Galaxy
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- Sep 26, 2020
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- Galax
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Did you take notice at how many seconds it take to kill a Tank?If they remove the ability to nullify the effect of Rex's cry, it would be enough to prevent tanks from entering the circle
A site on excellent yield takes 2 minutes to drain fully and 4 minutes when there is a defender present. Is it not possible as defender to keep the tank away from reaching the gate?Tank class walking into the circle and taking the Site in less than 1.5 minutes need to be addressed.
It's not even defendable.
90% of the time, defenders don't notice there are enemies unless the gate is already red (since attackers usually wait for duelist/outlaw status to wear off and then tp directly to the gate they'll drain). By then, it's already too late.Is it not possible as defender to keep the tank away from reaching the gate?
Hmm guess then its a problem that the clan owns to many buildings to properly defend them if not every building has a defender present? But if there are defenders present is it possible to defend it against tanks?90% of the time, defenders don't notice there are enemies unless the gate is already red (since attackers usually wait for duelist/outlaw status to wear off and then tp directly to the gate they'll drain). By then, it's already too late.
No.But if there are defenders present is it possible to defend it against tanks?
Not when the attackers go in groups of 3 to the same portal as waves with dino tanks, the number of defenders does not matter since they take 5Min in total to take a portal. This also happens with the 200% portals, the players do not attack the defenders. The defenders just desperately go to the portal and since the defenders do not have extra power, it takes too long to kill 3 tanks.Thats for the very detailed feedback @Czarna. Helps to understand what helps and what issues remain. I think some tactics with the new drain speeds need to evolve a bit.
What we already did is to improve a few aspects mentioned here that should improve a few elemements already:
https://forum.dinostorm.com/threads/game-update-april-16-2024.24046/ (Updates Tomorrow)
A site on excellent yield takes 2 minutes to drain fully and 4 minutes when there is a defender present. Is it not possible as defender to keep the tank away from reaching the gate?
Even if defenders are present, you'd have to outnumber attackers by 3:1 in order to defend in time against full-tank attackers.But if there are defenders present is it possible to defend it against tanks?
Also @Highway I'm not sure if this thread was the correct place to post this, but this is an issue many people are facing.View attachment 47509View attachment 47510
@Highway @Narokath There's a bug that causes a map to be too dark sometimes. It makes it harder to quickly identify red gates.
The problem isn't trying to keep the tank players away from the site for 4 continuous minutes, but rather trying to keep them from being present near the site for 4 minutes total (a bit more considering that in the time tank players are walking towards the site, it can be healed without being drained) during the period of 1-2 hours. They can keep coming back to the same site for the whole duration of the Vulnerable phase without fighting back, trying to suvive as long as possible. The invulnerable period with increased endurance also helps them reach the site faster while preserving their HP.A site on excellent yield takes 2 minutes to drain fully and 4 minutes when there is a defender present. Is it not possible as defender to keep the tank away from reaching the gate?
I hope this changes soon, atleast in Asia, cause ever since the 5 VP came attackers exponentially decreased so no more big clash, even in longer VP (Where they used to get 7-14 towers). Plus defenders are now KINDA back on watching the map 24/7. So I kinda see it as lose-lose, atleast on asia.The new conflict schedule will remain for now. This is also what the majority of players wanted
There is no bug, in the top image you were trying to select a teleport target, and the bottom image is the regular map.View attachment 47509View attachment 47510
@Highway @Narokath There's a bug that causes a map to be too dark sometimes. It makes it harder to quickly identify red gates.
Defenders (alliance) will most definitely abuse that feature.maybe adding an item that increase a players draining/healing rate would suffice these peoples concerns?
Fair, but for dead servers I believe the draining rate buff is kinda decent.Defenders (alliance) will most definitely abuse that feature.
And also, I don't think we should go towards overcomplicating everything. Too much overengineering when things can be simple.
remove the difference in hp in different states of profitability, balance it properlyWhat if we increase the repair rate to 15 as a test to see if it helps to make the balance better? Would be around 8 minutes on "excellent yield" when attackers and defenders are in the building area. Before we change the HP to something differently like the mentioned HP based on owned buildings instead of yield.
Ideally 2 buildings on "basic" yield should be similar to defend than 1 on "good yield" as they provide the same rewards. With the tendency that a single building is easier to hold as you dont need to split your defenders around mutliple sites.
It would be good, given what the attackers do, I would have to fight against the defenders yes or yes and it would lower the issue of the Kamikaze players, In the same way, the defenders always have to be alert if they want to keep the towers.What if we increase the repair rate to 15 as a test to see if it helps to make the balance better? Would be around 8 minutes on "excellent yield" when attackers and defenders are in the building area. Before we change the HP to something differently like the mentioned HP based on owned buildings instead of yield.
Ideally 2 buildings on "basic" yield should be similar to defend than 1 on "good yield" as they provide the same rewards. With the tendency that a single building is easier to hold as you dont need to split your defenders around mutliple sites.
Disagree, it will not improve the situation for defenders. In fact, the underlying problem will still be present.What if we increase the repair rate to 15 as a test to see if it helps to make the balance better?
Vulnerable phase starts, all sites go red. No one can teleport anywhere. You want to defend one of your sites, but you need to reach it first. It takes ~6 minutes to cross the whole map on the fastest Dino as a lvl 55 player (55 Coelophysis with a 55 endurance implant). All excellent sites at the ends of the maps will be lost before you can even reach them (as of the current version: 2 minutes to fully drain an excellent site). You can reach a site with a very good yield, but it might as well fall before you manage to kill all the enemies.
there are always a lot of defenders on eu-1, the situation here is individual for each server, your is to solve this problemYou then are not prepared properly for the attack. Organize your clan before the vulnerable phase starts. To many buildings owned and not enough defenders at the sites.
(My clan holds 6 Sites in total)You then are not prepared properly for the attack. Organize your clan before the vulnerable phase starts. To many buildings owned and not enough defenders at the sites.
This logic is also a bit flawed, because at the same time it means that the attackers are gaining 8 buildings for one Production phase after the succesful takeover of a single excellent yield site. And while the previous replies mentioned that it is easy for 3 tank players to drain a single excellent yield site, the same can not be said about them draining 8 basic yield sites.I mean that you have defenders in place that is required for the defence and a few people that can support when they reach later. The higher the yield the more defenders you need to hold it.
Keep in mind an excellent yield building is worth like 8 buildings. So you basically you have more than just 6 buildings.