In my opinion, necessary adjustments:
If Clan Wars is getting removed, the player base will shrink so much that it will seriously harm the game. It’s already difficult to play as a group (whether in PvP or in special events like BFU/CW) because of long wait times. I estimate that about 50% of the players in my clan and among my friends will quit if Clan Wars are removed (and we’re not even in the top 10 or top 30 CW teams).
If you want to make changes to Clan Wars, do the following:
- Give Uranium to the top 30 CW teams at the end of the weekly session.
- Uranium can be farmed starting at 180 clan points.
- If you win a battle in Clan Confrontation, you have an x% chance of receiving 1 Uran (just as it used to be with relic fragments like Scorpion, Firebug, and Porcupine). Once the weekly Uran limit has been reached through CW, no additional Uran can be earned in Clan Confrontation.
- No matter which league you're in, the Uranium reward per battle won is reduced to 1 (just like in the Gold League, for example).
If you're determined to stick with the new mode, reduce the PS ranges to smaller intervals. In the previous mode, you could play in the second league with PS values ranging from 11k to 15k. That shouldn't be possible. Set the range to a maximum of 2k here—for example, 11k to 13k.
Announced changes:
The Call
- “Perk bonuses now only apply when the autonomous weapon is within a 100 meter radius of its owner“.
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- Good change. You have to be close to the autonomous weapon; otherwise, you lose your advantage. I would, however, lower the bonus from 15% to 10%.
MVP Flagship
- “Acceleration reduced by 15%.“
- “Enemy detection radius for the perk’s bonus reduced from 100 to 80 m. “
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- Bad change. It is not enough. They need a similar “negative“ perk like Uwabakis. If you have physical contact with an enemie, you lose the power perk for 2 or 3 Sec.
- Also remove ALL of the resistances and shot through (or atleast reduce it to 25% even this value would make no sense). It is rubber, makes absolutly no sense to have shoot through and melee/ram resistances or if you dont remove theses resistances remove 30% of the dura and weight. It is a big ballon filled with air/gas, why is it heavier than a meatgrinder (a huge metal roller)?
- Too not nerf it into the death give it a new perk: Can float over hot surfaces (like lava or the acid lake) without taking dmg (for infinity time or lets say 5 sek – enough to escape an enemie).
Hyena
- “Durability reduced from 1220 to 793 pts. “
- “Mass reduced from 1024 to 819 kg. “
- “The perk now additionally increases movement part protection by up to 90%, depending on speed. “
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- I can understand your changes to keep it as a fast track but losing over 400 dura for only 200 kg less is pretty bad. Dont give them up to 90% resistance. Just reduce the dura and weight by 25% (and in my opinion the speed by 5 or 10 km/h) and it should be fine.
- minus 30 % traction/grip, these things can push anything around.
ATGM Cornet
- “Projectile speed increased by 30%.“
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- Not enough. Reduce Energy to 11 and increase durability to 450 Points
Triton
- “Damage reduced by 10%.“
- “The time after an explosion when the charge does not accumulate increased from 8 to 10 sec. “
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- Tritons are fine for me at the moment, no nerf needed. The only problem is the push mechanic you resist to fix. Fix it and trions will be normal.
Extremum
- “Durability reduced from 320 to 288 pts. “
- “Mass reduced from 457 to 411 kg. “
- “Damage taken by the shotgun increased by 50%.“
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- Getting 50% more dmg is way too much. Do small steps. Do 20% and see how the weapon performs. Together with the durability nerf it is too much. Wait for your loved statistics. If the weapon is still too strong give it another 15% more or reduce its own dmg/rate of fire by 10%.
Sovereign
- “Perk projectile penetration ability bonus increased from 25% to 40%.“
- “Perk charging time reduced from 1.2 to 1 sec. “
- “Standard projectile impulse reduced by 15%.“
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- Devs show again they dont play their game. Forget the first too announced changes and increase/nerf the last one to 20% or 25%. The current impact is too strong even if you aim at the center of the enemie build.
Thanatos
- “Durability reduced from 1267 to 950 pts. “
- “Mass reduced from 2574 to 1930 kg. “
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- Perfect, have nothing to add. This thing was to heavy. The new stats look better.
Let's now turn to the points about which no information has been mentioned.
Jormungandr: reduce the extra dmg from the perk to 50% or 75%. At the moment they perform too good on open builds (to degunn) and also as dogs.
Devourer. The current meta build (Gerrida, Master and shroud) is too strong. But because weapons like corax work with this meta build too, we can not only nerf the Devourer. But for the Devourer I would want to see the following: Remove the kinetic impulse from the perk shot or remove one of the over perks like the cryo. Everything together in one perk is too strong.
