Let's go, as it is.
Hello tankers!
Today we're gonna have a slightly different video.
We usually show you videoblogs or something like that,
but today we have decided to do
a video announcement about the balance changes
that will be implemented soon.
We usually do this in text format,
but we have noticed that sometimes these announcements
can cause a bit of confusion,
instead of making it clear for you what has changed and why.
So, in this video i will try to
explain clearly and briefly
what we have changed, in what way
we have changed it, and most importantly
why we have changed it.
Let's try, and we'll see, how it works out,
maybe it will be much better.
We have implemented changes in a few turrets:
these are Firebird, Isida, Hammer, Smoky, Striker, Thunder and Magnum.
Let's start with Firebird.
The only change is that
the heating rate of tanks has been increased from 0.2 to 0.4.
But what is 0.2 really? Let me explain so you can understand how it works.
Every second that Firebird is attacking an enemy
at its optimal range, it heats it slightly.
0.2 is the index at which Firebird heats the enemy.
Unfortunately, this index was so low,
that in the 5 second duration of the energy gauge it could hardly reach
maximum temperature, so the damage was low.
We've received lots of feedback about this,
and we have paid attention to it
and decided to tweak things a bit.
Of course, we researched it very carefully first.
Where is Firebird in the game balance?
What happens to it in battles against other turrets?
This led us to the conclusion that if we increase this parameter slightly,
nothing bad will happen.
That's why we increase it.
At the same time, we decreased the bonus given by its alteration
by exactly the same amount, that we increased for the turret.
In reality, the end result for the alteration is that nothing really changes,
it remains as it was.
It's just the basic Firebird that changes.
We really hope you will like these changes.
Let's see how they will influence the game.
Hopefully Firebird will not annoy tankers too much.
Next is Isida.
Isida has also received positive changes:
It's damage and healing have been increased.
What happened exactly?
We realized that Isida still couldn't compete effectively
against other close combat turrets.
You're probably asking,
why not bring back self-healing for this turret,
that would make it great again as it was in the past.
The trouble with self-healing,
was that it wasn't much fun to play against it.
Of course, if you had self-healing and you reached your enemy
it was quick and easy,
you could destroy them in a few seconds, and they wouldn't be able to do anything to you.
But when you played against Isida, it didn't really feel fair.
Isida would come close to you,
and it would be simply unkillable
and there was nothing you could do about it.
That's why we decided to remove self-healing,
and instead do something more interesting with its damage.
Now the damage will be increased to 1000 dps when fully upgraded
So it looks like with a fully charged tank
Isida will be the turret, that will deal
the biggest damage per second in the game,
even bigger than what Twins did before.
Of course as long as the energy gauge isn't empty.
It is much more interesting to play
and the damage is just amazing, much better than self-healing
and we could only do this after we removed self-healing.
We hope you will also like such Isida.
Remember, big damage still doesn't make this turret
better than, for example, Firebird or Freeze,
because Isida doesn't heat, and it doesn't freeze,
plus it still only attacks one tank.
We hope, that you will enjoy Isida a lot more now.
Now, the most difficult point.
The changes in Hammer's balance.
It's horizontal spread has been increased slightly,
and the range of maximum damage has been increased
while the turret's rotation speed when using the alteration has been decreased.
How does this affect the turret
and what is the range of maximum damage?
Overall, there are now many Hammers,
especially in DM battles,
and they drive Twins and Ricochets out of DM battles,
because they are in principle efficient
on the range, that these turrets are efficient,
and Hammer is still better than close combat turrets,
because it simply doesn't have to get
within the range of close combat turrets
and can reach them efficiently.
So the turret is overpowered and has to be weakened in some way,
but decreasing the damage or firing rate
doesn't make the turret interesting.
In reality, it just makes the turret too weak.
Even a slight decrease in damage or firing rate
would make the turret less interesting
and give it nothing new, right?
It needs to be weakened in some way,
but also get some kind of new feature,
while at the same time become less aggressive.
