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Patch Update 456 - Video by Hazel-Rah


theFiringHand
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The maximum crit hit chance is now 20% for a m4 Smoky and down to ~11% for a m0 version. It used to be 20% for all levels of Smoky. So unless you have a full m4 Smoky it is a nerf. It was the last turret that needed another nerf.

Critical damage will be increased for lower modifications to compensate.

Edited by TheBlackChick

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The maximum crit hit chance is now 20% for a m4 Smoky and down to ~11% for a m0 version. It used to be 20% for all levels of Smoky. So unless you have a full m4 Smoky it is a nerf. It was the last turret that needed another nerf.

what?  It's regressive - going down for all levels below M4? :o

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Critical damage will be increased to compensate.

For low ranks perhaps. That is not at all clear true for upper ranks.

 

The flat 20% system made it very useful to predict crits at long range (if you know how the systemn really works). With a floating percentage it will take more long range shots to get that one crit hit. But when will Smolky have that luxury of time ?

 

In the meantime the rest of the game is seeing bigger and bigger hitters. One turret out of 11 used to do splash damage now 5 out of 13 do so. The pace of the game is speeding up but Smoky is being slowed down. 

Edited by LittleWillie
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what?  It's regressive - going down for all levels below M4? :o

6:41 in the video...it's just as LittleWillie said

critical chance is 10-11% at M0 but it deals huge damage in comparison with the standard shot while at M4 the chance is 20% but the damage of the crit isn't that big compared to a standard shot

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what?  It's regressive - going down for all levels below M4? :o

Correct. But crit hit damage numbers remain flat (or nearly flat) across all m-levels. IOW once again the design concept is re-writteny. 

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For low ranks perhaps. That is not at all clear true for upper ranks.

He sais that crit chance increases with every modification but the dmg increase for the crit is less significant so in the end I don't think it's a nerf

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He sais that crit chance increases with every modification but the dmg increase for the crit is less significant so in the end I don't think it's a nerf

Do you have an account that actually uses Smoky? I have two full-time. Do you know how the ctit hit system actually works? I osed to but I do not know if they have changed that too.

 

But if you do not know what I mean here, maybe you should consider Learning Mode?

Edited by LittleWillie

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Do you have an account that actually uses Smoky? I have two full-time. Do you know how the ctit hit system actually works? I osed to but I do not know if they have changed that too.

 

But if you do not know what I mean here, maybe you should consider Learning Mode?

I know how the system works. You'll get an increase in crit dmg and a decrease in crit chance. How is this a nerf?

Edited by TheBlackChick
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Great idea to transport this message in a video, that makes much sense.

I'm actually more a fan of written data.. but that's because I spent quite some time on damage mechanics and such stuff.. I bet for the normal tanker that just want's to enjoy battles, the way you explained it (we change this, it will have this effect, you can imagine it like..) is the best thing to do :)

 

Was that planned anyways or was this because of my proposal some weeks ago?

 

 

I didn't get one point tho, what was that about the change of range of maximum splash radius from 0 to 1 m for Striker and Thunder?

I understand that in this way:

up to now the damage of splash was max at the point of impact, and decreased linear to the outer radius of the splash damage circle.

Now the damage of the splash is max at the point of impact, stays max until a radius of 1m, and then starts to decrease linear to the outer radius of the splash damage circle

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On the changes..

 

It has been pretty rare in the last time, that I agreed to updates.. but in this one most of the changes sound really good to me.

 

 

Hammer makes sense (the combination of high damage on midrange range was the thing that made it a bit op.. wokring the spread is a goot idea)

Fire sounds nice too. 0.4.. hmm.. wasn't that the value before all the changes? 2.5sec of heatupt.. If yes, then it will be a nice firebird :)

Isida - I still hope for a selfheal that is not doubled by DP.. but if we don't get that, then the last buff makes sense too

Magnum - as you explained the charge up change, I thought "oh nice, and for sure they give a 0,5 sec reload boost".. but there isn't. So.. let's see. Maybe that's a good thing anyways. As Magnum has not much of a waiting time to have a clear line of fire, it could be the right thing. I'll ask my magnum pro friend in a week :p

 

Thunder - didn't seemed underpowered.. but mabye I just play the wrong maps to see it

Striker - easier now. The splash increase sounds dangerous for packed maps like polygon..That was tough aleady..

Smoky.. hmm.. I'm not sure if this is the right thing to do. Unpredictable behaviour is hard to compensate with tactics for low rankers.. and exactly they are now faced with this issue.

 

If the spot of banace was hit, has to be seen in the battles

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I will be interested in seeing how bad the nerf is for hammer. I do not feel it was OP. It is my only M2 turret, and I have virtually no crystals, so if it is really bad now, I am screwed. I do have 9/10 on M1 fire, so when I rank it will be getting the last MU and the alt when I have enough crysals.

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Would be nice for it to be written out. Its not great to have to watch a 14 minute video to compensate for a few paragraphs of text.

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btw, ligth hulls would need more speed and agility.

 

In M3/M4 they are pretty useless in mixed-mode battles nowadays

(except you dope them endlessly with drugs, or you are a DP camper at the far end of a map)

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On the changes..