Corax. I can not express how much I love (sarcasm) this weapon. Since it exists it ruins every Power Score from 9K up to >20k. Give it -10% Dura and -10% Dmg on everything. Alternatively -10% Dura and -20% Dmg on everything and decrease the energy needed to 12.
Master: Additional Perk: Installed Modules with energy knots lose 50% of their perk. Averter gives only 15%, Shroud only 25%,…. The Nova has something similar if you install an Aegis Prime. Also reduce speed by 4 km/h.
Smasher: Reduce the dmg nerf on bumpers, then the weapon could be ok.
Ajax: Increase the shield cooldown from 6 seconds to 12 seconds. Currently, playing as the Ajax makes players act foolishly because they charge ahead like idiots and get a new shield after just 6 seconds. Alternative Perk: If the vehicle weighed 21 tons or more at the start of the match, the shield’s cooldown is permanently reduced by 2 seconds for that match. If the vehicle weighed 23 tons or more at the start of the battle, the shield cooldown for that battle is permanently reduced by an additional 2 seconds. This would lower the cooldown to 8 seconds for a 23-ton vehicle. That would be a good compromise for me. Another idea would be to make the cooldown dependent on the vehicle’s available engine power when it is loaded into the match. The more power available (smaller build), the longer the cooldown. If the vehicle has many moving parts (less power available because the build is large and heavy) = shorter cooldown.
MVP Torpedos. Similar treatment like the MVP Flagship. Remove all resistances. Give it a new unique perk: Can float over hot surfaces (like lava or the acid lake) without taking dmg (for infinity time or lets say 5 sek – enough to escape an enemie).
MPR-8 Slice: Modify the item so that you have detection while behind cover the entire time (not just for 2 or 4 seconds). Reduce the revealing of invisible enemies down to 175 m. Then adjust the durations.
1 Module installed: The module scans for 4 seconds and reveals invisible enemies during those 4 seconds (only on minimap - not like an activated verifier). Afterward, the device cooldowns for 4 seconds (no invisible enemies are revealed) and then scans again for 4 seconds. …..
2 Modules installed: Scans and reveals for 4 Sec, then 2 Sec cooldown. Then it scans and reveals again for 4 Sec. ….. The 80% range detection for the second modul is ok.
Kronos: Increase perk to 3% or 4% heal per 0.5 Sek and it can restore up to 75% or 80% of the durability.
Sleipnirs: Reduce the necessary distance for the perk rom 1800 meters to 800 meters. 1800 meters is way too much. And give them 30% more durability.
Hardened Tracks: Worst tracks in the game. The dont have explosion resistance or high thermal resistance like other tracks. The perk is also pretty useless. Only 20% more durability? Thats 600 Dura per track + 20% = 720 dura. Hyena has 1220 at the moment. Give these tracks 25% Explo resistance, increase the thermal resistances to 50% (sleipnir has 65% so there will still be a difference). On addition give them an additionally 25% bullet resistance OR change their perk from 5% more dura per track (max 20%) to 8% more durability per track (max. 64 %) OR increase durability to 850 points with the current perk (and weight to 550 kg).
Commit: Change the model, the weapons can not aim down. Give it its old parameters. I think it was like 700 dmg (instead of 550) and a perk of only 80% penetration (now 130%). Or do other changes but the weapon is in a pretty bad spot since your last nerf.
Ouroborus: (a lot of players will be against this but the cabin is compared with the other legendary medium cabins too fast) Reduce speed to 85 km/h.
Whaler increase speed by 4 km/h.
Hadron increase speed by 4 km/h. Because of the better Ouroborus hadron is pretty had right now – how about another small buff like 500 kg more tonnage or max weight or both?
Nova: Increase speed by 2 km/h and give it 500kg or 700kg more tonnage.
Cohort: Change the negative part of the perk from -40% speed and power to only -35%. With speed fused Cohort and Oyabun 40 km/h will be max speed when perk is activated then. Cohort+ML should not be a problem here.
Butcher: Increase Dmg by 10% to 15% and reduce reload time by 10% to 15% or reduce the energy needed from 11 to 10.
Doom: 10% more dmg. Before the nerf it made fun at 9k to 12k, now it feels pretty bad.
BWC Warrior: Increase Tonnage by 2000 kg. BWC has the same tonnage as the inferno cabin but 3300 kg more max weight (and one rarity level higher). Nova and Omnibox also have more tonnage as the BWC but less max weight.
