get points towards ranks  but instead it will only decrease amount  per kill for that day. 

 

  

Thats it, I hope this wont get deleted I put lot of effort into it, I am curious what you all think about this 5 important improvements I suggested. What do you think? are the improvements good? Are they even needed? If you think not , tell me why you think so. 

There are probably more things but this 5 seem to have bigger importance than others. (at least from my perspective) I might forget something important so I am not against someone suggesting something I missed. 

 

 

Edited by Tekken8
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1. Completely agree. Something has to be done against Blaster augment! Mammoth OD needs protection against it as well! I also mentioned under someone elses post about the same thing, tanki should make the damage about 3 stage. 0-3m 100% 3-8m 50% 8-15m 25%

Light 500-1000-2000 Medium 750-1500-3000 Heavy 1000-2000-4000

Could add a special grenade that removes all types of hull augments!

2. I am fine with how the current Lifeguard is. The nerf from +1000 HP to +500 HP did the job in my opinion. From being +2 or even +3 shots it's only +1 shot now.

3. Agree! Dictator OD is the weakest of all! I even think It should some way damage enemies like 1000 chaos damage or instead of applying freezing effect it could apply burning and maybe jamming to enemies?! The Hitpoint idea is great, maybe limit it to 50% of the tank type (Light 1000, Medium 1500, Heavy 2000) and it doesn't trigger your repair kit. Could also improve the score you get from boosting allies. 15 score/ ally or 10/ ally, to make it worth using Dictator! 

4. 100% Agree!!! Freezing is one of, if not the most toxic status effects of all! However I don't know how disabling the speed boost effect would work, because I believe the freezing effect slows down the enemies even slower to your original speed, so I think there is no point in removing it.

I think tanki should limit the freezing effect /tick to maximum 1 second, and critical hit would give 5 second of freezing effect (shock freeze stays at 10 second freezing / tick)

I know burning was not part of this but i would match it to the freezing effect as i mentioned above, 1 second  burning/ tick maximum and critical hit would give 5 second burning (compact fuels stays at 10 second burning / tick)

5. ASL mode I completely agree! 50 score / flags seems good! I would also buff the defending teams score earning ways.

Here is what I would do:

Attacking team: Kill = 15 score, Assist = 5 score, Capturing a flag = 50 score

Defending team: Kill =  20 score, Assist = 5 score, Killing someone who has a flag = 25 or 30 score (In CTF when you kill someone you can receive 15 score if you return the flag, i know there is also a risk of enemy still being able to try and grab it so they can capture, and in ASL it's not the case, but I still believe it should be slightly more rewarded in ASL to kill someone who carries a flag, even if it's +5 score, because I think there is not enough motivation to kill someone with a flag in ASL.)

 

6. I know there wasn't a 6th point, but I would like to make my own.. and yes It is about Tesla... again! as I stated in many of my posts It is weak, and they only made it weaker! The damage per second of Tesla is 750, while every other melee range turret has 1200 or 1160 damage per second. The other melee range turrets has somewhat better critical damage than the regular, but Tesla's critical damage is the same as the regular.. Which I can understand in one way, but the other way I don't. I think It was heavily nerfed during the Lightning ball change, and I don't see why tanki couldn't increase Teslas critical damage to 1000 or 1100. I also had an idea which relied on making Tesla a "strong" / "useful" turret without interfering/buffing the damage, reload or any of the main characteristics.. and it was TC (Temperature Control) effect, which was basically about removing the Freezing and Burning status effects from teammates and Tesla could receive a minimum amount of score for doing so, about 1 or 2.

I will state again the few ways I think Tesla could receive a buff. (It is needed because there wasn't many Tesla users before, and now there is even less after the lightning ball nerf!)

1. The most harmless way: TC effect (I mentioned above, and I also have a separate post about it)

2. Damage: 900 Critical damage: 1000 or 1100 Reload: 1.2s (The change is only in critical damage)

3. Damage: 900 Critical damage: 900 Reload: 1.0s (The change is only in reload)

4. Damage: 900 Critical damage: 900 Reload: 1.2s Critical chance: 24% [The change is only in critical chance (The reload was 0.75s before the nerf and the critical chance was 15%... The reload now is 1.2s and the critical chance is still 15%. The reload increased with +60%, the critical chance is increased by none! 24% is +60% of the current critical chance)]

5. Damage: 900 Critical damage: 1160 Reload: 1.2s Ball lightning damage: 1400 (The change is in critical damage, and ball lightning damage... In this case could decrease the critical chance to 12% from 15%, and maybe increase the ball lightning reload from 6 seconds to 7 seconds)

 

I am also willing to hear anyones thoughts about Tesla, if it's about my ideas or even the way tanki nerfed it.. because the majority of people I ask about the Tesla changes, they also say that Tanki overnerfed it!

