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Everything posted by stat.padder
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update Patch Update #669 - Released 19th November 2021
stat.padder replied to Marcus in News Archive
I agree about supply consumption reduction to 2. On this account I am upgrading defender, but since I know it's hot garbage ( I have it maxxed on my main) there is no real incentive to max it here ASAP. I miss the old defender, this one gets owned by crisis. Also I was going to buy booster (it would have worked nicely with "balanced" vulcan adrenaline), but after this I will pass. It's still very good with striker and hammer (blunderbuss), which I have both. However, spending millions on something that might get nerfed to "Brutus 2.0" level is pretty big risk. -
update Patch Update #669 - Released 19th November 2021
stat.padder replied to Marcus in News Archive
WHERE IS PATCH FOR IMPACT FORCE FOR MOBILE VERSION??? Sorry for caps lock, but now I am starting to think devs are blind. They should give infinite weight to mobile tank as temporary fix, I don't care if it's unfair because right now it's unplayable. I use heavy plasmagun on my main account sometimes and its already almost impossible to hit light hulls (sometimes viking and crusader are hard to hit too). Now it will work only against heavy hulls or it could be used with trickster since its effective range is 20-25 dispite being technically 60 (70 is useless). Now it will be like 16-20. LCR nerf and Round destabilisation augment rework are outrageous. They want to nerf all garage augment to the ground like they did with autocannon. -
Nice. I am not going to buy on this account, but I am tempted to buy it on my main. This is second OP augment in a row, hmm. However, I am glad I skipped AP freeze since it seems a little bit weaker. Colours are okay, but there is no Night City (I can empathize with anyone who wants it, for me that's better than any smoky and dictator augment I desperately need). I do not expect it in BP nor I expect it in the shop for 2999 tankcoins...ehm, but... (I can't afford to give more since I am taking all the risk here in a game that takes too long to fix bugs and always seems like it's on verge of death).
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Only SOME bugs were fixed. One very important still persists. Impact force on mobile version is still too high (example: mammoth,titan,dictator etc. are flipped easily with hammer and railgun) making game impossible to play without using hovering hulls. I have stopped playing this acc, but my other one has crusader and ares so I play there instead.
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Is there a bug fix (mobile version) where impact force was way too high? I am constantly flipped by smoky, hammer, railgun, thunder etc., so I have decided to quit until that is fixed. I know such problem does not exist on pc and on my other account I can play on phone but only using crusader and ares (even heavyweight augment can’t help on phone). As for patch notes, they are introduced to justify existence of nuclear thingy…bla…bla. Now autocannon augment will be even more useless because last thing that gave it purpose (it’s too weak without OD) was nerfed even more.
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Why is autocannon completely unbalanced (extremely weak) and definitely not worth 245 000 crystals? I have analysis which explains why it is so bad. 4 important points are inside >>NOTE<< Autocannon has high rate of fire so it makes sense to find what is its average damage per second(DPS) so it can be compared to a weapon that is similar, e.g. Vulcan which is also same class of turret – medium range. DPS is pretty hard to find, because it fluctuates constantly. It requires knowing probability and I have some knowledge in that area, but even that might not be enough. n=number of shots fired (3rd shot is the first one that has positive crit.chance(25%)) Probability for the 3rd shot NOT to be critical shot= (3/4)^(3-2)*100%=75% Next…-||-… NOT 4th shot=(3/4)^(4-2)*100%=56.25% …NOT 5th=(3/4)^(5-2)*100%=42.19% …not 6th=31.64%; not 7th=23.73%,; not 8th=17.80%; not 9th=13.35%; not 10th=10.01%… >>NOTE1:10% that there will be NO criticals in TEN shots which means there is decent chance that player will be stuck dealing only 116 DPS(basically NOTHING) for first 4.5 sec! Exactly this happened a lot to me causing almost certain death and beeing increadibly frustrating<< Percentages above can be imagined as different occasion(events). E.g. In 30 out 40 events 3rd shot is not crtical or in other words 10 ARE critical. 4th shot critical does not happen in 22 out of 40, but since 10 events already had critical in 3rd shot, it means 4th is critical in 18-10=8 events. 5th is in 23-10-8=5; 6th is 27-10-8-5=4 ; 7th(31-10-8-5-4=4);8th(33-10-8-5-4-4=2);9th(2);10th(1),11th(1);12th(0.75) and last 40th event can have critical in shot number 13th(0.56)or 14th(0.42):in theory in can go even further. average number shots at which critical occurs=sum of all (n scenarios(e.g.10) * n when critical occured(e.g. 3))/40=…= 216.16/40=5.404=5.4 >>NOTE2:{1 critical and 4.4 regular shots or e.g.5 criticals and 22 regular in overall 27 shots}Average DPS is (4.4*58+1*850)/(5.4*0.5)=1105.2/2.7=409.3<< Before the update it had 551.1, so it got 26% nerf<< >>NOTE3:Autocannon before that one recent smoky buff was balanced with 513 DPS, and was rarely used, until the unecessary buff where little increase in its usage was seen, but even then was far inferior to Vulcan.