 

It has been pretty rare in the last time, that I agreed to updates.. but in this one most of the changes sound really good to me.

 

 

Hammer makes sense (the combination of high damage on midrange range was the thing that made it a bit op.. wokring the spread is a goot idea)

Fire sounds nice too. 0.4.. hmm.. wasn't that the value before all the changes? 2.5sec of heatupt.. If yes, then it will be a nice firebird :)

Isida - I still hope for a selfheal that is not doubled by DP.. but if we don't get that, then the last buff makes sense too

Magnum - as you explained the charge up change, I thought "oh nice, and for sure they give a 0,5 sec reload boost".. but there isn't. So.. let's see. Maybe that's a good thing anyways. As Magnum has not much of a waiting time to have a clear line of fire, it could be the right thing. I'll ask my magnum pro friend in a week :P

 

Thunder - didn't seemed underpowered.. but mabye I just play the wrong maps to see it

Striker - easier now. The splash increase sounds dangerous for packed maps like polygon..That was tough aleady..

Smoky.. hmm.. I'm not sure if this is the right thing to do. Unpredictable behaviour is hard to compensate with tactics for low rankers.. and exactly they are now faced with this issue.

 

If the spot of banace was hit, has to be seen in the battles

 

 

Yes, I fully agree  :) And thank you for pointing it out on Magnum, I will tell you how the new playing feels in some days  ^_^

I guess we have to wait for the numbers for Smoky and Thunder to evaluate the changes.

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Isn't splash on Ricco an alteration?

when your on your side and you turn the turret to flip yourself back over . what happens is if the turret is not in the directly straight beside you , you end up taking damage . but if its points straight down then it does no damage . will try and post photo to explain ..

 

 

 

when its diagonal across the tank  then no damage when on your side . ( yes i know these are in the up right position , I only did this so you can see the turrets better )

HEWgHDV.png

 

 

see when its not in the straight position you take damage

FLpT1Oi.png

KhmSvZO.png

 

 

Edited by Bydo

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Nerfing this, buffing that... and everyone "good!", "bad!"... when the game is all about how many drugs are spent to win...

You honestly need to stop complaining 

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What really needs a nerf is Twins.

It has too much impact force, damage and firing rate, and the alteration completely cancels out the self damage.

What's the skill required there? Brick on spacebar and pew pew!

  

 

What to nerf:

 

Ricochet: Damage and impact

Twins: Impact. All impacts should be matched to the recoil force numbers.

Shaft: Damage

Magnum: Damage

Striker Reduce the lock on memory, even if you hide for a moment it still remembers you. Not intuitive.

Firebird alteration: Somehow.

  

 

Let me tell you guess, you want to make twins do no damage at all, right? Well not happening, and the whole point in getting the stable plasma alteration was because without it, it's useless

 

By that logic, so does railgun.

 

 

Uh no, railgun is OP if equipped with the high caliber ammo alteration, not happening

 

 

Good update, except for Thunder. It needs a nerf, not a buff. It's okay to buff the max. damage range but it's still OP in mid-close combat, especially in crowded maps.

You're lucky that they let you buy the protection even if you don't use thunder :P

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Firstly I did like this video explaining all the changes and why they were made, it was a good idea and it made it more clear and I agree with pretty much everything. :) 

 

The one thing I have to say though,

You spent 2 mins and 38 seconds talking about why people might want alterations when playing with striker, and you're not giving us one yet. It's not even the newest turret anymore, so what's the holdup?

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I will be interested in seeing how bad the nerf is for hammer. I do not feel it was OP. It is my only M2 turret, and I have virtually no crystals, so if it is really bad now, I am screwed. I do have 9/10 on M1 fire, so when I rank it will be getting the last MU and the alt when I have enough crysals.

@devs, ^ look ^ how every Firebird owner wants that alteration, do you know why? Yes you do.

 

Firebird's gonna be nasty to face when in its optimal range, especially with the alteration. It's gonna make you look like a hot tamale (candy).

@ devs ^ look ^

 

Well the alteration is gonna be the same, still OP though. We'll have to see the change to stock, specially with Double Damage.

 

Let me tell you guess, you want to make twins do no damage at all, right? Well not happening, and the whole point in getting the stable plasma alteration was because without it, it's useless

About Twins I only said that impact needs to be reduced.

 

People buy Module Protection vs the Turrets they feel most threatened by. If many are already using Thunder protection, doesn't that indicate the Turret is potent, and probably doesn't need any buffs?

And buffing a turret because a lot of people have protection is then devaluing the Protection Module they invested in - many, many crystals.

 

Well, magnum is new (striker also) so that is case where people

1) haven't saved for module yet

2) waiting to see how it does (is it potent enough to warrant protection)

3) waiting to see if enough people use it (is it numerous enough to ...)

or any combination of the three above.

 

A really separate argument can be made on what the max protection should be... is 50% too much?  maybe...

Well said, very good points.

 

Nerfs and buffs should be protection(modules) agnostic.

 

Maybe devs are getting wrong numbers because they are considering statistics that include the effects of modules.

 

And maybe many people have acquired many modules with Thunder protection because Thunder wasn't nerfed  in the past. So it was a safe purchase, but that is not a reason to buff it.

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