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On 12/14/2024 at 11:06 PM, AcnoIogia said:

1. Completely agree. Something has to be done against Blaster augment! Mammoth OD needs protection against it as well! I also mentioned under someone elses post about the same thing, tanki should make the damage about 3 stage. 0-3m 100% 3-8m 50% 8-15m 25%

Light 500-1000-2000 Medium 750-1500-3000 Heavy 1000-2000-4000

Could add a special grenade that removes all types of hull augments!

Definitely, I would not nerf dmg but I would make it less rewarding. This thing is worst because it rewards you when you are not performing well, this is actually the only game I ever played that have this flaw design.  

Mammoth OD unfortunately suffer the most, with Titan OD.  There is simple solution to for Titan OD, if Blaster could be disabled by Jammer then simply by adding passive Jammer effect for every enemy  in Titan Dome  would partially fixed problem, sure they could still use selfdestruct + repair kit to get rid of jammer but it would definitely made Titan OD resilient against Blaster. (not to mention 45s cooldown I suggested)  Mammoth OD will still suffer but if they decided to bring  45s cooldown it would occur way less than now. 

On 12/14/2024 at 11:06 PM, AcnoIogia said:

2. I am fine with how the current Lifeguard is. The nerf from +1000 HP to +500 HP did the job in my opinion. From being +2 or even +3 shots it's only +1 shot now.

 I am fine with it too, but to make things equal and balanced Lifeguard should have same rules as suggestion I made for  Blaster = 45s cooldown and disabled by Jammer (it can differ by hull type, can be 25/35/45s for heavy/medium/light hull) 

Actually Engineer augment should be affected by jammer too , but thats not a bid deal for game balance, its just about things being fair for "active" type augments. Maybe even Driver   augment under the Jammer status effect should not boost OD charge, but that would not have big impact anyway. 

On 12/14/2024 at 11:06 PM, AcnoIogia said:

3. Agree! Dictator OD is the weakest of all! I even think It should some way damage enemies like 1000 chaos damage or instead of applying freezing effect it could apply burning and maybe jamming to enemies?! The Hitpoint idea is great, maybe limit it to 50% of the tank type (Light 1000, Medium 1500, Heavy 2000) and it doesn't trigger your repair kit. Could also improve the score you get from boosting allies. 15 score/ ally or 10/ ally, to make it worth using Dictator! 

  Interesting idea, chaos dmg would not be bad either, or burning effect, but I think Dictators main focus should be suppor for team not to kill enemies, Freeze effect is great for dictator to make enemies "paralyzed" but it wont hurt them. 

Maybe I would steal your idea and suggested it for hornet, 1K chaos dmg addition would not be bad for it. I was thinking about hornet OD disabling enemy autoaim (no autoaim + you would not see highlighted enemy (red/orange/yellow frame) for like 5-10s  But I wonder how hard would that be to program and work without any flaws. 

 

On 12/14/2024 at 11:06 PM, AcnoIogia said:

4. 100% Agree!!! Freezing is one of, if not the most toxic status effects of all! However I don't know how disabling the speed boost effect would work, because I believe the freezing effect slows down the enemies even slower to your original speed, so I think there is no point in removing it.