That's why we have decided to increase horizontal spread
from 7 degrees to 10 degrees.
How will this affect the turret?
In close combat, when you are very close to tanks,
nothing will really change.
You will still be able to destroy your enemies,
just like you did with the old Hammer.
The changes are visible in mid-range combat.
Due to the increased spread angle
when attacking one tank,
your damage will probably be less,
the farther the tank is from you
But at the same time, due to the big spread
you will be able to damage several tanks,
as long as they are within your range.
So, before, you didn't really have a choice.
You would see a tank and you would shoot it.
The only question was whether you would hit it or not.
But now you will have a choice between close combat shooting,
where you're guaranteed to hit one tank,
or mid-range combat,
with the opportunity to destroy several tanks.
To make mid-range combat more practical,
we've increased the range of maximum damage.
Without getting into too much detail
this means that the damage of your pellets
will remain constant over a longer distance
and will not decrease.
So let's say you see a few tanks,
in the distance, for example on a small bridge,
on the Novel map,
you can hit them all with one shot
and even deal them a fair amount of damage.
As for the alteration
due to the increased range of maximum damage
we had to weaken the Slugger alteration slightly.
This alteration makes your damage cone narrower
to give you a smaller spread of pellets.
We had to weaken this alteration due
to the small spread angle
and due to the increase in the
range of efficient shooting,
which is why this alteration had to be slightly weakened.
So we weakened it
by decreasing the turret rotation speed.
That's it.
Okay, let's go on.
The next turret is Smoky.
Smoky also has some interesting changes.
Its critical shot chance
now increases with its level.
The maximum critical chance remains the same, about 20%,
and minimum will be about 10-11%.
How will this affect Smoky?
About 2-3 years ago,
Smoky had very strong critical damage.
Whenever it happened, Smoky could destroy
almost any tank with one shot.
But when the critical shot didn't come out,
Smoky was almost useless.
On one side, it was cool, because
to destroy a tank with just one shot
is awesome.
On the other hand there were some very serious problems.
For example, when trying to attack a base
that is protected by heavy tanks,
and two Smokies were attacking, one of two things can happen.
Either they get lucky and deal critical damage
with almost every shot,
destroying the whole defense
with just 3-4 shots without giving the enemies any chance to recover.
Or they get unlucky
and won't be able to destroy anybody at all.
This was definitely not cool
because the player could not influence this in any way.
So it was the Game that decided: "you can destroy all the tanks now"
or "you do not destroy anybody."
This was not good
because it was impossible to manage this turret.
So, what has happened to Smoky now?
Its critical damage is
slightly smaller than it used to be
but with the changes we've implemented,
you kinda get two Smokies in one.
At the early levels
critical damage will happen sparingly,
but at the same time, it will deal at least double the damage
of your standard shot, and even more.
But as you upgrade your turret
and play with it, the critical shot
will not become stronger.
It will get improve by 100
or 110 hitpoints when upgrading,
but at the same time, critical chance will increase.
This means that at the early levels you can deal
very serious damage, but only occasionally,
but at the later stages, you will have
a more stable increased damage output.
And if you understand,
how distance works in game,
you will be able to use it efficiently. For example,
damage doesn't decrease with distance.
Smoky is a turret for beginners, and it is always fun for them
while shooting a tank
finally watching it explode.
The increased critical damage
should help them with that.
If you have any low rank accounts,
you should definitely try Smoky.
Have a look, and tell us whether you think
it has become better and more interesting.
… Striker.
Next, next, next…
The next one is the Striker turret, and it undergoes two changes.
We have increased the starting velocity of its rockets
from 10 m/sec to 20 m/sec
and increased the maximum damage radius
from 0 to 1 meter.
What kind of magic is this and how does it work?
The explanation is simple.
Some tankers believe,
that rockets do not fly straight,
that they curve or waver in some way,
as they fly past the tanks.
