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Patch Update #439 - Balance Changes, New Alterations and Bug Fixes


theFiringHand
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You are right, this brings a LOT more damage than it previously did. Self-damage is a greater danger to Twins than it is to Thunder tho. If the splash effect will work tomorrow still in the way as it used to be, then you will deal the same damage on all tanks within 1m around epicenter, that you will deal when you hit them directly. 4 m away you will deal a quarter of the damage that is inflicted in the epicenter. Between 1 m and 4 m the damage decreases linearly between those two values that I described. If a tank is more distant than 4m then he won't get damage at all.

I don't like these updated much. Thunder loses its unique feature as from tomorrow other two turrets will have it (in rico as alt ofc). That's four turrets totally. Anyway I think I have to prepare my twins mammoth and rock module for tommorow :D.

Edited by filipiar

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I don't like these updated much. Thunder loses its unique feature as from tomorrow other two turrets will have it (in rico as alt ofc). That's four turrets totally. Anyway I think I have to prepare my twins mammoth and rock module for tommorow :D.

Basically, those turrets with splash damage are Thunder, Striker, Twins, Rico on alt. and Artillery incoming, plus indirectly you could count Freeze and Fire to them too, which are seven turrets then.

Edited by Tani_S

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They are very vague about the vulcan "balance" changes. Many people feel that vulcan is op. It is on sandbox, madness, and rio. On most maps it is weak and underpowered. I am worried if this is going to be "balanced" like isida.

Damage 349

Overheat resistance 4.94

Range of max damage (m) 59.41

Range of min damage (m) 118.82

Auto-aim upward (deg) 13

Auto-aim downward (deg) 16

For the record, here are the current specs for vulcan m2. Tomorrow, how different will it be?

Edited by jordankiller

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its like buying a chocolate bar for double the cost when you know the day before it was half of the cost ..

this too me is more greed and profit for nothing ..

Well i have this problem in real life in my country but it's not greed it's inflation , i think

In Russia they have inflation too and they have to make ends meet.

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Basically, those turrets with splash damage are Thunder, Striker, Twins, Rico on alt. and Artillery incoming, plus indirectly you could count Freeze and Fire to them too, which are seven turrets then.

Well I think it is better to keep splash damage and freeze/fire separate.  So look what Tanki has done. The game used ot have one splash damage turret now it has 5. A 400% increase!  This is going to dramatically change game-play. There is no what Taniki has trested the effect of all these changes.  They're throwing everything they can at this game on a wing and a prayer. My confidence is lowwwwwww.

 

And I wonder if all these new splash calculations are what's behind the massive increase in lag problems.

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They are very vague about the vulcan "balance" changes. Many people feel that vulcan is op. It is on sandbox, madness, and rio. On most maps it is weak and underpowered. I am worried if this is going to be "balanced" like isida.

Damage 349

Overheat resistance 4.94

Range of max damage (m) 59.41

Range of min damage (m) 118.82

Auto-aim upward (deg) 13

Auto-aim downward (deg) 16

For the record, here are the current specs for vulcan m2. Tomorrow, how different will it be?

I just listed the changes on the last page

 

+ Weak damage (25%->50%)

- Vertical auto aim (-4 deg)

Gyroscope effect reduced

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Basically, those turrets with splash damage are Thunder, Striker, Twins, Rico on alt. and Artillery incoming, plus indirectly you could count Freeze and Fire to them too, which are seven turrets then.

You are right. Thunder is simply "unattractive" nowadays.
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Nice update, I hope we can somehow get a sale on Valentine's Day for me to buy them :D sounds pretty powerful. So twins is like thunder now, getting slash damage?

 

The splash seems too little to make it OP exept in Poly CP, when I tried it in the test server it was annoying especially in smaller maps.

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Wait, is there any tradeoff for adding splash damage to twins or is it just a way to make it even more overpowered?

The downside is self-damage, which is more of an issue to Twins than it is to Thunder. From now on the standard movement of Twins players of pushing other and shooting isn't recommendable for an unaltered Twins anymore.

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Developers literally gave twins splash damage so it also damages itself in close up combat just to add an alteration to remove it! Wow what lack of imagination!!!

No more ramming the opponent with Wasp/Twins and a brick on the space bar.

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Developers literally gave twins splash damage so it also damages itself in close up combat just to add an alteration to remove it! Wow what lack of imagination!!!

I don't think I'll buy that alteration. I'll leather try to adapt to the splash dmg and squeeze out the pottential it has.

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  • Developer

Developers literally gave twins splash damage so it also damages itself in close up combat just to add an alteration to remove it! Wow what lack of imagination!!!

Funny.

 

When I make any changes everybody cries for me to change it back. Now I made a change and added an option to have it back.

And there you go, "Lack of imagination" they say :D

 

It seems like it doesn't matter if you do listen or do not listen to their feedback — they just won't appreciate it. Useful thought for you out there who ever wonder how it is to be a game developer, I guess.

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I like the reducing of the gyroscope effect. It means the turning of the turret is now faster while firing.

No, it means that enemies can knock off your aim easier.

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