1. Hey please check out our new forum Suggestions and Ideas found in the area "The Bay" - as we love all your ideas and want to collect them in one place, - please use it going forward. :) Thanks already for helping to make Battle Bay an even better experience. Remember: If your idea already exists - simply add your comment or like to an existing one so we avoid duplicates.
    Dismiss Notice

How about this balancing guys

Discussion in 'Game Discussion' started by Fin-, 21 Aug 2018.

  1. HAPPY SITHSHA

    HAPPY SITHSHA Well-Known Member

    Joined:
    24 Feb 2018
    Messages:
    1,148
    Location:
    A Place that u could never imagine :P
    Yeah,Grenade is already great,u know.
    Grenade user here.:):)
     
  2. Kurd1stan.

    Kurd1stan. Well-Known Member

    Joined:
    13 Sep 2017
    Messages:
    862
    Location:
    somewhere
    if I am not wrong it has 88% crit chance and that is too much it's crit chance need to be nerfed
     
  3. Fin-

    Fin- Active Member

    Joined:
    2 Sep 2017
    Messages:
    111
    I explained that that is not a buff. Did you read that?
    Even it can be nerf situationally.
    And i don't think only dbl TS is OP. Single TS also good as much as dbl.
    Cit % buff is worst choice i think. It makes bad rng game like WOT.
     
  4. Fin-

    Fin- Active Member

    Joined:
    2 Sep 2017
    Messages:
    111
    Deleted flare gun content. It was just an example. We need a definite TS counter. It is what i'm trying to say is.
    Flare gun has long been considered TS counter. But since last perk update, it's no longer a counter.
     
    Last edited: 21 Aug 2018
  5. xArrogance

    xArrogance Well-Known Member

    Joined:
    9 Dec 2017
    Messages:
    767
    I recently started using the grenade and it's just a fun weapon to use.

    It's pretty much a better version of the ecannon. It has a much better cooldown, splashes on water, does more damage with a decent crit, has a similar projectile speed at max range .. and my nade (with a leg perk and range perk) has the same range as the base EC.

    Since the EC can't even bust a Tshield now, I don't really want the grenade nerfed .. but I wouldn't mind a little longer max distance flight time if they'd tighten up the close range flight time.
     
  6. NoTtIaN

    NoTtIaN Well-Known Member

    Joined:
    29 Dec 2017
    Messages:
    733
    Occupation:
    Make posts
    Location:
    In your bed, computer, and screen
    not only is this wrong, but you have to look this from an ace III-II perspective.

    grenade: actually where you are standing does the dmg (not like taking 700 on the EDGE)
    tesla shield: more % of bubble used = more reload + 4s (meaning that the tesla shield reload will take 4s, + (say 50% bubble) about 8s, meaning that once the bubble wears off, youll need 12s to reload.
    but say your whole bubble is dead, youll need 20s + 4 stun. (and thats AFTER its done the stun/bubble power)
    mine: duration to 40s (many nubs use this and its a put and forget (minimal aim req) and still you can deal so much dmg with it)

    carro: this will change everything, make defense only take % less then before (def mk7 starts with about 6% less dmg tooken)
    so carro will *kinda* ignore defense but itll need a dmg nerf (to have carro not deal 1400 against me speeder!)

    cannon-dmg increase by 10%, reload from 5.6 - 6-7, thisll still allow you to aim, switch, and fire back, but dealing more ddmg, this is, its pairs well, or the reload will take longer then usual.

    mortars: make the view point better (above the circle youre aiming for--kinda like drone view)
    and make the dm gmore consistent.
    outer ring: 20% dmg, middle, 30-90, bullseye, 100+20%
    gear lube+rudder, give it some hp perks (allowing it to take hp) u=30, r= 60, e=90

    repair box: make it last longer, enemies who touch it will take -50% effect of the box, projectile spd increase by 20%
     

Share This Page