This happens not with aimed shots,
but when firing a single rocket.
In reality, the rocket always flies straight.
It goes where you have aimed it.
These weird effects appear due to fact, that
rockets are fired from alternating sides,
so you do not see a straight line
like when firing a Thunder.
On Striker you do not see it,
and it is much harder to align it in your mind.
And the second thing, something that not everyone sees,
is that rockets accelerate while flying.
At the beginning they start flying quite slowly,
and then the get faster, faster and faster,
until they reach their
maximum speed.
Due to this fact,
when moving
and firing to the side,
it might appear that
that rocket is flying in an arc.
In fact, it flies straight.
Well.
We have slightly increased rockets starting velocity,
from 10 to 20 m/sec.
It is a very slight change,
but it makes it a bit easier
to shoot moving tanks.
We also did it because,
while there are some players
who understand how to play with this turret,
and use it very efficiently,
there are others who
do not understand this mechanic
of accelerating rockets,
and this makes them inefficient.
We don't want to give too much advantage
to tankers who can play very well,
but we want to help players
who are trying to learn how to play with this turret.
Since rocket starting velocity
is going to be increased slightly,
it will be easier to shoot Hornets or Wasps,
that try to run around you.
But remember, that you still need
to keep your distance due to the
second change that we've made in this turret.
That is the increase in maximum damage radius.
Every rocket has a splash damage radius.
And there is the maximum damage
that you can make,
and minimum damage, depending on the distance.
Splash damage has become a bit more efficient,
but you should understand that with increase in
efficiency, self-damage also increases.
So with all these changes
we're giving you tools,
that let you
work more efficient at longer distance,
but at the same time don't allow you to enter close combat,
because if you do, you will get
bigger self-damage.
We hope, that this Striker
will be slightly better to manage,
a bit easier, and more interesting.
Onwards...
Next, are the changes for Thunder.
Weak splash damage rate was changed
and maximum damage radius was increased.
It's simple. We found that
the damage reduction over distance, as a bit more
than needed. So, we have fixed it.
Now Thunder is much more efficient at that range,
as it was intended to be.
And at the same we have implemented the same changes
for self-damage in close combat, as with Striker.
I've already explained how this works while talking about Striker
so there's no need to explain it a second time.
The next and final change
is for Magnum.
It's quite simple.
Charging time will be increased from 2 seconds to 3 seconds.
What is this — a nerf or what?
We listened to your feedback about the fact
that even if you know
at which angle and how much power you should shoot,
it is very hard to hit the same point
multiple times in a row
especially when the shot is
not at maximum power.
This happens due to fact that
charging happens very quickly,
which makes it hard to hit a specific percentage.
If you have problems with graphics
for example your FPS is lower than 60 or even 30,
it becomes even harder to hit the exact percentage you want.
For this reason, we've increased charging time
from 2 to 3 seconds.
This means that
the power gauge
will fill up more slowly,
and hitting the needed percent of shot power
will be much easier.
Of course, you need to keep in mind, that at the same time
your firing rate at long distances
with maximum shot power, is decreasing.
But we think, that an increase in efficiency
at shorter distances
with less power makes it worth it.
Additionally, since Magnum
can reach any point on the map,
the slight decrease in firing rate
should not influence its efficiency too badly,
while the increase in efficiency,
and precision at short and mid distances,
should help significantly
and in general will make the turret better.
I didn't plan a proper ending,
so let me tell you something interesting, okay?
That's all the news about balance at the moment.
I hope, i explained everything clearly.
Please give us your feedback regarding
this video, and whether you liked it or not.
Should we do something like this in addition to the v-log
or separately from v-logs?
Should I explain everything in so much detail
or should I be more generic?
Write your thoughts
in the comments section.
Also, make sure you check out the changes
and tell us whether
we managed to achieve the goals I explained here,
or whether we did something wrong.
We really want to get your feedback.
Thank you.
Không có nhận xét nào:
Đăng nhận xét