I think tanki should limit the freezing effect /tick to maximum 1 second, and critical hit would give 5 second of freezing effect (shock freeze stays at 10 second freezing / tick)

I know burning was not part of this but i would match it to the freezing effect as i mentioned above, 1 second  burning/ tick maximum and critical hit would give 5 second burning (compact fuels stays at 10 second burning / tick)

 

 I do agree about speed boost removal, it would not be as different as it is now. Imo whole burning/freeze idea should be reworked, there should be more than +1 or -1 tempreature limit. I had idea about +3 and -3 as a max temreature limit and burning and freezing effect would gradually get stronger the higher/lowe your tempreature is. It could work like this for Firebird - if you have  maximum 0 to +1 temp. then burning dmg is certain % of your base dmg per tick. +1 to +2  even bigger % of your base dmg. and then +2 up to 3  there would be additional effect and that is - your double armor would not work (or would not be as effective - this might be harder   to implement so its big question mark) And same for freeze, 0 to -1   movement and speed would be reduced by certain % of freeze base dmg, -1 to -2   same but stronger effect, and -2 up to -3  additional effect - double dmg wont work (as it is now) 

 

On 12/14/2024 at 11:06 PM, AcnoIogia said:

5. ASL mode I completely agree! 50 score / flags seems good! I would also buff the defending teams score earning ways.

Here is what I would do:

Attacking team: Kill = 15 score, Assist = 5 score, Capturing a flag = 50 score

Defending team: Kill =  20 score, Assist = 5 score, Killing someone who has a flag = 25 or 30 score (In CTF when you kill someone you can receive 15 score if you return the flag, i know there is also a risk of enemy still being able to try and grab it so they can capture, and in ASL it's not the case, but I still believe it should be slightly more rewarded in ASL to kill someone who carries a flag, even if it's +5 score, because I think there is not enough motivation to kill someone with a flag in ASL.)

 I think there is 20 points for kill , I am not sure if its only for defence or both teams. Additional bonus for someone carrying flag is good idea I agree with you. 

On 12/14/2024 at 11:06 PM, AcnoIogia said:

6. I know there wasn't a 6th point, but I would like to make my own.. and yes It is about Tesla... again! as I stated in many of my posts It is weak

Well yeah, Imo status effect should be kept as they are now, no mercy for that. But I agree that tesla lack good augments, there is only one good for now. I think they were little to harsh about it but I dont know how I would improve tesla to the point where its not OP or toxic (as it was before nerf)  I am expecting critical mix for tesla in future so that will partially fix problem with ball chaining, but thats still two augments, crystal augments are meh and status are way too toxic and OP  

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On 12/17/2024 at 11:23 AM, Tekken8 said:

Well yeah, Imo status effect should be kept as they are now, no mercy for that. But I agree that tesla lack good augments, there is only one good for now. I think they were little to harsh about it but I dont know how I would improve tesla to the point where its not OP or toxic (as it was before nerf)  I am expecting critical mix for tesla in future so that will partially fix problem with ball chaining, but thats still two augments, crystal augments are meh and status are way too toxic and OP  

I think base Tesla ball lightning range should be no more than the regular chain lightning's range, which is 25m! The ball reload should be 5 seconds, because to reach 25m it would take 5 seconds, so you could always have 1, but only one lightning ball on the field (This would be only for base Tesla!!!) But they could improve the lightning balls range with augments...

Thus could work for the status effects as well, only 25m, but give back the normal chaining ability.

And this -50% damage if you connect to a ball lightning is stupid... I would make it only -25%

Another idea is, if there is more than 1 enemy in the chain lightning circuit, your main taget should still receive the most damage, for example: if you shoot someone he receive like 80% (720) of the damage and the second person who is only getting affected by the chain (not direct hit), he receive 20% damage of the damage (180) But idk how this would work if there is 3-4-5... or more people in the chain. ? I would imagine 3 enemy: 80-10-10% 4 enemy: 80-6,6-6,6-6,6% 5 enemy: 80-5-5-5-5%

Basically It would make it easier to kill a main target, but the other people in the chain would only receive "chip" damage... to be honest, i don't know how this would affect the gameplay or is this any good idea?!.

(And yes, in ASL both team gets 20 score for killing, but for attacking team i would reduce it to 15, if capturing will be worth 50 score ?)

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On 12/12/2024 at 1:10 AM, Tekken8 said:

There is no direct defence against it.  Sorry I dont wanna be forced to use 1 augment [lifeguard] all the time just to be somehow protected against blaster. This is making game rigid and not fun at all.  

The developers don't care about the game being fun. Fun was thrown out the window long ago, so sorry but history is going to repeat itself, surely with grenades. They need to milk the whales as much as possible to stay alive. Opex said that their revenue is nice, and even if that was true the game will sooner or later have more bots than players.

Aside for that, i will give you my opinion on your ideas.