<< Now stock vulcan has almost 2x DPS than autocannon, which gets even worse comparing it to adrenaline vulcan, which on average gets more 10% of its damage boost benefit making it possibly even 2.2x stronger. Argument can be made that this vulcan needs heat immunity, so I will add vulcan augment that can be used without it if player is good. Shooting speed regulator, the least popular one, has even 696 DPS. Less important.Also comparing autocannon to other similar turrets(augments), it still obvious that it is far inferior. Plasma accelerators for twins have 661 DPS + splash dmg, helpful impact force and on phone it feels less “buggy” than autocannon and while it does not have criticals all the time it can still sort of “ignore” module, overall much better so no wonder it is one of the most used twins augments, also it is my second favourite after adrenaline. >>NOTE4:Other smoky augment even surpass the DPS of autocannon, e.g.supercumulative rounds(485.2 DPS), incendiary rounds(679.1 DPS-no boosted armor,551.5 DPS-boosted armor,455.9 DPS-added heat resistance,424 DPS-added heat immunity). Other advantages are player can shoot and hide with these and initial dmg is way higher-that is why even stock smoky can do more dmg against player with module than autocannon user in first 4.2 seconds of interaction(4 shots), which is very IRONIC since autocannon’s main purpose is dealing dmg with criticals in order to avoid module.<< As someone who bought this augment it feels like I was scammed, because this is NOT worth 245k crystals. I did not buy this with intention to use it for 3 months and then to be forced to ignore it. My 2 accounts overall have all smoky alternations, except for adrenaline, ap, sorted ammunition and stun so I had ability to compare. Even cheap alt like HPAS has more purpose, power and is comfortable to use.
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„Fool me once, shame on you. Fool me twice, shame on me.” I was really naive to think everything would be fine. What's gonna happen this time. Will I miss the discount?
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What? It got 2 nerfs in past (exception-recent buff to smoky overall). I almost never see autocannon users in battle and when I do see them, they perform horribly. I also avoid using that augment most of the time since I find supercumulative rounds better free 2 play alternative (now I may buy other f2p augments that have status effects). Emp is far better then other smoky augments, this nerf just increased already huge gap and made game more pay to win (I have emp smoky on my other account so I know what I am talking about). It is ironic to see me complaing about p2w when I am “buyer” and have armadillo, but enough is enough. How hard can it be? Just enter the game and see for yourself…ISIDA-VAMPIRE NANOBOTS, STRIKERS, FREEZE-AP, vulcan, hammers with status effects, smoky emp, gauss emp/ap are dominating ALL the time and you nerf rico, autocannon and (off-topic) trooper drone ??? 9 sec for shaft is balanced tho, gotta admit they did fine job there.
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{Yeah…I really felt like celebrating yesterday after 2 days of premium lost, which is especially bad cause it was boost (2*2=4x crystals), now I have to play for 1x. Just a “small” inconvinience. Not to mention how bad weekly challenge I got and prizes from containers were “cherry on top”, irrelevant, but anyway...as you said, dream has come true.} EDIT: thanks a lot for the token of apology tanki online team.
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I can’t wait to finnaly see more magnums in MM, this balance update is very good if that is the case. Ever since that reload nerf my magnum prot.module has collected way more dust than exp. If shaft was nerfed too hard, it will get buff sooner or later. Only time can tell. That was the case with other weapons (e.g. Railgun-maybe even op now, Smoky-recent buff suprised me, but I did rarely see it before that; Magnum-hopefully in future because it’s garbage right now).
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I am pretty sure that I will no longer consitently see matches where shaft campers have 20,30(7 min format) or >50 kills (12min). If that number is reduced by 50% I will call it balanced for such gameplay style. By the way, I do not remember seeing such an outcry for railgun nerf. For comparison there were some railgun campers during the period when it was really weak. The most I have seen was 15 kills in 7 min and a lot of times they switched to another weapon because they couldn’t play. So who knows, after this struggle that shaft users may experience, they might get rewarded with buff. At the and of the day, regardless of everything, the ones in the worst situation are mobile users that can’t even play. We may need to say goodbye to lost hours of premium and challenges (who plays it).
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I have lost 5 hours of premium so far because game is not avaible on goole play. That is probably not going to refunded in any way…very “nice” update. On the other hand, shaft nerf was well-deserved. I remember how futile was dealing with the while on road to legend. No other weapon was as dominant on lower ranks hence why that is my the most used prot. module. Railgun was nowhere to be seen recently. It was really bad no matter what alt. This is a nice change, but I am concerned about those railguns with status effects.
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