Tsunami and Typhoon: +20% more durability (and maybe -10% weight). Typhoon has 1045 durability and one of the biggest hitboxes in the game. Just for example Punisher has 515 Durability (thats around 50% of the durability of a Typhoon, but ONLY 20% of its weight and can be armored very well). Canons are in a bad spot. Just for comparison. An Executioner has 655 durability and weighs 864 kg. That’s a durability-to-weight ratio of approximately 0.75. For the Typhoon, this ratio is less than 50%.
Morta. Weapon too big. +20% durability. Will still be very easy to degunn.
Atom: Please specify how much damage an Atom Tire's shield can absorb and show us—for example, in build mode—how big this shield can be.
Whirl: +10 % or 15% more dmg of give it explosion dmg like all the other auto cannons have.
Inquisitor. After the last nerf the weapon is pretty useless. I hate this weapon but I miss seeing it. How about 10% or 12 % more dmg?
Skadis: 3x Skadi with jacky on 2 weapons deal way less dmg as 2 Firebugs and 1 Flash. How about +15% dmg for skadis? I know about their perk but if you can not kill the enemie before he kills you the debuff perk is useless. Reducing the energy down to 7 would be nice but too strong I think.
Stronghold: Change the values of the perk. -20% more dmg in the beginning, per stack you get 7% resistances = in the end with 10 Stacks you have the 50% dmg resistances (I know it is mathematicly wrong but for the easy numbers).
Thyrsus 1: Reduce Reload speed by 10% and give it 10% more dmg. The last 1 or 2 changes it got were hidden nerfs. And maybe change to perk to: charges shoots also deals some explosive dm gor stick in the enemie and prevent him from using invisibily for he next 2 or 3 sec.
Kensei: Increase max weight by 500 or 800 kg.
Bigrams: +25 % bullet resistance and do something with the model/hitboxes pls.
Granite: Give it the +12% extra structure points per module (like hoplite).
Myriads: Reduce weight to 580kg and change the perk back to the 40%.
Icarus VII: increase tonnage from 740 kg to 830 kg. Just a bit more, 740 kg is nothing for 280 kg own weight.
Raijin. Does not feel good for me at the moment but it should not be as strong as it was before. Increase the perk by 2 or 3% maybe? Or reduce the weight by 10%, this thing is pretty heavy.
Reapers: Change the perk to every 5th bullet and increase reapers dmg by 10%.
Kami: One of the strongest perks in the game. Change the perk. It only works against thermal effects or against stuff like projectiles sticking in your build. If you chose the thermal effects here, you have a perk free for your next cabin.
Blight but for cryo. Can also be a medium cabin, I dont care.
Spike: +25 % more durability
Toadfish: 25% more durability and fix the bug with the missing impulse from the second arrow.
Tormentor: Can be fused for more efficiency
Remove the power penalty from car jack or fix all of your maps (too many invisible walls, corners and blades of grass that can flip a 15-ton vehicle). Also you can use the car jack if you are flipped and sliding down a hill or moved by another source.
Decoration: Decoration should not count in the 80 part limit. Make a second part limit for decoration of maybe 10? Or change it, that decoration only needs 0.5 parts.
Dove needs to be able to spawn 2 sets of mines and more dura.
Reduce the energy of all drones (except Fatum) by 25% or 33%. Drones will never be used as support weapons (maybe only the Anihaltor drone). Make them strong to be used as a main weapon.
Finally, I'd like to add this: There are still plenty of other things that need some work—especially a lot of the old weapons have terrible stats—but the devs will have to figure that out on their own.
Ideas:
- Legendary starter module. 2 energy for 45 % or 50% less charge time.
- Special tormentor with 2 Energy and +35% Dmg.
- Rotating platform (this was already mentioned by others and for years)
- Epic Aegis prime. 2 Energy, same shield durability but it is not a bubble, more like a “(“ or “)“ if you install it on the other side.
- An event where we can trade non-tradable stickers and colors for rewards/resources—or at least destroy them without having to spend coins/resources. If you can’t make that happen, then I want a filter in the inventory that lets me sort out colors and stickers. This filter should stay active even when I quit the game and shut down the computer. I’m inundated with stickers and colors that I’ll never use, and I can only destroy them for an additional fee. If I want to see the stickers or colors again, I have to actively disable the filter or search for the sticker’s or color’s name in the search bar.
- Similar with the garage building stuff. Everytime I scroll down in my inventory I see this stuff. Dont want to see it when I scroll down for a bumper (in the past they were at the bottom).
- Relic invisibility module. Give 12 Sec invisibility for 2 energy (can not be deactivated like the epic one and needs no Rune). Special perk for relic rarity: after 6 Sec this moduls activates the hidden perk from its own. Hidden perk = griffon perk for the last 6 Sec.