1. i agree

2. i agree

3. i ESPECIALLY agree

4. i agree, but only partially. The issue with freezing is that it punishes tracked hulls only. Since freeze only slows down the turret rotation speed, tracked hulls need to carefully use their arrow keys to have a chance of defending themselves, while flying hulls follow the movement of the mouse, so even if the turret is locked in place, it doesn't matter, because the hull becomes the turret. I agree that the repair kit should instantly remove any penalty to the movement when used and pulsar augment should have no additional freeze/fire effect, however i am against the removal of DD deactivation evne though the idea of speed boost deactivation is interesting, still, DD is somewhat the only reliable effect against paladin users, and then again trickster barely gets affected by freezing. I don't find having no DD a problem, the problem is the vast difference between hull types, which of course, flying hulls are already overpowered and way better than tracked ones since they are immune to impact force, can phase through tanks, almost never flip etc.

5. I would straight up remove this gamemode from the game. Assault has been arguably the worst gamemode ever introduced, with unfairness all over the place, from maps having the defense point right in front of ramps to players in the defense team farming scores by spawnkilling as many attacking players as possible without being punished for it to straight up players in the defending team being useless mults ON PURPOSE! so the attackers could finish the game as fast as possible and they could move on to the next Assault game "in hopes" to be on the attacking team, that's just ridiculous and giving 50 scores back for capping flags would re-introduce this problem, even with the points limitation. 10k points takes a while to earn even with premium, and the mm would be filled by abusing players no matter what.

I don't care about bots much, but let me quote one thing that is really interesting and will directly connect to something i think needs to be addressed.

On 12/12/2024 at 1:10 AM, Tekken8 said:

I dont like the idea of being punished because of few individuals who were abusing system 

And here i'm adding my own "thing to fix"

6. ISIDA

Isida's critical hits in healing mode were heavily nerfed, and the healing playstyle was crippled due to some clown youtubers grinding for Phoenix augments in Juggernaut mode with their Isida pets running hornet. This turret is barely used for its original purpose nowdays, and "everyone" got punished because some loser wanted a fancy new toy by abusing the system. So the solution of the devs? Cripple critical hits (watch out, we wouldn't want our healers to make good plays, but don't worry, because the viking+magnum or the crisis+scorpion+tornado on the other side of the map has the freedom of killing your Juggernaut anywhere, anytime! Just press two keys and it's done! :3) Because hey, Juggernaut gets no damage resistance and can die in just 2 seconds to some random viking overdrive or cyclone augment but god forbid our Isida healing for just as much. The new nemesis augment deals 9k+ damage with crisis, and then there's Opex talking about power creep. Very funny. And they nerfed Juggernaut score abuse towards phoenix only later, without giving Isida anything back.

Isida in general is just not good in healing mode, if you use support nanobots you become slightly better at healing and completely worthless at damaging, its original range has not been touched for years, and now everything deals immense splash damage, as a healer, you will be focused all the times, and i am unable to use any other drone aside Defender because having DA on cooldown is a death sentence when everything can instakill you even if you have 50% protection against it.

 

Edited by JustBlackWolf

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On 12/12/2024 at 12:10 AM, Tekken8 said:

I am creating this summarize topic where I will explain why should that particular thing be improved/changed in a way so it will benefit overall variety and balance in game.

Anything the devs "MIGHT" act on in your little list of fixes will only be done if it suits "THEIR" purpose, no other reason and certainly not because you or any other player thinks it is a good idea, regardless of game balance, which the devs have no concept of, only cash.

 

On 12/12/2024 at 12:10 AM, Tekken8 said:

and someone is self-destructing on purpose then its just not fair and make game annoying. 

You mean annoying for you. 

Bottom line is that the entire game is a complete quagmire of crap, tonne's of it.

The only way to improve this game is to have a complete overhaul, basically start again.

What has killed game play the most-augments, trashcans, overdrives. These are the 3 main mechanics that have stuffed game play. There are many, many more but these 3 are the worst offenders and the devs couldn't give a crap. There will never be balance in a game aimed solely at making cash from brainwashed sheep/buyers. 

These are the facts and they will never change. It's like when hazel comes on the forum and posts something, anything it could be gibberish but there are players who always give good ol hazel the thumbs up/like, sad really.

On 12/18/2024 at 9:23 AM, JustBlackWolf said:

and the healing playstyle was crippled due to some clown youtubers grinding for Phoenix augments in Juggernaut mode with their Isida pets running hornet

Completely agree.

Say it as it is bro. There are not many that get on this forum that have the smarts to really understand what the devs are doing.

On 12/18/2024 at 9:23 AM, JustBlackWolf said:

because having DA on cooldown is a death sentence when everything can instakill you even if you have 50% protection against it

That's augments for you, a scourge on the game and it will only get worse, much worse because cash rules and hazel seriously does not give a crap about the mechanics of the game, as long as it makes cash from his fav players, the brainwashed buyers.  

 

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On 12/18/2024 at 10:23 AM, JustBlackWolf said:

The developers don't care about the game being fun. Fun was thrown out the window long ago, so sorry but history is going to repeat itself, surely with grenades. They need to milk the whales as much as possible to stay alive. Opex said that their revenue is nice, and even if that was true the game will sooner or later have more bots than players.

Sadly true

On 12/18/2024 at 10:23 AM, JustBlackWolf said:

4. i agree, but only partially. The issue with freezing is that it punishes tracked hulls only. Since freeze only slows down the turret rotation speed, tracked hulls need to carefully use their arrow keys to have a chance of defending themselves, while flying hulls follow the movement of the mouse, so even if the turret is locked in place, it doesn't matter, because the hull becomes the turret. I agree that the repair kit should instantly remove any penalty to the movement when used and pulsar augment should have no additional freeze/fire effect, however i am against the removal of DD deactivation evne though the idea of speed boost deactivation is interesting, still, DD is somewhat the only reliable effect against paladin users, and then again trickster barely gets affected by freezing. I don't find having no DD a problem, the problem is the vast difference between hull types, which of course, flying hulls are already overpowered and way better than tracked ones since they are immune to impact force, can phase through tanks, almost never flip etc.

 

 

I agree with flying hulls being better than track hulls, I think sideways acceleration and maximum sideways speed has to be reduced so its not so beneficial

I think freeze turning off DD is little too much with addition of freezing tank, imagine if firebird could turn your double armor off while you have burning effect. They should keep it separated  between augments, like augment for freeze that is turning your DD off but it does not freeze your tank, and vice versa, example - shock freeze will freeze you tank but does not turn DD off. Maybe its just me , anyway good to see other opinions.

On 12/18/2024 at 10:23 AM, JustBlackWolf said:

 

6. ISIDA

Isida's critical hits in healing mode were heavily nerfed, and the healing playstyle was crippled due to some clown youtubers grinding for Phoenix augments in Juggernaut mode with their Isida pets running hornet. This turret is barely used for its original purpose nowdays, and "everyone" got punished because some loser wanted a fancy new toy by abusing the system. So the solution of the devs? Cripple critical hits (watch out, we wouldn't want our healers to make good plays, but don't worry, because the viking+magnum or the crisis+scorpion+tornado on the other side of the map has the freedom of killing your Juggernaut anywhere, anytime! Just press two keys and it's done! :3) Because hey, Juggernaut gets no damage resistance and can die in just 2 seconds to some random viking overdrive or cyclone augment but god forbid our Isida healing for just as much. The new nemesis augment deals 9k+ damage with crisis, and then there's Opex talking about power creep. Very funny. And they nerfed Juggernaut score abuse towards phoenix only later, without giving Isida anything back.

Isida in general is just not good in healing mode, if you use support nanobots you become slightly better at healing and completely worthless at damaging, its original range has not been touched for years, and now everything deals immense splash damage, as a healer, you will be focused all the times, and i am unable to use any other drone aside Defender because having DA on cooldown is a death sentence when everything can instakill you even if you have 50% protection against it.

 

 I absolutely agree, I am isida main, I have to most hours played on it from all of my turrets.

Support nanobots got a little buff recently with isida base range increased to 25m.  

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Hard agree on Dictator needing a buff of some sort. Such a classic hull is barely played nowadays.

Perhaps an simple answer would be to either:

1) Increase how quickly Dictator's overdrive charges.

2) Increase the points given when Dictator shares its overdrive.

3) Give Dictator a small hp buff to make it a heavier medium hull.

Edited by Potdindy

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